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1.
Affective and cognitive responses to a product trial are examined in an experiment containing two cells representing two product types: hedonic and functional. The stimulus products were a computer game and grammar‐checking software. Forty‐two college students comprised the sample for the experiment. The specific affective responses studied are pleasure and arousal, and brand cognitions are represented as the expectancy value from brand attributes (the product of brand beliefs, belief confidence, and attribute evaluations, summed across the attributes (σ biciei)). The relative level and influence of affective and cognitive responses to a product trial were shown to differ significantly, depending on whether the product was hedonic or functional in nature. Specifically, for the hedonic product, felt arousal during the trial was higher than for the functional product, and emotional responses were significant antecedents of subjects' evaluations of the trial experience. Brand cognitions, however, were not significantly related to trial evaluations for the hedonic product. In contrast, for the functional product, brand cognitions and pleasure were significant antecedents of trial evaluations, but arousal was not. The findings of this study demonstrate the importance of considering both the cognitive structure created by a product trial and the consumer's emotional reactions to the trial. For hedonic products, especially, emotional responses to the trial were shown to be powerful antecedents to consumers' evaluations of a trial experience, and subsequently, brand attitude. Marketers and marketing researchers can use these results to predict which category of responses to product trial (affective or cognitive) will be most important for brand evaluation for the particular product in question. This knowledge may also enable marketers to manipulate aspects of a product trial that are most influential on the set of trial responses that this study has shown to significantly affect brand evaluation for that product type. © 1999 John Wiley & Sons, Inc.  相似文献   

2.
This paper extends current thinking on the relationship between consumers and the retail environment by assessing a theory of consumer-environment interaction that reinterprets arousal and dominance, two dimensions of the PAD model (Mehrabian, Albert, Russel, James A., An approach to environmental psychology. Cambridge, MA: MIT Press, 1974.), as appraisal dimensions (affective expectations). According to the new account, the more specific the task, the less tolerant consumers are about discrepancies between expected and experienced arousal and dominance. The study evaluated the effects of matching or mismatching appraisals on judgments of emotional dimensions as participants shopped within a virtual store environment. Appraisals were manipulated by combining two goal conditions (goal specificity vs. goal ambiguity) with two levels of store arousal (high vs. low) to produce four separate hypothetical states: hedonic fit (ambiguous goal and high arousal), utilitarian fit (specific goal and low arousal), rational control (ambiguous goal and low arousal), and emotional submissiveness (specific goal and high arousal). When perceptual and cognitive appraisals matched (i.e., hedonic or utilitarian fit), participants judged pleasure to be significantly greater than when expectations mismatched (i.e., rational control or emotional submissiveness). Affective expectations concerning arousal and dominance thus are a strong determinant of consumer predisposition toward the environment.  相似文献   

3.
Consumers are motivated to engage in activities for many varied reasons. The present study broadens the theory of reasoned action model to include three variables reflecting motivations: hedonic involvement, self‐expressive involvement, and self‐concept congruity. It is suggested that eagerness to engage in a behavior encapsulates emotional commitment, and including this affective variable would further broaden the cognitive approach taken to model a consumer's intention to engage in a behavior. A model that links hedonic involvement, self‐expressive involvement, self‐concept congruity, subjective norm, and attitude toward the behavior to both intentions and eagerness is proposed. In addition, eagerness is posited as a mediator linking these three new variables to intentions. The models are tested with the use of data from 717 adults. © 2005 Wiley Periodicals, Inc.  相似文献   

4.
Smartphone applications for health-oriented purposes, or mHealth apps (MHAs), represent a growing opportunity to improve efficiency and sustainability in both national health systems and individual citizens' self-management of their health condition. However, little is known about how to build user engagement with MHAs to avoid user dropout and encourage their long-term loyalty and advocacy of MHAs to other users. This paper analyzes how to build user engagement from a learning perspective, strengthening the effort to learn about personal healthcare. Specifically, we investigate how the determinants of MHAs' functional value (technology effort, technology performance, and brand trust) drive the user's hedonic (enjoyment) and social (networking, social image) value. Data is obtained from a sample of 400 current users of MHAs. Our findings show that technology performance mainly enhances the user's networking experience, while technology effort contributes mostly to enjoyment and brand trust is critical to the user's social image. The user's hedonic and social experience benefit user engagement, which ultimately fosters user loyalty and advocacy, thus bolstering the relevance of developing user-centric MHAs. Robustness analysis does not reveal gender, age, income level, or type of MHA impact, although user education moderates the strength of some of these relationships.  相似文献   

