“…The dimensional approach is more parsimonious than the categorical approach by conceptualising emotions mostly with two dimensions (valence and arousal) or three (valence, arousal, and dominance). Valence, arousal, and dominance are, respectively, related to affective, cognitive, and conative responses that indicate a person's state of feeling (Bakker et al 2014;Kusumasondjaja, & Tjiptono 2019;Srivastava et al 2023).…”
This research is based on the cognitive-affective-conative model applied to the online reviews posted by visitors of a tourist attraction titled “Van Gogh: The Immersive Experience” held in York (UK). The goals of the study specifically focus on the identification of the cognitive features triggered using the VR device and on the understanding of sentiments and emotions activated by the VR experience. To this end, Text mining and Sentiment analysis have been utilised. This work extends prior studies on VR based on surveys by providing a comprehensive hybrid view of how knowledge is derived from the posted online reviews. The findings offer practitioner insights into the cognitive and affective aspect of the VR experience, which requires special attention for its adaptation so that it continues meeting visitors’ expectations.
“…The dimensional approach is more parsimonious than the categorical approach by conceptualising emotions mostly with two dimensions (valence and arousal) or three (valence, arousal, and dominance). Valence, arousal, and dominance are, respectively, related to affective, cognitive, and conative responses that indicate a person's state of feeling (Bakker et al 2014;Kusumasondjaja, & Tjiptono 2019;Srivastava et al 2023).…”
This research is based on the cognitive-affective-conative model applied to the online reviews posted by visitors of a tourist attraction titled “Van Gogh: The Immersive Experience” held in York (UK). The goals of the study specifically focus on the identification of the cognitive features triggered using the VR device and on the understanding of sentiments and emotions activated by the VR experience. To this end, Text mining and Sentiment analysis have been utilised. This work extends prior studies on VR based on surveys by providing a comprehensive hybrid view of how knowledge is derived from the posted online reviews. The findings offer practitioner insights into the cognitive and affective aspect of the VR experience, which requires special attention for its adaptation so that it continues meeting visitors’ expectations.
Online grocery shopping has become increasingly important in daily life. Consumers use the helpfulness of electronic word‐of‐mouth (eWOM) to reduce uncertainty and risk in online grocery shopping. Emotions such as positive arousal (e.g., energised) and calmness (e.g., relaxed) are often found in the eWOM of food products. However, little is known about the influence of emotions on eWOM helpfulness and how the effects of emotions on the helpfulness of online reviews differ in cultures. This study conducted an experiment to examine the impact of positive arousal and calmness on the helpfulness of eWOM regarding healthy and unhealthy foods in Japan and the USA. We found that cultural factors influenced the effect of arousal on eWOM helpfulness. For Japanese participants, positive eWOM with low arousal was more helpful than that with high arousal. In contrast, for US participants, positive eWOM with high arousal was more helpful than that with low arousal. In both countries, credibility mediated the relationship between arousal and review helpfulness. This study extends the literature on eWOM helpfulness and affect valuation theory. Our findings provide insights for companies on using eWOM in advertising campaigns and for consumers on writing helpful eWOM.
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