Website Interactivity and Amusement

Author(s):  
Yuan Gao

This chapter reviews recent studies in the use of Website presentation techniques for commercial Websites. In particular, it examines theoretical relationships between interactivity features and amusement techniques and their potential effects on enhanced visitor experience — more informative and entertaining Websites. Based on literature spanning research in traditional advertising media, Web advertising, user interface design, and human computer interaction, it proposes several theoretical relationships between the use of direct interactive techniques and perceived informativeness and entertainment, and between the use of amusement and humor features and perceived informativeness and entertainment. It suggests multiple future research directions and advocates further explorations that go beyond observational studies to uncover potential causal effects of certain hypermedia presentation techniques, and the combination thereof, on attitudinal and behavioral outcomes.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Cortney L. Norris ◽  
D. Christopher Taylor ◽  
Scott Taylor Jr.

Purpose This study aims to introduce, explicate, offer a framework and provide future research directions for a phenomenon herein named rogue marketing. Rogue marketing is explored vis-à-vis a phenomenon that occurred over the summer of 2019 with a new product category, hard seltzers. It is proposed that rogue marketing occurs when an unaffiliated individual creates and posts an informal message about a brand on social media that becomes viral. Although the post is not funded or endorsed by the company that owns the brand, reaching viral status results in free and unexpected advertising (positive or negative). Design/methodology/approach Rogue marketing is first explored through a comparative analysis with company produced advertisements. Then, the company’s response to rogue marketing is gauged through both qualitative and quantitative data. The sample of 210 respondents was recruited from students enrolled in college hospitality courses and through posts made on social media. Findings Rogue marketing is found to be somewhat more compelling than company produced advertisements and those who found the rogue marketing message more compelling had stronger sentiments regarding the company’s response. Research limitations/implications This exploratory study of rogue marketing provides a conceptualization and starting framework for future research concerning this phenomenon. Originality/value Rogue marketing is a new phenomenon and is distinct from influencer marketing and viral marketing in its characteristics. Additionally, the company’s response to rogue marketing messages may influence behavioral outcomes.


2000 ◽  
Vol 15 (4) ◽  
pp. 263-322 ◽  
Author(s):  
Sharon Oviatt ◽  
Phil Cohen ◽  
Lizhong Wu ◽  
Lisbeth Duncan ◽  
Bernhard Suhm ◽  
...  

Author(s):  
Oliver Werth ◽  
Nadine Guhr ◽  
Michael H. Breitner

The growing digital transformation creates new ways of living. In recent years, intelligent smart homes (SHs) have increased rapidly. The article gives a status quo overview of the SH literature with regard to the interactions between SHs and their end-users and structures the literature into three categories (SH systems, SH application areas, and SH end-users) and 15 corresponding concepts. The analysis implies that SH is a broad and relevant research topic with different subjects, research gaps, and emerging benefits but also with challenges for all the players in the SH market. SH success depends on many critical success factors (CSF), such as acceptance of usability or interface design. Implications for research and practice to meet these challenges are presented. Several future research directions are suggested.


Author(s):  
Maureen R. Weiss ◽  
Lindsay E. Kipp ◽  
Sarah M. Espinoza

Millions of children and adolescents participate in organized sports and physical activities worldwide. Many in the general public, including parents, coaches, and policymakers, believe that participating in sport enables opportunities for youth to gain confidence, learn teamwork, and attain life lessons. However, positive outcomes are not an automatic consequence of participating in sport, illuminated by reports of negative coaching behaviors, overinvolved parents, and competitive rivalries with teammates and opponents. The potential for sport to improve youth participants’ perceptions of competence, relatedness, enjoyment, and self-determined motivation is highly dependent on the quality of interactions and relationships with important adults and peers. This chapter reviews the literature on motivational processes in youth sport and physical activity with a specific focus on beliefs and behaviors by parents, siblings, peers, and coaches that promote and sustain positive psychosocial and behavioral outcomes for youth participants. Robust findings are translated to evidence-based best practices for stakeholders in youth sport, and future research directions are offered to delve further into the conditions that undergird positive motivational outcomes in youth sport and physical activity.


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