scholarly journals Consumer Attitudes Towards Multi-Channel Retailers' Web Sites: The Role of Involvement, Brand Attitude, Internet Knowledge, and Visit Duration

1970 ◽  
Vol 18 (2) ◽  
pp. 105-132
Author(s):  
George Balabanis ◽  
Nina Reynolds

The study examines how different consumers evaluate online shopping sites set upby bricks-and-mortar retailers. In particular, it examines how differences in consumers' informationprocessing abilities and motivation as well as in their predispositionstowards a site's material affect their attitudes towards that site and theamount of time they spend at the site. The postulated relationships are depicted in theform of a path diagram. The sites assessed were two electronic shopping sitesbelonging to well established casual wear multi-channel retailers. Findings suggestedthat attitudes towards a retailers brand (predisposition) transfers to attitudestowards the retailer's shopping site. The characteristics of the web site werefound to moderate the impact of involvement, Internet knowledge and Internetexperience, on both attitudes towards a site and the visit duration.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Devika Vashisht

PurposeThe motivation behind the study is to look at the impact of novelty in games on brand recall and attitude, and to dissect the directing job of game interactivity from the points of view of “contrast effect,” “engagement theory” and “transportation theory”.Design/methodology/approachA 2 (novelty: congruent or incongruent) × 2 (game interactivity: high or low) between-subject measures design was used. In total, 172 management students participated in the study. A 2 × 2 between-subjects measure multivariate analysis of variance (MANOVA) was utilized to test the hypotheses.FindingsIncongruent novelty results in higher brand recall but less favorable brand attitude than congruent novelty. Interactivity moderates the relationship between novelty congruence and brand recall such that in a high-interactivity condition, incongruent novelty results in higher brand recall than that in the low-interactivity condition. But, in case of the high-interactivity condition, congruent novelty results in more favorable brand attitude than that in the low-interactivity condition.Practical implicationsDeveloping high brand recall rates and attitudes are the prime objectives of the marketers for choosing a medium to advertise their brands. This investigation adds knowledge to the area of interactive marketing, particularly in-game advertising as a media technique to promote brands taking novelty and game interactivity factors into thought.Originality/valueFrom the perspectives of interactive marketing, psychological elaboration, mind-engagement and transportation of experience, this investigation adds to the literature of advanced media advertising, explicitly to in-game advertising by looking at the effect of novelty and game interactivity.


2017 ◽  
Vol 6 (1) ◽  
pp. 45-52
Author(s):  
Ermelinda Kordha Tolica ◽  
Klodiana Gorica ◽  
Vjollca Hysi Panajoti ◽  
Elenica Pjero

Abstract The Development of Information and Communication Technologies (ICTs) has recently been changing almost every aspect of society and economy. Within the new technologies, Internet with has impacted the interactivity between people and the variety of products and brands. When the discussion is not simply about a common product/service, but about a tourist destination, the concepts of marketing and ICTs are even more intertwined. An important aspect of tourist destination marketing is its branding. Destination Branding concept is very important because it make possible for a destination to differentiate from competitors through an unique name and identification in the perception that the target market will have. The aim of this paper is to investigate the impact that Internet has in destination branding, especially for relatively new destinations. The role of Internet is present through a variety of tools, such as web-sites, e-mail, social networks, blogging etc. We will bring the Albanian Case as a new destination to illustrate how the use of Internet and its related tools has helped in constructing a good brand image. Nowadays people find themselves firstly searching for information online about the destinations they want to visit, through Internet and the various platforms, so they are becoming very important as means for branding a destination. Many Internet elements can make a difference in branding if included as needed in the e-marketing strategy of companies that are making the important work about destination branding. The most important elements that have a positive impact in Albania, are content and keywords of Websites and a good level of sharing with social media. While there is much more to do with forms such as blogging, very important tools in SEO and the use of the right elements to raise brand awareness and differentiation.


Author(s):  
Nanda Kumar

This chapter reviews the different types of personalization systems commonly employed by Web sites and argues that their deployment as Web site interface design decisions may have as big an impact as the personalization systems themselves. To accomplish this, this chapter makes a case for treating Human-Computer Interaction (HCI) issues seriously. It also argues that Web site interface design decisions made by organizations, such as the type and level of personalization employed by a Web site, have a direct impact on the communication capability of that Web site. This chapter also explores the impact of the deployment of personalization systems on users’ loyalty towards the Web site, thus underscoring the practical relevance of these design decisions.


Author(s):  
Sonja Grabner-Kräuter ◽  
Rita Faullant

The construct of trust is important for online banking, because it underlines what is conducive to an enabling online banking environment. This chapter reports on an empirical study of 381 bank customers in Austria that investigates the role of Internet trust as a specific form of technology trust in the context of Internet banking. Furthermore the impact of propensity to trust as a facet of personality on Internet trust is investigated. The findings stress the importance of Internet trust as a determinant of consumer attitudes toward Internet banking and its adoption. In addition, the results show that propensity to trust is a determinant not only for trust in interpersonal relationships but also for trust in technological systems.


