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1.
电子商务中消费者购买决策及其影响因素   总被引:1,自引:0,他引:1  
电子商务是随着计算机和互联网技术的发展而出现的一种新经济模式, 它正在广泛而深刻地影响着人们的购物观念和购物方式。网上购物是指通过互联网购买商品或享受服务, 也是通常所指的电子商务。国内外关于网上购物的研究缺乏从影响因素到中介作用最后到实际购买关系的整体研究框架。研究者从消费者角度提出了网上购物决策的整体框架, 拟采取访谈法、问卷调查、实验室模拟方法和服务器日志文件收集数据, 探讨我国文化背景下消费者的网上购买决策, 拟探明:影响消费者网上购买决策的因素; 风险认知和网上购物态度在模型中的中介作用; 产品类型、消费者类型及其与网上购物决策模式的关系。预期研究成果对我国电子商务购物环境的改善、电子商务网站的设计、网上营销策略的制定有着重要的意义。  相似文献   

2.
消费者网上购物决策模型分析   总被引:6,自引:0,他引:6  
首先回顾了消费者传统购物决策模型,消费者网上购物行为及其决策类型,探讨了传统购物决策模型与网上购物决策模型的区别和联系,并在目前存在的三种传统购物决策模型和四种网上购物决策模型的基础上,根据我国电子商务发展情况,提出综合的购物决策模型,对网上购物决策过程今后的研究方向作出了预测与建议  相似文献   

3.
信任倾向与主观参照对网上购物意向的影响   总被引:1,自引:0,他引:1  
该研究对225名大学生、在职人员进行问卷调查,通过分层回归分析探讨了信任倾向与主观参照对网上购物意向的影响。结果表明:男性在职人员的信任倾向要显著大于男大学生的信任倾向,而对于女性,这种差异不显著。工作与否、性别、学历在信任倾向、主观参照以及网上购物意向上差异不显著。主观参照对网上购物意向的影响受到信任倾向的缓冲,相对于高信任倾向的人,低信任倾向人的网上购物意向更容易受到主观参照的影响。信任倾向和主观参照对网上购物意向都有显著影响,但主观参照的回归效应更大。  相似文献   

4.
点击流,顾名思义,就是访问者在网上的持续的访问轨迹。点击流研究带动了一种新的研究潮流,不仅在多个学术领域,而且在多个实践领域都是大家关注的热点。点击流数据揭示了网上消费者在网上的冲浪行为,现有的点击流研究大多致力于建立消费者网上购物行为的模型,从而更深刻地理解网上消费者的行为,同时,点击流数据分析也有利于进行数据挖掘,改善网页设计和提供决策支持。该文将已有的文献分成三种:网站内点击流研究,网站间点击流研究,以及点击流数据的应用研究,并对点击流研究作为一种新的研究范式的局限性和研究发展趋势作了预测与展望  相似文献   

5.
虚拟现实购物网站的等级深度与宽度关系研究   总被引:1,自引:0,他引:1  
李江予  张侃 《心理科学》2006,29(2):263-266
为研究虚拟现实表征方式下,网上购物系统等级结构的宽度与深度特征对用户信息行为的影响,本文在实验室环境下研究了三种结构方式(8 6 1、16 3 1、4 4 3 1),结果初步发现:对于虚拟现实购物网站(或系统的虚拟现实表征方式),宽度的增加所带来的对用户信息搜索速度的损害大于深度的增加对用户信息搜索速度的损害,这与对二维表征方式下的既有研究结果相反;而且虚拟现实系统的8 6 1结构方式更容易带来用户的迷失。  相似文献   

6.
当下网上购物成为了一种时尚,作为追赶时尚潮流且掌握计算机技术的大学生,理所当然地成为了网上购物这个群体的重要组成部分。但是,在网上购物的过程中又存在着很多问题,本文将从对网购中的弊端进行分析,并从政府、学校、大学生自身三个方面提出了对策和建议。  相似文献   

7.
网络购物中的虚拟销售代理(Virtual Sales Agent)是指通过口头或非口头形式与消费者互动和交流的具有拟人化特征的动态人物形象, 它可以为消费者提供商品和服务的信息以及必要的帮助。近年来, 大量研究证实了虚拟销售代理的拟人效应, 即当在网络购物环境中加入拟人化的销售代理时, 就会对购物者的在线购物过程感知体验和购物意向产生积极影响。相关理论从不同视角解释了虚拟销售代理拟人效应发生的原因。综述以往的实证研究发现, 虚拟销售代理拟人效应的发生受到虚拟销售代理特征、消费者因素以及商品因素等方面的影响; 社会临场感、个性化服务知觉、社会支持感、信任和风险感知是拟人效应发生的内在心理机制。未来研究应关注虚拟销售代理拟人效应的神经生理基础, 丰富拟人效应发生的影响因素, 加强对个性化定制虚拟销售代理的研究, 探讨虚拟销售代理的消极影响, 以及不利于虚拟销售代理使用的障碍性因素。  相似文献   

