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1 – 10 of over 1000Hongwei “Chris” Yang, Hui Liu and Liuning Zhou
The purpose of this paper is to integrate the Theory of Planned Behavior (TPB), Technology Acceptance Model (TAM) and Palka et al.'s model to predict young Chinese consumers'…
Abstract
Purpose
The purpose of this paper is to integrate the Theory of Planned Behavior (TPB), Technology Acceptance Model (TAM) and Palka et al.'s model to predict young Chinese consumers' mobile viral attitudes, intents and behavior.
Design/methodology/approach
A paper survey was administered to 835 college students in Beijing, Shanghai, Kunming, and Liuzhou in summer and fall, 2010. The data were subject to statistic analyses including Pearson correlation, structural equation modeling, and backward regression with SPSS and AMOS.
Findings
The SEM model testing results confirmed the chain of young Chinese consumers' viral attitudes to intents to actual behavior. Subjective norm, perceived cost and pleasure were significant predictors of their viral attitudes. Their viral attitudes, perceived utility and subjective norm predicted their intent to pass along entertaining electronic messages. Their intent to forward useful electronic messages was determined by their viral attitudes, perceived utility and market mavenism. Their viral attitudes, intents and market mavenism predicted their mobile viral behavior.
Practical implications
It pays to foster Chinese consumers' favorable attitudes toward mobile viral marketing. It is advisable to know both target consumers and their associates very well. It is recommended to convince Chinese consumers that their friends and relatives can benefit greatly from viral content forwarding. Mobile messages with entertaining, useful, relevant and self‐involved values can go viral more easily.
Originality/value
The paper is probably the first study the integration of the TPB, TAM and Palka et al.'s model to predict Chinese consumers' mobile viral attitudes, intents and behavior.
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Silvia Sanz-Blas, Enrique Bigné and Daniela Buzova
The purpose of this paper is to analyse the impact of the following variables: brand fan page dependency; parasocial interaction; attitude towards brand fan pages in enhancing…
Abstract
Purpose
The purpose of this paper is to analyse the impact of the following variables: brand fan page dependency; parasocial interaction; attitude towards brand fan pages in enhancing users’ participation in Facebook as a mobile social network (m-WOM).
Design/methodology/approach
An empirical study was carried out by means of online interviews with structured questionnaires. To analyse the data, and estimate the hypothesised relationships in the theoretical model, the partial least squares equation modelling was used.
Findings
The results of the study indicate that accessing brands’ mobile Facebook fan pages can satisfy the needs of understanding, orientation and play. These needs, in turn, influence users’ attitude, as well as their active and passive participation. Besides, users’ active participation in brands’ fan pages is enhanced by the direct and positive influence of attitude and passive participation.
Practical implications
This research enables brands to know which aspects to highlight in their communication strategies in order to increase the user’s active participation and generate m-WOM. Brands need to post information which is not only relevant, but also entertaining and visually attractive. Furthermore, they should foster the user-brand interaction to achieve users’ engagement with the brand.
Originality/value
The contribution of the present research is threefold. First, it offers a new perspective in explaining eWOM participation in mobile settings based on social networks. Second, it is argued that dependency is a key driver in explaining m-WOM. Lastly, integrating parasocial integration in the authors’ model highlights the communication nature of the word-of-mouth process.
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Mostafa Jafari, Mohammadreza Parsanejad and Mahshidsadat Makki
The basic purpose of this study is to increase the installation rate of mobile games and their life cycle. Little research has been conducted into the competitive market of mobile…
Abstract
Purpose
The basic purpose of this study is to increase the installation rate of mobile games and their life cycle. Little research has been conducted into the competitive market of mobile games and word-of-mouth (WOM), advertisement and quality simultaneously. In this paper, the authors aim to assist developers with a better understanding of how to invest in the game industry.
Design/methodology/approach
The primitive modeling has been made based on the Bass diffusion model and its extensions using features related to the game industry. Modeling and simulation have been performed using the system dynamics method.