5.
The study investigates caregiver influence on children's playing of violent videogames. Based on theory, the investigation develops and tests a model that links parental socialization tendencies to children's violent videogame play. Results from a national sample of 237 caregiver–child dyads suggest that while the primary caregivers' tendencies toward warmth and restrictiveness likely lessen children's play levels of violent videogames, their predispositions toward anxious emotional involvement tend to increase play. Moreover, results suggest that these relationships are mediated by caregiver mediation of videogames.  相似文献   

6.
ABSTRACT

This study applies a systematic categorization of general interior variables (GIV) to conduct a comprehensive evaluation of the shopping sensory environment. A survey-based study focusing on the impact of the shopping mall GIV on shopper behavior while considering the mediating role of shoppers’ emotional states is reported. Results indicate a direct impact of positive attitudes towards color schemes, mall lighting, scent and temperature on shopper satisfaction and/or the desire to stay at the mall. Regarding the effect of emotional states, pleasure and arousal mediate the relation between several variables and the studied outcomes. Implications for theory and retailers are discussed.  相似文献   

7.
With the use of an on‐line retailer's Web site and an experimental method with 103 university students, statistical support through path analysis was found for positive influences of optimum stimulation level (preferred level of environmental stimulation) and recreational shopping on hedonic value (trying an image‐interactivity feature of an apparel Web site as a stimulating experience). The Web site's mixandmatch image interactivity feature allowed creation of visual images of product combinations. The path‐analysis model revealed significant paths between hedonic value and resulting emotional pleasure and arousal variables. A pattern of significant paths was also found between these three variables and global attitude, willingness to purchase, and willingness to patronize the on‐line store. Theoretical and managerial conclusions are provided. © 2005 Wiley Periodicals, Inc.  相似文献   

8.
The health crisis due to the recent pandemic influenced our lives and, consequently, our consumption. Despite prior investigations on exogenous crises and their effects on consumption, no studies to date have examined consumers' coping strategies to health crises that require social distancing and, more particularly, responses to such crises by focusing on Generation Z. The present study fills this gap by exploring how consumption evolved during a lockdown as a consequence of these consumers' attempts to cope with the crisis. Through a qualitative approach based on grounded theory and projective techniques, findings shed light on new meanings of resilience and nostalgia, which seem to characterize Generation Z's consumers' desires during a lockdown. Importantly, we introduce the concept of responsible hedonic consumption, which stems from Generation Z consumers' desire to search for experiences that are pleasant but also compatible with personal and societal wellbeing.  相似文献   

9.
The purpose of this research is to understand the main factors that determine users’ continuance intention to use social mobile Apps, considering two utilitarian (i.e., perceived usefulness, perceived ease of use) variables and a hedonic (i.e., perceived enjoyment) variable. As social mobile Apps may be utilitarian or hedonic, we aim to evaluate possible differences in the significance of the aforementioned antecedent factors in utilitarian Apps (i.e., TripAdvisor) and hedonic Apps (i.e., Instagram). The data were collected from an international sample of users; the Partial Least Squares method was applied to analyze the research model, using SMARTPLS 3.0. To analyze the moderating effects, a multi-group PLS analysis was carried out to compare the differences between the path relationships in the two Apps. The results show that continuance intention to use is explained by perceived usefulness, perceived ease of use, perceived enjoyment, satisfaction and user experience (control variable), and the impact of utilitarian variables is generally greater for utilitarian Apps, whereas the impact of perceived enjoyment is higher for hedonic Apps. This study contributes to the general body of knowledge about mobile Apps by providing a comprehensive theoretical foundation and practical implications that illuminate the continuance use of social mobile Apps.  相似文献   