8.
真实环境中的视觉搜索是人和动物赖以生存的重要能力。目前的视觉搜索研究多使用静态的观察者和静止的二维搜索对象, 侧重于探究注意在搜索中的作用; 现有的视觉搜索理论模型主要概括了影响搜索的自上而下的注意因素, 而将自下而上影响因素简单归结为影像显著性, 然而在真实环境中, 观察者或搜索对象是可以运动的, 搜索时可利用的视觉信息包括动态光流和静态影像结构信息。已有的视觉识别研究发现这两种信息相结合可以使观察者准确持久地识别场景、事件和三维结构。在现有视觉搜索理论模型中引入两种视觉信息可以较好还原真实环境中的搜索任务。我们提出研究构想和实验方案,探究利用动、静态视觉信息的视觉搜索过程, 从而完善现有的视觉搜索模型。我们认为充分利用环境信息可以提高搜索效率, 且在视觉搜索训练和智能搜索设计等方面有重要的应用价值。  相似文献   

9.
姚卿  陈荣  段苏桓 《心理学报》2013,45(2):206-216
基于享乐品-实用品有关研究及购物冲量效应, 考察产品类型对购物冲量效应的调节作用及其内在机制。实验一通过现场研究验证购买实用品提高后续购买概率, 购买享乐品降低其概率; 实验二为实验室实验, 再次验证该调节作用, 并验证内在原因:购买享乐品更可能激发内疚感、花钱的痛苦甚至负面自我形象和高层次目标, 导致理由性思维占主导, 前次购买引发的应用思维定式受到削弱。相比于实用品, 购买享乐品引发购物冲量效应的可能性更低。  相似文献   

10.
王艳芝  姚唐  卢宏亮 《心理科学进展》2018,26(11):1915-1927
冲动性购买是生活中的常见现象, 也是消费者行为研究的重要子领域。围绕单人购物情境下的冲动购买研究成果较多, 而对结伴购物情境下的冲动购买行为研究明显不足。聚焦结伴购物情境下消费者的冲动购买现象, 基于“欲望-意志力”模型, 在情绪感染理论、归因理论等理论基础之上, 采用焦点访谈法、实验法、问卷调查法等研究方法, 从欲望和意志力两个方面, 深入探讨结伴购物消费者冲动购买行为发生的内部决策机理。研究结论将丰富现有结伴购物情境下的冲动购买行为研究内容, 也为企业营销实践、个人冲动购买行为管理以及政府部门开展消费者教育提供理论指导。  相似文献   

11.
This research examines whether (1) consumers' shopping orientations are significantly related to their preference for shopping online, (2) consumers' demographic characteristics are significantly related to preference for shopping online, (3) relationships of shopping orientation and demographic variables with purchase preferences on the Internet will vary by the type of products (i.e., search, experience, or credence). Deriving from the product classification theory, products are classified into four categories: search products, two types of experience products, and credence products. Data were collected through self-administered surveys from adult population in two metropolitan areas in the Southern United States. The findings significantly support the study's hypotheses that shopping orientations such as convenience and recreational shopper and demographic variables such as gender, education, and household income were significantly related to consumer's online purchase preference. The researchers' findings also confirm that the relationships of shopping orientation and demographic variables with purchase preference for shopping online significantly differ by product category. More specifically, convenience and recreational orientations were positively related to preference for shopping online for experience-1, experience-2, and credence product types, though the directional relationship between recreational shopper orientation and preference for shopping on the Internet was positive rather than negative as hypothesized. The results and discussion section also includes implications drawn from the findings.  相似文献   

12.
Many consumers purchase products in stores, where they can physically examine and touch the items. In addition, consumers shop for products online or through direct mail, where they cannot physically examine and touch the merchandise. Building on an analysis of perceptual mechanisms involved in the sense of touch, we find that products with primarily material properties, such as clothing or carpeting, are more likely to be preferred in shopping environments that allow physical inspection than in those environments that do not. We also find that there is no difference in preference across the two environments for products with primarily geometric properties, such as packaged goods, for which vision is highly diagnostic. Furthermore, when the touch properties of a material product are verbally described, this reduces the difference in preference between the two environments.  相似文献   

13.
The pace of online shopping revenue growth means it is important for retailers and manufacturers to understand how consumers behave online compared with their behaviour in brick and mortar stores. We conducted a study in which the detailed behaviour of 40 shoppers was screen recorded while they each undertook an online shopping ‘trip’. The shopping trip comprised purchasing a basket of 12 commonly bought grocery categories at one of two major retailers. The shoppers were all inexperienced in online grocery shopping. Results show that online grocery shopping is fast, even for these consumers who were new to it – half of the online shoppers spent less than 10 seconds purchasing from a category. This result is very similar to that of past studies in physical stores. Indeed, half of all the 12 item‐shopping trips took less than 10 minutes. Also, most purchases were made from the first category page displayed in the retailer's online store. Shoppers also consistently used the default display options chosen by the retailers but used a combination of navigational tools to find their products. We conclude that online shoppers do not behave differently from those offline in terms of time spent or effort expended. Online shopping, in the grocery context at least, seems to primarily reflect a desire for time efficiency on the part of the shopper. In that regard, online shopping seems very similar to in‐store shopping. The study begins the job of documenting shopper behaviour into this new channel and provides practical knowledge for retailers and manufacturers. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

