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1 – 10 of 35Jihye Park and Dongwoo Ko
The purpose of the present research was to examine the effects of content, spatial, temporal and social presences stimulated by augmented reality (AR) technology on game enjoyment…
Abstract
Purpose
The purpose of the present research was to examine the effects of content, spatial, temporal and social presences stimulated by augmented reality (AR) technology on game enjoyment and continuing behavioral intention.
Design/methodology/approach
A total of 355 mobile AR game players participated in an online survey posted via the nationwide crowdsourcing web service in the US. A structural equation modeling was conducted using a maximum-likelihood estimation procedure to test the relationships among the variables.
Findings
Results of structural equation modeling revealed the mechanism through which multiple dimensions of presence on the mobile AR game generated positive effects on consumer responses and showed the effects of four dimensions of presence stimulated by the AR technology on game enjoyment, performance and behavioral intention. Content, spatial, temporal and social presences are integrated to create a sense of realness. These dimensions of presence simultaneously increased game enjoyment that influenced the perceived game performance, commitment to it and ultimately the intention to play other mobile AR games.
Originality/value
Although AR technology brings a unique experience to the game player, research on the effects of its use in mobile games on consumer responses is currently limited. The results of this study add value to the existing mobile game literature and provide practical insights for mobile game service providers on how to enhance players’ game enjoyment and continuing behavior.
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JiHye Park, JaeHong Park and Ho-Jung Yoon
When purchasing digital content (DC), consumers are typically influenced by various information sources on the website. Prior research has mostly focused on the individual effect…
Abstract
Purpose
When purchasing digital content (DC), consumers are typically influenced by various information sources on the website. Prior research has mostly focused on the individual effect of the information sources on the DC choice. To fill the gap in the previous studies, this research includes three main effects: information cascades, recommendations and word of mouth. In particular, the purpose of this paper is to focus on the interaction effect of information cascades and recommendations on the number of software downloads.
Design/methodology/approach
The authors use the panel generalized least squares estimation to test the hypotheses by using a panel data set of 2,000 pieces of software at download.cnet.com over a month-long period. Product ranking and recommendation status are used as key independent variables to capture the effects of information cascades and recommendations, respectively.
Findings
One of this study’s findings is that information cascades positively interact with recommendations to influence the number of software downloads. The authors also show that the impact of information cascades on the number of software downloads is greater than one of the recommendations from a distributor does.
Originality/value
Information cascades and recommendations have been considered as the primary effects for online product choices. However, these two effects typically are not considered together in one research. As previous studies have mainly focused on each effect, respectively, the authors believe that this study may fill the gap by examining how these effects are interacted to one other to influence customers’ choices. The authors also show that the impact of information cascades on the number of software downloads is greater than one of the recommendations from a system does.
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Jihye Park and Arim Kim
This study aims to examine the following issues: whether consumers use a dog’s facial expressions and gaze on a product’s packaging to interpret the emotions of a dog and evaluate…
Abstract
Purpose
This study aims to examine the following issues: whether consumers use a dog’s facial expressions and gaze on a product’s packaging to interpret the emotions of a dog and evaluate product quality and how owner identification with the dog moderates the effect of a dog’s facial expressions on product evaluations.
Design/methodology/approach
A field study and three lab experiments were conducted to examine the moderating roles of a dog’s gaze on the product package (Study 1) and owner–dog identification (Study 2) in the effect of facial expressions of a dog on product evaluations.
Findings
Results showed that the facial expressions of a dog presented on the product package influenced the perceived mood of a dog and product quality evaluation. The effects of the facial expressions were strengthened when the dog looked at the front. Furthermore, those who were more likely to identify with their dog tended to be more responsive to the dog with a smiling face and evaluated the product quality more positively than those who were less likely to identify with their dog.
Practical implications
Marketing practitioners in the pet industry can use the findings of this study to select and place an appropriate pet image on the product package. Happy facial expressions and the direct gaze of a pet can influence positive evaluations of a product and, as a result, increase the purchase intention. Product managers also can place words, phrases or images on the product package that highlight a dog as an inseparable part of the owner’s everyday life and as a representation of his/her identity. Emphasizing the owner’s dog as an extension of him/herself or a part of his/her identities can encourage the active processing of a dog’s facial expressions on the product package and the positive evaluation of a product.
Originality/value
The present work adds valuable empirical findings to the limited marketing literature for the pet-related industry. The results of the experiments showed how consumers process the facial expressions and gaze of a dog and use them to infer the quality of a product. Furthermore, the findings extend prior literature reporting that dog owners with a greater identification are more likely to humanize their pet dogs and develop empathetic abilities.
