2014),"Why do people stick to Facebook web site? A value theorybased view", Information Technology & People, Vol. 27 Iss 1 pp. 21-37 http://dx.Stefan Tams, (2013),"Moving cultural information systems research toward maturity: A review of definitions of the culture construct", Information Technology & People, Vol. 26 Iss 4 pp. 383-400 http:// dx.If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service information about how to choose which publication to write for and submission guidelines are available for all. Please visit www.emeraldinsight.com/authors for more information. About Emerald www.emeraldinsight.comEmerald is a global publisher linking research and practice to the benefit of society. The company manages a portfolio of more than 290 journals and over 2,350 books and book series volumes, as well as providing an extensive range of online products and additional customer resources and services.Emerald is both COUNTER 4 and TRANSFER compliant. The organization is a partner of the Committee on Publication Ethics (COPE) and also works with Portico and the LOCKSS initiative for digital archive preservation. AbstractPurpose -The purpose of this paper is to investigate how the individual and organizations best use Web 2.0 social networking technologies to improve its relationships with customers. Design/methodology/approach -The theoretical background used in the paper was the familiarity-liking theory and prospect theory to understand the extent of user satisfaction with the services. Online survey from Second Life users was conducted to investigate customer satisfaction in Web 2.0 social networks and recent development on information technologies. Findings -The findings suggested that IT development is the inseparable part of Web 2.0 and enables to understand customer satisfaction as well as their perception on online technology. Both customer satisfaction and IT development has positive influence on consumer's service enjoyment and experience.Research limitations/implications -The generalizability of the paper is limited. The survey data in this study have some common method bias. The possibility of the existence of the common method bias cannot be completely eliminated. Practical implications -The paper provides the significance of customer satisfaction for organizations, researchers, managers, and policy makers. The paper provides validated measurements to facilitate evaluation of several major user satisfaction constructs. Originality/value -The recent development of information and communication technology (ICT), especially the internet and its related technologies has become the main force of the development of online social network. The number of Web 2.0 users has been growing so rapidly that it has become an important channel for marketers to reach their customers.
Purpose This paper aims to examine the interesting but largely unexamined effects of pride-tagged money and surprise-tagged money on consumers’ spending and product-choosing behaviors. Design/methodology/approach The present research utilizes experimental design and survey methods to collect data and the ANOVA and bootstrap analysis methods to verify the assumed hypotheses. Findings Study 1 shows that people with pride-tagged (vs surprise-tagged) money are more likely to spend the money for themselves (vs others) and the personal achievement-expression motive plays a mediating role between the pride-tagged money and self-spending behavior. Study 2 replicates the findings of Study 1 and suggests that people with pride-tagged money are less likely to spend the money for others (e.g. donating). Study 3 shows that people with pride-tagged (surprise-tagged) money are more likely to purchase a self-relevant (other-relevant) product than those with surprise-tagged (pride-tagged) money. Practical implications The current research has classified products into self-relevant products (e.g. fitness card, supermarket gift card and mobile game equipment) and other-relevant products (e.g. restaurant set meal, pizza, movie ticket and hot pot) on the basis of perceived self-relevance on the products. Therefore, marketers could frame certain conditions that elicit self-relevant versus other-relevant choices and manipulate self-relevant versus other-relevant primes to shift preferences in favor of certain options. For example, around graduation time, graduates often feel proud of their accomplishments. In this case, marketers could take advantage of that feeling with a message like “treat yourself”, which could prompt them to spend more money for themselves. In addition, the marketers selling other-relevant products (e.g. pizza and hot pot) might develop and promote advertisements that deliver information about “sharing with your friends”. For example, in 2016, Pizza Hut began to use its new slogan of “love to share” to convey the idea of “double happiness as a result of sharing”. Originality/value From a theoretical standpoint, first, this research contributes to the emotional accounting research by advancing the notion that money associated with different positive feelings could influence consumers’ spending behaviors in different ways. Second, the research distinguishes self-relevant products from other-relevant products. Third, it shows that people with pride-tagged money and those with surprise-tagged money have different preferences for products. Self-relevant products, such as fitness card, supermarket gift card and mobile game equipment, that represent a certain degree of independence are more used and/or consumed by consumers with pride-tagged money, whereas other-relevant products, such as restaurant set meal, pizza, movie ticket and hot pot, that involve the perceptions of interdependence are more bought by consumers with surprise-tagged money to share with others.
PurposeThe purpose of this paper is to explore the effect of cuteness and cool on the perceived quality of digital products, the mediating effect of brand perception (warmth and competence) and the moderating effect of the individual perception level.Design/methodology/approachThis paper utilizes experimental design and survey methods to collect data and the ANOVA, independent sample t-test and bootstrap analysis methods to verify the assumed hypotheses.FindingsStudies 1 and 2 demonstrate that cuteness (vs cool) is more likely to promote the perception of brand warmth (vs competence), and the brand perception plays a mediating role between cuteness (cool) and the perceived quality. Study 3 replicates the findings of Study 2 and indicates that people with high-cuteness (vs low-cuteness) perception are the same to perceive the brand warmth to promote the perceived quality of digital products, but people with high-cool (vs low-cool) perception are more likely to perceive the brand competence to promote the perceived quality of digital products.Practical implicationsBased on the conclusions in this paper, marketers could emphasize the cool information of digital products in advertisements to promote the perceived quality to promote younger consumers' willingness to pay (WTP). Furthermore, firms could shape warm brand images by the perception of cuteness because cuteness is positively associated with the warmth of brand perception (e.g. the logo of Three Squirrels, a Chinese nut business brand that consists of three cute squirrels).Originality/valueFrom a theoretical standpoint, this paper contributes to the brand perception when consumers accept product information with the characteristics of cuteness or cool. Second, a model of perceived quality of digital products is built based on the stereotype content theory. Third, this paper considers individual perception levels on cuteness and cool as the boundaries to conduct further conceptual model.
Purpose -This paper aims to determine Chinese peasant consumers' decision-making styles. Design/methodology/approach -The paper reflects on the psychological orientation and decision-making styles of peasants' purchase of durable appliances. This has the dual character of purchase behavior by the study on factor analysis from a view of peasants' consumption psychology. The consumer style inventory (CSI) was administered in January 2009 to 5,827 peasants in 656 villages in 14 provinces which were selected randomly in China. Both an exploratory factor analysis and a confirmatory factor analysis are adopted to validate the CSI inventory. This results in a 25-item and eight-factor solution.Findings -Findings indicate that three consumer segments are formed: confused by over choice peasant consumer; fashion and impulsive peasant consumer; and perfect peasant consumer. The income effect on a farmer's purchasing has a threshold, while income does not reach the limit, income does not have an obvious effect on the decision-making styles of peasants' purchasing on durable appliances, the category of consumer styles depends on the "individual" factor of peasants' consumption psychology, and their consumption behavior characteristics depend on the grade of psychological orientation and decision-making styles of the consumer. Practical implications -The marketing mix of an enterprise should recognize the potential differences of psychology of the peasant consumer. Enterprises should adopt positive marketing strategies in pricing to induce and inspire consumer motivation and behavior, so that enterprises can positively interact with rural consumers and achieve optimal allocation of marketing resources. Originality/value -This paper decribes the decision-making styles of Chinese peasant consumers based on their purchasing behavior with regard to consumer and consumption psychology. The effect of annual average income and income source of the family on the consumers' decision-making styles is not obvious, but the number of people in a family has some effect on consumers' decision-making styles.
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