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1.
Although the sale of smart speakers is predicted to have a significant growth, the usage of smart speakers is not very popular in some countries and need further investigation. While the Bluetooth earphone and speakers are popular, the sales of smart speakers are challenging. Hence, the research purpose is to explore the determinants of the intention to purchase smart speakers and compare the differences between customers and potential customers. This study proposes ten hypotheses in a research framework according to the diffusion of innovation theory (DOI), task-technology fit (TTF), and perceived values. This study develops an online questionnaire to collect data from popular social networking sites. Finally, 249 valid responses collected from the website users are remained. The ten hypotheses are validated by using smartPLS software. According to the path analyses, five hypotheses were supported in potential customer group while only three hypotheses were supported in customer group. Users' perceived emotion-related value had significant direct influences on all customers' intention to buy smart speakers. Surprisingly, TTF was demonstrated to not significantly influence customers’ intention to purchase. The insights of the findings can be provided to smart speaker developers to design their products and sales strategies.  相似文献   

2.
The study investigates Internet users' motivations for viewing user-generated content (UGC) in the context of online advertising. In addition, it is examined whether individual motivation patterns can be traced back to users' personalities and their attitudes toward advertising in general. An online survey of 181 social media users was conducted, surveying users' motivation, personality (big five), and attitude toward advertising in general. Path analysis was employed to examine the research model. The use of UGC was motivated by needs for information, entertainment, personal identity, and social interaction. While personality did not predict users' motives, their attitudes towards advertising in general explained individual motivation patterns to a large extent. It was consequently proposed and confirmed that users' motives mediate the influence of recipients' general attitude toward advertising on UGC usage. Results indicated a strong effective potential for UGC in online advertising: users view such content expressly to be influenced by others fulfilling their needs for information, personal identity and social interaction. Firms may lose some of their ability to precisely control brand messages when advertising in social media.  相似文献   

3.
Nowadays, massive user-generated images (UGIs) are posted online to convey users' experiences with specific brands or products. Thus, this visual information is precious, as it conveys users' actual and subjective feelings about brands and products. Because of the unprecedented quantity of images and the heterogeneity of their content, it is quite challenging for brand marketers and retailers to probe into subjective user experience in large-scale UGIs. To address this gap, this study aims to identify the connection between user experience and different image semantic features (i.e. centrality and richness) by using deep learning models. By employing objective data (8963 images) from JD.com and using deep learning algorithms (faster R-CNN), we found that users with positive user experience prefer to generate high-centrality and high-richness pictures. Our study enriches the relevant literature and provides valuable practical implications for brand marketers and e-commerce retailers. Based on findings of this work, relevant stakeholders can understand their users’ experience better from objective UGIs and devise corresponding recommendation and service strategies.  相似文献   

4.
Social networking sites (SNSs) have greatly changed individual lifestyles and the means of sharing information. They encourage users to participate in sharing activities and have led to a boost in user-generated content. To gain a deep insight into users' information sharing behaviors on SNSs, this study investigates what type of purchase (material or experiential) users prefer to share on SNSs. Three experiments were conducted, and the results revealed that experiential purchases were more likely to be shared through SNSs than were material ones. This disparity stemmed from the users' perceived social approval of the purchase. Additionally, the users' self-monitoring moderated the impact of the purchase type on the sharing intention. Together, our findings help to explain users’ information-sharing behaviors on SNSs and enrich the research on purchase-type comparisons. Further, the results provide practitioners with proper marketing strategies based on the product type.  相似文献   

5.
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   

6.
This paper uses online users' reviews and sales information from May 2003 to March 2007 to study a new experiential product: online video game (or virtual world). The results suggest that, first of all, for a hedonic product such as an online video game, the availability of online review system could not fully transform experience attributes into search attributes. The empirical study confirms that negative word-of-mouth has more significant impact than positive reviews. The study empirically verifies that the existence of direct network externalities (i.e. a product's value increases when more consumers join the network) is crucial for a hedonic product. The size of the user base signals the quality of the game, and works like a search attribute for potential users. A large user base will reduce the negative impact from unfavorable reviews.  相似文献   