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This study aims to investigate the following three issues: whether consumers process numeric information with locational cues, which locations (horizontal vs vertical) are more…
Abstract
Purpose
This study aims to investigate the following three issues: whether consumers process numeric information with locational cues, which locations (horizontal vs vertical) are more influential in processing numbers and whether a number-location association is weakened or strengthened when a visual reference frame moves up or down.
Design/methodology/approach
A field study and a series of three lab experiments were conducted to examine the location effect of numeric information on the package façade on the perceived magnitude of a number.
Findings
The authors found that a number at the right was perceived as larger than one at the left only when the number is located at the bottom. Also, placing numeric information at the bottom rather than the top of a product package façade was more powerful in processing the numeric information, but this is true only when the visual frame is set lower.
Practical implications
This study provides practical insights for product managers in placing core numeric information on product packaging to effectively communicate product value to consumers. Optimal locations can be deliberately considered along with types of numeric information and product categories. For healthy products that promote fewer calories, the top area of the package façade may be a better position for placing information on calories per serving to make the product more appealing to those who follow a healthy diet. Heavier, more voluminous products (e.g., refrigerator) better position their volume/weight information at the bottom than at the top or at the right of the bottom than at the left of the bottom on the product facade. Either the left side or right side of the top position may be beneficial for thinner, lightweight products (e.g., television).
Originality/value
The present work adds valuable empirical findings; inconsistent with past research, left-right location-number associations are not always true. People tend to associate smaller numbers with left-side locations and larger numbers with right-side locations only when the number is located at the bottom. Also, the study reported that top-small, bottom-large associations are not always true. The difference in perceived magnitude of the number between a number at the top and one at the bottom within the visual frame is significant only when the visual frame is set close to the ground.
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The purpose of this research is to examine the effects of congruence between the ideal self-image of a game player and the game character on identification and interaction with…
Abstract
Purpose
The purpose of this research is to examine the effects of congruence between the ideal self-image of a game player and the game character on identification and interaction with the game character, perceived game power and performance, character attachment and willingness to spend money on the game character.
Design/methodology/approach
A total of 347 online game players participated in an online survey posted via the nationwide crowdsourcing web service Mechanical Turk in the US. A structural equation modelling was conducted using a maximum-likelihood estimation procedure to test the relationships among the variables.
Findings
The results revealed a significant positive impact of congruence between a game character and the ideal self-image of a game player on identification and interaction with the game character, perceived game power, game performance, attachment to the game character and willingness to spend money on the game character.
Originality/value
Although significant research has been conducted in the area of online gaming, limited attention has been given to the strategic game content that stimulates a player's intention to purchase game items. Due to the challenges in sales growth in the game industry caused by business model shifts from a subscription-based model to a free-to-play one, it is important for marketing practitioners to motivate game players to continue playing the game and purchase game items. The results of this study provide valuable strategic insights to overcome the limitations of existing marketing strategies in the online game business.
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Jihye Park, Min Zhang, Seunghyun Yoo and Hannah Gloria Kwon
This study investigates the effects of vertical direction and rotation of English loan brand names in East Asian languages (Chinese and Korean) on processing fluency, perceived…
Abstract
Purpose
This study investigates the effects of vertical direction and rotation of English loan brand names in East Asian languages (Chinese and Korean) on processing fluency, perceived product quality and purchase intention.
Design/methodology/approach
Four experiments were conducted in China and Korea, employing a 2 (vertical direction: downward vs upward) X 3 (rotation: 0°/marquee vs 90° clockwise vs 90° counterclockwise) between-subjects factorial design.
Findings
The findings showed that when the English loan Chinese brand name was displayed downward, the marquee format was preferred, while counterclockwise rotation was favored when displayed upward. In Korean, clockwise rotation was preferred for downward presentation, while counterclockwise rotation was favored for upward presentation. The effects on purchase intention were mediated by processing fluency and perceived product quality.
Practical implications
This research provides practical implications for global manufacturers and retailers, offering guidance on presenting brand names in East Asian languages and optimizing product packaging designs. For Chinese consumers, the marquee format is recommended for downward-oriented brand names, while counterclockwise rotation is effective for upward orientation. For Korean consumers, clockwise rotation is favored for downward presentation and counterclockwise rotation is preferred for upward presentation. Understanding linguistic habits allows the tailoring of brand presentations, enhancing brand perception and consumer responses.
Originality/value
This study contributes to understanding the role of cultural and linguistic influences on consumer information processing and product perception in vertical presentations of brand names.
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This study aims to provide competitive e‐tailing strategies for fair trade organizations using a benchmarking approach.
Abstract
Purpose
This study aims to provide competitive e‐tailing strategies for fair trade organizations using a benchmarking approach.
