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A Study of Influential Factors for Customer Impulse purchaseChang, Shuo-Feng 24 June 2002 (has links)
This research is through questionnaire survey. The data is collected through customers in shopping malls. The results of this research besides the trait of buying impulsiveness can be described in seven categories. (1)Felt urge to buy impulsively.(2)Positive emotional affect.(3)Negative emotional affect.(4)the in-store browsing degree.(5)Shopping enjoyment.(6)Time available for shopper. (7)Money available for shopper. The data will help to find out the relationship among categories and the relationship with impulsive purchase.
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The Influence of Web Site Aesthetics on Impulse Purchase Behavior within Online Retailing EnvironmentsBono, John 01 January 2012 (has links)
Electronic commerce sales continue rising due to Internet growth. However, online retailers may not be doing enough to promote their products causing them to forego potential profits. Stimulating impulse purchase behavior, online retailing environments have the capability to increase profits. Research has not conclusively identified how Web site aesthetics impact perceived ease of use (PE) and perceived usefulness (PU) as antecedents of intention to purchase in impulse purchase behavior. Understanding this impact of Web site aesthetics will enable online retailers to design Web sites that engage users, leading to additional purchases.
Using the Technology Acceptance Model (TAM), a framework frequently referenced and studied within information systems research, this study adapted the TAM to identify a model conceptualizing the effects of Web site color (CA), images (IA), and typography (TA) aesthetics on PE and PU for individuals among those exhibiting a higher than average impulse buying tendency (IBT). The TAM posits PE and PU contribute to an individual's behavioral intention. Research has shown Web site aesthetics have the ability to influence PE and PU.
This descriptive study developed and executed a Web-based experiment using a fictitious purchase scenario and post-experiment survey with a 32-item instrument measuring: CA, IA, TA, PE, PU, and IBT. A total of 301 responses were gathered. Data analysis using various statistical tests and simple path analysis was performed to propose a modified TAM. Consumer demographics, age and gender, were also considered.
The results demonstrated CA, IA, and TA correlated significantly with PE and PU. TA was found to be the largest contributor to PE and PU, followed by IA. CA was not found to contribute to PE or PU. Age was found to significantly affect PU only for 25-34 year olds, indicating the age group may be influenced easier by Web site aesthetics than other age groups. No significant differences were found in PU and gender, PE and age groups, or PE and gender despite prior literature concluding relationships existed. Research implications include recommendations for Web site design and the identification of an adapted TAM displaying the influence of Web site aesthetics on PE and PU.
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Joint Determination of Rack Configuration and Shelf Space Allocation to Maximize Retail Impulse ProfitKarki, Uttam January 2019 (has links)
No description available.
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Processo de tomada de decisão de compra: proposta de modelo para a compra por impulsoMartins, Erika Camila Buzo 05 April 2018 (has links)
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Previous issue date: 2018-04-05 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Shopping is a present and necessary behavior for most people nowadays, fact that leads researchers to seek to understand how purchasing decisions are formulated and carried out. This process contemplates affective, cognitive, social and cultural factors and, despite considering other aspects, depending on the author who has developed it, has its effectiveness confirmed. However, impulse buying is estimated only as a simplification of steps that go through the visualization of the object, the desire involved by the situation and the act of purchase, not considering aspects that may influence impulse buying behavior, from strategically stimuli allocated that allows a coherent associative stimulation, activating "mental triggers" prior to the desire to consume. This work proposes to present a Decision-Making Model for Buying by Impulse and, for this, were used neuroscientific components that crosses the automatic and deliberative neural systems, as well as the theory of heuristics as mental "triggers" that can favor access to the memory from correct stimuli. As a way of verifying the validity of the Model, an experiment was developed with 911 women from a quantitative research, using the Typeform software and were analyzed using the Chi-square and ANOVA tests, which, however, did not confirm the model proposed, rejecting all hypotheses, which leads to the conclusion