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Article
Publication date: 17 May 2022

Wilson K.S. Leung, Man Kit Chang, Man Lai Cheung and Si Shi

Virtual reality (VR) technology is a potential tool for tourism marketers to maintain the attractiveness of their destinations and recover from the COVID-19 pandemic. However, the…

2153

Abstract

Purpose

Virtual reality (VR) technology is a potential tool for tourism marketers to maintain the attractiveness of their destinations and recover from the COVID-19 pandemic. However, the effectiveness of VR technology in motivating potential tourists' visit intention under lockdown conditions remains unknown. An integrated model based on the experience economy framework and mood management theory was, therefore, used to explain how tourists' VR experiences affect their mood management processes and subsequent behaviors. This research also examined how perceived travel risk influenced the relationship between mood management processes and future decisions.

Design/methodology/approach

This study used a cross-sectional design based on a sample collected from a Chinese survey company, Sojump. The author surveyed 285 respondents who had experienced VR tourism activities during the COVID-19 pandemic. The research model was tested using partial least squares–structural equation modeling.

Findings

The results demonstrated that the four dimensions of VR experiences differently affected mood management processes, while perceived travel risk differently moderated the influence of mood management processes on visit intention and VR stickiness. This provides insights for tourism marketers to adapt to the current tourism environment and develop recovery strategies.

Originality/value

In response to gaps in the literature, this research examined the effectiveness of VR technology in driving tourists' visit intention during the COVID-19 pandemic, providing insights for tourism marketers to successfully implement VR tourism and plan timely recovery strategies.

Details

Information Technology & People, vol. 36 no. 3
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 28 January 2019

Joonheui Bae, Sang Jin Kim, Kyung Hoon Kim and Dong-Mo Koo

The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the…

1522

Abstract

Purpose

The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items.

Design/methodology/approach

Two experiments were conducted to predict the outcomes of using game items.

Findings

Game users effectively manage their level of arousal and mood valence using game items. The selective exposure theory provides additional understanding of different purchasing behaviors, suggesting that stressed users are more likely to purchase decorative items while bored users purchase functional items to manage their mood.

Research limitations/implications

The study results show the affective role of game items in mood management. While previous studies focused on the cognitive and functional aspects of purchasing game items, this study extends the value of game items as augmented products.

Practical implications

When launching new games, companies should provide game users free game items for mood management. In addition, to increase intervention potential and behavioral affinity, marketers need to develop and launch more game item types.

Originality/value

This study extends the understanding of affective value of game items by applying mood management and selective exposure theories to explain the purchase intention of game items.

Details

Internet Research, vol. 29 no. 2
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 11 October 2019

Fathima Zahara Saleem and Oriol Iglesias

The purpose of this paper is to present an affect-based perspective to explain levels of social media engagement.

Abstract

Purpose

The purpose of this paper is to present an affect-based perspective to explain levels of social media engagement.

Design/methodology/approach

This study uses face-to-face long interviews and online observation of the Facebook profiles of respondents over an eight-month period.

Findings

Social media engagement varies depending on a user’s current and desired affective state. When individuals are in a low to moderately aroused negative affective state (such as feeling bored or upset), individuals tend to spend time passively consuming content: the lowest level of engagement. In a low to moderately aroused positive mood state (such as happiness), users both passively consume and actively participate with relevant content by liking and commenting on existing content. When users are in a highly aroused positive affective state, the propensity to create original content is greater, reflecting the highest level of engagement. When users are in a highly aroused negative affective state (such as being angry at a brand), users are motivated to vent on social media to manage the mood. Conversely, when users are in a highly aroused negative affective state related to personal trauma, the avoidance of engagement on social media is evident.

Practical implications

Brands can increase the likelihood of consumers creating positive consumer–brand stories offline and online by priming consumer affect.

Originality/value

This study explores how a desired affective state motivates varying levels of user engagement with different types of content on social media.

Details

Internet Research, vol. 30 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 2 October 2017

ChihChien Chen, Karen Xie and Shuo Wang

This paper aims to examine the joint influence of incidental affect and mood-changing prices on consumers’ hotel booking intention in an online purchase context.

1115

Abstract

Purpose

This paper aims to examine the joint influence of incidental affect and mood-changing prices on consumers’ hotel booking intention in an online purchase context.

Design/methodology/approach

Based on the integrative framework of affect evaluation and affect regulation, a 3 × 2 full factorial between-subject online experiment in an online booking scenario is developed to investigate how consumers’ booking intentions change by mood inductions (happy, neutral and sad) and price levels (below versus above reference price).

Findings

Results showed that when the observed price was a mood-threatening cue, participants who were induced to feel either happy or sad by a commercial had a higher booking intention than those who were induced to feel neutral. However, there were no significant differences in participants’ booking intentions across pre-purchase affective states when the observed price was a mood-lifting cue.

