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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
121

Your order has been shipped : A quantitative study of impulsive buyingbehavior online among Generation X and Y

Johansson, Marléene, Persson, Emma January 2019 (has links)
Background: Internet and smartphones enable people to purchase online independent of time and place, and this have resulted in that impulsive purchases on the internet have increased. Different generations have been described to be more or less susceptible to impulse buying. Generation Y, the first generation that grew up with technology, have generally been described as impulsive, while Generation X, who were introduced to technology later in life, have been described as more rational. Further, consumers’ impulsive buying behavior has shown to be crucial and common, especially within the fashion industry. Purpose: The purpose was to investigate how Gen Y purchase apparel impulsively online compared to the older Gen X. Also, which one of them that make most apparel purchases online, and which one of them who do most web browsing of apparel. Further, the authors wanted to investigate how four different factors affect the generations’ impulsive buying behavior in the case of apparel online. These were based on an adjustment of the Revised CIFE-model. Method:  This research was conducted through a quantitative method, and seven hypotheses were formulated based on the theory. An online survey was constructed and shared through social media, and the final sample consisted of 709 respondents from both Gen X and Gen Y. These responses were analyzed through SPSS, and the hypotheses were tested by combining questions. Conclusion: The results showed that Gen Y are browsing more apparel online than Gen X, and also that they more often purchase apparel impulsively online. However, Gen X buy more apparel online in general. The findings further showed that Gen Y are more affected than Gen X by external trigger cues, normative evaluation, and internal factors when it comes to impulsive e-purchases of apparel. There was no difference between the generations’ impulse buying tendency. Findings from the open-ended questions showed that Gen X often are affected by advertising, while Gen Y are more affected by influencers. Sales and special offers influenced both generations.
122

A study of the Hong Kong home ownership scheme.

January 1986 (has links)
by Cheung Hoi Tat, So Chee Wing. / Bibliography: leaves [151-153] / Thesis (M.B.A.)--Chinese University of Hong Kong, 1986
123

Buying a home, buying a dream: meaning systems of home in contemporary Hong Kong.

January 2000 (has links)
Cheng Hau-ling. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2000. / Includes bibliographical references (leaves 95-100). / Abstracts in English and Chinese. / Chapter CHAPTER 1 --- INTRODUCTION --- p.2 / Chapter CHAPTER 2 --- "HOME, SWEET HOME" --- p.17 / Chapter CHAPTER 3 --- DREAMY HOME IN ADS --- p.30 / Chapter CHAPTER 4 --- RE-DEFINING SEA VIEW --- p.39 / Chapter CHAPTER 5 --- CONSUMING HOME --- p.47 / Chapter CHAPTER 6 --- CONSUMING SEA VIEW --- p.70 / Chapter CHAPTER 7 --- BUYING A DREAM --- p.79 / APPENDIX I --- p.88 / APPENDIX II --- p.89 / APPENDIX III --- p.91 / APPENDIX IV --- p.92 / APPENDIX V --- p.93 / APPENDIX VI --- p.94 / BIBLIOGRAPHY --- p.95
124

Wenn der Kunde aus Gewohnheit kauft: State-oft-the-Art des habitualisierten Verhaltens im Marketing

Günther, Kristin 23 October 2012 (has links) (PDF)
Diese Bachelorarbeit soll zum Verständnis bringen, was habitualisiertes Verhalten bedeutet, warum Menschen routiniert handeln, wie Gewohnheiten beziehungsweise habitualisiertes Verhalten überhaupt entstehen. Als Entstehungsursachen werden „Persönlichkeitsmerkmale“, „eigene Gebrauchserfahrungen“ sowie „Übernahme von Gebrauchserfahrungen“ analysiert. Zudem wird erklärt, was Produkttreue bedeutet und welche Verbindung zwischen ihr und dem habitualisiertem Verhalten besteht. Aus diesen Resultaten dieser Arbeit lassen sich schließlich Implikationen des habitualisierten Kaufverhaltens für das Marketing ableiten. Um den aktuellen Forschungsstand zu diesem Thema darzulegen, wurden 13 Studien verwendet.
125

