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1 – 10 of 125By using Technology Acceptance Model, the purpose of this study is to investigate how the perceived usefulness and ease-of-use of shopping mobile apps affects consumer’s flow…
Abstract
Purpose
By using Technology Acceptance Model, the purpose of this study is to investigate how the perceived usefulness and ease-of-use of shopping mobile apps affects consumer’s flow experience, attitude, impulsive buying tendency (IBT) and urge to impulsive buying on halal fashion products.
Design/methodology/approach
A quantitative study was done on 357 Indonesian online shoppers to find out how perceived usefulness and ease of use of mobile shopping apps affect impulsive buying tendencies and urges on halal fashion products. Flow experience and attitude were used as mediating variables, and the research hypotheses were tested using Partial Least Square Structural Equation Modeling (PLS-SEM).
Findings
This study confirmed significant positive relationships between perceived usefulness and ease of use of mobile apps, flow experience, attitude, IBT and urge to impulsive buying. The results of this study show that perceived usefulness and ease of use influence flow experience. Ease of use also influences attitude, but perceived usefulness did not impact attitude. In addition, flow experience did not impact attitude. However, both flow experience and attitude influence IBT. Furthermore, IBT significantly mediated flow experience and attitude into urge to impulsive buying.
Research limitations/implications
This study only captured consumers in one country, so its results cannot be generalized to other nations. Random sampling may limit result generalization. In this study, three mobile shopping applications were investigated and the results would have been different if more mobile shopping applications were investigated.
Originality/value
The study gives a better understanding of how the perceived usefulness and ease of use of mobile shopping apps affect a consumer's tendency and urge to impulsive buying on halal fashion products by using flow experience as mediating variable.
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Rita Sleiman, Quoc-Thông Nguyen, Sandra Lacaze, Kim-Phuc Tran and Sébastien Thomassey
We propose a machine learning based methodology to deal with data collected from a mobile application asking users their opinion regarding fashion products. Based on different…
Abstract
Purpose
We propose a machine learning based methodology to deal with data collected from a mobile application asking users their opinion regarding fashion products. Based on different machine learning techniques, the proposed approach relies on the data value chain principle to enrich data into knowledge, insights and learning experience.
Design/methodology/approach
Online interaction and the usage of social media have dramatically altered both consumers’ behaviors and business practices. Companies invest in social media platforms and digital marketing in order to increase their brand awareness and boost their sales. Especially for fashion retailers, understanding consumers’ behavior before launching a new collection is crucial to reduce overstock situations. In this study, we aim at providing retailers better understand consumers’ different assessments of newly introduced products.
Findings
By creating new product-related and user-related attributes, the proposed prediction model attends an average of 70.15% accuracy when evaluating the potential success of new future products during the design process of the collection. Results showed that by harnessing artificial intelligence techniques, along with social media data and mobile apps, new ways of interacting with clients and understanding their preferences are established.
Practical implications
From a practical point of view, the proposed approach helps businesses better target their marketing campaigns, localize their potential clients and adjust manufactured quantities.
Originality/value
The originality of the proposed approach lies in (1) the implementation of the data value chain principle to enhance the information of raw data collected from mobile apps and improve the prediction model performances, and (2) the combination consumer and product attributes to provide an accurate prediction of new fashion, products.
