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1 – 10 of over 5000Dong Ling Xu‐Priour and Gérard Cliquet
The purpose of this paper is to examine the hypotheses about whether the effects of consumer enjoyment shopping experience, derived from seven aspects of recreational shopping…
Abstract
Purpose
The purpose of this paper is to examine the hypotheses about whether the effects of consumer enjoyment shopping experience, derived from seven aspects of recreational shopping (i.e. social aspects of retail environment, service quality, browsing, bargain hunting, social interaction, enduring involvement and brand experience) on consumer attitude towards stores channels are comparable between France and Chinese cosmetic shoppers.
Design/methodology/approach
To achieve this objective, a questionnaire of 500 French and 480 Chinese working females were conducted. Both the convergence and habituation theories were applied.
Findings
Results of the multiple regression analysis support the above assumptions and suggest that customer enjoyment shopping experience and its relation with consumer attitudes towards store channels in China tends to be more in line with those in developed countries.
Research limitations/implications
The findings presented are the views of women's in‐store enjoyment shopping experiences in two cities in French and Chinese cosmetic markets. To ensure the generalizability of the findings, other products, consumer groups and regions (i.e. Indian etc.) can be envisaged.
Practical implications
Multinational retailers and cosmetics vendors have to recognize these customer enjoyment shopping experiences in both retail settings. In particular in the Chinese retail market, to improve these experiences so as to achieve positive consumer attitude towards retail outlets and finally strike the deal in this numerous market.
Originality/value
This paper is the first to employ convergent and habituation theory to examine the stability or change of the aforesaid relation between China and France. Hence, it adds to international marketing theory concerning the usefulness of these growing important theories in explaining the comparability between developed countries and developing ones in relation between constructs.
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Zaira Camoiras-Rodriguez and Concepción Varela
This study aims to increase the understanding of the drivers of mobile shopping, by analyzing when and how two personality traits – value consciousness and shopping enjoyment …
Abstract
Purpose
This study aims to increase the understanding of the drivers of mobile shopping, by analyzing when and how two personality traits – value consciousness and shopping enjoyment – impact mobile shopping intention through usefulness and ease-of-use perceptions.
Design/methodology/approach
To test the conditioned indirect effects, path analysis is used.
Findings
The results indicate that both consumers’ value consciousness and shopping enjoyment have a positive indirect effect on mobile shopping intention. However, shopping enjoyment is related only through usefulness, whereas value consciousness is related via both usefulness and ease of use. The results also suggest the need to consider boundary conditions when examining the impact of personality traits.
Practical implications
Mobile retailers need to conduct market segmentation based on users’ personalities when trying to increase their customer base.
Originality/value
Despite the relevance of personality traits on individual behavior, studies on the effects that different aspects of personality have on the participation of individuals in mobile commerce are very scarce and show inconsistent results regarding their impact. Thus, this study tries to contribute to the mobile commerce research by analyzing the interplay between two customer characteristics and two mediating variables: ease-of-use and usefulness perceptions.
Propósito
Esta investigación busca aumentar la comprensión de los antecedentes de las compras móviles, analizando cuándo y cómo dos rasgos de personalidad – conciencia de valor y disfrute por la compra – afectan a la intención de compra móvil a través de las percepciones de utilidad y facilidad de uso.
Diseño/metodología/enfoque
Para comprobar los efectos indirectos condicionados propuestos se emplea un análisis path.
Hallazgos
Los resultados indican que tanto la conciencia de valor como el disfrute por la compra de los consumidores tienen un efecto indirecto positivo en la intención de compra móvil. Sin embargo, el disfrute por la compra se relaciona sólo a través de la utilidad, mientras que la conciencia de valor se relaciona tanto a través de la utilidad como de la facilidad de uso. Los resultados también sugieren la necesidad de considerar factores moderadores al examinar el impacto de los rasgos de personalidad.
Implicaciones para la gestión
Los minoristas a través del móvil que quieran aumentar su base de clientes necesitan segmentar el mercado en base a la personalidad de los usuarios.
