首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   17篇
  免费   1篇
综合类   1篇
无线电   3篇
自动化技术   14篇
  2023年   1篇
  2021年   1篇
  2019年   2篇
  2017年   2篇
  2016年   4篇
  2014年   2篇
  2013年   1篇
  2012年   2篇
  2011年   2篇
  2009年   1篇
排序方式: 共有18条查询结果,搜索用时 70 毫秒
11.
This research develops a conceptual framework that delineates the interplay between brand relationship norms and ease of sharing on electronic word-of-mouth (eWOM) and willingness to pay (WTP). We find that when sharing is difficult, compared to those in a communal relationship, consumers in an exchange relationship are more likely to generate eWOM and pay a higher price premium. Conversely, when sharing is easy and self-brand connection is deep, consumers in a communal relationship are more likely to contribute eWOM and a higher WTP than those in an exchange relationship. Our findings offer significant theoretical and practical implications on managing consumer outcomes in the digital media era.  相似文献   
12.
Social media websites have created valuable opportunities for electronic word of mouth (eWOM) conversations. People are now able to discuss products and services of brands with their friends and acquaintances. The aim of this study is to examine the influence of these conversations in social media on consumers' purchase intentions. For this purpose, a conceptual model was developed based on the integration of Information Adoption Model (IAM) and related components of Theory of Reasoned Action (TRA). The new model, which is named as Information Acceptance Model (IACM), was validated through structural equation modelling (SEM) based on surveys of 384 university students who use social media websites. The results confirm that quality, credibility, usefulness and adoption of information, needs of information and attitude towards information are the key factors of eWOM in social media that influence consumers’ purchase intentions. Theoretical and practical implications are discussed as well as recommendations for further research.  相似文献   
13.
电子口碑对消费者的决策有重要影响,但是由于其发布者的匿名性、发布动机的不确定性等特点,使得电子口碑可信度一直是学者的研究热点.本文首先对电子口碑以及电子口碑可信度的定义进行了界定,然后从传播者角度、口碑信息角度、传播渠道角度、接收者角度、产品类型角度5个方面对电子口碑可信度的影响因素进行了梳理,并对未来研究进行了展望.  相似文献   
14.
Drawing on the literature about online source classification, source credibility, and attribution theory, this study examines how the source of a product review influences people’s product judgments. Results from a between-subjects experiment suggest that the perceived source of a message (the visible source) impacts how people evaluate actual reviewer (the original source) and product. Reviews made by regular Internet users (visible sources) lead to greater trust in the actual reviewer (the original source), compared to product reviews from product makers. Results further indicate that visible sources play a crucial role in helping people judge the credibility of online reviews. Particularly, the identity of a visible source is used to consider the intention of original source of the message, which in turn determines message persuasiveness. The authors conclude that evaluating the intentions of online reviewers is a critical antecedent to forming opinions about online reviews and products.  相似文献   
15.
This study examined the influences of positive brand-related user-generated content (UGC)1 shared via Facebook on consumer response. The model tested was derived from the S–O–R consumer response model (Mehrabian & Russell, 1974) that depicts the effects of environmental/informational stimuli on consumer response. Specific research objectives were to investigate whether brand-related UGC acts as a stimulus to activate consumer behavior in relation to brand and examine the processes by which brand-related UGC influences consumer behavior. Using the S–O–R model, brand-related UGC was treated as stimulus, pleasure and arousal as emotional responses, and perceived information quality as cognitive response. Information pass-along, impulse buying, future-purchase intention, and brand engagement were treated as behavioral responses. Participants (n = 533) resided in the U.S. and had a Facebook account. Mock Facebook fan pages including brand-related UGC were developed as visual stimuli and presented via an online self-administered questionnaire. SEM was used to analyze the data. Brand-related UGC activated consumers' emotional and cognitive responses. Emotional and cognitive responses significantly influenced behavioral responses. Positive brand-related UGC exerts a significant influence on brand as it provokes consumers’ eWOM behavior, brand engagement, and potential brand sales.  相似文献   
16.
Advergames are a form of branded entertainment that feature advertising messages, logos, and trade characters in a game format. This paper reports a preliminary examination on the effects of an advergame on perceived brand value in a context of mobile social networking sites (SNSs). Drawn upon categorization theory, the study posits that, while mobile SNS engagement stimulates electronic word-of-mouth (eWOM) intention among game players, perceived brand-game fit also drives eWOM intention, which in turn positively affects perceived brand value. Furthermore, perceived brand-game fit is contemplated to be a direct driver of perceived brand value. A research model is validated by a large-scale online survey. Using a real promotional campaign for a popular consumer good (Procter & Gamble’s Pringles), the authors create an advergame for one of the most popular mobile SNSs in Japan. The results from structural equation modeling corroborate all hypothesized relationships. This article closes with some theoretical and managerial implications, as well as recognition of important limitations.  相似文献   
17.
We examined the actions of a customer when inferring product information from electronic word-of-mouth (eWOM) material at a website. We developed a customer purchase intention model and simulated various eWOM levels within this, adopting an objectivity–subjectivity dichotomy, and considering quality and preference as the major antecedents of customer purchase intention. We inferred the information that the customers had obtained from the eWOM by categorizing the customers’ responses. The eWOM was parameterized using mean and variance; products that were categorized into quality and preference goods. We considered four cases in which customers infer different product information and exhibit different reactions. Items for quality and preference goods were developed by using a card-sorting method. An experimental survey was conducted on 121 Korean Internet shopping mall users. The hypotheses were partially supported using a Partial Least Squares path comparison method. Overall, our study should provide guidance to firms in their managing eWOM systems by identifying how customers react to them at various levels.  相似文献   
18.
This study aims to propose and test a conceptual model identifying playful-consumption experiences (i.e., role-projection, fantasy, escapism, enjoyment, sensory experiences, emotional involvement, and arousal) as potential drivers of consumer esports videogame engagement as well as continuance intentions, electronic word-of-mouth (eWOM), and online reviews as possible outcomes. Using the esports games' context and analyzing data from 290 gamers, the study utilized PLS-SEM using SmartPLS 3.3.9 to test the structural model. The results showed that the proposed playful-consumption experiences such as enjoyment, sensory experiences, emotional involvement, and arousal positively affect consumers’ esports game engagement. Furthermore, the results indicate the positive influence of esports game engagement on continuance intentions to play esports, eWOM and post online reviews. This study extends the esports gaming literature by examining both the antecedents and consequences of esports game engagement and provides valuable theoretical and practical implications.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号