Index

Marketing in a Digital World

ISBN: 978-1-78756-340-7, eISBN: 978-1-78756-339-1

ISSN: 1548-6435

Publication date: 19 September 2019

This content is currently only available as a PDF

Citation

(2019), "Index", Marketing in a Digital World (Review of Marketing Research, Vol. 16), Emerald Publishing Limited, Leeds, pp. 209-217. https://doi.org/10.1108/S1548-643520190000016022

Publisher

:

Emerald Publishing Limited

Copyright © 2019 Emerald Publishing Limited


INDEX

A/B testing
, 71–72

Ability
, 150

Academic marketers
, 92–93

Academic researchers
, 128

Adverse technology–consumer interaction (ATCI)
, 123–126

examples
, 126

pathways of technology optimism and
, 124

response rates declining to customer surveys
, 128–132

significance
, 127–128

Agency
, 92

AirBnB
, 88–89

Alexa
, 86–87

Alibaba
, 88–89

Alphabet (Google)
, 51

AlphaGo Zero program
, 22–23

Amazon
, 2–3, 36, 51, 88–89, 93

current business model
, 3–4

reviews
, 47

Amazon Alexa app
, 108

Amazon Echo
, 86, 92–93, 108

Amazon Go
, 6–7

Amazon.com
, 182

American Association for Public Opinion Research (AAPOR)
, 129

Antecedents of perceived deception
, 148–154

elaboration ability
, 151–154

elaboration motivation
, 150–151

initial expectations
, 148–150

Anthropomorphism
, 93

AOL
, 3–4

Apple
, 51, 88–89, 106–107

Apple Watch
, 17

Apps
, 107–108

age
, 105–106

App Store
, 108

AR in
, 105

monetization
, 105–107

retailers
, 106–107

Argument quality
, 154–155

ARPANET
, 36

Artificial intelligence (AI)
, 4, 15, 92, 109–110, 113

competency
, 123

programs
, 22–23

Augmented reality (AR)
, 107, 112

in apps
, 105

AR View
, 107

Autonomous cars
, 108

Autonomy software
, 91–92

“Autopilot” technologies
, 6

Aversion to cashless payment transactions
, 126

B2B platform
, 51

Banner advertising
, 57

Biased search & analysis
, 68–69

Big Data
, 8–9, 38–41, 63–64, 70

A/B testing
, 71–72

benefits in marketing management
, 65–66

blindness to and falsification of hypotheses
, 72–73

combining Big Data with lean start-up methodology
, 77–79

communication
, 70

confidence
, 70–71

confirmation
, 68–69

control
, 69–70

deceived by Big Data
, 66–71

hubris
, 67–68

mitigating learning challenges of
, 71–76

and privacy
, 45–46

regularly updating analyses to reveal shifts and trends
, 73

statistical literacy and risk intelligence
, 76

3Vs of
, 69

transparent presentation of statistical insights
, 74–76

Bionic eye
, 25

Bitcoin
, 91–92

Black Swans event
, 69

Blind spots
, 127

Blockchains
, 91–92

Blurring (see Line tightening)