Findings
The results show that if game developers only focus on advertising at the introduction of the game to the market, and neglect quality features, uninstall rate of adopters increases and the game life cycle decreases. And if developers only focus on the quality improvement of the game, and ignore advertisement, they couldn't create enough WOM and thus game installation wouldn't grow enough to create revenue. Furthermore, as long as the pleasure of the game is high for its adopters, developers shouldn't give up on investing in advertising to create even higher WOM. And also in communities with higher levels of variety-seeking among game players, quality is important at the start and advertisement is vital in the following steps of the game life cycle. And if the contact rate among people is high, developers could focus on quality more than the advertisement.
Originality/value
Even though WOM in mobile game installation is crucial, fewer studies have been done in this area and they only address the problem using qualitative or statistical methods. The quantitative system dynamics approach based on the Bass diffusion model, used in this research, fixes the shortcomings of the previous studies. Moreover, due to serious competition in the mobile game industry, only those developers can remain in the market who can predict the future trend of the game market. Furthermore, game development is a creative process and its key factors include engaging the gamers and monetizing.
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Ehsan Abedi, Davood Ghorbanzadeh and Atena Rahehagh
Today, consumers play an active role in creating, generating and distributing the electronic word of mouth (eWOM) independent of marketers. Customer acquisition through referrals…
Abstract
Purpose
Today, consumers play an active role in creating, generating and distributing the electronic word of mouth (eWOM) independent of marketers. Customer acquisition through referrals and word of mouth (WOM) has thus become an important goal for firms. In addition, mobile social networks have created valuable opportunities for eWOM. People are now able to discuss products and services of brands with their friends and acquaintances. The purpose of this paper is to examine the influence of eWOM information on consumers’ behavioral intentions in mobile social networks.
Design/methodology/approach
This study employed the information adoption model (IAM), theory of reasoned action and social exchange theory to investigate the influence of eWOM information on consumers’ behavioral intentions in mobile social networks. The study used 394 respondents to evaluate the proposed model using SmartPLS software.
Findings
Results show that the quality and credibility of eWOM information has a positive direct effect on perceived information usefulness. Attitude toward eWOM information mediates the influence of perceived information usefulness on information adoption. Also, attitude toward eWOM information has a significant positive influence on behavioral intentions, such as purchase intention and forwarding of eWOM information. However, information adoption does not have any significant relationship with the forwarding of eWOM information.
Research limitations/implications
This study seeks to address the dearth of research in the field of mobile social networks, especially regarding eWOM information. The study proposes a new model and empirically validates the hypothesized relationships. This research can serve as a stepping-stone for future research in this field.
Practical implications
This research is one of the first studies focusing on the influence of eWOM information, especially in mobile social networks. The research offers comprehensive and empirically validated factors pertaining to eWOM information in mobile social networks. The results of this study may be useful also for practitioners and managers of online companies.
Originality/value
A new eWOM IAM in mobile social networks is proposed based on information characteristics and consumer behavior. The model is validated afterward.
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Tingting (Christina) Zhang, Behzad Abound Omran and Cihan Cobanoglu
This paper aims to explore the factors that influence Generation Y’s positive or negative electronic word-of-mouth (eWOM) behavior via social media and mobile technology in the…
Abstract
Purpose
This paper aims to explore the factors that influence Generation Y’s positive or negative electronic word-of-mouth (eWOM) behavior via social media and mobile technology in the foodservice sector. Three types of dining experiences were examined: positive and negative customer experiences and negative customer service followed by a satisfactory recovery package.
Design/methodology/approach
A survey was adopted to test the factors posited to influence Generation Y consumers in these service contexts. Participants were recruited through Amazon Mechanical Turk , and multi-group structural equation modeling was performed to analyze the data.
Findings
Active use of social media and peer influence had a sweeping influence on Generation Y’s intentions to engage in eWOM about their service experiences. Technological sophistication with mobile technology influenced Generation Y to spread positive or negative service experiences, rather than satisfactory recovery experiences. Family influence had a mixed influence on Generation Y subgroups (21-24 years old vs 25-35 years old) to engage in eWOM about their satisfactory or poor service experiences. In satisfactory recovery experiences, family influence showed no significant influence on Generation Y’s eWOM behaviors.
Research limitations/implications
This study enriches online reviews and eWOM marketing theories, adds to service failure and recovery literature and enhances understanding of consumer behavior expressed by Generation Y through the empirical investigation of Generation Y consumers’ behavioral motivations to engage in eWOM through social media and mobile technology.
