In facing fierce competition, fitness centers have encountered challenges of generating long-term economic sustainability. The construct of switching costs, which has garnered considerable attention as a sustainable strategy, suffers from conceptual confusion in the literature, limiting the applicability of the concept to fitness centers. The purpose of the study is to conduct a conceptual analysis of switching costs, thereby clarifying conceptual confusion and providing implications for fitness centers. To achieve the purpose, a conceptual analysis method was adopted, in which 376 switching costs articles were analyzed. The results show that (1) several terms have been used individually and interchangeably, (2) there is no consensus on the definition, (3) both unidimensional and multidimensional conceptualizations have been used, (4) model specification has rarely been done, and (5) a paucity of studies have been conducted in the context of the sport industry. Overall, we highlight the conceptual weaknesses of previous switching costs research and offer several recommendations and approaches to scholars who are interested in this line of research. Furthermore, the conceptual analysis brings attention to the importance of conceptualization (e.g., choosing a term, defining a construct) and how conceptual confusion might impinge on future research in the marketing literature.
The stress and coping theory posits that in the face of negative consumption situations, individuals experience a sequential process: primary appraisal, secondary appraisal, and behavioral outcomes. Drawing on the theory, the purpose of the study is to test (a) the mediating effects of coping strategies (i.e., secondary appraisal) between the severity of spectator dysfunctional behavior (SDB; i.e., primary appraisal) and revisit intention and (b) the moderating effects of self-construal (i.e., interdependence vs. independence). Across two studies, using a survey experiment (Study 1) and a repeated-measures survey experiment (Study 2), the findings indicate that coping strategies (i.e., active, expressive, and denial coping) significantly and uniquely mediated the relationship between the severity of SDB (high vs. low) and revisit intention. Furthermore, in responding to highly severe SDB, spectators with interdependent self-construal engaged more in active and expressive coping, and less in denial coping and revisit intention than those with independent self-construal. Overall, the present study highlights (a) the importance of coping strategies for a clearer understanding of the SDB–revisit intention relationship and (b) a boundary condition of self-construal for the influences of SDB on coping strategies and revisit intention.
This study was designed to examine the structural relationships among tourists’ participation motivations, the value co-creation process (VCCP), and value co-creation behavior (VCCB) in terms of in-role and extra-role contributions. Based on a comprehensive review of literature, participation motivations were measured with four constructs, including need for uniqueness, need for self-control, need for social interaction, and need for leisure and entertainment. Research participants (N = 445) who had participated in two or more marathon events in China were recruited to respond to an on-site or online survey. Conducting structural equation modeling analyses, three motivational factors of need for uniqueness, need for social interaction, and need for leisure and entertainment were found to exert significant (p < 0.05) and positive impact on VCCP, which in turn had significant (p < 0.05) influence on in-role and extra-role contributions associated with VCCB. Discussions are centered on promoting specific areas of participants’ motivations in an effort to empower and energize the process of value co-creation and to ultimately activate and sustain participants’ in-role and extra-role behaviors.
The purpose of this study was to conceptualize social atmospherics in the context of esports attendance and examine the relationship among social atmospherics, affective responses, and behavioral intention. Based on review literature, we conceptualized social atmospherics as five dimensions in esports events' environments: social density, suitable behavior, similarity, cosplay, and cheering behavior. Notably, cosplay (i.e., a portmanteau of the words "costumes" and "play") and cheering behavior factors adopted from extant social atmospherics served to capture the unique features associated with esports events. Via an online survey, data were collected (n = 372) from esports fans who have experienced attending esports events. The data set was split into half; the first data set (n = 189) was used to examine the psychometric properties of the measurement model and the second data set (n = 184) was employed to test the hypothesized model. The initial model fit was not shown to be acceptable. The model was re-estimated using the second data set after dropping four items with low factor loadings, resulting in the acceptable model fit. The results via structural equation modeling indicated that cheering behavior, similarity, cosplay, and social density positively and significantly influenced affective responses and behavioral intention. However, there was no significant relationship between suitable behavior and affective responses. In terms of theoretical contributions, we tested a five-factor model of social atmospherics associated with esports events and its effects on behavioral intention through affective responses. The findings in this study extend the sportscape model (Wakefield and Sloan, 1995) by incorporating the mediating effect of affective responses and expand the utility of the Stimulus-Organism-Response (SOR) framework as a viable theory that can explain esports consumption behavior.
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