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1.
Among the entertainment and media market, it can be observed that animations, comics, and video games (hereinafter abbreviated as ACG) have the highest output value and most market influence. Moreover, ACG also incorporates various industries and creates many derivative products. As the ACG industry emphasizes acousto-optics, imagery, and storylines, personal impressions derived from consumer experiences will influence consumer decisions. In addition, the ACG industry is mainly marketed towards younger age groups, with younger people being the main consumers; as such, these consumers’ decisions are more easily affected by peer behavior.This study aims to analyze the effects of internal cognitions and external influences on buying behavior of ACG consumers by applying the uncomplicated decision tree data mining algorithm. We analyze and develop the target attributes on measures of customer loyalty for ACG industry to set up the decision trees from the collected questionnaire data. The decision tree data mining method is applied to analyze the hidden association rules between the target attributes (i.e., consumer loyalty) and the critical influencing factors of consumer’s internal impressions and external influences for ACG consumers. The results and suggestions of this paper can be used as a reference for enterprises in the ACG industry to help with business policies concerning products’ extensional design, marketing, and CRM, and to further strengthen customer satisfaction and loyalty, thus increasing company profits.  相似文献   

2.
新时代生态文明思想继承了马克思主义的生态观,汲取了中国优秀传统文化,与历代中国共产党人的生态 建设思想一脉相承。秉承“绿水青山就是金山银山”的科学发展理念,新时代生态文明思想坚持人民利益 至上的价值导向,倡导完善法律法规,实行严格制度约束,以建立环境友好型社会为目标。新时代生态文 明思想的进一步发展,应当以主流价值观塑造为抓手,将生态文明融入当代文化,融入核心价值,融入人 民生活,将生态文明思想灌注于人们的生活方式,使之成为社会积极生活心态的一部分,加速实现生态与 经济和谐发展。  相似文献   

3.
Recently, the explosive growth of mobile social media technologies has dramatically transformed individuals’ interpersonal interaction, decision-making, and daily lifestyles. The primary objectives of this current article are to investigate the possible influences of perceived values (hedonic and utilitarian) on WeChat users’ affective responses (attitude and satisfaction) and electronic word-of-mouth (eWOM) engagement. This study represents one of the few that utilized customer-perceived value theory and uses and gratifications theory to establish a conceptual framework to determine consumers’ word-of-mouth behaviors in the WeChat setting. Based on a web-based survey of 408 WeChat users, structure equation modeling was implemented to identify and confirm the hypothesized research model. Overall, the results reveal that hedonic value and utilitarian value positively and significantly impact WeChat users’ attitudes and anticipated satisfaction. Additionally, satisfaction has a significant influence on eWOM engagement. Furthermore, utilitarian value is discovered to exert a significant indirect effect through satisfaction on eWOM engagement. The obtained outcomes offer fresh insight into whether and how mobile social media could promote mobile social media users’ attitudes and gratification which subsequently would facilitate indicators of eWOM engagement in contemporary mobile-mediated context.  相似文献   

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5.
Information makes consumers aware of what is on the market, their producers, and their prices, which is important for making informed purchasing decisions. Information to influence customer decision-making in online purchasing environments is becoming increasingly focused, but the diverse mechanisms of information ecosystems for building trust are little recognized. Therefore, the current study fills a research gap in consumer behavior by explaining the effect of determinants on purchasing and recommendation behavior from the perspective of information ecosystem elements. This study proposed a theoretical model combining the stimulus-organization-response (S-O-R) model, the effect hierarchy model, and the information ecosystem theory. The 372 valid responses were collected through a structured questionnaire and analyzed using structural equation modeling (SEM). Theoretical and empirical evidence support the mediation role of cognitive and affective trust in explaining online physician ratings and consumer behavior. The results revealed that the novel technology and functions should be introduced into the online physician review platform to enhance information quality and perceived similarity between receivers and senders. Practitioners should focus more on developing cognitive and affective trust, which will benefit the rapid growth of online shopping. Based on the outcomes, this study offers some valuable suggestions for policymakers.  相似文献   

