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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.
11

Framtidens kanaler : En studie av konsumentbeteende i livsmedelsföretagens omni-kanaler / Future channels : A study of consumer behavior in the food retailers omni-channels

Nyman, Emil January 2016 (has links)
Syftet för studien är att öka förståelsen för den valda konsumentgruppens konsumentbeteende i livsmedelsföretagens omni-kanaler. Förståelsen för konsumentbeteendet skall ökas genom att se på studiens tre delar, konsumtionsvärde, kanalanvändning och kanalintegration i relation till köpprocessen. Samt att syftet är att se på likheter och skillnader i konsumentbeteendet för män respektive kvinnor. Studien är utförd med en kvantitativ undersökningsmetod. Primärdata har samlats in vid genomförandet av en enkätundersökning som jämförts med sekundärdata som består av litteratur och tidigare forskning. Slutsatsen som kan dras av denna studie är att konsumentgruppen handlar livsmedel med störst del utilitaristiska konsumtionsvärden för att uppleva nytta och effektivitet genom köpprocessen. Det speglas även i de kanalval som görs genom köpprocessen där en slutsats är att fysisk butik fyller en viktig roll. Men att konsumentgruppen även kan tänka sig att kombinera fysisk butik med online och mobil kanal för att uppleva nytta. Störst användning av flera kanaler förväntas ske i samband med informationssökningen. Kanalintegrationen för konsumentgruppen förväntas ha en viktig betydelse för att de ska bli tillfredsställda i flera kanaler. Avslutningsvis har inga större skillnader mellan män och kvinnor kunnat påvisas i studien för konsumentbeteendet i flera kanaler. / The purpose of the study is to increase understanding of the selected consumer group consumer behavior in food retailers omni-channels. The understanding of consumer behavior should be increased by ensuring the study's three parts, the consumption value, channel usage and channel integration in relation to the buying process. Another purpose of the study is to investigate similarities and differences in consumer behavior for men and women respectively.  The study is designed with a quantitative research method. Primary data has been gathered in the implementation of a survey that compared with secondary data consisting of literature and previous research. The conclusion to be drawn from this study is that the consumer group's food with the greatest number of practical consumption values to experience the benefits and efficiency through the buying process. It is also reflected in the channel selection made by the buying process in which a conclusion is that the physical store plays an important role. But consumer group may also consider combining physical store with online and mobile channel to experience the benefits. The greatest use of multiple channels is expected to occur in connection with the search for information. Channel integration for the consumer group is expected to have a major importance for them to be satisfied in multiple channels. Finally, no major differences between men and women has been demonstrated in the study of consumer behavior in multiple channels.
12

Les effets de la thématisation du lieu sur l'expérience vécue par le consommateur : une double approche cognitive et expérientielle / The influence of themed sites on consumer experience : a cognitive and experiential approach

