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1.
Online consumer behavior: Comparing Canadian and Chinese website visitors   总被引:1,自引:0,他引:1  
Zajonc's (1980) theory of emotions and Mehrabian and Russell's (1974) stimulus-organism-response (SOR) framework inform the development of a model of online customer behavior. The model examines the impacts of the three types of emotions (pleasure, arousal, and dominance) on perceptions of site atmospherics (informativeness, effectiveness, and entertainment). In turn, the associations of site atmospherics on site attitudes, site involvement, service attitudes, and purchase intentions are investigated. The model is compared between Canadian and Chinese customers based on Hofstede's (1991) cultural value dimensions. The findings supported the model and revealed several non-invariant paths between the groups. Particularly, the impact of pleasure (dominance) on the other behavioral variables was higher for Canadian (Chinese) compared to Chinese (Canadian) customers. Moreover, the impacts of low (high) task relevant cues were stronger for Chinese (Canadian) customers compared to their Canadian (Chinese) counterparts. Discussion centers on the theoretical and practical implications of the findings.  相似文献   

2.
There is growing evidence that online peer reviews posted on online-to-offline (O2O) commerce platforms are a valuable source of information stimuli in consumer purchase decision-making. The research into the impact of different factors related to environmental stimuli (online peer reviews) on consumers' continued log-in behavior is under-researched in the context of O2O meal delivery apps (MDAs). Drawing on the theoretical lens of stimulus-organism-response and pleasure-arousal-dominance (PAD) models, this study examined the role of text and pictographic online review content in evoking emotions that predict continued log-in behavior on MDAs. Using a quasi-experimental setup with 134 participants from Germany, the findings reveal that the textual content of reviews positively related to pleasure and arousal, whereas the pictographic content of reviews generated pleasure and arousal. All three emotions of PAD were found to be significant predictors of the MDAs continued log-in behavior. In addition to the main effects, the results also showed the mediating effect of pleasure and arousal on continued log-in behavior. Moreover, app familiarity was found to moderate the effect of review content on emotions, implying that consumers with high app familiarity evoke fewer diners’ emotions than those with low app familiarity. In the unique Western cultural context of this MDAs setting, the findings have important theoretical and practical implications for academicians, MDAs managers and developers, and food delivery firms.  相似文献   

3.
Online food delivery (OFD) apps are changing the way we consume food. Despite increasing the popularity of OFD apps, limited studies have explored the reason behind popularity which contributes to the revisit intentions. This study investigates the drivers of revisit intentions by adopting stimulus-organism-response (SOR) theory and pleasure arousal dominance (PAD) theory as a theoretical lens. A model is conceptualized by including aesthetic formality and aesthetic appeal of OFD apps as stimuli, pleasure, and arousal as the internal state of the organism, and revisit intentions and word of mouth (WOM) as a response. Data is collected from OFD app users through a survey questionnaire. Findings indicate that aesthetic appeal is associated with pleasure and arousal. Aesthetic formality is associated with pleasure, word of mouth, and revisit intentions. Further, pleasure influences arousal, word of mouth, and revisit intention. The findings also confirmed the mediating role of pleasure and arousal. The study contributes to the practice and theory in the context of online food delivery apps.  相似文献   

4.
Social commerce is an exciting new business model in the e-commerce world. Because it is a relatively new concept, the strategies that achieve the best market performance remain unclear. To better understand consumer purchasing behavior and develop corresponding strategies, special characteristics of social commerce need to be considered. This study uses the stimulus-organism-response framework to examine the effect of social presence and ambient factors from the impulse purchasing perspective in a social commerce context. Experimental data were collected from 300 social commerce users related to nine social commerce deals, and hypothesis testing was performed using a partial least squares model. First, the results of our study indicate that social presence in a social commerce site replicates the presence of consumers in the retail environment and makes consumers feel like shopping together, which leads to higher impulse purchasing behavior. Second, this study identifies music tempo as a potentially important ambient factor in the success of a social commerce site. Third, this study finds a very interesting phenomenon that the scarcity of a deal can have a negative effect as a moderator between music tempo and pleasure. The findings of this study suggest that a pleasant and entertaining experience is necessary and a social aspect needs to be incorporated for better performance in social commerce sites.  相似文献   