2009 ◽  
pp. 212-219
Author(s):  
Nanda Kumar

This chapter reviews the different types of personalization systems commonly employed by Web sites and argues that their deployment as Web site interface design decisions may have as big an impact as the personalization systems themselves. To accomplish this, this chapter makes a case for treating Human-Computer Interaction (HCI) issues seriously. It also argues that Web site interface design decisions made by organizations, such as the type and level of personalization employed by a Web site, have a direct impact on the communication capability of that Web site. This chapter also explores the impact of the deployment of personalization systems on users’ loyalty towards the Web site, thus underscoring the practical relevance of these design decisions.


Author(s):  
Carla Falsetti

The Università Politecnica delle Marche (UNIVPM) aims to acquire a recognizable “look” of the university to live on the Web. One way to reach this goal is to create a site, “e-Univpm” (Ramazzotti, De Giovanni, L., Battistini, G., & Leo et al., 2005), linked to the institutional university Web portal. The principal feature of this new site is to be a convivial site offering the services online that the students usually look for in everyday life. It is a place where students would meet other students for a personal social growth. It would be a rich environment with spaces for curricula and extra-curricula activities such as concerts, lectures, exhibitions, meetings, sports, and student association activities, opportunities of lodging and trading. It is a place for expressing ideas and emotions, where students can open blog and discussion forum, and have access to Web sites of interest for an active citizenship. For these reasons, the portal “e- Univpm” is named “convivial site.”


Author(s):  
Aso Mohammed Aladdin ◽  
Chnoor M. Rahman ◽  
Mzhda S. Abdulkarim

In developing web sites there are some rules that developers should depend on in order to create a site suitable to the users’ needs and also to make them as comfort as possible when they surf it. Before creating any website or operating any application, it is important for developers to address the functionality, design, usability and security of the work according to the demands.  Every developer has his/her own way to develop a website, some prefer to use website builders and while others prefer to what they have primarily formed in their mind What they have primarily formed in their mind preferred software and programming languages. Therefore, this paper will compare the web based sites and open source projects in terms of functionality, usability, design and security in order to help academic staffs or business organization for choosing the best way for developing an academic or e-commerce web site.  


2020 ◽  
Vol 24 (2) ◽  
pp. 213-230
Author(s):  
Devika Vashisht ◽  
HFO Surindar Mohan ◽  
Abhishek Chauhan

Purpose This study aims to examine the effect of game newness and game interactivity on players’ brand recall and brand attitude using contrast effect, mind-engagement and transfer effect theories. Design/methodology/approach A 2 (newness: congruent or incongruent) × 2 (game interactivity: high or low) between-subjects measures design was conducted. A total of 224 undergraduate management students participated in the study. A 2 × 2 between-subjects measures multivariate analysis of variance was used to test the hypotheses. Findings Findings show that incongruent-newness results in higher brand recall but less favorable brand attitude. Under incongruent-newness condition, high interactivity results in higher brand recall. However, under congruent-newness condition, both high- and low-interactivity conditions result in similar brand recall. Under congruent-newness condition, high interactivity results in more favorable brand attitude, whereas under incongruent-newness condition, both high- and low-interactivity conditions result in similar brand attitude. Practical implications Developing high brand recall rates and attitudes are the prime goals of advertisers for selecting a medium to promote their brands. This experimental study adds to the knowledge of online media advertising, especially in-game advertising (IGA) as a media-strategy to advertise brands taking newness and game-interactivity factors into consideration. Originality/value From the perspectives of attention, cognitive elaboration, engagement and transportation of experience, this study adds to the literature of IGA by examining the impact of newness and game interactivity.


Author(s):  
Christophe Giraud-Carrier

With the growth and wide availability of the Internet, most retailers have successfully added the Web to their other, more traditional distribution channels (e.g., stores, mailings). For many companies, the Web channel starts off as little more than an online catalog tied to a secure electronic point of sale. Although valuable in its own right, such use of the Web falls short of some of the unique possibilities it offers for intelligent marketing. Consider the following intrinsic differences between physical, brick-and-mortar stores, and online, Webbased stores. Physical stores are rather static and mostly customer-blind. In particular, 1) the store’s layout and content are the same for all customers, 2) changes to layout and/or content are generally costly, and 3) visits are not traceable except for limited sale’s data, such as what was bought, when it was bought and by what method of payment. Online stores or commercial Web sites, on the other hand, are naturally dynamic and customer-aware. Indeed, 1) layout and content can be modified easily and cheaply, 2) layout and content can be tailored to individual visitors, and 3) every visit automatically generates a rich trail of information about the customer’s experience (e.g., visit duration, pages viewed, items bought if any, etc.), and possibly about the customer’s persona (e.g., demographics gathered through an online questionnaire at registration time). With such flexibility and nearly everything traceable and measurable, the Web is a marketer’s dream come true. Although data-independent initiatives, such as offering social interactions (e.g., user forums) or providing virtual versions of physical stores (e.g., displays, lighting, music) (Oberbeck, 2004), can clearly enhance the user experience, the full benefit of the emerging and growing Web channel belongs to those who both gather and adequately leverage the rich information it provides.


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