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1.
  • Although much has been written about the celebration of Christmas from a variety of perspectives, limited attention has been paid in the consumer behaviour literature to understanding the behaviours of consumers surrounding this event. Apart from insights gained from prior work on consumption rituals and meanings of festivities, our knowledge of meaning creation through Christmas consumption is partial, and written mainly from a North American perspective. Since consumer behaviour is shaped by cultural and social contexts, understanding the relationship between consumption objects and the social meanings that consumers ascribe to them is a research imperative. This paper explores the ways in which the British Christmas is consumed as a shared consumption experience, by bringing together two different approaches taken by consumer researchers and sociologists to analysing social consumption patterns. These are drawn from structuralist and post‐structuralist thinking. The findings of an exploratory qualitative study are used to demonstrate how an enhanced understanding of consumption meanings associated with this particular cultural context can lead to new insights into how consumers create social meanings through special, as well as ordinary, behaviours.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

2.
This paper presents and discusses how consumers are transformed in and out of immersion during extraordinary, long‐lasting wilderness canoeing experiences. Based on a hermeneutic multi‐phase empirical approach, we show how extraordinary experiences can be dynamic, multifaceted, and emergent. The positive connotations of prior research are questioned as we find that consumers face various paradoxes and ambiguities throughout the various consumption phases. While a major part of research today focuses on the co‐creation efforts of consumers when they combine various on‐site resource of experiencescapes, our findings point to the importance of understanding consumer resources. The distinction held between the ordinary and the extraordinary does not hold within the present context, and we discuss how role conflicts may influence transformation and immersion during consumption of experiences.  相似文献   

3.
In contrast with traditional forms of entertainment media (e.g., movies, novels, and television), video games are unique in their ability to provide immersion, agency, and transformation (IAT) during the consumptive experience. As the video game medium has evolved over generations of consoles, the experience of IAT has become increasingly complex from the perspective of consumers. To better understand this phenomenon, this research presents a framework for understanding the consumption of video games by examining the intersection of player, narrative, and gameplay. Our findings suggest that advancements in video game technology and design have gradually increased the degree of integration among these domains. Although the subjective experience of IAT has generally improved as a function of greater integration, various conflicts arise from the tensions that exist between player, narrative, and gameplay. Consequently, this research explores the specific nature of such conflicts to provide a richer understanding of video game consumption and the impact of its evolution on consumers. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

4.
  • Health marketplace offers a lucrative business for many companies. However, there is a gap in consumer research in understanding what health as a target of consumption really means to consumers. The subtleties and multiplicity of meanings rural and urban (both younger and older) consumers attach to health in their everyday lives are empirically explored in this article. Findings of a focus group interview‐based interpretive analysis are reported. It was found that meanings consumers associate with health are profound and multi‐faceted (identification of several health‐meaning categories) with some evidence for age‐ and area‐of‐ residency‐related health‐meaning differences. The article is concluded by advancing theory‐building in consumer research in the form of developing a tentative framework model that can be used to analyze health consumption meanings.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

5.
  • An important consideration for marketers is determining the best approach to take when marketing their product or service across national borders. It has become clear that the answer to this is not as simple as complete standardization or adaptation, and the appropriate approach may be contingent on a complex set of variables. One key aspect of the puzzle relates to an understanding of the attitudes and behaviours of consumers. The current study examines consumer style (variables related to the way people engage in their consumption activities) as an important area of consideration related to international marketing efforts. Consumer style was investigated in three European countries and the US, using data from the DDB Brand Capital Study (a multi‐country survey). Although results showed that country differences are evident on consumption style, a cluster analysis suggests that there were four segments of consumers that transcend country boundaries. The findings add to our knowledge about consumers in these countries and the characteristics of the segments with respect to differing styles of consumption.
Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

6.
拍照是消费者对体验进行视觉记录的手段。虽然拍照“打卡”成为人们的日常生活和企业营销的重要工具,但目前未发现有文章系统介绍拍照行为对消费体验的影响。拍照行为通过调整注意资源和认知参与对消费体验产生双刃剑效应。具体而言,拍照行为会给消费者带来以“视觉体验红利”为主的红利效应;还会因缺失其他感官(嗅觉、味觉、听觉或触觉)的真实体验产生“匮乏效应”。个人因素和情景因素是拍照行为影响消费体验的重要边界条件。未来研究可以从比较不同拍照内容的效应差异、研究环境变量在拍照效应中的影响、拓展拍照的双刃剑效应在企业营销层面的研究等方面展开。  相似文献   

7.
  • The objective of this research is to examine the symbolic meanings of contemporary food consumption and provide an in‐depth understanding of related practices. Specifically, we view food as a prominent cultural category representative of postmodernism and approach our study using a postmodern perspective. The paper provides an insight into how US consumers relate to food and highlights the symbolic dimension of food in a culture that is often depicted as highly individualistic. Offering a theoretical framework rooted in an ethnographic account of food consumption we uncover its postmodern complexities that take into account social, cultural, and contextual dimensions. Food is discussed in the context of relationships, desire, and a globalized commodity.
Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