Research limitations/implications

The current study contributes to a better understanding and prediction of consumers’ action tendencies resulting from the interactions between specific incidental affects and mood-changing opportunities in an online hotel reservation environment.

Practical implications

Online booking companies and online travel agencies in general may wish to incorporate mood-changing components into their booking web pages to enhance potential bookers’ purchase intentions at any given price.

Originality/value

This research is one of the first empirical studies to instantiate the integrative affective mechanism in an online purchase setting. As e-commerce and online marketplaces are taking the place of traditional brick-and-mortar retailing, it is critical for hospitality industry marketers to fully understand how consumers’ pre-purchase emotions influence their purchase decisions.

Details

Journal of Hospitality and Tourism Technology, vol. 8 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 30 January 2009

Guosong Shao

User‐generated media (UGM) like YouTube, MySpace, and Wikipedia have become tremendously popular over the last few years. The purpose of this paper is to present an analytical…

37460

Abstract

Purpose

User‐generated media (UGM) like YouTube, MySpace, and Wikipedia have become tremendously popular over the last few years. The purpose of this paper is to present an analytical framework for explaining the appeal of UGM.

Design/methodology/approach

This paper is mainly theoretical due to a relative lack of empirical evidence. After an introduction on the emergence of UGM, this paper investigates in detail how and why people use UGM, and what factors make UGM particularly appealing, through a uses and gratifications perspective. Finally, the key elements of this study are summarized and the future research directions about UGM are discussed.

Findings

This paper argues that individuals take with UGM in different ways for different purposes: they consume contents for fulfilling their information, entertainment, and mood management needs; they participate through interacting with the content as well as with other users for enhancing social connections and virtual communities; and they produce their own contents for self‐expression and self‐actualization. These three usages are separate analytically but interdependent in reality. This paper proposes a model to describe such interdependence. Furthermore, it argues that two usability attributes of UGM, “easy to use” and “let users control,” enable people to perform the aforementioned activities efficiently so that people can derive greater gratification from their UGM use.

Originality/value

UGM are an extremely important topic in new media scholarship, and this study represents the first step toward understanding the appeal of UGM in an integrated way.

Details

Internet Research, vol. 19 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 17 October 2016

Muhammad Ali Asadullah, Mehwish Mumtaz, Zillae Batool and Imran Hameed

The purpose of this paper is to investigate the effect of leaders’ positive emotions on their followers’ perceptions of leaders’ effectiveness through a serial mediation mechanism…

Abstract

Purpose

The purpose of this paper is to investigate the effect of leaders’ positive emotions on their followers’ perceptions of leaders’ effectiveness through a serial mediation mechanism that employed followers’ positive emotions and leaders’ helping behaviors as mediators.

Design/methodology/approach

This study is quantitative in nature. The data for it were collected from supervisors and subordinates in the restaurant and hotel industries of Pakistan. This study used a mix of convenient and purposive/judgmental sampling and the sample consisted of 400 dyads.

Findings

This study has found statistical support for all its hypotheses. In particular, the results of this study have demonstrated that followers’ emotions and leaders’ helping behaviors mediate the relationships between leaders’ positive emotions and followers’ perceptions about their leaders’ effectiveness, acting in the form of a chain.

Practical implications

This study has implications for organizational leaders who are in the process of implementing emotional regulation in the workplace.

Originality/value

This is one of the few studies that has tested a serial mediation model to examine the conditions under which leaders’ positive emotions determine their effectiveness.

Details

South Asian Journal of Global Business Research, vol. 5 no. 3
Type: Research Article
ISSN: 2045-4457

Keywords

Article
Publication date: 17 May 2022

Mikyeung Bae

This study examined whether individuals' coping strategies and their motivations for social media use act as mediators between actual COVID-19-related stress and the perception…

1299

Abstract

Purpose

This study examined whether individuals' coping strategies and their motivations for social media use act as mediators between actual COVID-19-related stress and the perception that social media use can reduce stress.

Design/methodology/approach

This study empirically develops and tests a research model with data (N = 503) collected through Amazon Mechanical Turk. A path analysis was used to test the research model.

Findings

The path analysis indicated that active coping initiated by individuals under COVID-19-related stress was more likely to be associated with information and social interaction needs, leading the individuals to perceive the use of social media as the cause for stress reduction. The expressive support coping strategy motivated the individuals under stress to seek social interaction, leading individuals to perceive that activities on social media reduced their stress during the pandemic. Emotional venting and avoidance coping strategies significantly impacted escape, social interaction, and entertainment seeking by allowing individuals to get absorbed in social media activities and forget unpleasant thoughts associated with the pandemic.

Originality/value

No previous study has explored the relationship between decisions around the type of coping strategy used and motivations for media usage, which leads to stress reduction. Understanding how stress-induced coping strategies influence social media users' specific motivations and reduce users' stress levels would help communicators understand how users' can encourage individuals to cope with stress by presenting individuals with more effective social media, resulting in stress reduction and improved well-being.