Brick and mortar
, 52–56

Build-measure-learn loop
, 64, 78

Business model evolution
, 64

Buyer inputs, Internet on
, 44–45

Buyer search
, 44–45

California consumer privacy act (2018)
, 107–108

Central routes of persuasion
, 154–158

Channel contracting
, 180

Chi-square analysis
, 176

Cloud-based services
, 22–23

CMO Survey
, 65

Co-locational targeting
, 101

Code
, 86

Cognitive dissonance theory (CDT)
, 146

Commercial 3D printers
, 171

Commercialization
, 36

Communication
, 16–17

of Big Data
, 74

networks
, 36–37

Commuters
, 101

Company strategy, research on
, 92–93

Competitive locational targeting
, 101

Complexity of market
, 88–90

Computer-aided design program (CAD program)
, 170

Computer-mediated environments
, 2

Computer numeric control (CNC) machines
, 179

Computers
, 18

Confirmation, control, communication, and confidence (4Cs)
, 67

lean start-up methodology and
, 77–79

Connected knowledge economy
, 3–4

“Connecting” concept
, 25

Consumer reactance to frequent price changes
, 126, 132–136

ATCI
, 133–135

reasons for
, 133

research opportunities
, 135–136

Consumer Reports
, 47

Consumer-to-consumer interactions
, 4

Consumer-to-firm interactions (C2B interactions)
, 4

Consumer(s)
, 1–2, 8

data
, 123

decision process
, 37

perception of non-deception
, 144

research on consumer behavior
, 93

role of
, 179–180

Consumers’ Perceptions Ethics of Online Retailers (CPEOR)
, 144

Content
, 48–49

Contextual targeting
, 101

Conventional econometric model
, 39–40

Coping with digital
, 5–8

Copy machine
, 17

Creations
, 175, 176, 181–182

Criticality
, 161

Customers
, 101

facing technology
, 86–87

relationship management
, 180

Cybersecurity
, 1–2, 5, 6

Data

data-sensitive age
, 115

privacy
, 107–108

Data-based learning

benefiting from Big Data in marketing management
, 65–66

combining Big Data with lean start-up methodology
, 77–79

mitigating learning challenges of Big Data
, 71–76

Decentralized autonomous organizations (DAOs)
, 93

Deception
, 143–144

online
, 144

perception of
, 146

Decision-making
, 63–64, 77

Deep learning
, 23–24

Desktop 3D printers
, 168, 170, 172

Digital

attributes
, 44, 52–53

cameras
, 5

connectivity capabilities
, 17

innovations
, 1–2, 4

machine communication
, 22

manufacturing tools
, 168

marketplace
, 19

revolution
, 2

technologies
, 1, 5

transformation
, 1–2, 4–5

world
, 1

Digital, social media and mobile (DSMM)
, 4

Digital Age
, 14

digital dyads in marketplace
, 20–29

information in
, 19–20

Digital dyads in marketplace of Digital Age
, 20–29

human–human digital dyad
, 26–29

human–machine digital dyad
, 24–26

machine–machine digital dyad
, 21–24

Digital innovations on marketing and consumers

Big Data and privacy
, 45–46

buyer search
, 44–45

impact on seller inputs
, 38–41

impact on seller outputs
, 41–43

innovations relating to interactive marketing
, 36

Internet on retail markets
, 52–56

platforms
, 51–52

structure of online interactions between seller, platform and buyer
, 38

topics for further research
, 39

use of online devices
, 37

user generated content
, 46–51

Digitalization
, 1–2

blindsided by digital
, 3–5

in blink of eye
, 2–9

coping with digital
, 5–8

marketing in digital world
, 8–9

Digitization
, 5

Direct-to-customer model
, 115

Disconfirming analysis
, 72–73

Disembodied software
, 93

“Driver assist”
, 6

DuploBrio adapter
, 183–184

E-commerce
, 2

sales
, 52–53

e-Trade
, 3–4

East Asian strategy game “Go”
, 22–23

eBay
, 38, 51, 88, 104

Economic institutions, nature of
, 180–181

Education
, 1–2

Elaboration

ability
, 151–154

motivation
, 150–151

Elaboration Likelihood Model (ELM)
, 145–146

Electronic word-of-mouth (eWOM)
, 27–28, 164

Employment
, 1–2

Enlightenment
, 14–15

Enterprising retailers
, 184

Entrepreneurs
, 1, 78

Environmental context
, 41–42

Esthetic idealism
, 14–15

Ethical ideology
, 146, 148

Ethical orientations
, 149

European Union (EU)
, 45

Executive leadership
, 26

Expertise
, 151

Experts
, 152

Exploitation
, 23–24

Exploration
, 23–24

exploration-based algorithms
, 23–24

Eye-tracking technology
, 102

FabStores
, 174

Facebook
, 2–3, 18–19, 23, 28, 51, 88–89

Fair value line
, 73

Fake or cursory responses to online surveys
, 126

Familiarity
, 151

Firm-to-consumer interactions (B2C interactions)
, 4

Firm-to-firm (B2B interactions)
, 4

Fitbit (smart watches)
, 108

Fitness trackers
, 99

Flattening (see Line steepening)