Bonnefoy-Claudet, Lydie 22 June 2011 (has links)
Au cours de la dernière décennie, beaucoup d'environnements commerciaux, de lieux de restauration ou de sites touristiques et de loisirs ont évolué pour se transformer en une variation de mondes à découvrir et dans lesquels vivre des expériences éminemment sensorielles. La démultiplication des lieux thématisés nous a conduits à nous interroger sur ce qu'ils pouvaient procurer de plus que les autres à leurs clients. Au vu des coûts engendrés, une stratégie de thématisation se doit d'avoir un impact sur le comportement des consommateurs. Du point de vue théorique, les recherches sur la thématisation s'inscrivent dans le courant expérientiel qui vise notamment à réenchanter le consommateur. Les travaux en sociologie de la consommation expliquent son désenchantement par la rationalisation des activités de production et de consommation qui a marqué la période moderne. La simulation et l'hyperréalité – piliers de la postmodernité – sont le support des stratégies de thématisation. Au service du réenchantement, le marketing expérientiel vise alors à redonner du sens et de la magie aux expériences de consommation, qu'elles soient extraordinaires ou quotidiennes. Cette recherche se propose d'étudier les effets de la thématisation du lieu sur l'expérience vécue par le consommateur. Elle s'inscrit dans le champ des travaux relatifs à l'influence de l'environnement sur le comportement du consommateur. Un modèle alliant variables cognitives (valeur globale perçue, satisfaction) et expérientielles (émotions, enchantement, valeur de consommation) est proposé pour expliquer les intentions de revenir sur le lieu. Notre travail suit une démarche hypothético-déductive et s'appuie sur une étude quantitative par questionnaire. Le cas des grandes stations de sports d'hiver constitue le terrain de la recherche. Les données ont été collectées dans une station thématisée (Arc 1950) et une station non thématisée (Arc 1800.) Des tests statistiques de différences de moyennes et des analyses par équations structurelles (approche PLS) ont été mobilisés afin d'étudier les effets de la thématisation du lieu et de tester le modèle de recherche proposé. Nous distinguons quatre principaux apports. Le premier, de nature conceptuelle, contribue à une meilleure compréhension de la notion d'enchantement ainsi qu'à une mise en perspective de la thématisation vis à vis de la notion de théâtralisation. Le second apport est relatif à l'influence de la thématisation. Les résultats montrent qu'un environnement thématisé procure des émotions plus intenses et favorise l'enchantement du consommateur. La valeur globale perçue de l'expérience et le niveau de satisfaction sont également supérieurs dans la station thématisée. La troisième contribution réside dans l'étude des liens structurels entre les variables du modèle conceptuel. En premier lieu, nous mettons en évidence une influence très forte de l'enchantement sur la valeur globale et la satisfaction. Nous constatons également que l'intention de revenir sur le lieu est mieux expliquée par la satisfaction que par la valeur globale. Parallèlement, nous montrons que la valeur de consommation attachée à l'expérience n'a que peu d'effet sur les autres variables du modèle. Enfin, la principale contribution méthodologique de ce travail est le développement d'une échelle de mesure de la valeur de consommation attachée aux séjours en stations de sports d'hiver. / During the last decade, many places like restaurants, shopping malls, tourism and leisure environments, have evolved into a plurality of worlds to be discovered and into which one can live sensory experiences. The multiplication of themed places led us to ponder about the supplement of value they could offer to their customers. Given the engendered costs, a strategy based on thematization has to influence behaviors of consumers. From a theoretical point of view, research on thematization draws on the experiential stream of literature, which aims at reenchanting consumers. Research in consumption sociology explains disenchantment through rationalization of production and consumption activities, which has been a landmark of the modern period. Simulation and hyperreality, as pillars of postmodernity, ground strategies of thematization. Experiential marketing then aims at giving sense and magic back to consumption experiences, be they extraordinary or not. This research studies the effects of themed place on the experience lived by consumers. It draws on works that study environmental influence on consumer behavior. A model mixing cognitive (global perceived value, satisfaction) and affective (emotions, enchantment, consumption value) variables, which aims at explaining intention to come back, is proposed. Major ski resorts are the empirical field of application. A quantitative study has been conducted in both a themed (Arc 1950) and a non-themed (Arc 1800) resort. Mean differences t-tests and structural equation modeling (PLS approach) have been used to test the proposed model. Four main contributions emerge. The first one is conceptual as we contribute to a better understanding of the enchantment. Thematization and dramatizing are also confronted. The second is related to the influence of thematization. Results show that a themed environment brings more intense emotions and improves consumer's enchantment. Perceived global value of the experience and satisfaction are also higher in the themed resort. The third contribution lies into the study of structural relations between the variables in the model. First, a strong influence of enchantment on global perceived value and satisfaction is shown. It is also noticed that satisfaction better explains intention to come back than global value. Furthermore, our results indicate that consumption value has little effects on other variables. Last, the development of a measurement scale of ski resort experience consumption value is the main methodological contribution of this research.
13

應用消費價值理論分析小筆電的消費者行為 / Applying consumption value theory to analysis consumer behavior of the netbook