The Effect of Price Level on Online Group-Buying Behavior

Huang, Jia-ru 03 August 2010 (has links)
Online group-buying is one of popular and innovative business models in the Internet age. Its essence is that the price will go down as the accumulated orders are increasing. A challenge is how to design the price curve, i.e., the relation between price and volume. Researchers have observed the consumer behavior phenomena of demand externalities, price-drop effect, and cycle ending effect in online group-buying transactions. All are related to the design of price curve. Therefore, if the price curve design can attract consumers and make profit as well, it will make the group-buying more successful. Based on above background, the purpose of this study is to explore the impact of price reduction frequency on consumers¡¦ perceived value and perceived transaction utility and then in turn on consumers¡¦ intention. In addition, this study also explores how the consumers¡¦ price sensitivity mediate the impact of price reduction frequency on consumers¡¦ perceived value and perceived transaction utility. A field experiment was done first. Then, an online experiment was designed and implemented based on the observation of the field experiment. The research result indicates that price reduction frequency will positively affect the consumers¡¦ perceived value and perceived transaction utility. Further, both consumers¡¦ perceived value and perceived transaction utility will affect the consumers¡¦ intention. In addition, the consumers¡¦ price sensitivity modulates the impact of price reduction frequency on consumers¡¦ perceived value and perceived transaction utility. Finally, the observations of field experiment and lab experiment demonstrate the phenomena of demand externalities, price-drop effect, and cycle ending effect proposed by previous researches.
126

A Study of Online Group-Buying Behavior: Participation Externality Effect and Price-Drop Effect

Tung, Kuo 10 July 2008 (has links)
Group buying is one dynamic pricing application and it is a mechanism permitting consumers to gather bargaining power in order to get a volume discount or other premiums. In group-buying, the price depends on the number of collected orders. Given a price curve shows the existing orders and current price, the consumer will have some expectation of value and uncertainty for future price. Previous literatures found both the positive participation externality effect and price-drop effect from the field data (Kauffman and Wang, 2001; 2002). Because there are no variable controls from the field study, we can not really know what reasons cause these phenomena in group-buying. Thus, this study will use experimental methodology to the existence of these two effects and understand why they happen. The purpose of this research is to investigate whether positive participation externality effect and price-drop effect exists in group-buying and to explore whether the two effects are related to consumers¡¦ perceived risk and perceived value, whether the intention to join group-buying is influenced by perceived risk and perceived value. The study shows that the two effects really happen in group-buying. Participation externality effect is caused by financial risk, time risk and perceived value. However, price-drop effect is generated from financial risk. Additionally, consumers have higher intentions to join group-buying when they perceive lower financial risk and more perceived value.
127

The effect of online feedback mechanisms on online group-buying behavior

Tsai, Meng-Yu 27 August 2008 (has links)
Online group-buying means that a crowd of consumers combine with each other and massively purchase a certain object, and therefore can attain to a lower price(Kauffman et al. 2002). In group-buying transaction model, consumers usually recognized the risks specially. Therefore, the feedback mechanisms were used to reduce the risks and increase the trust. In general electronic shopping, many past studies especially explore the use of feedback mechanisms(Dellarocas 2003; Singh et al. 1991). However, there are few studies about the effect of feedback mechanisms on online group-buying. Compare to general electronic shopping, shopping in group-buying will include more uncertainty and risk. Thus, this study will use experimental methodology to explore the feedback mechanisms that how to impact the behavior of group-buying consumers with forum and rating feedback mechanisms. Our study mainly explores whether the feedback mechanisms affect the consumers¡¦ trust in seller¡¦s credibility and perceived risk in group-buying, and whether the intention to join group-buying is influenced by the trust in seller¡¦s credibility and perceived risk. The study shows that the online group-buying consumer behavior is influenced by the feedback mechanisms exactly. The ratings affect consumers¡¦ perceived financial risk, perceived time risk and perceived psychological risk. The forum affect consumer¡¦s psychological risk perceived, and the experience of the initiator who initiates group-buying also affect the consumer¡¦s time risk perceived. The intention to join group-buying is influenced by the trust in seller¡¦s credibility and perceived risk.
128