5.
People tend to align with the emotional state of the person that is talking to them (the observed). Similarly, while processing information consumers can also experience this emotional contagion. Emotional contagion can activate in those who process information (the observer) similar responses in the autonomic nervous system and the neural responses as in those who create such information (the observed), triggering a certain level of arousal. Neuroscience enables researchers to study emotional contagion by monitoring the activation of neural structures and physiological responses. This study draws on the theory of arousal to investigate how different combinations of online consumer review (OCR) valence can trigger different emotions and customer experiences in the observer (the one who reads the OCRs). This study conducts a consumer neuroscience experiment to monitor emotional arousal. The physiological analyses (through skin conductance response) confirm that the emotional arousal of the observer aligns with that of the observed. The neural analyses (through electroencephalography) show the valence of the arousal, which indicates that negative OCRs activate arousal and pleasure in the observer, while positive OCRs are associated with arousal deactivation and displeasure.  相似文献   

6.
The present study aims to provide a deeper understanding of consumers’ emotions in a shopping mall by taking into account its two dimensions i.e. pleasure and arousal. The conceptual model is developed by considering a few unexamined determinants (namely perceived human and spatial mall crowding, promotional events, and co-visitors) and outcomes (namely repatronage and positive word-of-mouth) of arousal and pleasure. The responses (n=346) are collected by using a mall-intercept technique. Results of structural equation modeling reveal positive linkages between determinants and outcomes of pleasure and arousal. Overall, the work extends and complements the extant literature by delineating the role of various social cues and promotional cues on consumers’ pleasure and arousal in a shopping mall setting. Theoretical and managerial implications are further discussed.  相似文献   

7.
Images and textual reviews are central to social commerce sites. But little is known about the mechanism by which image quality and type of textual review (with personal experiences versus facts) impact consumer purchase intention on a social commerce page. We address this knowledge gap and use the stimulus-organism-response (S–O-R) framework to develop our conceptual framework. We hypothesize that image quality and type of textual review impact purchase intention through imagery vividness that functions as a stimulus. Further, imagery vividness impacts purchase intention positively in the social commerce context through social presence. Specifically, the effect of imagery vividness on purchase intention is likely to be serially mediated by cognitive social presence and affective social presence. We collect data by conducting two experiments using a social media post regarding fashion apparel for middle-aged women on Instagram and find support for our thesis.  相似文献   

8.
The influence of the environment on the emotional responses and behaviors of consumers has been well established in the consumer behavior literature. The Behavioral Perspective Model (BPM) assumes that utilitarian reinforcement, informational reinforcement, and consumer behavior setting scope are independent dimensions of environmental influence, which can combine in particular consumption situations to produce consumer behavior. This paper empirically examines the possibility of interactions among these dimensions by means of the pleasure, arousal, and dominance (PAD) emotional variables. The PAD variables have been shown to mediate consumer behaviors such as the desire to stay or escape from the setting, to affiliate with others, and the willingness to spend money and consume. The results, showing an interaction between pleasure and arousal in high‐pleasure environments, which then leads to increased approach behavior, seem to confirm the synergistic effects of utilitarian reinforcement and informational reinforcement on behavior. This study appears to be the first to find and investigate a three‐way interaction between pleasure, arousal, and dominance in the context of purchase and consumption. This interaction suggests that the three structural dimensions of the BPM combine to produce consumer behavior. It also highlights the important role of consumer behavior setting scope in consumer situations maintained by intermediate patterns of reinforcement. The implications of these findings for theory and marketing management are discussed.  相似文献   

9.
This paper examines the impact of consumption emotions on consumers' satisfaction and how it affects what they tell other consumers. The conceptual model is based on the premise that pleasure and arousal influence satisfaction, word‐of‐mouth (WOM) communications, and the likelihood of generating WOM. A study of 470 moviegoers in a French Canadian city supports most of these relationships. The results indicate that even when the effects of satisfaction are accounted for, pleasure and arousal have significant effects on WOM. © 2007 Wiley Periodicals, Inc.  相似文献   