14.
This article reviews the integral nature of browsing to the shopping experience and then explores the different types of browsing and searching that are supported in the online environment. Browsing contexts and episodes occur when consumers use browsers, URLs, search engines, menu categories and shopping bots to identify merchants and products. Browsing may be both intentional and unintentional, from the consumer's perspective, and controlled or uncontrolled, on the merchant's part. A matrix proposes four different categories of searching: partnership, consumer owned, merchant owned, and no‐one's land. These categories need to be taken into account when designing further research to profile browsing behaviour and to investigate the effect that it has on purchase decisions. Copyright © 2002 Henry Stewart Publications.  相似文献   

15.
黄敏学  王薇 《心理学报》2019,51(5):612-624
既有文献对消费者延迟选择影响因素的研究, 主要集中于决策复杂度、决策者特质或情绪, 少有对决策场景进行深入探讨。互联网购物时代, PC端与手机端已成为重要的消费场景。针对手机端是否会加快消费者决策过程的问题目前也存在不一致的结论。本文引入决策双系统理论, 力图解释以往看似冲突的结论。消费者的购买决策模式, 不仅会受到决策任务(产品价格)的影响, 还会受到决策场景(购买终端)影响。当场景与决策任务使消费者启动的思维模式相一致时, 会提升决策流畅度, 降低延迟选择。本文发现, 移动端(PC端)与低(高)价格产品更容易激发相容的经验性(理性)思维, 降低延迟选择倾向。反之, 则会同时启动两种相左的决策思维, 增加延迟选择倾向。本文从场景启动与价格启动视角, 将以往消费者单一的决策思维模式, 拓展到多因素启动的思维模式相容性问题; 同时本文通过探究延迟选择问题, 对价格策略与场景化营销带来启示。  相似文献   

16.
Anchoring and adjustment comprise a heuristic that creates expectations. Two types of anchors were applied on participants' evaluation of products: the price reference of the product (maximum, minimum, or no price reference) and the context in which the products were evaluated (the prestige of the shopping center). Results showed that both factors anchored evaluations of products' value. Context effects were explained by the different expectations of visitors in prestigious (looking for quality) and less prestigious (seeking a bargain) centers.  相似文献   

17.
Shopper research has long been undertaken with physical simulated stores and desktop‐operated virtual stores. However, recent developments in motion‐tracked virtual reality offer a range of new possibilities for research using immersive walk‐around virtual simulated stores. To date, there is little knowledge published on the authenticity of shopper behaviour in such immersive virtual environments. The present study therefore reports exploratory results from 153 multicategory shopping trips conducted in an immersive virtual convenience store. Observed shopper metrics and theoretical effects are compared with equivalent data obtained from published sources and found to be consistent across all measures. Specifically, shoppers purchase a plausible share of private label brands, more private label brands in lower consumption pleasure product categories, more products from higher compared with lower shelf positions, make a plausible proportion of impulsive purchases, and spend less time inspecting familiar versus unfamiliar brands. Further, time in‐store, total spending, and product handling time are higher for women than for men. These exploratory findings show that participants continue to exhibit realistic shopper behaviours in an immersive virtual simulated store. Such stores are therefore a cost‐effective alternative to other methods for measuring consumer behaviour. They offer significant potential for innovative experimental designs in consumer research, as well as potential for future use as a digital shopping channel.  相似文献   

18.
Previous literature on consumer behavior has tackled the experiential approach in retailing services in depth; however, most of the previous studies have concentrated on the simultaneous but not concatenated effects of value dimensions on satisfaction and/or loyalty. Furthermore, tourists' shopping behavior remains an underdeveloped area of study from the experiential perspective. This work explores experiential tourist shopping value, aiming to (a) explain tourists' loyalty to retailers by adding causality to experiential dimensions and (b) prove the subjectivity of these values. After a diachronic and synchronic review of the literature on experiential shopping value, a structural model with a chain of effects consisting of product quality, service quality, self‐esteem and shopping enjoyment on loyalty, and a multidimensional index as a second‐order model were built with partial least squares and tested on a purposive sample of 374 tourists in Valencia (Spain). Our findings revealed a sequential approach to tourists' shopping experiences where utilitarian values led to social and hedonic ones, all of which were antecedents of loyalty to retailers. Furthermore, the index showed differences by gender and nationality. Although our results are context specific, they add to the value creation process as they show a sequence of effects, and a fully subjective value provision, which changes according to demographics. The originality of this work is that it contributes to the suitability of the experiential paradigm in explaining tourists' shopping behavior by promoting interest in this specific, underdeveloped target area, and also by adding causality and proving the subjectivity of experiential value dimensions.  相似文献   

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