Purpose The purpose of this paper is to investigate the multidimensional concept of mobile banking service quality (security/privacy, practicity, design/aesthetics, enjoyment and sociality) and the impact of the latter on the quality of the relationship (commitment, trust and satisfaction) between consumers and their primary financial institution. Design/methodology/approach An online survey was conducted using a sample of 375 respondents, all owners of a mobile device and all accustomed to conducting banking activities on mobile platforms. Results were analyzed using structural modeling techniques (EQS 6.1). Findings Findings confirm that trust significantly and positively impacts commitment/satisfaction. Mobile banking service quality dimensions also influence trust and commitment/satisfaction. Trust is associated with security/privacy and practicity (regarded as utilitarian factors), while commitment/satisfaction is driven by enjoyment and sociality (dimensions more hedonic by nature). No link is found between interface design and either trust or commitment/satisfaction. Originality/value This study contributes to bank marketing theory since it is the first to demonstrate how key mobile banking service quality dimensions drive customer perceptions of relationship quality. In doing so, this research extends beyond mobile adoption (short term) by addressing customer engagement with financial institutions and issues relating to relationship quality (long term). Regarding managerial implications, findings signal to marketers in the financial services industry the importance of not underestimating the power of hedonic factors (sociality and enjoyment) when developing mobile platforms. These dimensions are often overlooked in the banking industry, a sector in which consumers are believed to be mostly driven by utilitarian motives.
Purpose This study aims to build on the notion of brand evangelism developed by Becerra and Badrinarayanan (2013) by examining how brand relationship variables regarding one brand (i.e. brand loyalty, brand community identification and self-brand connection) influence oppositional referrals to a rival brand (i.e. desire to harm and trash-talking) in the high definition (HD) videogame console industry. Design/methodology/approach A survey of online communities devoted to video gaming was conducted using a sample of 809 respondents, all owners of either a PlayStation or an Xbox. Findings The results show that the desire to harm the rival brand is strongly and positively associated to participation in trash-talking. Brand loyalty is connected to both dimensions of oppositional brand referrals. Consumers’ connection with the brand affects trash-talking only indirectly through the desire to harm. No association is found between identification with the brand community and oppositional brand referrals. Originality/value This study is the first to demonstrate the mechanism linking brand relationship variables regarding a focal brand with consumers’ disparagement of a rival brand, showing that a desire to harm plays a central role. Just as the desire for retaliation drives negative word-of-mouth in the context of an unsatisfactory experience with a brand (Grégoire and Fisher, 2006), the desire to harm drives trash-talking against a rival brand by brand evangelists. This study improves our understanding of the relationships consumers build with their preferred brands and how this relationship may influence their rejection of competing brands with which they do not have direct experience.
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