Follow-up actions
, 164

Forecasting model
, 39–40

Fourth Industrial Revolution
, 15–16

Fraudulent negative review
, 126

Fused-deposition modeling
, 170

General Data Protection Regulation (GDPR)
, 46, 107–108

General skepticism
, 146, 148, 149–150

Geoconquesting
, 101

Ghost Ads
, 71–72

Google
, 2–3, 15–16, 36, 51, 88–89, 106–107

search engine
, 51–52

Google Assistant
, 86–87

Google Play
, 108

Google Sketchup
, 170

Gothic cathedrals
, 14–15

GPS navigation
, 2–3

Hash
, 91–92

Hedonic purchase
, 161

Hilton hotels
, 93, 115

Hosts value exchange
, 88–89

Human behavior
, 8

Human computers
, 22–23

Human–human connectivity
, 14

Human–human digital dyad
, 26–29

Human–human social communication
, 27

Human–machine communication
, 25

Human–machine connectivity
, 14

Human–machine digital dyad
, 24–26

Idealism
, 148–149

IKEA
, 107

Illinois MakerLab
, 184

In-app advertisements (IAA)
, 103, 106–107

In-app purchases (IAP)
, 106–107

In-vitro fertilization
, 72

Independent companies
, 163

Industrial Revolution
, 14–15

Information (see also Artificial intelligence (AI))

in Digital Age
, 19–20

evolution
, 18

in marketplace
, 17–19

products
, 87

technology
, 16–17, 86–87

Informative advertising
, 42

Initial expectations
, 146, 148–150

Innovative firms
, 72–73

Instagram
, 18–19

Intelligence
, 90–91

Internet
, 2, 17, 36

advertising
, 41

algorithms
, 23

expertise
, 153, 154

on retail markets
, 52–56

Internet of Services (IoS)
, 109

Internet of Things (IoT)
, 2–3, 98, 109, 113

Internet on buyer inputs
, 44–45

Big Data and privacy
, 45–46

buyer search
, 44–45

user generated content
, 46–51

Involvement
, 151

iPhone (Apple)
, 2–3, 15–16, 17

Islamic Golden Age
, 14–15

“Jailbreak”
, 25

Journal of Marketing (JM)
, 3

Kiosks
, 105

Knowledge
, 151, 153

KONE
, 109

Laser cutters
, 179

Lathing
, 170–171

Lean start-up methodology, combining Big Data with
, 77–79

and communication
, 79

and confidence
, 79

and confirmations
, 77–78

and control
, 78

Learning setting
, 66

Legacy firms
, 64

Leverage-salience theory
, 131

Line steepening
, 73

Line tightening
, 73

Location targeting leverages
, 101

Logistic regression
, 40

Low attention spans and distraction of Smartphone use
, 126

Machine learning (see also Artificial intelligence (AI))
, 23–24

algorithms
, 8–9

methods
, 39–40

models
, 109–110

Machine–machine communication
, 24

Machine–machine connectivity
, 14

Machine–machine digital dyad
, 21–24

Machine–machine dyad
, 20–21

MakerBot
, 170, 171, 174–175

Manufacturer Recommended Price Range (MSRP)
, 135

Market
, 18, 88

complexity
, 90

disruptions
, 1

Marketers
, 1, 105, 122, 127, 135

Marketing (see also Mobile marketing 2.0)

analytics
, 64, 65

applications
, 38–39

and consumer behavior
, 4

digital dyads in marketplace of digital age
, 20–29

in digital world
, 8–9

evolution of information in marketplace
, 17–19

information in Digital Age
, 19–20

and Internet
, 3

literature
, 169–170

manager
, 66–67

professionals
, 76

scholars
, 8, 179

scholarship
, 2, 167–168

spotlight on information
, 16–20

stages of ages
, 14–16

Marketing management

benefiting from Big Data in
, 65–66

combining Big Data with lean start-up methodology in
, 77–79

Marketing Science Institute (MSI)
, 3

Marketplace

information in
, 17–19

phenomena
, 14

revolution
, 18

Marketplace of Digital Age, digital dyads in
, 20–29

MasterCard
, 89

Materialism theory
, 178

Medical Expenditure Panel Survey
, 129

Menu costs
, 133

Mere-measurement effects
, 131

mHealth platform
, 106–107

Microsoft
, 51, 88–89

Milling
, 170–171

Minecraft
, 184

Minimum viable product (MVP)
, 78

Miskol (see Missed Call Marketing (MCM))