7.
Social networking sites (SNSs) have attracted increasing attention from brands, which look at the platform as a privileged communication channel to reach their audiences. Despite their growing adoption, few research efforts have been devoted to evaluate SNSs' concrete implications for the brands. The current study addresses this opportunity, proposing a model that evaluates the impact of users' participation in SNSs on brand awareness and brand attitude, the two main pillars of brand knowledge. The study focuses on brand like pages in Facebook, the most used SNSs platform for brands. An online quantitative survey with brand like page users of leading brands in Facebook was implemented. Confirmatory factor analysis was used to estimate the measurement model and structural equation modelling was used to test the proposed research hypotheses. The results identify a significant, positive and direct impact of users' participation on brand awareness. Brand attitude also substantially benefits from users' participation, but this relationship is mediated by brand awareness. The findings help to validate SNSs' significant role on building brand knowledge and to position users' participation at the core of brands' SNSs objectives. Furthermore, the study provides a practical research framework, easily adapted for monitoring purposes and managerial guidance. Future research directions are discussed.  相似文献   

8.
This paper considers a supply chain with a single manufacturer selling a national brand product via a single retailer. The retailer has the option to introduce a product under his own brand into the market with the same functionality as the national brand product. We simultaneously consider the consumer bases of the national brand and store brand along with consumers' willingness to pay for quality and the supply chain control (centralized vs. decentralized). By analyzing the game-theoretic models, we offer managerial insights about the influences of brands' consumer bases on the quality and pricing decisions of the retailer, and on the manufacturer's willingness-to-collaborate when the retailer introduces the store brand product. We find that, although it is usually easier for the retailer to introduce a product under a store brand with a large consumer base, doing so with manufacturers of well established national brands can be difficult, when the retailer often has to greatly mark down his store brand product's quality and price. We also find that a store brand product with a small consumer base shall be launched only when the supply chain is switched to a centralized control and when the manufacturer's national brand has a large consumer base. These important findings offer guidance to both national brand manufacturers and retail store managers regarding the launch of store brand products.  相似文献   

9.
The demand for using library apps to search for information has been increasing after the COVID-19 outbreak. To look into how the pandemic affects the users’ perception of the loyalty of using library apps, we designed this research by amalgamating the updated IS success model and S–O-R model to evaluate the service quality of a public library app under the Hong Kong Government mobile applications initiative. A third-order model is established to demonstrate the multi-faceted aspects of service quality and mediating effects of perceived brand image, satisfaction, and e-word of mouth. Using structural equation modeling, data collected from Hong Kong, a metropolis where mobile services empower its citizens, showed the interrelationships among service quality and possible outcomes (i.e., perceived brand image, user satisfaction, e-word of mouth, and user loyalty). Findings also indicate that the influence of perceived service quality on user loyalty could only be achieved through perceived brand image and user satisfaction. This is a timely study during the COVID-19 pandemic, as the lockdown and social distancing arrangements created challenges for citizens to search for information in public libraries in person. Our findings and suggestions reiterate the importance of considering the usability concepts when analyzing the service quality of each unique app. They also provide insights for practitioners in developing the next generation of apps for smart public information services and call for further investigation into the proposed hierarchical model and other potential factors related to service quality.  相似文献   

10.
One of the defining features of online social networks is that users' actions are visible to other users. In this paper, we argue that such visibility can have a detrimental effect on users' willingness to exchange digital gifts. Gift giving is an intimate activity that comes with social risk, and the public nature of online environments can deter interactions that usually occur in smaller, more intimate settings. To study the effects of online visibility on the decision to give, we analyze a unique dataset from a large online social network that offers users the option of buying a digital gifting service. We find that purchase rates of the service increased with the number of ties that users kept on the network, but decreased with the extent to which those ties were connected to each other. We argue that the latter effect is due to the fact that, when a user's ties are connected, any gift sent between the user and one tie is visible to their mutual contacts. We explore how characteristics of users' networks moderate the effect of online visibility, and argue that firms should take consumer network structure into account when designing digital products and promoting engagement online.  相似文献   