Practical implications
Engaging Generation Y consumers with social media campaigns and mobile technology development is not merely sufficient in eWOM marketing strategies. Instead, it is essential to create integrative peer communities to motivate Generation Y consumers to engage in eWOM marketing. Marketers need to pay attention to the mixed effects of family influences on the eWOM behaviors of subgroups of Generation Y in positive or negative service experiences.
Originality/value
Given the scarcity of consumer behavior research into Generation Y as an emerging market segment, this paper makes an incremental contribution by developing and validating a model of factors that influence Generation Y consumers’ eWOM intentions through social networking and mobile technologies in three major service contexts: positive, negative and recovery following a service failure.
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Sunil Sahadev, Sean Chung, Mustafeed Zaman, Indria Handoko, Tan Vo-Thanh, Nguyen Phong Nguyen and Rajeev Kumra
The study aims to look at deep eWOM providing behaviour in m-commerce and attempts to explore its antecedents. Personalisation is proposed as an indirect antecedent of deep eWOM…
Abstract
Purpose
The study aims to look at deep eWOM providing behaviour in m-commerce and attempts to explore its antecedents. Personalisation is proposed as an indirect antecedent of deep eWOM providing behaviour mediated by hedonic and utilitarian value perceptions and personal identification.
Design/methodology/approach
Based on social-exchange theory, the conceptual model links the study antecedents to deep eWOM providing behaviour. The conceptual model was validated through a multi-country study. A large sample of m-commerce users in the UK (n = 505), India (n = 422) and Vietnam (n = 618) were contacted to collect the data. Data were analysed through structural equations modelling procedure with invariance analysis conducted to ensure that the results from the three samples could be compared. The authors also conducted post-hoc analysis to explore the mediation paths between variables.
Findings
The study finds support to the conceptual model across the samples from the three countries. Personalisation is found to increase value perceptions – both utilitarian and hedonic – and personal identification which leads to “deep” eWOM providing behaviour across all the three countries. The serial mediation also provides comparable results across the three countries.
Originality/value
The study contributes to the understanding of deep eWOM providing behaviour – a construct with high practical relevance which has however not been explored sufficiently in current literature. The study also contributes to the literature that analyses the consequences of personalisation in m-commerce.
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Adnan Muhammad Shah, Xiangbin Yan, Syed Asad Ali Shah and Mudassar Ali
The latest mobile technology may shape consumers' motivations by allowing them to order a variety of foods using smartphone apps. Following the stimulus–organism–response (SOR…
Abstract
Purpose
The latest mobile technology may shape consumers' motivations by allowing them to order a variety of foods using smartphone apps. Following the stimulus–organism–response (SOR) framework and using a mixed methods approach, this study investigates the impacts of different components of mobile dining on customers' perceived value, which leads to actual purchase intentions. Furthermore, this study examines the moderating effect of the restaurant type.
Design/methodology/approach
Data were collected via an online questionnaire survey from 351 individuals in the city of Jakarta (Indonesia) who actually used mobile apps to order food online. Data analysis was carried out using structural equation modeling.
Findings
The findings reveal that source credibility, review valence, the navigation system, food quality and service quality significantly impact customers' perceived value. Customers' perceived value, in turn, positively affects their purchase intentions. The findings also reveal that the impacts of review valence, the navigation system, food quality and service quality on customers' perceived value depend on the different levels of restaurants.
Originality/value
This study is among the first in the mobile commerce research that studies the impacts of mobile electronic word-of-mouth (eWOM), system quality and overall restaurant image on dining choices by considering actual mobile shoppers. Second, this study extends the SOR model to examine the impact of the mobile environment-based characteristics on the perceived value that leads to purchase intentions. Third, the current study examines whether the relationships that are discussed early on differ based on the restaurant type. The findings of this study could help practitioners achieve a deeper understanding of diners' behaviors due to the perceived benefits of mobile dining.
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Mukta Srivastava and Sreeram Sivaramakrishnan
It is empirically proven that enhanced engagement with a focal medium motivates a consumer to post electronic word-of-mouth (eWOM). However, what has not been explored is whether…
Abstract
Purpose
It is empirically proven that enhanced engagement with a focal medium motivates a consumer to post electronic word-of-mouth (eWOM). However, what has not been explored is whether enhanced exposure to eWOM results in greater consumer brand engagement (CBE). While answering this question, this study also assesses the influence of eWOM and CBE on customer loyalty and satisfaction with the brand. The study has been conducted across two products –a search product and an experience product.