Missed Call Marketing (MCM)
, 103–104

Mobile
, 113–115

AR
, 107, 112

attributes and related marketing advantages
, 100

devices
, 99, 100–101, 103

marketers
, 100–101

marketing
, 98, 105–106

promotions
, 98, 99

retailing
, 99

technologies
, 105, 107

user experience
, 107–108

Mobile advertising
, 102–103

revenues
, 41–42

strategies
, 103–104

Mobile apps
, 97–98, 99, 104, 105

monetization
, 105–107, 112

Mobile marketing 2.0 (see also Marketing)
, 98

AI
, 109–110

data privacy and mobile user experience
, 107–108

emerging trends
, 105–110

IoT
, 109

key issues in mobile marketing
, 106

mobile app monetization
, 105–107

mobile AR
, 107

mobile marketing practice
, 113–116

mobile-led cross-channel effects
, 104–105

personalized mobile advertising
, 102–104

research agenda based on emerging trends
, 111–113

research agenda based on gaps in extant literature
, 110–111

review of mobile marketing research
, 99–105

self-driving vehicles
, 108–109

targeted mobile promotions
, 100–102

wearables and other smart devices
, 108

Mobile-led cross-channel effects
, 99, 104–105, 111

Moderators
, 162

variables
, 159–161

Money-back guarantees
, 163

Motivation
, 48–49, 150, 151

Motorola Moto X cellphone
, 25

Moveable Feast
, 14, 19–20, 22

Multi-purpose AI platforms
, 123

Multiplayer online battle arenas (MOBA)
, 28–29

National Health Interview Survey
, 129

Nervous System
, 182

Netflix
, 2–3, 23

Network structure
, 48–49

Neural Network Processor (NNP)
, 22–23

Non-deception, consumers’ perception of
, 144

Non-proximal mobile users
, 101–102

Non-retail settings
, 104

Not-yet-imagined digital technology
, 1

NVivo11 qualitative software program
, 148

Object

archetypes
, 175

notion of
, 178–179

Office Max
, 182

Offline retailers
, 57

Omnichannel retailing
, 104, 122

Online

advertising
, 41–43

deception
, 144

expertise
, 153

interactions
, 38

purchasing
, 142

retailers
, 182

reviews
, 46–48

search
, 45

services
, 142

sources
, 40–41

Online consumer reviews (OCR)
, 142, 143, 147

Online word-of-mouth (eWOM)
, 46

Opportunity network
, 3–4

Opt-in, get customers to
, 115

“Optimal experience” of psychological flow
, 2

Optimism
, 122

Outsourcing
, 135

Paid apps
, 106–107

Paperclip AI
, 92

Parrot Pot
, 25

Pay Pal
, 51

Perceived deception

antecedents of
, 148–154

consequences
, 158–159

Perceived Deception in Online Consumer Reviews (PDOCR)
, 142, 143, 162, 163

data analysis
, 147–148

data collection and sample
, 147

findings and conceptual model
, 148–161

literature review
, 143–146

method
, 147–148

theoretical and managerial implications
, 162–164

Perceived homophily
, 155, 156, 163–164

Perceived riskiness of purchase
, 159–160

Peripheral cues
, 157

Peripheral routes of persuasion
, 154–158

Personalization
, 103, 115

Personalized mobile advertising
, 99, 102–104, 110–111

Persuasion

central and peripheral routes of
, 154–158

persuasive advertising
, 42

Pet grooming
, 133–134

Pew Research Center
, 48

“Plant Sitter” mode
, 25

Platforms
, 51–52

Positive-NPV marketing program
, 131

Potential negativity
, 161

Practitioners
, 8

Pre-Internet
, 88

Price
, 92

fluctuation
, 133

volatility
, 134

Privacy
, 45–46

Product

knowledge
, 151

and services
, 159–160

Public policy
, 92–93

Purchase involvement
, 150–151

Rapid prototyping
, 170

Re-evaluate targeting strategy
, 115

Reformation
, 14–15, 18–19

Renaissance
, 18–19

Era
, 14–15

Replacements
, 175, 176, 183

Replicator Rapid Prototype project (RepRap Prototype project)
, 171, 176

Research questions (RQ)
, 148, 149

Resistance to using self-service technologies
, 126

Response rates declining to customer surveys
, 126, 128–132

consequences
, 131

evidence for
, 129

research opportunities
, 131–132

technology-based reasons for
, 129–131

Retail markets, Internet on
, 52–56

Retailing research
, 167–168

Retailing thought and practice, implications for
