Consumers mostly prefer internet for reasons such as accessing product immediately, convenience, time saving. However buying products without observing physically causes some troubles. This situation results in return of the purchased product. The return process that is going to be experienced by the customer who wants to return or change his/her product is important for the companies. Managing return process without troubles is going to affect loyalty, satisfaction, revisiting, repurchasing, consumers messages, which are going to be get across to his/her environment. Because of these reasons, it is imperative for the companies to pay attention to the reverse logistic activities that they will undertake for the end consumers. The aim of this chapter is to indicate the importance of reverse logistics in e-retailing.
Bilinçli tüketicilerin ve çevreye olan duyarlılıklarının artması, pazarlama literatüründe de yeni yaklaşımların ortaya çıkmasını sağlamıştır. Bu yaklaşımlardan biri de çevre hassasiyetini konu alan yeşil ürün kavramıdır. Yeşil ürün çevreye, doğal kaynaklara zarar vermeyen, sağlığı olumsuz yönde etkilemeyen ve geri dönüşümü destekleyen ürünlerdir. Tüketicilerin farklı demografik özelliklere sahip olması, onların istek ve ihtiyaçlarının farklılaşmasına neden olmakta, bu nedenle yeşil ürünlere yönelik düşünceleri de değişikliğe uğramaktadır. Bu nedenle bu çalışmada, yeşil ürün satın alma davranışları üzerine odaklanılmaktadır. Demografik özelliklerin farklılaştığı X, Y ve Z kuşağı tüketicilerin yeşil ürün satın almaya yönelik davranışları incelenmektedir. Bu amaç doğrultusunda X, Y ve Z kuşağı tüketicilerden yüz yüze anket yöntemi ile toplam 435 anket toplanmıştır. Elde edilen verilere SPSS 25.0 istatistik programı ile birlikte frekans analizi, t testi ve ANOVA testleri uygulanmıştır. Çıkan sonuçlara göre; kadınların erkeklere göre, evli olan katılımcıların bekar katılımcılara göre yeşil ürün satın almada daha duyarlı oldukları ortaya çıkmıştır. Ayrıca, kuşaklara göre bakıldığında ise, X kuşağı katılımcıları, Y ve Z kuşaklarına göre yeşil ürün konusunda daha hassas davranmakta ve yeşil ürün satın alma konusunda daha istekli olmaktadırlar.
The game market has become one of the fastest growing industries of the digital age. The availability of internet access from anywhere, the diversification of game platforms, the increase in game options and the increase in application stores especially for mobile devices have accelerated this growth in the sector. The purpose of this study was to determine who the new consumers in the developing game industry are, their various demographics, characteristics and purchasing behaviors. Data which were collected by the survey method from 490 game players who participated in Gamescom, the world's largest game fair held in Cologne, Germany between 20-24 August 2019, were analyzed by descriptive statistics, t-test and one-way anova. As a result of the findings, it has been determined that majority of the participants were female, young adults and students. Almost half of the participants have more than 12 years of gaming experience, play games for an average of 3.76 hours a day and an average of 5.16 days per week, prefer to play at home and on their personal computers the most, majority were core gamers, and the favorite game category was action.
The main objective of this chapter is to examine consumers' behavior and perceptions of luxury products and brands. For this purpose, literature review was made by considering the issues related to luxury consumers. The behavior of consumers who purchase luxury products differs from that of other consumers. Because these consumers are especially different from the purpose of buying luxury products. The luxury product for them is more about satisfying their psychological needs than satisfying their physical needs. Therefore, the characteristics of these consumers, their purchasing styles, their segments in the market, their perceptions and values towards the product also differ. When buying luxury products, consumers are most influenced by reference groups and they affect them the most. Therefore, they turn to counterfeit products in order to feel only belonging to the luxury world and to be like reference groups.
The aim of this chapter is to explain the effect of nation branding on destination marketing. The study is looking for an answer to this question, What if two nations live in a destination, how should the destination marketing be with the effect of nation branding? For this purpose, in the study, Gökçeada (Imbros) where Turkish and Greek people have lived together for many years, an island, will be an example to the whole world is included. In the literature research about nation branding, there is no study on the marketing of destinations where two or more nations live together. Therefore, this study will be the first study in this field in the world. It is also believed that this study will help other destinations similar to Gökçeada (Imbros) to determine their marketing strategies.
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