Köpprocessen : APPlicering vid nedladdning av spelappar på smartphones / The Buying Decision Process : APPlication When Downloading Gaming Apps on Smartphones

Bach, Carina, Ek, Kenny January 2015 (has links)
Appar är idag en stor marknad eftersom de flesta äger en smartphone och därför är potentiella appkonsumenter. Trots att endast en tredjedel av alla svenskar betalar för mobilspel spenderas hundratals miljoner kronor på köp av appar varje år. Spel är den mest populära appkategorin i svenska App Store och Google Play vilket gör att utvecklare som inte skapar spel har svårt att synas. En etablerad modell i marknadsföringsområdet är köpprocessen, som beskriver hela processen genom ett köp från behovsupptäckande till utvärdering av inköpt produkt. Förståelse för vad som påverkar konsumenter i de olika stegen är viktig för att kunna utforma sin marknadsföring effektivt.Eftersom mobilspel ofta är gratis kan köpprocessen vid nedladdning av spelappar skilja sig från den traditionella, då exempelvis impulsköp kan uppstå i betydande omfattning. Då appmarknaden fortfarande är ung är forskningen inom den begränsad. Syftet med denna studie är att undersöka hur köpprocessen ser ut vid nedladdning av spelappar. För ökad förståelse studeras även områden som påverkar de olika faserna i köpprocessen.Då det inte finns tidigare forskning i det undersökta området genomfördes en kvalitativ studie för att kunna identifiera beteendemönster. Tolv personer i åldrarna 16-25 som spelar spel på smartphones deltog på semi-strukturerade intervjuer och berättade hur de går tillväga när de skall ladda ner ett nytt mobilspel. En litteraturstudie av områden relaterade till köpprocessen ligger till grund för utformningen av intervjuguiden.Resultaten visar att behov av att ladda ner ett nytt mobilspel uppstår genom tristess eller rekommendationer. Information om spelet hämtas från spelets butikssida, där bland annat bilder och videor är betydande. När man är intresserad av ett kostnadsfritt spel laddar man i regel ner utan att tänka på några konsekvenser eftersom man kan avinstallera spelet ifall man inte gillade det. Uppfattningen av utvecklaren påverkas inte beroende på om man är nöjd med det nedladdade spelet eller inte, då man sällan tittar på utvecklaren när man letar efter ett nytt spel. En positiv uppfattning om spelet kan leda till att man rekommenderar spelet till vänner. Är man missnöjd kan man avråda folk man känner, men man brukar inte tala illa om ett spel utan att ha blivit tillfrågad.Studien visar att köpprocessen för nedladdning av gratisspel har fyra steg istället för fem medan processen för betalspel är oförändrad. När det gäller gratisspel har jämförelsefasen tagits bort då det inte sker någon jämförelse innan nedladdning. Informationssökningsfasen har översatts till uppfattning då det är mer beskrivande av fasens innebörd. Faktorer som påverkar de olika stegen i köpprocessen så som attityd, minne och känsloläge sammanfattas i en tabell. / Apps are today a big market since most people own a smartphone and thus are potential app consumers. Even though just a third of all Swedes pay for mobile games, hundreds of millions Swedish Crowns are spent buying apps each year. Games is the most popular app category in the Swedish App Store and Google Play, causing developers who are not making games struggle to be seen. An established model in marketing is the buying decision process, describing the entire process from need identification to evaluation of bought product. The understanding of areas affecting the different stages is important in order to successfully design effective marketing strategies.Since mobile games tend to be free, the buying decision process while downloading gaming apps may differ from the traditional process, since e.g. impulse buying behavior may happen in greater extent. Because the app market is still young, the research is limited. The purpose of this study is to look into the structure of the buying decision process for downloading gaming apps. To extend the understandings, areas affecting the different stages of the buying decision process are examined.Because there is no prior research addressing the studied area, a qualitative approach was performed in order to identify behavior patterns. 12 persons in the ages of 16-25 who play games on their smartphones participated on semi structured interviews, explaining their process for downloading a new mobile game. A literature study of areas related to the buying decision process is the basis for the design of the interview guide.The results show that the need for a new mobile game arises in due to boredom or recommendations. Information about the game is collected from the game’s page at the app store, images and videos being of great importance. When interested in a free game one usually download without regards of any consequences, because you can easily uninstall the game if you did not like it. The opinion of the developer is not affected whether you like the game or not due to the fact one rarely observe the developer while searching for a new game. A positive judgment of the game may lead to the player recommending the game to friends. When dissatisfied one may advise against the game to people you know, but it is rare to speak ill of a game without being asked about it.The study shows that the buying decision process for downloading free mobile games consists of four stages instead of five, while the process for priced games remains the same. Regarding free games, the evaluation of alternatives is removed due to the process being nonexistent prior to a download. The information search stage is replaced with perception, since it better fits to describe the meaning of the stage. Areas affecting the different stages of the buying decision process such as attitude, memory and affect are summarized in a table. The study is in Swedish.
129