11.
While artificial intelligence products are widely used in the market, their anthropomorphic appearance design is becoming a frontier issue in product strategy and consumer behavior research. The aim of this study was to investigate the influence of anthropomorphic appearance on consumer behavior and brand evaluation under different AI product types. It was conducted in China, a new but rapidly-growing country in the field of Internet, AI technology and AI product consumption. This study conducted four situational experiments with a 2 (anthropomorphic design: anthropomorphic vs. non-anthropomorphic) × 2 (product type: hedonic vs. utilitarian) between subjects’ experimental design. Data was collected from 1172 Chinese “Digital Natives” by using a structured questionnaire. The findings revealed that for hedonic AI products, anthropomorphic appearance improves consumers' purchase intention and brand evaluation through perceived entertainment, and intelligence level significantly moderates the mediating effect of perceived entertainment; while for practical AI products, anthropomorphic appearance improves consumers' purchase intention and brand evaluation through perceived usefulness, and intelligence level does not significantly moderate the mediating effect of perceived usefulness. There is no significant moderating effect of intelligence level on perceived usefulness. The study contributes to development and validation of a more comprehensive understanding and theoretical foundation of anthropomorphism, and furthermore explores the impact of anthropomorphic appearance on consumer behavior and brand evaluation under different AI product types. This study also provides insights for companies to apply anthropomorphic strategies.  相似文献   

12.
User stickiness is an important factor in the development of live streaming shopping platforms, which describes the degree of users' attention to the platforms. Although some e-commerce websites have provided live streaming services to improve the purchase experience of consumers, few people know how the services affect user stickiness. Building upon attachment theory and socio-technical approach, we developed a theoretical model to understand how live streaming service affects the user stickiness through users' attachment, which is tested by using 425 live streaming shopping platform's users. The results showed that technical factors (synchronicity and vicarious expression) and social factors (interaction and identification) positively affect emotional attachment to streamers and platform attachment respectively, which in turn increase the user stickiness.  相似文献   

13.
Drawing on the information system success model and perceived value theory, we develop a research model to examine factors that may affect user satisfaction and loyalty of mobile payment platforms. Empirical data was collected from users using Alipay and WeChat Pay in China, and a total of 410 valid responses were gathered for data analysis. The results show that the multi-dimensional formative perceived value including benefits and sacrifice is important determinant of mobile payment user satisfaction and loyalty. The three benefit dimensions of functional value, experiential value and social value are more important value components than the two sacrifice dimensions of risk and cost, and experiential value is the dominant component of mobile payment users' value perception. As for the antecedents of perceived value, system quality and service quality mainly affect perceived benefits, while information quality has a greater impact on risk. The research results provide the contribution of specific value dimensions to users' perceived value and the impact of quality characteristics on specific perceived value for mobile payment platform providers, thus helping them to adopt effective strategies to strengthen market competitiveness and retain existing users.  相似文献   

14.
ABSTRACT

A smart speaker is a wireless device with artificial intelligence that can be activated through voice command. The artificial intelligence interacts in the form of a virtual personal assistant, such as Amazon’s “Alexa”. Companies are currently creating voice applications for smart speakers that allow consumers to use the personal assistant to perform tasks, such as acquiring information and ordering products. This is the dawn of a new type of interaction between brands and consumers, a new touchpoint. Brands need to catch the vision and create content for this new technology, content that is useful in the buying process. The purpose of this study is to determine what types of marketing messages people find acceptable on smart speakers. Based on the findings, a cognitive message strategy is effective with smart speakers. The paper presents three types of executional frameworks that are best suited for the design of a cognitive message: authoritative, testimonial, and slice-of-life. The overriding requirement for marketing on smart speakers is that the message must provide value to the listener.  相似文献   

15.
In e-commerce, customer feedback has become an essential source of insight into a product or service's user experience (UX). The study of UX helps to integrate customers' potential needs into the product's design. Because customer reviews in e-commerce are not structured and categorized, it is necessary to analyze UX based on customer opinions systematically. This study tries to structure UX in a product's positive/negative context through a neural network-based self-organizing map (SOM). As a result of analyzing 10,482 reviews on wireless earbuds in BestBuy, an electronic product e-commerce platform, it was confirmed that it is a suitable method for categorizing user experiences between reviews and deriving important factors. In particular, the difference in core UX elements by positive/negative context of the product was verified based on the star rating. The results of this study are expected to contribute to product improvement and business improvement that reflect customer needs by companies or designers who design products for end-users.  相似文献   