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Sabina Sethi, Bharti Panwar and Nidhi Goyal
Blogs are websites that contain posts about a wide range of topics, often written by fashion enthusiasts referred to as bloggers. With the increasing prevalence and popularity of…
Abstract
Blogs are websites that contain posts about a wide range of topics, often written by fashion enthusiasts referred to as bloggers. With the increasing prevalence and popularity of digital media and social media, fashion bloggers help to attract business and influence and engage various stakeholders, especially customers. The present exploratory study provided valuable insights regarding fashion consumption, preference, and buying behavior of young women consumers of metropolitan cities of India like Delhi, Hyderabad, Bangalore, Pune, and Mumbai. The study was conducted under the domain of exploratory study. Snowball and Purposive random sampling techniques were employed to identify and reach respondents of both categories – women consumers and bloggers. A conscious attempt was made to include women from different demographics such as age, marital status, income, area of residence, employment status, etc. Primary data were collected with the help of questionnaires. The findings of the research revealed bloggers through their blogs are the new trendsetters and influence fashion adoption, especially by the young social media savvy consumers. Their blogs impact public perceptions of fashion and sometimes are precursors of new fashion trends. The findings of the study interestingly brought forth the fact that millennial women buying decision is significantly influenced by fashion blogs for the purchase of clothing and accessories. The findings also clearly indicated that blogs significantly influenced respondents’ attitude toward the purchase of branded merchandise. Fashion bloggers besides providing information and inspiration to the blog readers, also at times assist and/or give consultation to their followers.
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This study addresses the impact of aesthetics and formality in Food Delivery Applications (FDAs) in evoking emotions, and how these influence the intention to reuse and compulsive…
Abstract
Purpose
This study addresses the impact of aesthetics and formality in Food Delivery Applications (FDAs) in evoking emotions, and how these influence the intention to reuse and compulsive usage, providing critical insights for designing responsible and effective marketing strategies.
Design/methodology/approach
A quantitative analysis of data collected from 1,029 FDA users was employed, using the PAD (Pleasure, Arousal, Dominance) theory to investigate how aesthetic design and formality affect emotions and consumer behaviour towards the applications.
Findings
The study reveals that aesthetic appeal and formality significantly impact emotions of dominance, arousal, and pleasure, which are decisive in users' decisions to continue using FDAs and in the manifestation of compulsive usage behaviours.
Research limitations/implications
This study presents inherent limitations due to its cross-sectional design, which prevents offering a longitudinal perspective on the evolution of consumer behaviour regarding FDAs. The actual purchasing behaviour is not examined, but rather the suggested experiences. Future research could be enriched by considering cultural, social, and demographic factors, the influence of sustainability on the perception and use of FDAs, and the importance of specific sustainable practices. Adopting a longitudinal approach and utilising actual usage data would allow for a deeper and more nuanced understanding of consumer behaviour towards FDAs, taking into account both personal factors and functional attributes of FDAs along with their aesthetic appeal and emotional reactions.
Practical implications
The findings provide guidelines for FDA companies to optimise their interfaces to enhance user experience, foster loyalty, and prevent compulsive usage. They emphasise balancing aesthetics and functionality to induce more conscious and sustainable consumption behaviours.
Social implications
This study highlights significant social implications stemming from the integration of aesthetic appeal and formality in Food Delivery Apps (FDAs) and their effect on consumer emotions, which in turn influences reuse intention and compulsive use. Amidst the COVID-19 pandemic, consumer behaviours have shifted towards increased electronic transactions and hedonic consumption as responses to stress, anxiety, and boredom, leading to a reevaluation of life experiences through technological means. The research underlines the critical role of emotions, particularly pleasure, dominance, and arousal, in promoting the intention to reuse FDAs, which has far-reaching implications for consumer engagement, compulsive usage patterns, and the need for responsible, sustainable consumption practices. It suggests a new avenue for businesses and policymakers to consider emotional impacts and consumer satisfaction in the design and regulation of FDAs, aiming to mitigate potential adverse effects of compulsive usage and to encourage sustainable, responsible consumption behaviours.
Originality/value
The research offers a novel perspective by exploring how aesthetic and emotional dimensions affect consumer loyalty and compulsivity. These areas are still to be examined in depth in the marketing literature. The findings enhance the theoretical and practical understanding of FDA marketing, demonstrating how design can influence consumer well-being and the sustainability of purchasing behaviour.
Highlights
Novel use of PAD theory to analyse FDA’s aesthetic appeal and formality on user emotions.
FDA’s aesthetic appeal significantly influences reuse intentions and compulsive usage.
Emotions of pleasure, dominance, and arousal are directly linked to FDA reuse intention.