Konsumenters uppfattning av hållbarhetsmärkningar i dagligvaruhandeln : Hur köpbeslutet påverkas

Ackelid, Emma, Stenmark, Gabriella January 2017 (has links)
Hållbarhet är en stark faktor som påverkar både konsumenter och företag i växande utsträckning. Att medvetet konsumera i enlighet med hållbara riktlinjer ligger i många konsumenters intresse, och företag utvecklar kontinuerligt strategier för att bemöta konsumentbehov och höja sin försäljning. I takt med detta ökar utbudet av hållbart märkta produkter och hållbarhetsmärkningar. För konsumenter innebär detta större valmöjligheter men också eventuella svårigheter då hållbarhetsmärkningar ofta upplevs snarlika och svåra att förstå betydelsen bakom, vilket i sin tur kan ha en motverkande effekt på konsumenters köpbeslut. Syftet med denna studie var därför att undersöka hur konsumenter i dagligvaruhandeln ställer sig till svenskt etablerade hållbarhetsmärkningar på likvärdiga produkter, för att utforska hur hållbarhetsmärkningar påverkar konsumenters köpbeslut vid köptillfället. Studien eftersträvade att identifiera de starkaste faktorerna som ligger bakom konsumenters beslut att köpa eller inte köpa hållbart märkta produkter. Avsikten var att ge företag/varumärken en bild av vad konsumenterna behöver för att effektivt vägledas i sitt köpbeslut. Insamling av data genomfördes genom enkäter med kvalitativ karaktär då studien avsåg att belysa konsumentåsikter kopplade till konsumentbeteende. Urvalet som inkluderades i studien utgjordes av individer som köper produkter i dagligvaruhandeln. Analys av data skedde med utgångspunkt i grundad teori där nyckelord och mönster mellan respondenter och svar identifierades och tolkades. Resultatet av studien visade att konsumenter främst påverkas i köpriktning vid köp av hållbart märkta produkter till följd av miljömässiga omvärldseffekter och personliga effekter på den egna hälsan, men även till viss del till följd av omvärldseffekter kopplade till socialt ansvarstagande samt tillgänglighet av information. Bristande tilltro som skapar associationer till opålitlighet samt bristande förståelse till följd av dålig kunskap är de enda faktorerna som har påverkan på köpbeslut i icke-köpriktningen enligt resultatet av studien. Genom att belysa de faktorer som påverkar konsumenter i köpriktning och motverka de faktorer som påverkar konsumenter i icke-köpriktning, kan företag/varumärken uppnå företagsnytta.
130

Vplyv spoločenskej zodpovednosti firiem na chovanie spotrebiteľa / The Influence of Corporate Social Responsibility on Consumer Behaviour

Iľková, Zuzana January 2012 (has links)
There has been a lot of literature written about the concept of corporate social responsibiilty (CSR). However, not enough attention is paid to the impact of this concept on consumer behavior. Based on reference literature, empirical research, and the author's own research, this thesis examines and analyzes the influence of CSR on consumer buying behavior through awareness, perception and evaluation. It is also focused on the factors that influence the incorporation of CSR into the buying criteria. This thesis attempts to answer the question, whether the CSR is taken into consideration by buying decision making, or not.

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