16.
This study examines brands' vulnerability to fake news. The rapid spread of online misinformation poses challenges to brand managers, whose brands are cocreated online, sometimes to the detriment of the brand. There is a need to identify the information sources that are likely to be trustworthy and to promote positive consumer attitudes toward brands. The data for this study were taken from a Flash Eurobarometer of 26,576 respondents across 28 European countries. Cluster analysis and partial least squares structural equation modeling were used to analyze the data and unveil users' attitudes toward fake news. The findings show that users' attitudes toward fake news differ among European countries. Younger and tech-savvy users are more likely to recognize fake news and are consequently able to evaluate digital information sources without relying on policy interventions to limit the impact of fake news. Brand managers can use the findings of this study to better understand different kinds of users' susceptibility to fake news and reshape their social media branding strategies accordingly. It is hoped that this paper will encourage further research on brand management in relation to fake news and promote the widespread adoption of best practices in social media communication.  相似文献   

17.
This article assesses the possibilities of using consumer innovation in the electricity sector, which is slow‐moving, yet faced with huge challenges and opportunities to become “smart” and “low carbon.” We study the benefits of engaging innovative consumers (“lead users”) in product, service, and business innovation in terms of (a) the capacity of lead user‐consumers to innovate in the highly regulated electricity market, (b) the attractiveness of such lead‐user generated ideas for mainstream consumers, (c) the usefulness of lead‐user engagement for companies in the energy industry, and (d) the usefulness of lead user engagement for the necessary broader societal transition processes. We conclude that consumers can stimulate industry‐wide innovation even in challenging contexts like “smart” and “low‐carbon” solutions and the highly regulated energy industry. Lead user‐consumers can also articulate societal and social responsibility concerns that are relevant for the entire market.  相似文献   

18.
Many factors may contribute to consumers' satisfaction with Internet shopping, but the issue has rarely been addressed from the perspective of customer participation. Drawing on the attribute-based model, this article examines the attributes important for consumer satisfaction with Internet-based self-service technology (ISST). In addition, the current study argues that the importance of the attributes in determining consumers' satisfaction would vary as a function of their readiness to adopt technology. A survey was conducted to collect data from experienced users of online travel agencies or bookstores. The results based on 459 participants show that efficiency, ease of use, performance, perceived control and convenience are attributes having significant impacts on users' satisfaction with ISST. This study also identifies three consumer segments among ISST users based on their scores on technology-readiness drivers and inhibitors. As predicted, the importance of each attribute at determining user satisfaction varies across the three segments. Finally, implications for managers and researchers are discussed.  相似文献   

19.
The big data of user-generated content (UGC) on social media are laden with potential value for brand managers. However, there are many obstacles to using big data to answer brand-management questions. This article presents a framework that automatically derives latent brand topics and classifies brand sentiments. It applies text mining with latent Dirichlet allocation (LDA) and sentiment analysis on 1.7 million unique tweets for 20 brands across five industries: fast food, department store, footwear, electronics, and telecommunications. The framework is used to explore four brand-related questions on Twitter. There are three main findings. First, product, service, and promotions are the dominant topics of interest when consumers interact with brands on Twitter. Second, consumer sentiments toward brands vary within and across industries. Third, separate company-specific analyses of positive and negative tweets generate a more accurate understanding of Twitter users' major brand topics and sentiments. Our findings provide brand managers with actionable insights in targeted advertising, social customer relationship management (CRM), and brand management.  相似文献   

20.
Telehealth is an effective and promising mode of healthcare delivery. It is crucial for society to understand the determinants of user adoption of telehealth to realize its benefits. This research investigates and analyzes the factors that impact the adoption of telehealth services from the users' perspective. The study integrates three theoretical frameworks, namely, Health Belief Model, Perceived Value Theory, and the Self-Determination Theory, to provide a comprehensive understanding of the determinants of telehealth adoption. Using an online survey conducted in Singapore, the study collected 500 responses for data analysis. The findings indicate that perceived threat, cues to action, and perceived relatedness directly affect perceived value, while self-efficacy, perceived relatedness, and perceived autonomy have a significant direct impact on emotion. Additionally, users' perceived value of telehealth services has a direct and indirect positive influence on their intention to adopt telehealth services through emotions. The study offers practical implications for healthcare organizations, policymakers, and media management teams to encourage the adoption of telehealth services by integrating various psychological and health concerns of users that impact their adoption behavior.  相似文献   

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