10.
With the surge in social media (SM) users around the world, the scope of social commerce (SC) in brand engagement is a prominent area of discussion. The present study empirically investigates the effect of social commerce construct (SCC), multi-dimensional constructs of social presence theory (SPT) and consumer generated content (CGC) on brand trust and brand engagement in SC platforms. An online survey was conducted among 625 Indian consumers who had made more than one purchase using SC platforms in the previous 6 months. Structural equation modelling technique was employed for testing the hypotheses and conceptual model. The results suggest that each element of SCC, SPT and CGC positively contributes to brand trust and engagement. Further, the study provides insight into brand trust and brand engagement in SM, which prompts brand usage intention of the consumers. The insights can be used by managers to create long-term customer relationship management action plans that emphasize brand trust and engagement.  相似文献   

11.
12.
Using the pleasure, arousal, and dominance (PAD) model, this study seeks to extend existing knowledge about consumers' activities in online retail environments by focusing on the largely ignored role of perceived dominance. In online environments, perceived dominance might influence purchasing intentions both directly and indirectly through pleasure. Furthermore, consumers' perceptions of Web site atmospherics (informativeness, navigational cues, perceived organization, and entertainment) likely affect two dimensions of emotion (perceived dominance and arousal). This study also investigates the moderating effects of situational involvement on the relationships among the PAD dimensions for online consumers. The results affirm that perceived dominance has direct effects on purchasing intentions, as well as indirect impacts through pleasure. The impact of perceived dominance on pleasure also is moderated by situational involvement. Whereas high task-relevant cues exert significant effects on perceived dominance, low task-relevant cues influence arousal. Therefore, this research shows that perceived dominance relates to online customers' purchasing intentions, which represents an extension of existing knowledge about the PAD model applied online; it also provides notable managerial implications for e-marketers.  相似文献   

13.
The purpose of this study was to examine the effects of various online visual merchandising (VMD) cues—high and low task relevant cues—on consumer pleasure and arousal under different situational involvement (browsing vs. purchasing). A random sample of 1634 female college students participated in an experiment in the context of online apparel shopping. The results of the study revealed a significant effect for high task relevant cues on pleasure and arousal under high situational involvement (purchasing situation). In addition, a significant effect for low task relevant cues on pleasure and arousal under low situational involvement (browsing situation) was found. Pleasure and arousal induced by various online VMD cues were positively related to consumer satisfaction, purchase intention, and approach behavior. The findings of the study emphasize a significant role of VMD cues on apparel Web sites, influencing pleasure and arousal, which in turn increase consumer satisfaction, purchase intention, and approach behavior. The study also provides an important implication for online apparel retailers developing Web sites that may attract both online browsers and purchasers. ©2010 Wiley Periodicals, Inc.  相似文献   

14.
Food delivery apps (FDAs) have transformed the way consumers order and consume food, especially during the mobility limitations of the COVID-19 pandemic. The hospitality industry, especially restaurants are heavily reliant on mobile technology during the pandemic to strengthen essential online to offline food delivery, helping large number of consumers. This study investigates the role of app aesthetics in evoking emotions which predict continued usage intentions for FDAs using the theoretical lens of the pleasure arousal dominance (PAD) framework. Data was collected from 341 consumers during the pandemic. Findings indicate that app aesthetics generate pleasure, arousal, and dominance emotions among consumers during pandemic where pleasure is the most significant predictor of continued usage intentions followed by dominance. Findings also confirm the mediating effect of arousal on pleasure and pleasure on continued usage intentions. The study has implications for academicians, food delivery companies, app designers and other app-based businesses as it proves the significance of an aesthetic app design in evoking positive PAD emotions in consumers during a crisis and strengthens the explanation of continued usage intentions.  相似文献   

15.
There is growing evidence indicating that background music has a significant impact on consumer purchasing behavior. However, there is limited research on the placement of background music in live streaming commerce. This study conducted a single-factor experiment with three conditions (playing during purchase phase, continuous playing, and control group) to investigate the effects on arousal, consumer memory, and purchase intention. Results show that live streaming with background music increase consumer's purchase intention and arousal. Specifically, background music playing during purchase phase leads to higher purchase intention and consumer memory than continuous playing. Continuous playing induces higher arousal than background music playing during purchase phase. Process measures reveal that playing during purchase phase (vs. continuous playing) reduces arousal, thus enhancing consumer memory and leads to higher purchase intention. Continuous playing, however, induces arousal but impairs consumer memory, subsequently leading to lower purchase intention.  相似文献   