Design/methodology/approach
A model is developed and hypotheses are proposed using the Elaboration Likelihood Model which are then tested using PLS-SEM. Data was collected from 712 respondents across India.
Findings
Findings indicate that eWOM significantly and positively affects CBE in both product categories. CBE significantly and positively influences both satisfaction and loyalty. eWOM is not significantly related to loyalty for both search and experience products. It is, however, found to be significantly and positively associated with satisfaction in case of the experience product, while a non-significant relationship was found for the search product.
Research limitations/implications
The present study uses the survey method and PLS-SEM as the analysis technique which makes it correlational and confirmatory. The study, therefore, makes no firm claims on establishing causality.
Originality/value
The paper presents an original idea that CBE fully mediates the relationship between eWOM and satisfaction. This study attempts to fulfil a critical gap in the existing literature by establishing that eWOM generated by other users/consumers about a brand has a significant impact on CBE irrespective of the type of the product that is search or experience.
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Nida Malik, Amir Zaib Abbasi, M. Sadiq Sohail, Ghazanfar Ali Abbasi and Ding Hooi Ting
There has been a dramatic rise in the use of online food delivery apps (FDAs) services since the COVID-19 pandemic. Though online FDAs have contributed significantly to the rise…
Abstract
Purpose
There has been a dramatic rise in the use of online food delivery apps (FDAs) services since the COVID-19 pandemic. Though online FDAs have contributed significantly to the rise in demand for products from the gourmet industry, little is known regarding the factors that inspire customers to order from online FDAs, subsequently influencing customers’ satisfaction. Considering the knowledge gap, this study utilizes the stimulus-organism-response (S-O-R) model to conceptualize the factors: stimuli (eWOM, online reviews and online deals as external stimuli, and late-night craving and convenience as internal stimuli) that determine the organism level (i.e. customers’ inspiration) to subsequently generate the response (i.e. customers’ satisfaction).
Design/methodology/approach
We collected the data from 388 users and analyzed it via partial least squares – structural equation modeling (PLS-SEM).
Findings
The results reveal that online reviews, deals, late-night food cravings and convenience positively determine customers’ inspiration and satisfaction. In contrast, eWOM fails to impact customers’ inspiration directly and indirectly, affecting customers’ satisfaction through inspiration. Besides, customers’ inspiration positively mediates the relationship between stimuli (e.g. online reviews, online deals, late-night cravings and convenience) and customers’ satisfaction.
Originality/value
This study is novel in that it explores the impact of internal (late-night craving and convenience) and external (eWOM, online reviews and online deals) stimuli on customer inspiration and subsequently predicts customer satisfaction. We also expand prior studies on food delivery apps by studying customer inspiration as a mediating mechanism between internal and external stimuli and customer satisfaction.
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Sehwan Oh, Hyunmi Baek and JoongHo Ahn
The purpose of this paper is to examine whether the sharing of movie trailers on video-sharing social media has an impact on box-office revenue.
Abstract
Purpose
The purpose of this paper is to examine whether the sharing of movie trailers on video-sharing social media has an impact on box-office revenue.
Design/methodology/approach
From December 2013 to November 2014, view statistics were collected for movie trailers from YouTube and matched with the box-office revenue of the relevant movies from Box Office Mojo. Based on the 72 sample movies, a panel simultaneous equation model was applied.
Findings
The results show that sharing of a movie trailer has a positive impact on the box-office revenue of the movie, and this effect is greater in the early stage of a movie release than in the later stage.
Research limitations/implications
This study analyzes, from electronic word-of-mouth (eWOM) and social influence perspectives, the effects of video-sharing activities on social media and their impact on sales with an example that is representative of entertainment goods or movie trailers.
Practical implications
This study reveals that promotion through video-sharing social media websites can serve as an essential marketing tool for entertainment goods such as movies, while the sharing of a movie trailer has a positive influence on the box-office revenue of the movie.
Originality/value
Focusing on the sharing features of video-sharing social media websites, this study contributes to enhancing our understanding of the predictive power of consumers’ video-sharing and expanding current research on eWOM and social influence.
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