Originalidad/valor
A pesar de la relevancia que tienen los rasgos de personalidad en el comportamiento de los individuos, los estudios sobre los efectos de distintos aspectos de la personalidad sobre la participación de los individuos en el comercio móvil son muy escasos y muestran resultados inconsistentes. Así, este estudio intenta contribuir a la investigación sobre comercio móvil analizando la relación entre dos características del consumidor y dos variables mediadoras: las percepciones de facilidad de uso y utilidad.
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Johannes C. Bauer, Marc Linzmajer, Liane Nagengast, Thomas Rudolph and Elena D'Cruz
Many marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research…
Abstract
Purpose
Many marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research is needed to understand the effects of digital games on consumer behavior and their underlying psychological mechanisms. Therefore, this article explores how combining games and monetary rewards impacts customer satisfaction, loyalty and word-of-mouth (WOM) intentions.
Design/methodology/approach
To test our hypotheses, we designed two online laboratory experiments to stimulate an online shopping situation, as gamification in online retailing has the potential to affect an important set of outcomes for service firms throughout the consumer decision process (Hofacker et al., 2016).
Findings
The results of two lab experiments demonstrate that playing a shopping-related game without monetary participation incentive positively influences all three relational outcomes because games enhance consumers' enjoyment of the overall shopping experience. However, our findings also show that monetary rewards used to incentivize game participation diminish these effects. Gamification loses its positive effects if games are combined with monetary rewards, as consumers no longer play games to derive inherent enjoyment, but rather the extrinsic motivation of receiving a discount. We draw managerial implications about how gamification effectively and profitably fosters strong customer relationships and thus increases customer lifetime value and equity.
Research limitations/implications
This research is the first to investigate the combined effects of gamification and price discounts that require consumers to play the game in order to receive the discount. Focusing on an online shopping context, this article contributes to research on motivation by providing new and more nuanced insights into the psychological process underlying the gamification effects on consumer' long-term attitudes (i.e. satisfaction) and relational behaviors (i.e. positive WOM and loyalty) toward a retailer.
Practical implications
Based on our findings, we provide recommendations for marketers that explain how gamification can be a profitable and efficient tool to foster strong customer relationships. Retail managers should use gamification as a less costly alternative to typical price discounts.
Originality/value
Two laboratory experiments investigate how the separate and combined use of games and price discounts affects consumers' satisfaction, positive WOM intentions and loyalty. Playing a shopping-related game increases satisfaction with the retailer and positive WOM intentions as well as loyalty. Monetary rewards used to incentivize game participation eliminate the positive effects of gamification.
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Mengjia Gao and Lin Huang
This study considers perceived enjoyment and attitude consistency as internal states of consumers in an omni-channel environment. This study aims to investigate the mediating role…
Abstract
Purpose
This study considers perceived enjoyment and attitude consistency as internal states of consumers in an omni-channel environment. This study aims to investigate the mediating role of perceived enjoyment and attitude consistency to reveal how omni-channel environment factors of interaction fluency, convenience, price advantage and personalization contribute to omni-channel shopping intention.
Design/methodology/approach
Consumers who had shopped at Uniqlo's online and offline stores were surveyed through an online questionnaire, and 566 data were collected for analysis through partial least squares structural equation modeling (PLS-SEM).
Findings
The results find that interaction fluency, price advantage and personalization positively affect perceived enjoyment, interaction fluency and convenience positively affect attitude consistency and perceived enjoyment and attitude consistency in turn facilitate omni-channel shopping intention. The mediating role of perceived enjoyment and attitude consistency was confirmed.
Originality/value
The original finding of this study is that factors such as interaction fluency, convenience, price advantage and personalization in omni-channel retailing require momentary and continuous affective states of consumers to facilitate omni-channel shopping intention, respectively. Therefore, this study considers the necessity of capturing different affective states of consumers in omni-channel shopping.
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Shu-Chiung Lin, Hsiao-Ting Tseng, Farid Shirazi, Nick Hajli and Pei-Tzu Tsai
Based on the stimulus-organism-response theory, this research constructs the influence of the stimulus factors of the live-streaming shopping environment on consumers'…
Abstract
Purpose
Based on the stimulus-organism-response theory, this research constructs the influence of the stimulus factors of the live-streaming shopping environment on consumers' psychological situation. It then produces the research model of impulsive purchase intention.