Pleasure and reuse intention influence the compulsive use of FDAs.
Novel use of PAD theory to analyse FDA’s aesthetic appeal and formality on user emotions.
FDA’s aesthetic appeal significantly influences reuse intentions and compulsive usage.
Emotions of pleasure, dominance, and arousal are directly linked to FDA reuse intention.
Pleasure and reuse intention influence the compulsive use of FDAs.
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Atul Dahiya and Diptiman Banerji
As avatars are increasingly becoming popular, both scholars and businesses are acknowledging the vast potential that avatars hold for the future. Despite this growing interest in…
Abstract
As avatars are increasingly becoming popular, both scholars and businesses are acknowledging the vast potential that avatars hold for the future. Despite this growing interest in avatars, no review articles have attempted to provide a comprehensive overview of avatar literature and its implications for consumers. The present review addresses this gap using the combination of descriptive analysis (for corpus performance), bibliometric analysis (for corpus performance and emerging themes), and thematic analysis (for emerging themes and implications as well as future research opportunities). We conducted a review of 47 Scopus-indexed articles from 34 journals between year 2006 and 2023. By examining the corpus performance of avatar literature, the emerging themes, and future research opportunities, this review offers scholars a comprehensive overview of the subject matter.
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Amir Haj-Bolouri, Jesse Katende and Matti Rossi
The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop…
Abstract
Purpose
The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience by addressing two research questions: RQ1. What characterizes a gamified immersive safety training experience with IVR technology? and RQ2. How does gamified immersive safety training with IVR technology impact the WPL experience?
Design/methodology/approach
The study adopted a mixed methods approach by combining a systematic literature review with a case study on an empirical project about immersive fire safety training for train operators that are used at the Swedish train operating company SJ. The case study included data from semistructured interviews, Web survey and observation studies. The data was analyzed in two stages combining inductive and deductive data analysis for identifying themes and categories.
Findings
The findings of the study are twofold: (1) themes that conceptualize the gamified immersive safety training experience based on outputs from both the literature review and the first round of data analysis; and (2) a framework with three overarching categories that are mapped with the identified themes, and which were deduced throughout the second round of data analysis.
Originality/value
The originality of the findings stresses the implications of how a body of knowledge that synthesizes gamification concepts with immersive safety training, can inform the design of WPL experiences that are facilitated with IVR technology. As such, the implications of the findings are targeted toward both the advancement of the IVR discourse in the WPL field, but also toward practical considerations for design of immersive learning experiences that enrich WPL practices and culture.
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Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari
In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…
Abstract
Purpose
In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.
Design/methodology/approach
This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.
Findings
Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.
Originality/value
This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.
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Ziyou Jiang and Jewon Lyu
Augmented reality (AR) provides consumers with added value by allowing them to experience products via mobile devices. An increasing number of brands have adopted AR apps, but…
Abstract
Purpose
Augmented reality (AR) provides consumers with added value by allowing them to experience products via mobile devices. An increasing number of brands have adopted AR apps, but little is known about how consumers respond to AR app attributes or what motivates them to use luxury brand AR apps. To fill this gap, this study aims to use the stimulus-organism-response (S-O-R) model to examine how AR app attributes (i.e. interactivity and virtuality) and customer-based brand equity (CBBE) (i.e. brand awareness and brand image) of luxury brands affect consumers’ behavioral intention to share about the app and use it for future purchases.
Design/methodology/approach
Participants were recruited using a quantitative online survey (n = 214) and asked to use the Gucci mobile AR app before completing the survey. Partial least squares structural equation modelling (PLS-SEM) was used to analyze the data. All measures were adapted from existing literature.
Findings
Findings indicate that AR app attributes lead to positive consumer experience, in turn, creating behavioral intention, while CBBE partially leads to positive consumer perceptions. Post hoc analysis confirms that consumers’ perceived values mediate the relationship between AR app attributes and consumers’ attitudes toward a luxury brand AR app.