10.
This study addresses the Web‐consumption behavior of adolescents from a cognitive, hierarchical decision‐making perspective. Using a structural equation analysis technique on data collected from high school students, two a priori domains of Web consumption (utilitarian and hedonic) were confirmed. The utilitarian and hedonic domains of Web consumption were influenced directly by innovativeness and indirectly by the personal values of the adolescents. A theoretical discussion based on the results and the implications of these results are presented for the benefit of youth practitioners, educators, parents, and social marketers. © 2006 Wiley Periodicals, Inc.  相似文献   

11.
When consumers are highly charged with the anticipation of indulging in a pleasurable eating experience, a service failure that threatens to deny them the opportunity to satisfy their appetitive goals produces an “interrupted anticipation.” This study demonstrated that among those whose eager anticipation was interrupted by an unexpected service failure, food aroma tended to reinforce unpleasant feelings and generally negate the positive emotional boost normally expected from a positive olfactory cue. This resulted in significantly lower levels of expected pleasure, taste enjoyment, quantity of food consumed, and repatronage intentions. In contrast, for those whose anticipation was not interrupted, the food aroma exposure significantly enhanced the positivity of the consumer's service experience. When service failures lead to interrupted anticipation, service recovery efforts may sometimes prove to be ineffective in restoring the positive feelings of customers. Implications for theory development and managerial practice are also discussed.  相似文献   

12.
Retailers use atmospheric cues to trigger emotional reactions that enhance consumer behavior. However, introducing cues into a store environment may also trigger sensory overload, due to too much stimulation. This study aims to examine the effects of adding high arousal atmospheric cues in a store environment on affective reactions, approach behavior, and evaluations by making use of different methods (i.e., two lab experiments and one field experiment), by adding various types of atmospheric cues (i.e., cues processed in higher senses versus processed in lower senses), and by differentiating the order in which they are added. Results reveal that when a third high arousal cue is added sensory overload (i.e., rise in perceived arousal and decrease in perceived pleasantness) occurs under the condition that this third cue is processed by a higher sense (i.e. visual or auditory sense). Furthermore, a decrease in approach behavior and evaluations is also observed when these conditions are met. Mediation analyses indicate that this effect on evaluations is mediated by pleasure and approach behavior. The research presented extends previous findings by investigating possible predictors (i.e., number of cues as well as type of cues) of the momentum where sensory overload may take place.  相似文献   

13.
This paper deals with emotions in order to demonstrate that recycling behavior is associated more with positive emotions than with cognitions. The resulting model displays a marked contrast to the classic cognitive paradigm in the sense that this perspective highlights the idea that consumers act on the basis of their affective reactions, with cognitive factors playing a minor role. In addition, showing alternative routes to achieve both recycling involvement and behavior depending on both the emotional and cognitive characteristics of individuals within the hedonic process.  相似文献   

14.
15.
ABSTRACT

This study investigates how the user's gender and hedonic usage motive differences influence evaluation and usage of social media sites. This study develops and tests a conceptual model that captures the relationship among four social media site usage determining factors, social media involvement, satisfaction, and usage intention. The moderating role of two user characteristics on the social media site usage behavior is also empirically tested. Structural equation analysis results show significant moderating effects of gender and the hedonic usage motive of users on the evaluation and usage behavior of social media sites. Managerial implications and future research directions are discussed.  相似文献   

16.
Although the amount of food and beverages consumed on-the-go has been increasing, existing research has not sufficiently examined this behavior. This study uses a mixed methods design with a qualitative study to identify four determinants of on-the-go consumption: time pressure, price consciousness, health orientation, and enjoyment. Combining the qualitative results with Behavioral Decision Theory, eight hypotheses are derived about the influence of the four determinants as well as their interrelations. Hypotheses testing and predictive validity assessment are based on two large-scale consumer samples, one main study and one validation study. The results confirm a significant influence of utilitarian determinants (time pressure and price consciousness), though they are less important than the hedonic determinant. Implications for retail managers are presented, as these results challenge conventional practices. Moreover, existing theory is extended beyond a distinction between utilitarian and hedonic motives by regarding health orientation as a hybrid determinant of on-the-go consumption.  相似文献   