8.
品牌消费旅程通常指的是对于品牌消费服务的多维度(包括认知, 情绪, 感觉, 行为和品牌关系)响应。揭示品牌消费旅程的认知心理过程是目前营销学领域之中研究的重点与热点。在梳理当前神经营销领域内有关功能性核磁共振(fMRI)、事件相关电位(ERP)、事件相关震荡(ERO)的相关研究成果后, 将消费者在品牌消费旅程之中的认知心理进程划分为注意吸引、决策形成、消费体验和品牌忠诚四个阶段, 并系统阐述了每个阶段之中消费者心理进程的神经机制与脑区活动, 进而全面立体地揭示消费心理的全貌。未来研究可以进一步探索不同神经指标在具体营销情境下的表征意义, 并结合超扫描技术进一步解析多个被试间的神经耦合情况。  相似文献   

9.
  • This paper examines the contextual aspects of problem‐solving behaviour of ‘green’, environmentally oriented consumers. It is argued that by profiling the consumer in cognitive terms, a more robust understanding of green consumer behaviour can be provided.
  • To illustrate this, we draw upon the cognitive anthropological concepts of practical thinking and bricolage. These are used to integrate ‘context’ into a model of cognition via qualitative, interview‐based research which examined how consumers assess the environmental friendliness of supermarket products.
  • In order to increase external validity two respondent groups were compared, British and German consumers. Different levels of successful and unsuccessful practical thinking and bricolage were identified.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

10.
  • The aim of this study is to provide empirical evidence, using the theory of planned behavior, as to whether local consumers prefer culturally adapted web sites or standardized web sites The study contributes to the existing literature by showing that consumers from Germany, China, and India prefer web sites adapted to their local culture, and that culture influences consumer beliefs, attitudes, and purchase intention on the web.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

11.
  • A company or brand's reputation is inherently linked to how ethically/unethically it is perceived to conduct its business. While it is generally assumed that consumers' ethical perceptions are either built on first‐hand experiences or other concrete information, this research demonstrates that reputation can be influenced by processes outside the company's direct control. The article is based on interviews with general consumers and presents the finding that, in the absence of concrete information or personal experience, consumers may infer ethical beliefs. Four distinct types of cues may instigate ethical inferences and act as surrogate indicators: product‐, company‐, category‐ and origin‐related cues. A framework that illustrates the hierarchical structure of the various cues depending on their level of specificity is presented. The results suggest that controlling corporate reputation becomes increasingly challenging. Implications for marketing practitioners and general managers are discussed and further research opportunities highlighted.
Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

12.
  • This paper describes a study in the psychology of market mavenism, the consumer tendency to become especially involved in the marketplace. The purpose was to investigate empirically associations with the important consumer characteristics of innovativeness, status consumption, and need for uniqueness. The findings support the notion that market mavenism is due less to the demographic characteristics of consumers as it is more a socially constructed phenomenon. Global innovativeness, status consumption, and creative choice counterconformity explained more variance in market mavenism than did demographics. Theoretically, these findings enrich our knowledge of the psychology of market mavens by suggesting some motivations for their behavior. Practically, marketing strategies can be fine‐tuned to appeal more effectively to this important segment of consumers by appealing to mavens' willingness to try new things, to their need for uniqueness, and to their willingness to seek social status through consumption.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

13.
  • In recent years, themed Irish pubs have grown in popularity. Marketers often strive to create the perception of authenticity when creating these themed environments. This study seeks to understand the importance of authenticity, tangible and intangible elements that constitute authenticity, and consumers' ability to delineate the ‘real’ from simulacra. We employed an online cross‐cultural methodology that compared perceptions of Irish pubs among respondents in Australia, Ireland, and the United States. The results of this study support our contention that perceived authenticity is a construct that is dependent on both marketers and consumers. Findings revealed, among other things, that the role of patrons and employees was deemed an equal, if not more important, atmospheric component than tangible interior design elements in the creation of a ‘true’ Irish pub experience. Marketing and research implications of this study are provided.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

14.
  • From virtually nowhere 20 years ago to sales of US$9.5 billion in 2007, the video game industry has now overtaken movie industry box‐office receipts in terms of annual sales, and blockbuster video games can out perform blockbuster movies for opening‐week sales. This dramatic growth is likely to continue in coming years. Yet there has been little scholarly attention to consumers within the industry. This research fills this gap by providing a comprehensive study of consumer behaviour in the gaming industry, using the Theory of Planned Behaviour (TPB); a widely used, robust and reliable consumer research instrument. The study elicits key salient attributes for the major constructs in the TPB model – attitude, subjective norm, and perceived behavioural control – and shows how these key constructs affect purchase intention. To avoid aggregation error in analysing overall market data, this study segments the market and examines differences in perspective by gamer type. We therefore examine differences in these key salient attributes by gamer type to understand consumer motivations better.
  • As the first systematic study to examine consumer behaviour issues in the gaming industry, this study provides useful insights to consumers' behaviour in a large, growing industry. Consumer perceptions and behaviour toward entertainment software is complex and this study is not the final word, but it is the first available empirical evidence and can thus move forward the discussion from speculation to replication, extension, and alternative approaches. For managers in this industry, this study demonstrates how a comprehensive model can be applied to entertainment software.
Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