Originality/value
Theoretically, this study expands the application of the S-O-R model along with brand equity to AR adoption and luxury retail by demonstrating the intricate mechanism of how AR app attributes and CBBE promote consumers’ behavioral intentions toward luxury brand AR apps. Practitioners may create more interactive and immersive virtual product demonstrations and focus on establishing the overall brand image.
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Salman Khan, Qingyu Zhang, Safeer Ullah Khan, Ikram Ullah Khan and Rafi Ullah Khan
Augmented reality (AR) adoption has boomed globally in recent years. The prospective of AR to seamlessly integrate digital information into the actual environment has proven to be…
Abstract
Purpose
Augmented reality (AR) adoption has boomed globally in recent years. The prospective of AR to seamlessly integrate digital information into the actual environment has proven to be a challenge for academics and industry, as they endeavor to understand and predict the influence on users' perceptions, adoption intentions and usage. This study investigates the factors affecting consumers’ behavioral intention to adopt AR technology in shopping malls by offering the mobile technology acceptance model (MTAM).
Design/methodology/approach
This conceptual framework is based on mobile self-efficacy, rewards, social influence and enjoyment of existing MTAM constructs. A self-administered questionnaire, constructed by measuring questions modified from previous research, elicited 311 usable responses from mobile respondents who had recently used AR technology in shopping malls. This analysis was performed using SmartPLS3.0.
Findings
Grounded on the findings of the study, it was found that, aside from factors such as mobile usefulness, ease of use and social influence, the remaining independent variables had the most significant impact on adopting AR technologies. Considering the limitations of this study, the paper concludes by discussing the significant implications and insinuating avenues for future research.
Originality/value
To better investigate mobile AR app adoption in Pakistan’s shopping malls, the researchers modified the newly proposed MTAM model by incorporating mobile self-efficacy theory, social influence, rewards and perceived enjoyment. However, the extended model has not been extensively studied in previous research. This study is the first to examine the variables that affect an individual’s intention to accept mobile AR apps by using a novel extended MTAM.
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Sandeep Gajendragadkar, Rachna Arora, Rushabh Trivedi and Netra Neelam
This study aims to explore the impact of “Performance Expectancy” (PE) on the performance of Indian automotive manufacturing employees through their “Behavioural Intention” (BI…
Abstract
Purpose
This study aims to explore the impact of “Performance Expectancy” (PE) on the performance of Indian automotive manufacturing employees through their “Behavioural Intention” (BI) in the context of digital learning within the volatile, uncertain, complex and ambiguous (VUCA) world.
Design/methodology/approach
A descriptive research design was adopted to gather data from 211 employees of Indian automotive manufacturing companies. Structural equation modelling was applied for data analysis and obtaining results.
Findings
Largely, the findings indicate that BI does mediate the relationship between PE and employee performance (EP) in the context of the Indian automotive manufacturing sector. The findings would help in boosting digital learning initiatives, improving EP and fostering organizational success in the VUCA world.
Research limitations/implications
The current study focused on the Indian manufacturing industry. Extending the research beyond the manufacturing sector to other industries in India could possibly help in generalizing the findings, and thereby enhance knowledge of the broader consequences of digital learning on EP.
Practical implications
Digital learning platforms can enhance sustainable industrialization in the manufacturing sector by providing employees with access to digital learning opportunities. Managers must provide employees with access to digital learning opportunities for making them more creative and innovative, so that they can become real change agents, and can handle real-world problems more efficiently, leading the organization to deal with the complexities and unpredictability in this VUCA world.
Originality/value
Within the ambits of Indian automotive manufacturing organizations, there have been limited research studies that have used two constructs of the UTAUT2 framework to see their impact on EP in terms of digital learning. Thus, based on the limited information available, this research stands as a pioneering effort in the realm of digital learning within the Indian automotive manufacturing industry, where the relationship between PE and EP is examined through the mediational role of BI of employees. Moreover, this research possibly would pave the way for further research studies on exploring the role of potential factors influencing the strength and direction of the relationships between these variables (PE and EP).
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