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Currently new electronic media, the Internet in particular, are poised to become a major part of the marketing and communications mix, not only for adults but also children. This poses challenges and heralds a new debate on both protection of the young vis‐à‐vis more equitable access and the need, nature and forms of regulation warranted. This paper reviews the literature on this debate and related issues. It reports on a New Zealand empirical study of parental perceptions of their children's electronic media use and examines the findings and the insights obtained on the use of the Internet and its role as a marketing communications medium. It also reports on what these parents consider to be the key concerns in this area and their Internet site preferences. The issues relating to children, the Internet and the link between violence and video games are examined and implications for marketing communications are discussed. 相似文献
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Brett A. S. Martin 《Journal of Strategic Marketing》2019,27(2):151-163
This article examines the consumption experiences of consumers of trading card games. Fourteen depth interviews illuminate the emic and etic meanings that exist for two key groups of trading card game players – hobby players and expert tournament players of the trading card game, Magic. An etic framework is then derived that analyzes these perceptions in the context of issues related to collective dramatizations of leisure consumption and the social self. Findings show marketers how consumers use their imaginations especially for mythic consumption. 相似文献
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Rebecca D. Watkins Janice Denegri-Knott Mike Molesworth 《Journal of Marketing Management》2016,32(1-2):44-70
This theoretical article highlights limitations in the current trend towards dichotomising full ownership and access-based consumption by recognising a broader, more complex array of ‘fragmented’ ownership configurations in the context of digital virtual goods (DVGs). In challenging this dichotomy, we recognise that the relationship between ownership and possession becomes particularly significant. We therefore consider how prominent DVG ownership configurations may shape the way in which possession is assembled, potentially reducing consumers’ scope of action relative to DVGs and leaving possession susceptible to disruption. Conversely, we acknowledge ways in which consumers’ continued attempts at possession may impinge upon the agency of ownership mechanisms within the market. Our analysis ultimately builds upon existing understandings of both ownership and possession, theorising their often overlooked relation in consumption. 相似文献
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Babak Taheri Keith Gori Kevin O’Gorman Gillian Hogg Thomas Farrington 《Journal of Marketing Management》2016,32(1-2):19-43
This study addresses a lack of holistic understanding of experiential consumption by developing and empirically testing a conceptual model that investigates the process of experiential consumption – antecedents, the experience itself, and emotional responses. We explore Victor Turner’s anthropological concept of the liminoid to create an Experiential Liminoid Consumption (ELC) model, examining the relationships between experiential marketing and consumption constructs. The study adopted a quantitative methodology using a survey method and a sample of students. The conceptual model was analysed using partial least squares (PLS). Conclusions, implications, future directions, and limitations are suggested. 相似文献
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Janice Denegri-Knott 《Consumption Markets & Culture》2015,18(5):397-401
In this article the MP3 is described as a marketplace icon. The MP3 is a good proxy to understand digital virtual objects of consumption and market mediation in the digital economy. Using the concept of stewardship as a type of compromised possession reliant on devices, software, market mediators and consumers themselves coming together in a particular way, the article maps out some practices that define MP3 consumption today. 相似文献
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Product placement in sport video games is an emerging area of marketing and advertising communication, but it also raises controversial ethical issues. In order to investigate these issues from a consumer perspective, this study examines the perceptions of the acceptability of product placement in sport video games (SVGs). Data were gathered from 253 sport video gamers using an online survey. The results indicate that while sport video gamers generally have favorable attitudes toward product placement in sport video games, ethically-charged products such as alcohol, cigarettes, and guns are perceived as less acceptable than other products. Individual differences among sport video gamers are found based on their related attitudes, hours of playing sport video games, and gender. Also, sport video gamers who have favorable attitudes toward product placement, in general, are more likely to intend to purchase a product or brand which may be placed in sport video games. 相似文献
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Adriana G. Arcuri Tânia Modesto Veludo-de-Oliveira 《Consumption Markets & Culture》2018,21(4):396-415
ABSTRACTThe tension between materiality and liquidity in society provides a promising opportunity to elucidate how de-materialization influences the iconic transfer of meaning from a singularized physical object into alternative formats of experiential consumption. We conducted in-depth unstructured existential-phenomenological interviews with physical book de-collectors. We investigated the role of imagination in maintaining a connection to the de-materialized collection and its impact on the person–object relationship. When consumers de-materialize a collection of physical books, they confront their values related to materiality and emotional physical attachment while opening the possibility of sharing and undergoing new experiences that can transform their relationship with singularized objects and with other human beings. De-collecting represents a way in which consumers can maintain indexical connections to singularized objects’ meaning while letting the physical item go. 相似文献