16.
Cause-related marketing campaign structural elements (CSEs) are individual message components that are selected for campaigns and have the ability to influence consumer intentions and behavior. In this study, the impact of donation magnitude (small; large) and donation recipient (branded and well-known; branded and fictitious; unbranded and well-known) on the dependent variables of consumer attitude toward the offer, attitude toward the alliance, and participation intention is explored by means of a 2?×?3 between-subjects experiment. Despite significant differences in familiarity with and attitude toward the donation recipient, significant differences between groups in terms of the dependent variables were not found. The nature of the sample (Generation Y), their attitude toward helping others and charitable organizations, social exchange theory, and equity theory are explored in an attempt to clarify the lack of significant differences pertaining to the dependent variables.  相似文献   

17.
To enhance social media users' shopping experiences, social media platforms launched an online shopping feature – the checkout button –allowing users to browse new products, examine items via multiple photos and videos, and purchase items without leaving the platform. Yet, few studies have examined the impacts of the ‘checkout button’ on social commerce users' perceptions and impulse-buying behaviors. Thus, this study seeks to investigate the impact of the ‘checkout button’ on consumers' trust and impulse-buying behavior based on the trust transfer theory, as well as how the impact will differ based on social factors and brand familiarity in social commerce. This study provides valuable insights into social commerce. Checkout within Instagram does not facilitate impulse-buying behavior, but brand familiarity and social factors influence consumer trust and impulse-buying intention. This indicates that well-known brands might be more suitable for social commerce. Furthermore, active social interaction is conducive to impulse-buying intentions in social commerce.  相似文献   

18.
In today's channel-centric retail ecosystem the right mix and orchestration of online and offline stimulus is paramount towards providing an optimal store atmosphere and shopping experience. Applying the S-O-R framework, this research explores additive omnichannel atmospheric cues stimuli, in order to discover their impact on affective (i.e., pleasure, arousal and dominance) and cognitive (i.e., store environmental quality perception) states and their consequential effect on consumer responses in the form of purchase intention. Employing a four-condition repeated measures experimental design in a physical store, utilizing mobile, IoT and social media channels (Study 1), as well as a between-subjects online lab experiment (Study 2), this research sheds light into the affective and cognition-mediated causal mechanisms that influence shopping outcomes. This work reveals that combining stimulus from all retail channels within the physical store (i.e., omnichannel atmospheric cues) increases consumers' pleasure, arousal and the quality of the environment as a whole, which in turn positively influences purchase intention. However, the impact of dominance is only prominent at the more controlled, laboratory setting, in which purchase intention increases while dominance attenuates.  相似文献   

19.
This study integrates extant research relating to store-related cognitions, customer emotions (arousal and pleasure), satisfaction, and loyalty into one framework. The researchers administer a survey to 274 customers in four coffee shops of a major chain. Using these data, the researchers test the hypotheses and model with structural equation modelling. The findings suggest that (a) store-related cognitions differentially affect emotions and customer outcomes (satisfaction and loyalty) and (b) the two emotions of arousal and pleasure differentially mediate the relationships between store-related cognitions and customer outcomes.  相似文献   

20.
Retail markets are increasingly competitive and retailers continuously look to differentiate their retail offering. One way to differentiate is by providing a pleasant and exciting shopping ambience. This paper experimentally tests the effects of music (volume high or low) and aroma (vanilla scent present/absent) on young fashion shoppers in a real retail setting. Results show that volume of music and the presence of a vanilla aroma both have a significant impact on shoppers' emotions and satisfaction levels. Additional analysis reveals that the arousal induced by music and aroma results in increased pleasure levels, which in turn positively influences shopper behaviors, including time and money spend, approach behavior, and satisfaction with the shopping experience. Direct effects of arousal on behaviors as well as an interaction effect between music and aroma on pleasure and time spent in the store are also present. The paper contributes to the better understanding of shoppers' emotions and shopper behaviors in response to in-store atmospherics and offers retailers practical insights into how to create competitive advantage by customizing the atmosphere in their stores.  相似文献   

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