Design/methodology/approach
In this study, the online questionnaire survey method was used to survey users who participated in live-streaming shopping, and a total of 335 valid questionnaires were collected. Then SPSS and SmartPLS were used for data empirical evaluation and hypotheses test.
Findings
Research results show that demand, convenience, interactivity, and playfulness are positively stimulating consumers' perceived enjoyment. And their perceived enjoyment directly drives their intention of impulsive purchase.
Practical implications
The choice of the live streaming platform, the design of the interactive interface, and the design of the shopping process are all factors that the streamer must carefully consider. The results of this study can be used as a reference for the development of live-streaming shopping and provide the industry with an understanding of the main factors that affect users' live streaming and impulsive purchases to plan an effective live streaming platform and content.
Originality/value
“E-commerce live streaming” is regarded as the latest trend of e-commerce, and impulse buying is regarded as a key factor in the success of transactions. This research has developed factors that influence impulsive purchases after watching live streaming based on the SOR theory.
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Kun Song, Ann Marie Fiore and Jihye Park
The purpose of this paper is to explore the roles of telepresence and fantasy in an online apparel shopping experience. Online apparel consumers undergo a virtual product…
Abstract
Purpose
The purpose of this paper is to explore the roles of telepresence and fantasy in an online apparel shopping experience. Online apparel consumers undergo a virtual product experience (telepresence) that simulates the product experience in a brick‐and‐mortar store. Fantasy entails the pleasurable mental imagery involving product use.
Design/methodology/approach
A total of 86 female university students completed a survey after browsing a stimulus web site in a laboratory setting. Path analysis was used to identify hypothesized relationships between telepresence, fantasy, shopping enjoyment, willingness to purchase, and willingness to patronize the online retailer.
Findings
Results showed that telepresence influenced consumer fantasy and both telepresence and consumer fantasy led to shopping enjoyment (experiential value). Telepresence, fantasy, and shopping enjoyment directly contributed to willingness to purchase from the online retailer, whereas telepresence, fantasy and shopping enjoyment contributed indirectly to willingness to patronize the online retailer.
Research limitations/implications
The study used a sample of female university students in the USA. This limits its generalizability to all consumers. It also examined one web site feature; other features may produce different effects.
Practical implications
Findings suggest that business practitioners implement features on their web sites to yield telepresence and fantasy, which may enhance purchase and patronage responses towards their site.
Originality/value
This study enhances understanding of two variables requiring further study, telepresence and fantasy, in online apparel shopping experience.
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Gallayanee Starwind Yaoyuneyong, Wesley A. Pollitte, Jamye K. Foster and Leisa R. Flynn
This paper aims to test the relationships between shopping enjoyment, economic motivation, apparel shopping self-confidence, perceived informativeness, perceived irritation and…
Abstract
Purpose
This paper aims to test the relationships between shopping enjoyment, economic motivation, apparel shopping self-confidence, perceived informativeness, perceived irritation and buying intention, using Uses and Gratification (U&G) theory, in a mediated model using virtual dressing room (VDR) media.
Design/methodology/approach
The proposed mediation model is tested using the PROCESS (Version 3.0) macro for SPSS with bootstrapping.
Findings
Results indicate that shopping enjoyment, economic motivation and apparel shopping self-confidence have no direct relationship with buying intention. Additionally, no indirect relationship was found between apparel shopping self-confidence and buying intention. However, outcomes show that both perceived VDR informativeness and perceived VDR irritation mediate the relationships of shopping enjoyment and economic motivation with buying intention by different mechanisms when using VDR media. Additionally, the relationship between shopping enjoyment and buying intention is mediated via perceived VDR informativeness. Finally, economic motivation has both an indirect relationship with buying intention through perceived VDR irritation and a serial mediated relationship via perceived VDR irritation and informativeness.
Originality/value
This study is original in that it investigates the mediating effect of informativeness and irritation, from U&G theory, on buying intention during VDR media usage. Previous research suggests a direct relationship between shopping enjoyment, economic motivation, apparel shopping self-confidence, informativeness, irritation and buying intention. Results of this research suggest that online retailers should consider the different and complex mediating roles informativeness and irritation play in the relationship between consumer attributes and buying intention when adding media to a website.