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介绍了一种基于因特网的监控录像系统,详细介绍了本系统的建模和软硬件模型,并阐述了本系统的软硬件实现方法。 相似文献
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Prior research primarily considers consumers' hedonic gaming experience, defined as an individual's level of pleasure, emotional gratification, and enjoyment from playing a videogame, from a unidimensional perspective. However, given the growing range of technology-enabled, hedonic game-related (e.g., aesthetic, competition, or social) elements, we argue that this one-dimensional view is rapidly becoming dated. Correspondingly, we propose a broadened multi-dimensional perspective of videogamers' hedonic experience, as informed by hedonic consumption theory and the theory of planned behavior. Using a sample of 294 gamers, our results confirm the existence of gamers' multi (i.e., seven)-dimensional hedonic consumption experience comprising escapism, fantasy, role-projection, emotional involvement, enjoyment, arousal, and sensory experience. We also find that gamers' emotional involvement, enjoyment, arousal, and sensory experience, in particular, drive their attitude formation toward a videogame, in turn impacting users' videogaming intent and behavior. We conclude by discussing implications that arise from our research. 相似文献
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Rebekah Russell-Bennett Cheryl Leo Sharyn Rundle-Thiele Judy Drennan 《非赢利和公共部门市场学杂志》2013,25(2):105-128
While there is great enthusiasm and interest by social marketers for games as a social marketing intervention, there is little evidence of the impact of these games. This research seeks to fill this gap by testing a theoretical model based on the experiential hierarchy of effects. An online game about the physiological effects of drinking was designed for high-school students and implemented in an educational curriculum with 223 participants (96% response rate) completing an online survey. The data was analyzed using structural equation modeling (SEM) and showed support for nine of the eleven hypotheses. The results show game characteristics of enjoyment (feel), knowledge (learn), and challenge (do) significantly related to attitudes and moderate-drinking behavioral intentions, ability to control drinking, and awareness of the physical consequences of drinking. There were no gender differences. 相似文献
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Growing research shows that information technology accelerates economic growth and development, but the effect of Internet penetration on inequality is less well documented, especially about consumption inequality. On the one hand, Internet lowers transaction costs and offers equal access to online products especially beneficial for remote and poor populations, seemingly reducing inequality. On the other hand, uneven access to the Internet may increase divergences. This study examines the relationship between Internet penetration and consumption inequality. Using data from 155 counties available from 2010 to 2016 China Family Panel Studies, this study examines whether Internet penetration potentially impacts consumption inequality considering regional heterogeneity. Based on fixed‐effect models and the two‐stage least squares regressions, results suggest the Internet penetration may increase consumption inequality measured by the Gini index. Furthermore, higher education and over a certain Internet penetration rate buffer the positive impact of the Internet. In some cases, the Internet has smaller positive or even negative impacts on consumption inequality in regions with higher education levels and over threshold penetrations. 相似文献
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观看网络视频已经成为中国网民主要的娱乐活动之一,网络视频已日益成为旅游企业开展营销活动的新兴渠道。网络视频营销具有成本低廉、参与互动性、主动传播性等特点,适合旅游企业的品牌推广和产品宣传。旅游企业可以通过影视剧贴片广告、网络视频短剧植入营销、病毒式营销、主题征集营销等多种方式,将自身品牌和产品信息送达到潜在消费者手中。 相似文献
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描述了一种新的基于射影空间的视频增强方法,通过图像间对极几何约束以及基础矩阵关系,实现三维图形对象和视频叠加。该方法采用了Pinhole像机模型和射影几何约束条件方便地实现虚拟物体的重投影,而且不需要像机的标定参数和环境对象的3D位置,克服了仿射空间近似所带来的视觉误差和使用限制。 相似文献
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The dominance of minimalism as a lifestyle among individuals and its influence on sustainable consumption has increased significantly; still, the concept within academic literature is conjecture in nature and exploratory to date. Also, a concrete definition of the concept and empirical evidence is lacking in academic literature and hence needs to be systemically established. In this context, minimalism has been proposed as a deliberate paradigm shift in consumer behavior grounded on the sustainable lifestyle principle. The data were collected using a highly structured questionnaire from 436 consumers and analyzed using process macros analysis techniques. The study indicates that minimalism is a sustainable lifestyle choice and helps people in achieving consumer well-being and life satisfaction focus on what matters the most in life and where to devote their energies. As a result, people with greater life satisfaction and consumer well-being are likely to experience more positive emotions and fewer negative emotions, eventually leading to an overall state of positive emotional well-being. Moreover, minimalists with high control over their consumption desire further strengthen this relationship. This research deepens the understanding of minimalism in an Asian context by opening a future research avenue and exploring the additional contributions minimalism can make. Moreover this study offers a clear rationale to understand why it is valuable for customers to incorporate minimalism into their lifestyles, which has the potential to motivate the manufacturer to seek more significant production modes which accord with the minimalistic lifestyle. 相似文献