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21.
Virtual consumption involves consuming virtual goods in cyberspace. Virtual consumption activities are evolving into an essential activity in social virtual worlds. Despite the growing importance of this activity, little research examines this phenomenon. The current study investigates the fundamental question of how users understand the consumption of virtual goods. Using the theory of social representations and core-periphery analysis, this study elicits and analyzes the social representation of virtual consumption. Study participants are 154 Second Life users. Results identify 32 concepts and relationships representing the collective perceptions of virtual consumption in this social virtual world. Social representation map interpretations point to several key themes that provide a foundation for future investigations of virtual economy consumption behavior. 相似文献
22.
《Business Horizons》2021,64(5):621-630
The potential benefits of augmented reality (AR) to consumers include high levels of interactivity, exposure to an extensive virtual inventory tailored to their needs, high-quality customer support, and better integration between web- and store-based shopping experiences. The anticipated benefits of a successful AR strategy to a brand or retailer include higher inventory turnover, increased average sales, reduced sales costs, lower customer returns, higher levels of related-item selling, and better customer support outcomes. Despite these revenue- and loyalty-enhancing benefits, few companies use AR, develop a highly integrated AR plan, or incorporate AR into their marketing programs. This article focuses on the successful planning and implementation of AR through a six-step process: (1) Determine how AR can help achieve marketing objectives; (2) choose appropriate products, channels, and target markets for AR; (3) select among AR application types; (4) design AR apps; (5) evaluate alternative AR organizational formats; and (6) measure the success of AR programs. 相似文献
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24.
Virtual interlining, which covers the actively marketed or ‘non-hidden’ segment of all potential self-connecting flight itineraries, is often assumed to be a money-saving travel strategy. In this paper we assess the price difference between virtual interlined and ‘traditional’ flight itineraries within the intra-European airport network. We query Kiwi.com's recently developed Tequila platform, one of the few specialised online travel agencies (OTAs) offering both ‘traditional’ and virtual interlined flight itineraries, to obtain information on all available flights in the first week of August, October and December 2019. Using a series of sign tests, we investigate whether a statistically significant fare difference exists between the cheapest available (direct and/or indirect) ‘traditional’ and virtual interlined flight itineraries. Our results indicate a statistically significant fare difference between the cheapest indirect ‘traditional’ and the virtual interlined flight itineraries in favour of the latter. However, with regard to direct traditional flight itineraries the results are mixed. We explore the size and the scope of these patterns in more detail, and outline possible avenues for further research. 相似文献
25.
Given the recent popularity of augmented reality (AR) games, such as Pokémon GO, this study explores the congruence effect of game characters and brands on brand evaluations and the underlying mechanisms of the effect. Prior gaming experience and motivations are taken into account. An experiment reveals that inexperienced gamers are likely to have more favorable evaluations of the target brands when the images of game characters match the brand images, whereas these effects disappear for experienced gamers. Furthermore, the research demonstrates that experienced gamers are more likely to hold game-specific motivations than the inexperienced, while inexperienced gamers are motivated more by social interaction for playing AR games. Lastly, a mediation analysis reveals that social interaction-related motivation mediates inexperienced gamers’ preference of character–brand congruence. This study sheds light upon how AR games can be utilized by brand communicators. 相似文献
26.
Essi Pöyry Petri Parvinen Osmo Mattila Jani Holopainen 《Journal of Marketing Management》2020,36(3-4):334-360
ABSTRACT Using new technologies in customer interactions is a popular way of trying to increase customer engagement. It is, however, unknown how such efforts by marketers’ affect engagement, and particularly to what that engagement relates to. By analysing interview and observation data, the engagement manifestations of customers of a B2B company using virtual-reality technology were studied. The results show that customer engagement can be targeted at not only brands or firms but also the service the firm offers or the technology that enables the service. It is argued that the different objects of engagement can coexist and support each other but engagement with the firm is less susceptible to fluctuations. Marketers should be aware of what triggers customer engagement and what it is targeted at. 相似文献
27.
Virtual and augmented reality are changing how companies interact with customers. However, previous research has paid little attention to compare their effectiveness. This study focuses on the perceptions of presence elicited by different types of contents (real or digital) and embodied devices (head-mounted display or smartphone), and their impact on user’s pre-experiences with hotels. Results from a lab experiment show that contents with high levels of factual realism (360-degree videos) have a positive influence on perceptions of presence, ease of imagination, and visual appeal, and on booking intentions. These effects are stronger when high embodied devices (head-mounted displays) are applied. Additionally, presence positively influences ease of imagination and visual appeal, which mediate the impact of content on booking intentions. These findings stress the importance of inducing presence as a key driver for behavioral intentions in hospitality. The comparative influence of conventional VR and AR experiences is also discussed. 相似文献
28.
Although previous research has highlighted that virtual reality (VR) technologies can enhance customer experience, the efficacy of VR technologies in real estate remains unclear. Therefore, this study examines the effects of offering consumers a non-immersive VR experience via a widely available technology, that allows them to view real estate products. Participants accessed the website of a real estate agency that presented apartments through either static photos or interactive 360° visits. The latter condition was associated with better “visiting” experiences and more positive attitudes toward both the products and the agency. This study highlights the advantages of such technologies in enhancing customer experience and attitudes, particularly in the highly competitive real estate industry. 相似文献
29.
互联网技术革命及消费者需求的不断更新推动了虚拟组织的诞生与发展,作为新型的价值创造系统,虚拟组织以核心能力为结点,能够集成整合价值链上的优势资源,紧抓市场机遇,持续为客户创造价值。首先,厘清了虚拟组织持续创新的内涵与本质。在此基础上,分别论述了虚拟组织持续创新的4大构件即创新动力、创新过程、学习能力与界面管理,及其之间的交互作用,提出了虚拟组织持续创新的运行机理,旨在深化对虚拟组织持续创新的研究和认识。 相似文献
30.
The current study investigates whether image interactivity can positively influence luxury perceptions in a virtual shopping environment, by offering shoppers a feeling of telepresence. 185 respondents were referred to either an image interactive or non-interactive virtual luxury store and completed an online questionnaire afterwards to measure their luxury perception. The results of this study show that image interactivity leads to higher perceptions of exclusivity, quality, hedonism and extended self due to a higher perceived telepresence. This study offers some guidelines for luxury brands to retain their luxury perception high in a virtual shopping environment. 相似文献