潘彥廷 Unknown Date (has links)
自2007年Eee PC刮出一陣小筆電的旋風,由07年一直紅到09年,這段過程中爭議不斷,很多廠商當作是金融海嘯下的神兵利器,也有很多廠商認為是讓筆電產業變紅海的致命毒藥;而眼前看到的事實包括07連續兩年亞馬遜網路賣場的熱賣,與華碩在08年第四季因庫存過多導致的首次虧損等,這些狀況更讓人覺得是霧裡看花,究竟小筆電的產業趨勢會如何發展,廠商又該如何制定競爭策略與規劃產品發展呢?本研究的目的就是要藉由研究小筆電的消費者行為,進而發掘小筆電的產業趨勢,並協助廠商制定競爭策略並規劃產品發展。 本研究以Sheth的消費價值(Consumption Value)模式為基礎,再配合消費者行為區隔(Segmentation)與Kotler產品屬性理論中的核心利益(Core Benefit)與基本產品(Basic Product)發展為本研究的研究架構,調查方式是以線上問卷的便利取樣法調查小筆電的潛在顧客,研究方法則先由因素分析找出樣本的消費價值,再藉由多變量分析以了解消費者的購買行為間消費價值的差異,藉以判斷不同購買時期、不同購買行為的消費者在數量與消費價值的趨勢,最後再檢定消費價值與產品屬性的相關系數來判斷該如何根據消費價值調整核心利益的發展方向與基本產品的規格,並配合檢定結果和敘述統計來分析小筆電的產業趨勢。 本研究透過實證分析得到以下的發現: 1. 四項消費行為在性別、年齡層、職業類型、年收入間至少有一項具有差異。 2. 消費者整體而言,較認同小筆電帶來的功能性價值與情境性價值 3. 四項市場區隔至少有一項消費價值具有顯著差異 4. 以調查的時間點來說,不同時期的已購者與未購者間的情境性價值有顯著差異,代表已購者受情境性因素決定購買小筆電。 5. 以調查的時間點來說,有意願在未來不同時期購買小筆電的消費者與沒有意願的消費者在社會性、情感性、情境性價值有顯著差異,代表未來影響消費者購買小筆電的因素以非功能性價值居多。 6. 已購者占有意願購買者的增加與已購者有六成比例不願意再次購買都意味著小筆電市場有可能逐漸成熟甚至衰退,廠商須重視情境性與情感性價值。 7. 有意願消費者的購買預算中位數落在一萬到一萬五千元之間,此價位購買者的新奇性價值顯著較高,而更高價位消費者的玩家專業性價值顯著較高。 8. 消費價值在消費者的各品牌偏好間無顯著差異。 9. 各消費價值與核心利益間至少有一項顯著相關,有意願購買的消費者最期待的核心利益是輕便可攜與價廉物美。 10. 各消費價值僅三項跟基本產品的升級意願有顯著相關,有意願購買的消費者最願意付費的產品屬性是品牌、處理器與電池。 / After Eee PC announced in 2007, the netbook blow a tornado until now. In this period, many people applauded and believe the netbook will be hot continuously. But, many people thought the netbook will fades gradually. The manufacturers had two different opinion, too. Many of them regarded the netbooks are sharp weapon under the financial crisis. Another though the netbooks were fatal toxicant and made the notebook industry became red sea. These opinions were confused. Beside these opinions, many facts made forecasting the trend of the netbook more difficult. We knew the netbook won the 2007 and 2008 best-sellings in Amazon online store. But we knew ASUS showed the first loss in 2008 Q4 because of excessively stock of netbook, either. All facts were just like fog, let us cannot figure out the netbook industry tendency. Therefore this research is to discover the netbook industry tendency and to help the manufacturer plan competition strategy and the product development. This research is based on the conceptual framework composed by the Sheth(1991) consumption value pattern as foundation, the consumer behavior segmentation theory and Koteler(2006) product attribute theory. We adopt on-line questionnaire to survey potential customer by convenient sampling method in this research. We use the factor analysis to find out consumption value, use MANOVA, ANOVA, Scheffe and Tamhan analysis to understand market trendancy among different periods and different consumer behaviors. Finally, we examine correlation coefficient between the consumption value and the product attribute to find the clue of product roadmap. This research obtains following findings: 1. Four consumer behaviors show at least one difference among sex, age, job and salary. 2. As for the whole, the consumers agree the functional value and the conditional value of the netbook. 3. Four segment approachs show at least one difference among seven consumer values. 4. The consumers who buy the netbook in the different period show remarkable difference in the conditional value. 5. The consumers who will purchase the netbooks in the future different time and those who won’t buy show remarkable difference among the social value, the emotional value and the conditional value. 6. Repeat buyer will become the majority of buyers in the future. And 60% buyer won’t purchase the netbook again. That mean the netbook market has the possibility become mature market even to decline gradually in the future. The manufacturers must focus on the conditional value and the emotional value. 7. The budget of the consumers who are willing to purchase fall on NT 10,000 to 14,999 dollars , whose epistemic value is remarkablly higher than others. The higher budget (NT$15,000 ~ NT$24,999) consumers’ player and perfessional value is remarkablly higher than others. 8. These consumers who perfer different brands show no difference among consumption values. 9. Consumer prefer convenient and cheap among six core benefits of the netbook. Each consumption value has at least a remarkable correlation with a core benefit. 10. Consumers prefer better brand, CPU and battery among ten basic product attributes of the netbook. Only three consumption values show the remarkable correlation with the basic product. Keywords: netbook, consumption value, consumer behavior, product attribute, segmentation, product life cycle, industrial tendency, innovation diffusion
14

Pay to win : En studie om mikrotransaktioners förändring av upplevelsen i onlinespel

Hallin, Douglas, Portin, William January 2021 (has links)
Spel är en av de största underhållningsbranscherna, vilket ger utvecklare möjlighet till stor lönsamhet. Syftet med denna studie är att identifiera faktorerna för varför spelare känner behov avatt göra köp av virtuella produkter i onlinespel och hur det kommer att påverka spelupplevelsen.Detta hjälper spelutvecklare att skapa en bättre affärsmodell med mer optimerade produktergenom att ge spelarna vad de önskar. Denna studie kommer att använda en kvalitativ forskningsdesign eftersom det gör det lättare att ta del av olika spelares åsikter. Resultatet från studien visar att emotionella och funktionella faktorer har störst inverkan på beslut att köpa virtuella produkter i onlinespel, och att spelupplevelsen gynnas så länge inte produkter påverkadespelmekanismer. / Games are one of the biggest entertainment industries, which provides an opportunity for developers to generate a lot of money. The aim for this study is to identify the factors why playersfeel the need to make in-game purchases of virtual products in online games and how this willaffect the gaming experience. This will help game developers create a better business modelwith more optimized products by giving players what they desire. This study will be using aqualitative research design since it will make it easier to take part in different players' opinions.The results from the study show that emotional and functional factors have the greatest impacton decisions to buy virtual products in online games, and that the gaming experience benefitsas long as products do not affect gaming mechanisms.

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