17.
The act of hand washing has been a routine part of hygienic practices across time and society. Aside from its physiological effects, hand washing has also been shown to symbolically cleanse individuals of their transgressions. However, most research demonstrating the metaphorical effect of hand washing has mainly been focused within the domain of morality. The objective of the current research is to explore the role of hand washing on consumption behavior, and more specifically, hedonic food consumption. Across two studies, this article establishes the role of hand washing after hedonic food consumption as well as prior to a hedonic food choice. In Study 1, washing one's hands after consumption of hedonic food decreased perceived guilt. In Study 2, washing one's hands prior to choice led to an increased likelihood of choosing a more hedonic (compared to less hedonic) food item. Thus, by washing one's hands, individuals are provided with a license to indulge in hedonic foods without the guilt that is commonly associated with such a choice. Several implications for consumer behavior research and the effects of hand washing on food decision making are discussed.  相似文献   

18.
Self‐efficacy is clearly important for learning. Research identifying the most important sources of self‐efficacy beliefs, however, has been somewhat limited to date in that different disciplines focus largely on different sources of self‐efficacy. Whereas education researchers focus on Bandura's original sources of enactive mastery, vicarious experience, verbal persuasion and negative emotional arousal, organizational researchers focus on learning, performance prove and performance avoid achievement goal orientations. To date, however, little research has examined the importance of a specific set of self‐efficacy sources after fully accounting for the influence of other sources. Data were obtained from 278 adult trainees who completed online Microsoft Excel training. Results suggest that once accounting for achievement goal orientation, Bandura's sources of vicarious experience and negative emotional arousal are still important contributors to pretraining self‐efficacy beliefs. As such, organizations seeking to maximize training effectiveness may wish to consider pretraining interventions simultaneously targeting achievement goal orientation, vicarious experience and negative emotional arousal.  相似文献   

19.
Payment formats have many important influences on consumer behavior. However, few studies have examined how the payment format affects hedonic consumption. This study explores how the transparency of the payment format (e.g., bonus points vs. cash) influences consumers’ willingness to pay, budget assignments, and consumption choices through differences in their perceived pain of purchasing (exchanging) hedonic and utilitarian options. Specifically, consumers who pay with highly transparent payment formats (e.g., cash), compared with consumers who pay with less transparent payment formats (e.g., store points, bonus points, and gift certificates), are willing to pay less, assign a lower budget, and are less likely to choose hedonic products. The perceived pain of purchasing (exchanging) a hedonic product plays an important mediating role on the influence of the payment format on hedonic consumption. However, the perceived pain of purchasing (exchanging) a utilitarian option plays a parallel mediating role only when people have paid for the less transparent payment format (e.g., buying store points) rather than when they accumulate the points through previous consumption events. The research findings provide insights that can benefit both theory and practice.  相似文献   

20.
Sensory enabling technology (SET) can deliver product information that is similar to the information obtained from direct product examination, thus reducing product risk. In addition, the interactivity and customer involvement created by sensory enabling technologies can enhance the entertainment value of the online shopping experience. The proposed model examined this dual role of sensory experience enablers in the online soft goods shopping process for three types of sensory enabling technologies that are widely applied in online retail sites. The results provided empirical support for perceived usefulness and perceived entertainment value as strong predictors of consumers' attitudes toward using all three of the sensory enabling technologies tested in this study. The impact of perceived ease of use differed by technology. Attitudes toward using sensory enabling technologies had a significant impact on the actual use of all three SETs; however, the impact of technology anxiety and innovativeness on the use of SET also appeared to differ by technology. Virtual try‐on played a strong hedonic role, increasing the entertainment value of the online shopping process, whereas 2D views (larger view and alternate views) showed a strong functional role. The 3D rotation view served both functional and hedonic roles. The results indicate that each sensory enabling technology makes a unique contribution to online shopping—either by reducing product risk perceptions or by increasing perceived entertainment value. © 2008 Wiley Periodicals, Inc.  相似文献   

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