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Hammad Bin Azam Hashmi, Chengli Shu and Syed Waqar Haider
Although the store environment-impulse buying nexus is well documented, the influence of consumer motivations on this nexus is still underexplored. Consequently, this paper aims…
Abstract
Purpose
Although the store environment-impulse buying nexus is well documented, the influence of consumer motivations on this nexus is still underexplored. Consequently, this paper aims at explaining the mediating effect of emotional states and the moderating effect of hedonic shopping motives on the relationship between store atmospherics and impulse buying behavior.
Design/methodology/approach
Primary data from 437 customers were generated through a questionnaire developed for this study. Respondents were accessed using mall-intercept technique. Structural equation modeling (SEM) was done to empirically estimate the model.
Findings
Results indicate that pleasure and shopping enjoyment mediate the effect of store atmospherics on the impulse purchase behavior. The findings also show that hedonic shopping motives moderate the relationship between the store atmospherics and impulse purchase.
Originality/value
This study contributes by introducing the moderating role played by the hedonic shopping motives on the relationship between store atmospherics and impulse purchase. In addition, it introduces that shopping enjoyment and pleasure mediate the effect of perceived store atmospherics on impulse purchase.
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Talal Al‐maghrabi, Charles Dennis and Sue Vaux Halliday
The purpose of this study is to clarify the theoretical problem and identify factors that could explain the level of continuance intentions towards e‐shopping. It aims to propose…
Abstract
Purpose
The purpose of this study is to clarify the theoretical problem and identify factors that could explain the level of continuance intentions towards e‐shopping. It aims to propose a revised technology acceptance model that integrates expectation confirmation theory to measure age differences with regard to continuance intentions towards e‐shopping in Saudi Arabia.
Design/methodology/approach
The sample (n=465) consists of 68.8 per cent women and 31.4 per cent men, 348 younger than 35 years old and 117 older than 35. A structural equation model confirms model fit. The model explains 65 per cent of the intention to continue shopping online.
Findings
Perceived usefulness, enjoyment, and subjective norms are determinants of online shopping continuance. The structural weights are mostly equivalent between the young and old groups, but the regression path from subjective norms to perceived usefulness is not invariant, with that relationship being stronger for the younger respondents.
Research limitations/implications
The research findings imply that usefulness and subjective norm contribute to continuance intentions to some extent, but it is enjoyment that leads to a higher level of continuance intentions. Online strategies cannot ignore either the direct or the indirect effects on continuance intentions in Saudi Arabia.
Originality/value
The paper adds to the understudied area of online shopping continuance intentions in the Arab World in general, and Saudi Arabia in particular, by examining the effects of usefulness, enjoyment, and subjective norms on continuance intentions.
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Seth Ampadu, Yuanchun Jiang, Samuel Adu Gyamfi, Emmanuel Debrah and Eric Amankwa
The purpose of this study is to examine the effect of perceived value of recommended product on consumer’s e-loyalty, based on the proposition of expectation confirmation theory…
Abstract
Purpose
The purpose of this study is to examine the effect of perceived value of recommended product on consumer’s e-loyalty, based on the proposition of expectation confirmation theory. Vendors’ reputation is tested as the mediator in the perceived value of recommended product and e-loyalty relationship, whereas shopping enjoyment is predicted as the moderator that conditions the perceived value of recommended product and e-loyalty relationship through vendors reputation.
Design/methodology/approach
Data were collected via an online survey platform and through a QR code. Partial least squares analysis, confirmatory factor analysis and structural equation modeling were used to verify the research proposed model.
Findings
The findings revealed that the perceived value of recommended product had a significant positive effect on E-loyalty; in addition, the perceived value of the recommended product and e-loyalty link was partly explained by e-shopper’s confidence in vendor reputation. Therefore, the study established that the direct and indirect relationship between the perceived value of the recommended product and e-loyalty was sensitive and profound to shopping enjoyment.
Originality/value
This study has established that the perceived value of a recommended product can result in consumer loyalty. This has successively provided the e-shop manager and other stakeholders with novel perspectives about why it is necessary to understand consumers’ pre- and postacquisition behavior before recommending certain products to the consumer.
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