Ever since the outbreak of the coronavirus disease (COVID-19), people have been flooded with vast amounts of information related to the virus and its social consequences. This paper draws on social amplification theory and the extended parallel process model (EPPM) and assesses the following: (a) how two amplification stations—news media and peoples’ personal networks—influence the risk-related perceptions of people (perceived efficacy and perceived threat) and (b) how these risk-related perceptions impact people’s health-protective behaviors. This study surveyed 1,946 participants. The results indicate that peoples’ exposure to news media significantly and positively predicted both perceived efficacy and perceived threat. It also shows that peoples’ exposure to risk-related information through their personal networks negatively predicted their perceived efficacy, but it positively predicted their perceived threat. The mediating effect of fear was examined, and the result was contradictory to the EPPM. In short, this study reveals the underlying mechanism of individuals’ exposure to risk information, processing, and precautionary measures.
This study examines the relationship between cognitive and affective factors and people's information-seeking and -avoiding behaviours in acute risks with a 1,946-sample online survey conducted in February 2020, during the outbreak of the COVID-19 pandemic in mainland China. Multiple linear regression analysis showed that perceived information insufficiency correlates negatively with information-seeking behaviour and there was an inverted U-shaped relationship between information insufficiency and avoidance behaviour. As for the risk-related cognitive factors, information seeking increases as perceived severity of risks rises, while information avoiding increases as perceived susceptibility rises. Perceived response efficacy positively correlates with information-seeking and negatively with information-avoidance behaviours. Preliminary results also indicated that different affective factors relate to information-seeking and avoidance behaviours differently.
Purpose
“Fostered idols” refer to entertainment idols and young stars-in-the-making who begin their careers as amateurs. Today, the fostered idol model has become increasingly popular in China, and fans demonstrate incredible consumption power. Despite the booming market, little is known about this phenomenon. Therefore, this study aims to explore fans’ motivations and consumption practices from the consumer’s perspective within the framework of self-determination theory.
Design/methodology/approach
In all 20 in-depth interviews with fostered idol fans were conducted through online phone calls. The interviews were recorded, transcribed and subsequently analysed using a grounded approach.
Findings
The results indicate that fans’ consumption practices are motivated both intrinsically and extrinsically. Intrinsic motivation includes sensory pleasure while extrinsic motivations are composed of a sense of being needed and a sense of success. Extrinsic motivations play a dominant role and reflect the needs of relatedness and competence. Additionally, consumption practices are found to be consistent with motivations.
Research limitations/implications
The results show the crucial role of psychological satisfaction experienced by fans in the consumption of the fostered idol and highlight the importance of a relatedness- and competence-supportive environment to secure fans’ persistent consumption and loyalty.
Originality/value
This study focuses on fans of fostered idols that has not been explored in existing studies and offers valuable insights regarding the similarities and differences between fan consumption in China and other Asian countries. The results will inform marketing practitioners for the development of effective strategies and business decisions.
The link between gaming and negative outcomes has been explored by previous research and has led to the widespread adverse attitude toward gaming (ATG) and gamers, especially from those who are unfamiliar with this activity. By implementing an audit study with gamers and non-gamers as participants (N = 1,280), we found that non-gamer participants rated gamers less as similar to their ideal marriage partners compared to non-gamers, while gamer participants did not differentiate between gamers and non-gamers in the ideal marriage partners similarity rating (IMPSR). The findings also revealed that the difference in IMPSR between gamer and non-gamer participants toward gamers was completely mediated by their ATG. These results imply that non-gamers consider gaming as an undesired characteristic, and this is due to the relatively negative attitude of non-gamers toward gaming. Current study provides a new perspective on exploring the effect of gaming by investigating the social interaction between gamers and non-gamers in real-world and suggests that the unfamiliarity of gaming can lead to the negative ATG, which may, ultimately, place gamers at a disadvantage in the context of mate selection.
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