, 177–184

nature of economic institutions
, 180–181

notion of objects
, 178–179

role of consumers
, 179–180

Retailing-related issues
, 180

Review

consistency
, 155, 156

number of
, 154–155

platform
, 160–161

quantity
, 155

Revolutionary technologies
, 15–16

Risk intelligence
, 76

Robotics
, 4, 91

Savvy marketers
, 122

Selective laser sintering
, 170

Self-driving

technologies
, 6

vehicles
, 108–109

Self-esteem
, 28

Self-manufactured objects, typology of
, 174–177

Self-manufacturers
, 169–170, 180

Self-manufacturing
, 169–174

3D printing
, 170–171

3D printing literature
, 171–174

Self-protecting behaviors
, 158, 162

Self-service technology
, 86–87, 93

by consumers
, 122

Seller inputs, impact on
, 38–41

research needs
, 40–41

Seller outputs, impact on
, 41–43

shares of U.S. advertising spending by medium
, 41

U.S. online advertising revenues
, 42

Service Dominant Logic theory (SDL theory)
, 178

Shapeways.com
, 170, 182

Shopping

AR View
, 107

IoT and
, 109

journey archetypes
, 133–134

mobile apps offer
, 105–106

mobile influences
, 102

Short messaging service (SMS)
, 103

Showrooming
, 57

practices
, 126

Silicon Valley
, 15–16

Simultaneous platform response functions
, 89

Siri (Apple)
, 86–87

Smart devices
, 98, 108, 112

Smart speakers
, 109–110

Smarter mobile technologies
, 105

Smartphone
, 13–14, 98, 103

virtual assistants
, 109–110

Social

manufacturing ecosystem
, 174

networking sites
, 27–28

networks
, 48–49

production
, 180–181

roles and interactions
, 48–49

Social media
, 2–3, 28, 37, 48–50

advertising
, 57

Social Science Citation Index
, 46–47

Software
, 3–4, 85–87

agency
, 92

autonomy
, 91–92

complexity
, 88–90

intelligence
, 90–91

product
, 87–92

regulation and public policy
, 93

research directions
, 92–93

research on company strategy
, 92–93

research on consumer behavior
, 93

Solidworks
, 170

Solutions
, 175, 176, 183–184

Staples
, 182

Statistical analyses
, 68–69

Statistical literacy
, 76

Stereo-lithography
, 170

Substitutes
, 175, 176, 182–183

Super Bowl (2019)
, 6–7

Survey-based research
, 129

Tablets
, 103

Tangible goods
, 86

Target setting
, 66

Targeted mobile promotions
, 99–102, 110

Tech-expert
, 152

Technology
, 122

orientation
, 123

technology-enabled dynamic pricing methods
, 134

technology-enabled retail fraud by consumers
, 126

Technology Acceptance Model
, 7

Teenage Engineering
, 183

Telecom
, 3–4

Telecommunicators
, 18

Temporal targeting
, 101–102

Tencent
, 88–89

Text mining methods
, 40

Thank God It’s Friday (TGIF)
, 110

Thingiverse.com
, 168, 174–175

3D printers
, 168, 170, 179

3D printing
, 170–171, 183

of existing objects and new creations
, 172–173

literature
, 169, 171–174

technology
, 4

threat and opportunity for retailers
, 173–174

Time series analysis
, 50

Tinkercad
, 170

Traditional non-platform firms
, 89

Transaction cost theory
, 180

Transformation
, 76

Transparent presentation of statistical insights
, 74–76

Travelocity
, 3–4, 38

TripAdvisor
, 142

Trust
, 93

TrustedShops.com
, 163

Turing Machine
, 86

Twitter
, 18–19, 39–40

U.S. adults on “Automation in Everyday Life”
, 6

Uber
, 93

Ultimaker
, 170, 171

University of Illinois
, 184

US Ninth Circuit
, 93

User generated content
, 46–51

online reviews
, 46–48

research
, 48, 50–51

social media
, 48–50

Utilitarian purchase
, 161

Utility function
, 92

Value exchange
, 86, 88

Virtual reality (VR)
, 99

Virtual social interaction
, 18–19

Visualizations
, 74, 76

Voice-based devices
, 108

Volume, velocity, and variety (3Vs)
, 64, 65, 67–68

of Big Data
, 69

Volume, velocity, variety and veracity (4Vs)
, 63–64, 65, 67, 68

W-Fi
, 2–3, 36

Wearable devices
, 99, 108, 112

Web browser
, 36

Webrooming practices
, 126

Windows
, 51

Word of mouth (WOM)
, 27–28

Yahoo
, 3–4

Zero marginal costs of software businesses
, 92

ZocDoc app
, 108