that there is a need to modify the structure of the questionnaire, analysis measures or further studies with the use of neuroscientific equipment, in Laboratory, to conclude its validation / Desde o reconhecimento de uma necessidade até o ato de compra, o processo de tomada de decisão por parte do consumidor segue um fluxo que perpassa a busca, a verificação de alternativas e a escolha, além da decisão do que fazer com o produto após a compra. Esse processo contempla fatores afetivos, cognitivos, sociais e culturais e, apesar de considerar outros aspectos, dependendo do autor que o tenha desenvolvido, tem sua efetividade comprovada. Contudo, a compra por impulso é estimada apenas como uma simplificação de etapas que percorrem a visualização do objeto, o desejo envolvido pela situação e o ato de compra, não considerando aspectos que possam influenciar o comportamento de compra por impulso, partindo de estímulos estrategicamente alocados e que permitam uma ativação associativa coerente ativando “gatilhos mentais” anteriores ao desejo em consumir. Esse trabalho se propôs a apresentar um Modelo de Tomada Decisão para a Compra por Impulso e, para isso, foram utilizados componentes neurocientíficos que perpassam os sistemas neurais automático e deliberativo, bem como a teoria das heurísticas como “gatilhos” mentais que possam favorecer o acesso à memória a partir de estímulos corretos. Como forma de verificar a validade do Modelo, foi desenvolvido um experimento com 911 mulheres com base em uma pesquisa quantitativa, por meio do software Typeform e analisadas com o auxílio dos softwares Excel e SPSS. Os testes de Qui-quadrado e ANOVA apontaram que o modelo proposto não se confirma, rejeitando todas as hipóteses, o que leva à conclusão de que há necessidade de modificação de estrutura do questionário, medidas de análises ou estudos mais aprofundados com a utilização de equipamentos neurocientíficos, em laboratório, para concluir sua validação
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Factors Influencing Impulse Buying During an Online Purchase TransactionHodge, Rebecca January 2004 (has links)
An important element in retailing is the use of impulse purchases; generally small items that are bought by consumers on the spur of the moment. By some estimates, impulse purchases make up approximately 50 percent of all spending by consumers. While impulse purchases have been studied in the brick-and-mortar retail environment, they have not been researched in the online retail environment. With e-commerce growing rapidly and approaching $20 billion per year in the Canadian and US markets, this is an important unexplored area.
Using real purchasing behaviour from visitors to the Reunion website of Huntsville High School in Ontario Canada, I explored factors that influence the likelihood of an impulse purchase in an online retail environment. Consistent with diminishing sensitivity (mental accounting and the psychophysics of pricing), the results indicate that the likelihood of a consumer purchasing the impulse item increases with the total amount spent on other items. The results also show that presenting the offer in a popup is a more effective location and presentation mode than embedding the offer into the checkout page and increases the likelihood of the consumer making an impulse purchase. In addition, the results confirm that providing a reason to purchase by linking a $1 donation for a charity to the impulse item increases the frequency of the impulse purchase.
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Factors Influencing Impulse Buying During an Online Purchase TransactionHodge, Rebecca January 2004 (has links)
An important element in retailing is the use of impulse purchases; generally small items that are bought by consumers on the spur of the moment. By some estimates, impulse purchases make up approximately 50 percent of all spending by consumers. While impulse purchases have been studied in the brick-and-mortar retail environment, they have not been researched in the online retail environment. With e-commerce growing rapidly and approaching $20 billion per year in the Canadian and US markets, this is an important unexplored area.
Using real purchasing behaviour from visitors to the Reunion website of Huntsville High School in Ontario Canada, I explored factors that influence the likelihood of an impulse purchase in an online retail environment. Consistent with diminishing sensitivity (mental accounting and the psychophysics of pricing), the results indicate that the likelihood of a consumer purchasing the impulse item increases with the total amount spent on other items. The results also show that presenting the offer in a popup is a more effective location and presentation mode than embedding the offer into the checkout page and increases the likelihood of the consumer making an impulse purchase. In addition, the results confirm that providing a reason to purchase by linking a $1 donation for a charity to the impulse item increases the frequency of the impulse purchase.