15.
  • Consumer confusion is likely to be an ever increasing problem as customers live in an environment where they are bombarded with information and where rapid technological developments are taking place. Although consumer confusion has been investigated in individualistic cultures such as the United Kingdom, it has received little attention in collectivist cultures such as Thailand. This research examines confusion in the Thai mobile phone industry. More specifically, it aims to determine what aspects of the mobile phone industry are confusing and what sources of information are used to reduce or eliminate it. Thai consumers experience confusion and find a number of aspects of the mobile phone industry to be problematic especially handsets, services and tariffs. In terms of reducing confusion, family and friends are the most popular source of information being both credible and reliable. It is put forward that the problems associated with handsets, services and tariffs are due to differing degrees of technological complexity and overchoice both of which are sub‐components of confusion. Copyright © 2006 John Wiley & Sons, Ltd.
  相似文献   

16.
  • While commercial media are increasingly attended to in multitasking contexts, advertising research is dominated by sequential marketing communication models where the consumer is a passive receiver of one type of media at a time. This study examine's media multitasking behaviors and experiences among young consumers. Media multitasking is the practice of participating in multiple exposures to two or more commercial media forms at a single point in time, including traditional, online, social, and entertainment media. Prior research argues that multitasking results in diminished comprehension and performance. Through a qualitative approach with a sample of 64 young consumers involving interviews and collages, this study highlights the paradoxical experiences of media multitasking. The authors develop a conceptual model that explains the personal benefits and costs associated with media multitasking, and proposes its impact on consumers' motivation, ability and opportunity (the MAO model) to process commercial media content. Further, the study suggests an inverted‐U relationship between media multitasking and the MAO model and proposes four behavioral coping moderators to this relationship.
Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

17.
  • This research investigated the consequences of powerlessness when consumers experience service failure with a company that has high‐exit barriers. The specific consequences investigated were three types of secondary control, which are grudge‐holding, avoidance (predictive avoidance), and retaliation desire. These secondary control coping strategies highlight consumers' ability to control their personal behaviors and thoughts, even when they cannot completely control the outcomes of a situation. A qualitative study, followed by a scenario‐based survey and structural equation model, suggest that the primary direct consequences of powerlessness in commercial relationships are grudge‐holding and predictive avoidance, and that both predictive avoidance and a desire to retaliate are further consequences of grudge‐holding. The results of this research underscore the importance of understanding the role of powerlessness and its consequences in consumer–firm relationships.
Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

18.
  • While authenticity pervades everyday consumption in museums, restaurants, theme parks, gift shops, and heritage attractions, among other commercial milieus, academic work on the concept of authenticity remains vague both in terms of its definition and its marketing relevance. In this study, we unpack the concept of authenticity in a Civil War battlefield and we provide insight as to its theoretical relevance for consumption. Our findings elucidate the distinction between authenticity as a product feature and authenticity as an experience. We show that consumer perceptions of a site's authenticity are articulated in five distinct ways: object related, factual, locational, personage, and contextual. We also point out the contribution of each notion of perceived authenticity in sparking consumer imagination and connecting them with the Civil War narrative. We suggest avenues that marketing managers can use to stage authenticity in a commercial environments at both substantive communicative levels. Our study reveals consumers as active agents who participate in the marketplace construction of authenticity in multiple ways. It is also shown that authenticity partakes in the construction of a national imaginary as a negotiated, collective act. We also provide insight as to the distinction between “authentic” and “inauthentic” commercial sites and the way in which even fictitious sites can be perceived as authentic.
Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

19.
  • This is a study of a small group of self‐identified butch lesbians in their consumption of tattoos. The emotion‐laden experience of negotiating social symbolism and self‐identity (Elliott, 1997 ) in the context of hyperrealism (Baudrillard, 1983 ) has given rise to what Frankl ( 1984 ) has described as “existential vacuums.” Frankl suggested that these “existential vacuums” can be filled with a higher level of meaning. An artifact of consumption, the tattoo, is used by the informants in this study as a component of bricolage in the DIY process of constructing a new self (Elliott, 1997 ), with the entire process of being tattooed – particularly the hyper‐stimulation and pain of the procedure – further “existentializing” a new existence of “imagined masculinity.” This new existence that transcends suffering and assigns new meaning to life is the principle idea of Frankl's logotherapy (Frankl, 1984 ; Barnes, 2000 ; Blair, 2004 ).
Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

20.
  • We are witnessing perhaps the most important shift in the history of mankind – the rapid ageing of the earth's population. This trend raises such issues as elderly care giving and living arrangements in old age. By virtue, the author suggests that managing service provision for elderly consumers within care homes is going to become an increasingly important issue as more consumers live longer and require care. Moreover, given the paucity of literature related to elderly consumers' understandings of such institutions this research aims to illuminate and distil this issue. Based on interpretive methods the author reveals that elderly consumers such as George actively consume life and death related experiences in order to create a meaningful existence within the context of a care home.
Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

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