6.
In recent years, we can easily observe that animations, comics, and games (ACG) have great output value and market influence on the entertainment and digit media market. The ACG industry is not an industry of a single country or region but a global industry. In addition to its own revenue, the derivative products (or licensed merchandise) of ACG can extend the ACG industry to win more business opportunities. The ACG industry is mainly marketed towards younger people, who are the major users of social network sites. Hence, the electronic word-of-mouth (eWOM) on social network sites often becomes a reference basis of the young people’s attitudinal acceptance and purchase intention in purchasing ACG-related derivative product.In this paper, we analyze the influential factors of positive eWOM’s communication motivations that affect consumer acceptance on social network sites, and apply the uncomplicated decision tree data mining algorithm to compute the association rules between these influential factors and consumer acceptance, expecting to understand the relationship between eWOM on social network sites and consumer acceptance. The results of this study can help the business decision-making in CRM and marketing of the industry of ACG-related derivative product. This study found that the degree of perception of ACG product and the degree of taking pleasure in sharing ACG-related information with others have a significant correlation with consumer acceptance.  相似文献   

7.
Building on tenets from transactive memory (TM) theory and expectation states (ES) theory, this study examined how communication styles influenced expertise recognition and perceived influence in intercultural groups of Chinese and American members. Controlling for the impact of actual expertise, we found that confident communication did not affect expertise recognition, but affected perceived influence; task‐oriented communication had significant positive impact on both expertise recognition and perceived influence; and finally, talkativeness and dominance did not predict either expertise recognition or perceived influence. These results highlight the importance of shared ES, which people from different cultures may not develop, in expertise recognition and influence inferred from a group interaction, thus, contributing to understanding the role of culture and communication in TM development.  相似文献   

8.
Component-based software reuse has been generally regarded as a promising approach to improving software productivity and quality within software development. However, progress in component-based software reuse has been slower than expected. Much of the software reuse literature points to the lack of software components that can maximize users’ benefits as the most important source of the slow progress. Considering that the underlying processes behind component-based software reuse are strikingly similar to commercial software marketing, this paper attempts to identify the aspects of software components that consumers value and to establish relationships between the identified aspects and consumer behavior in the software component market. More specifically, this paper focuses on the perceived subjective features of software components. This study was conducted in a web-based artificial market environment called “SofTrade.”  相似文献   

9.
The lack of physical contact between products and consumer represents a key characteristic of online environments that can influence consumer’s purchase behavior. In an effort to offer a close experience with the product, websites usually present vivid information in order to convince consumers about the goodness of their products. Vivid information is likely to prompt different aspects of the purchase process, like reduced feelings of uncertainty or a higher need for physical information. The goal of this research is twofold: first, we analyze how the presence and type of vivid information, in the form of product presentation videos (PPVs), affects consumers’ attitudes and purchase intentions toward the product. Furthermore, we examine how the perceived ease of imagining the product evoked by vivid information mediates these effects. Second, we propose that individual differences, related to the consumer’s need of touching products, determine the impact of vivid information on the preferences toward the purchase channel (online or offline). The results of an experiment, which manipulated the presence and the style of PPVs, support the importance of vivid information in order to favor consumers’ attitudes and purchase intentions, as well as to influence the relative preference for the purchase channel. Additionally, message and consumer characteristics are found as important factors that affect these relationships.  相似文献   

10.
This study demonstrates that third-person perceptions regarding the influence of media coverage of peripheral towns indirectly affect the desire to consider moving. It is argued that regardless of whether people's perceptions of where they live are really shaped by media coverage, if people believe others are affected by this coverage more than they are, they are more likely to consider relocation. We investigated whether the perceived stigmatization of peripheral development towns in Israel has an impact on the desire of their residents to stay or leave, over and above the disaffection with actual living conditions in these communities. Using structural equation modeling ( N = 472), we show that third-person estimations indeed influence both perceptions and behavioral intentions.  相似文献   

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