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Les mécanismes de l'expérience d'achat impulsif : analyse du rôle central du contenu de l'expérience vécue par le consommateur à l'intérieur du lieu de vente / The mechanisms of the impulsive buying experience : analysis of the central role of experience content lived by the consumer inside the place of saleAbbes, Intissar 27 April 2012 (has links)
S’inscrivant dans une approche par le contenu de l’expérience, cette recherche vise à évaluer le niveau d’influence du vécu du consommateur à l’intérieur du lieu de vente dans la réalisation d’achats impulsifs suscitant un besoin de réexpérience. L’objectif ultime de cette démarche est d’identifier les techniques susceptibles d’être adoptées par les managers des points de vente en vue de concilier rentabilité immédiate (i.e. fréquence des achats impulsifs) et rentabilité future (i.e. intention de revenir dans ce même magasin). La thèse s’emploie à tenté d’ouvrir la boite noire du vécu du consommateur à l’intérieur du lieu de vente et à proposer une conceptualisation dynamique de l’expérience d’achat impulsif en croisant différentes voies méthodologiques, qualitatives et quantitatives. A partir d‘une vaste investigation auprès des clients des magasins d’habillement et accessoires du centre commercial Géant Casino à Tunis, nous avons réussi à prouver que le contenu de l’expérience vécue par le consommateur à l’intérieur du lieu de vente est un construit de second ordre composé de trois dimensions: le plaisir, l’éveil-sensoriel et l’immersion. Ce construit global est explicatif de la formation d‘une attitude positive par rapport aux produits du magasin, de la naissance d’impulsions d’achat, de l’atténuation du regret anticipé d’achat et de l’accentuation du regret anticipé de non achat (mécanismes de la négociation intérieure) et donc de la réalisation d’achats impulsifs. Il influence également le besoin le réexpérience du consommateur éprouvé à l’instant de l’expérience et 15 jours. Le contenu de l’expérience vécue par le consommateur à l’intérieur du lieu de vente pourrait, ainsi, être considéré comme un outil de contrôle performant du niveau d’interactivité des consommateurs avec les contextes expérientiels mis en place par les enseignes, un moyen de fidélisation de ses clients et un levier d’action permettant de renforcer leur avantage concurrentiel commercial. / As part of an approach by the content of experience, this research aims to assess the level of the influence of the consumer‘s experience inside the place of sale in the realization of an impulse buy-inducing need to reexperience. The ultimate goal of this approach is to identify techniques that could be adopted by managers of retail outlets in view of balancing immediate profitability (ie frequency of impulse buying) and future profitability (ie intention to return to the same store). The thesis seeks to attempt to open the black box of the consumer experience inside the point of sale and offer a dynamic conceptualization of impulsive buying experience by combining different methodological ways, quantitative and qualitative ones. From an extensive investigation from consumers of clothing and accessories stores in the “Géant Casino” shopping mall in Tunis, we succeeded in proving that the content of the consumer’s experience inside the place of sale is a subsidiary construction of three dimensions: pleasure, sensory-awakening and immersion. This global construct explains the formation of a positive attitude towards the store products, the appearance of impulses of purchase, the mitigation of the anticipated regret of buying and the accentuation of the anticipated regret of not buying (internal mechanisms of negotiation) and therefore the realization of impulse buying. This construct also affects the need of reexperience that the consumer felt at the time of the experiment and also after 15 days. The latter could thus be seen as a powerful tool for monitoring the level of interactivity with the consumer experiential contexts set up by brand stores, a way to customer loyalty and an instrument of strategic action for strengthening their competitive commercial’s advantage.
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