Design/methodology/approach
A coding guide was developed to obtain information available on 28 fair trade web sites and 28 commercial web sites focusing on company information, product information, distribution channels, customer service, and web site structure/media service.
Findings
Results revealed several evidences that fair trade organizations presented limited information online, compared with commercial organizations.
Research limitations/implications
Fewer commercial retailers benchmarked in the study sold handicrafts, compared with fair trade organizations. Discrepancies in the proportion of products carried by each organization may result in limited generalization of the findings across product categories.
Practical implications
Through benchmarking against profit‐making business leaders, fair trade organizations would be able to evaluate strengths and weaknesses for their current online business operations and explore opportunities and improvement in web site management.
Originality/value
This paper provides valuable managerial implications for fair trade organizations focusing on web site operations. Information availability and strategic web site management can attract customers to make purchases on fair trade web sites and, in turn, enable organizations to sustain and grow in the competitive marketplace.
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The purpose of this study is to examine the effect of brand familiarity, the number of pieces of product information presented on a web site, and previous online apparel shopping…
Abstract
Purpose
The purpose of this study is to examine the effect of brand familiarity, the number of pieces of product information presented on a web site, and previous online apparel shopping experience on perceived risk and purchase intention.
Design/methodology/approach
The experiment was 2 (brand familiarity)×2 (information availability) factorial design and 166 students participated in this study.
Findings
Multivariate and univariate analyses found a significant effect of brand familiarity and previous experience on perceived risk and purchase intention, and no effect of amount of information on perceived risk and purchase intention.
Research limitations/implications
Participants may not have carefully considered the product information because the experiment was not an actual purchase situation, although a scenario was given. In future studies, creating an actual purchase situation may be necessary to investigate the effect of the amount of information available on the web sites on perceived risk and decision making.
Practical implications
The present study suggests that internet retailers should capitalize on the power of their brand names. Multi‐channel retailers may be able to derive significant advantages from brand familiarity among their customers.
Orginality/value
This study has added to the in‐home shopping literature by extending findings of previous research to internet shopping. Findings suggest that internal information, specifically familiarity with brands offered online and previous experience of shopping online, influence perceptions of risk associated with shopping online, as well as intentions to purchase online.
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Jihyun Kim, Yoon Jin Ma and Jihye Park
The purpose of this paper is to investigate the effects of ease of use, usefulness, and enjoyment, and subjective norm regarding the use of mobile phones on US consumers'…
Abstract
Purpose
The purpose of this paper is to investigate the effects of ease of use, usefulness, and enjoyment, and subjective norm regarding the use of mobile phones on US consumers' attitudes toward mobile communication and mobile commerce, and mobile technology use intention for shopping.
Design/methodology/approach
This work integrates the technology acceptance model of Davis and Fishbein and Ajzen's theory of reasoned action for its theoretical framework. In total, 341 college students in two large US universities provided usable responses. Structural equation modeling was employed to test the proposed model and research hypotheses.
Findings
The results showed that the perceived ease of use, usefulness, and enjoyment, and subjective norm were the significant predictors of attitudes toward mobile communication and mobile commerce as well as mobile technology use intention for shopping. The findings also suggested that attitude toward mobile communication positively influenced attitude toward mobile commerce, which in turn positively influenced mobile technology use for shopping.
Research limitations/implications
The sample of this study is slightly biased by gender and age. However, this demographic segment is meaningful to examine consumer attitudes and mobile technology use intentions for fashion goods due to its extensive usage of mobile services.
Originality/value
This study offers an integrated theoretical framework for future studies investigating consumer behavior in a technologically advanced retail environment.
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To examine shopping orientation, information search, and demographics of multichannel customers in comparison to traditional single channel customers.
Abstract
Purpose
To examine shopping orientation, information search, and demographics of multichannel customers in comparison to traditional single channel customers.
Design/methodology/approach
A questionnaire was used to assess research variables and mailed out to 10,000 individuals in South Korea who were randomly selected from a purchased national database. A total of 2,926 usable questionnaires were returned for a 29 percent response rate.
Findings
Shopping orientation, information search, and demographics differentiated shopper groups: single‐channel offline users, single‐channel online users, multichannel offline users, and multichannel online users.
Research limitations/implications
A lack of theoretical approaches, a direct self‐assessment for store choice behavior, and duplicated measures for independent and dependent variables perhaps limit its usefulness.
Practical implications
Provides guidance to global retailers who plan to pioneer new markets with multichannel retailing strategies. Shopping orientations, perceived usefulness of information sources, and demographics can be effectively used to identify target markets in Korea.
Originality/value
This study first explored Korean consumer profiles in the context of multi‐shopping channels and added valuable empirical findings to the current limited literature in multichannel retailing in the international market and to help global retailers identify consumer segments based on channel choice behavior.
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