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1.
Drawing on reversal theory (Apter, 2007), the current research proposes that internet users' metamotivational state (telic vs. paratelic) determines advertising interactivity's effectiveness. An online field experiment involving 141 Facebook and Twitter users tests this proposition. Research findings support telic state consumers form more positive attitudes toward a low-level interactive ad, whereas paratelic state consumers form more positive attitudes toward a high-level interactive ad. Further, this research shows that an arousal seeking tendency mediates the metamotivational state's impact on ad attitude.  相似文献   
2.
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   
3.
This paper enlarges extant theory on environmental retail by providing evidence that motivational orientation moderates the relationship between arousal and response. Our conceptual model focuses on the phenomenon of motivational orientation as moderator on the relationship between arousal and shopping intention. We extend Kaltcheva and Weitz model, since their focus was on the association between arousal and pleasure. We measured shopping behavior, as consequence variable in the framework, in six different formats (e.g. satisfaction, loyalty, money $, minutes, products). We did four studies in a 2×3 design with motivational orientation (hedonic vs. utilitarian) and arousal (high vs. moderate vs. low levels). After the procedures, the questionnaire listed the scales. The four studies did provide enough evidence that motivational orientation moderates the relationships proposed by Mehrabian and Russell's theoretical framework and those ones proposed by our model.  相似文献   
4.
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   
5.
This research examines how store-evoked affect, human personality, and brand personality influence consumers' emotional attachments to brands. A field study (in wine tasting rooms) demonstrates that satisfaction mediates the effects of store-evoked pleasure and arousal on brand attachments, which further affects brand loyalty and willingness to pay a price premium. Attachment is consistently stronger in positive affective environments (i.e., when pleasure, arousal, and satisfaction are high) and when the brand possesses positive dimensions of brand personality. These effects are stronger for consumers scoring high (rather than low) on extraversion, openness, agreeableness, and conscientiousness and weaker for individuals scoring high on neuroticism. A follow-up experiment (in juice bars) supports the findings of the field study and provides further insight into the three-way interaction between store-evoked affect, brand personality, and consumer personality.  相似文献   
6.
While prior research on animation effects focused on Web advertising, this article focuses on online retailing and identifies animated images as an important online atmospheric cue. Using an extended Stimulus-Organism-Response (SOR) model, this article explores animation effects on emotional and cognitive processes. Across two studies, the findings show that compared with static images, animated images elicit greater pleasure, which in turn induces more favorable website attitudes, and lead to higher purchase intentions. Further, this serial mediation effect holds across different types of products. These findings, from the perspective of online atmospherics, deepen our understanding of animation effects on consumer approach-avoidance responses.  相似文献   
7.
The fierce competition in today’s restaurant industry contributes to the need for unique and creative products and services to maintain a competitive edge. There are many studies that examine the effect of physical stimuli on customer emotions in a restaurant setting, but very few investigate the role of food. Furthermore, most studies only include pleasure and arousal as dependent variables. Dominance has not been included. This study bridges these gaps. A questionnaire was used to collect 400 responses from customers of a Michelin-rated restaurant. Structural equation modeling was used to test the impact of cuisine creativity on customer emotions. The results indicate that aesthetics is the most influential factor. Both theoretical and managerial implications of the results are presented.  相似文献   
8.
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   
9.
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   
10.
This paper extends Mehrabian and Russell's Stimulus-Organism-Response framework to investigate the influence of two selected environmental variables – esthetic design and tenant variety – relating to an urban shopping area on consumers' emotional states and actual shopping responses. Results of a survey conducted in an Italian town center show that the variety of tenant-mix positively affects both pleasure and arousal while esthetic design has a significant influence only on pleasure. Moreover, emotional states induced by the urban environment exert a different influence on shopping outcomes, with pleasure increasing the amount of money and time spent, and arousal positively influencing unplanned shopping and negatively affecting time and money. The paper concludes by discussing managerial and research implications for both retailing and urban marketing.  相似文献   
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