Details

Internet Research, vol. 33 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 8 February 2016

Nak Hwan Choi, Jae Min Jung, Tamir Oyunbileg and Pianpian Yang

This paper aims to investigate the moderating roles of emotional arousal levels (elevated vs mild) and emotional valence (positive vs negative) stemming from outcomes of…

1921

Abstract

Purpose

This paper aims to investigate the moderating roles of emotional arousal levels (elevated vs mild) and emotional valence (positive vs negative) stemming from outcomes of self-regulatory goal pursuit in understanding effectiveness of the product attribute type on product evaluation.

Design/methodology/approach

Drawing on the literature on goals, emotions and behaviors, this research advances and tests hypotheses with two studies and an ANOVA.

Findings

This study shows that when consumers experience positive emotions stemming from the success of self-regulatory goals (approach vs avoidance), the impact of product attribute type on product evaluations is primarily driven by the emotional arousal levels and that the type of regulatory goals does not matter. In contrast, when consumers experience negative emotions stemming from the failure of goal pursuit, the impact of product attribute type is determined not only by the emotional arousal levels but also by the type of goals.

Practical implications

Marketing managers should use appropriate product attributes in advertisements that match with the consumers’ emotional arousal levels, emotional valence and regulatory goals by identifying customers’ specific emotional state and its source.

Originality/value

This study shows that emotional valence moderates the impact of emotional arousal levels on the effectiveness of product attribute types in advertisements, and that the regulatory goals as the source of such emotions matter only under the elevated negative emotions. The major contribution of this research is that to understand the impact of emotions stemming from regulatory goal pursuit on product evaluations, not only emotional valence but also emotional arousal levels and regulatory goals should be taken into consideration.

Article
Publication date: 1 April 2024

Xiaopan Wang, Junpeng Guo and Yi Wu

Beneficiary photos on charity appeals are believed to engender prosocial behavior. This study explores photo framing of healthy and unhealthy beneficiary photos in the context of…

Abstract

Purpose

Beneficiary photos on charity appeals are believed to engender prosocial behavior. This study explores photo framing of healthy and unhealthy beneficiary photos in the context of photo-rich online medical crowdfunding. Based on framing theory, emphasis framing effect (i.e. unhealthy photos only vs both healthy and unhealthy photos) and equivalency framing effect (i.e. healthy photos prior to unhealthy photos vs unhealthy photos prior to healthy photos) are identified.

Design/methodology/approach

A scenario-based experiment with 135 participants was used to empirically test the proposed research hypotheses. The subjects were randomly assigned to three treatment groups, with 45 subjects in each group. ANOVA, linear regression, and multiple mediation analysis were used to analysis data.

Findings

The results reveal that disclosing both healthy and unhealthy photos can elicit stronger sympathy and perceived need than merely disclosing unhealthy photos. Moreover, the order of unhealthy photos prior to healthy photos leads to a higher level of sympathy than the order of healthy photos prior to unhealthy photos. Furthermore, sympathy and perceived need are positively related to donation intention.

Originality/value

First, this study extends the photo-related research limited to certain characteristics of a single photo to the sequence effect of multiple photos. Second, this study contributes to framing theory by introducing photo framing, particularly the equivalence and emphasis framing effect of beneficiary photos. Finally, this study reveals the emotional and cognitive routes through which beneficiary photos stimulate prosocial behavior. It also offers practical guidance in the aspects of the framing effect of beneficiary photos for crowdfunding management.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 16 April 2024

Kyriakos Riskos, Paraskevi Dekoulou, Leonidas Hatzithomas and Ioanna Papasolomou

Fierce competition among over-the-top (OTT) platforms has rendered branding a precondition for consumer appeal. This study proposes a new structural equation model for OTT brands…

Abstract

Purpose

Fierce competition among over-the-top (OTT) platforms has rendered branding a precondition for consumer appeal. This study proposes a new structural equation model for OTT brands, especially Netflix, where hedonic and eudaimonic entertainment motives function as facilitators of consumer brand engagement.

Design/methodology/approach

An online survey was conducted. Structural Equation Modeling was used to build the model and test for various direct, mediation, and moderation effects.

Findings

The results suggest a multiple mediation model in which the relationship between the two types of entertainment and intention to use Netflix is sequentially mediated by consumer attention and consumer brand engagement. Moreover, this study confirms that female consumers, compared to male consumers, exhibit higher levels of consumer brand engagement when motivated by hedonic entertainment.

Originality/value

This is the first study to present a novel structural model for the content consumption of OTT brands and test the role of the two types of entertainment in the intention to use Netflix.

Details

EuroMed Journal of Business, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1450-2194

Keywords

1 – 10 of over 11000