131 |
3D Representation of EyeTracking Data : An Implementation in Automotive Perceived Quality AnalysisLi, Tianyou January 2021 (has links)
The importance of perceived quality within the automotive industry has been rapidly increasing these years. Since judgmentsconcerning perceived quality is a highly subjective process, eye-tracking technology is one of the best approaches to extractcustomers’ subconscious visual activity during interaction with the product. This thesis aims to find an appropriate solution forrepresenting 3D eye-tracking data for further improvements in the validity and verification efficiency of perceived qualityanalysis, attempting to answer the question:How can eye-tracking data be presented and integrated into 3D automobile design workflow as a material that allows designersto understand their customers better?In the study, a prototype system was built for car-interior inspection in the virtual reality (VR) showroom through an explorativeresearch process including investigations in the acquisition of gaze data in VR, classification of eye movement from thecollected gaze data, and the visualizations for the classified eye movements. The prototype system was then evaluated throughcomparisons between algorithms and feedbacks from the engineers who participated in the pilot study.As a result, a method combining I-VT (identification with velocity threshold) and DBSCAN (density-based spatial clusteringof application with noise) was implemented as the optimum algorithm for eye movement classification. A modified heat map,a cluster plot, a convex hull plot, together with textual information, were used to construct the complete visualization of theeye-tracking data. The prototype system has enabled car designers and engineers to examine both the customers’ and their ownvisual behavior in the 3D virtual showroom during a car inspection, followed by the extraction and visualization of the collectedgaze data. This paper presents the research process, including the introduction to relevant theory, the implementation of theprototype system, and its results. Eventually, strengths and weaknesses, as well as the future work in both the prototype solutionitself and potential experimental use cases, are discussed. / Betydelsen av upplevd kvalitet inom bilindustrin har ökat kraftigt dessa år. Eftersom uppfattningar om upplevd kvalitet är en mycket subjektivt är ögonspårningsteknik en av de bästa metoderna för att extrahera kundernas undermedvetna visuella aktivitet under interaktion med produkten. Denna avhandling syftar till att hitta en lämplig lösning för att representera 3Dögonspårningsdata för ytterligare förbättringar av validitets- och verifieringseffektiviteten hos upplevd kvalitetsanalys, och försöker svara på frågan: Hur kan ögonspårningsdata presenteras och integreras i 3D-arbetsflödet för bildesign som ett material som gör det möjligt för designers att bättre förstå sina kunder? I studien byggdes ett prototypsystem för bilinteriörinspektion i showroomet för virtuell verklighet (VR) genom en explorativ forskningsprocess inklusive undersökningar i förvärv av blickdata i VR, klassificering av ögonrörelse från insamlad blicksdata och visualiseringar för de klassificerade ögonrörelserna. Prototypsystemet utvärderades sedan genom jämförelser mellan algoritmer och återkopplingar från ingenjörerna som deltog i pilotstudien. Följaktligen implementerades en metod som kombinerar I-VT (identifiering med hastighetströskel) och DBSCAN (densitetsbaserad spatial gruppering av applikation med brus) som den optimala algoritmen för ögonrörelseklassificering. En modifierad värmekarta, ett klusterdiagram, en konvex skrovdiagram, tillsammans med textinformation, användes för att konstruera den fullständiga visualiseringen av ögonspårningsdata. Prototypsystemet har gjort det möjligt för bilkonstruktörer och ingenjörer att undersöka både kundernas och deras visuella beteende i det virtuella 3D-utställningsrummet under en bilinspektion, följt av utvinning och visualisering av den insamlade blicken. Denna uppsats presenterar forskningsprocessen, inklusive introduktion till relevant teori, implementeringen av prototypsystemet och dess resultat. Så småningom diskuteras styrkor och svagheter, liksom det framtida arbetet i både prototyplösningen och potentiella experimentella användningsfall.
|
132 |
Perceived Quality y Brand Awareness en relación al Brand Loyalty y Overall Brand Equity en productos FMCG en Lima Metropolitana / Perceived Quality and Brand Awareness in relation to Brand Loyalty and Overall Brand Equity in FMCG products in Metropolitan LimaGallardo Cáceres, Alejandra Edith, Zavala Guevara, Gino Alonso 08 July 2021 (has links)
El propósito principal de este estudio es analizar la relación del Brand awareness, Perceived quality, Brand loyalty y Overall brand equity en los productos Fast Moving Consumer Goods (FMCG) en Lima Metropolitana. Para realizar este estudio se tomaron papers relacionados con las dimensiones que explican el brand equity basado en el consumidor y precisan la importancia de cada dimensión en la evaluación del overall brand equity. El modelo aplicado por Aaker y Yoo y Donthu son especialmente significativos para este estudio. Asimismo, se busca conocer el impacto de estas variables basadas en el consumidor en la categoría FMCG, por lo cual se aplicará un estudio cuantitativo que abarcara 400 encuestas. / The main purpose of this study is to analyze the relationship of Brand awareness, Perceived quality, Brand loyalty and Overall brand equity in Fast Moving Consumer Goods (FMCG) products in Metropolitan Lima. In order to develop this study, papers related to the dimensions that explain consumer based Brand equity were collected, these papers specify the corresponding importance of each dimension in the evaluation of overall brand equity. The models applied by Aaker, Yoo and Donthu are especially significant for this study. Likewise, it seeks to know the impact of these variables based on the consumer in the FMCG category, for which a quantitative study will be applied that will include 400 surveys. / Trabajo de investigación
|
133 |
The influence of social media on brand awareness, perceived quality, brand loyalty and purchase intention of smartphones among university studentsMashapa, Tawanda 11 1900 (has links)
M. Tech. (Department of Marketing Management, Faculty of Management Sciences), Vaal University of Technology. / The evolution of social media has seen people around the world connect with one another, communicate and share information without boundaries and time limitation. Social media is no myth, neither is it just a trend but a powerful communication medium which presents a fundamental shift in communication that cuts across all cultures, be it social, business, politics, sports, news and more. Social media adoption over the years, has seen billions of people participating on social networking sites and the interaction thereof has considerably influenced marketing related correspondence, public relations as well as modern day business communication. In the connected world, social media interaction is the current word-of-mouth, often referred to as electronic word of mouth and in the connected world, everyone is a content generator. In this social media era, information travels faster, reaching millions of consumers and affecting their perception towards certain products and brands based on the information shared and received. Therefore, social media interaction has proved to be an important contributing factor in consumer’s purchase decision process. However, this evolution in communication introduces unprecedented challenges as well as opportunities for organisations as buying decisions are affected significantly by social media interaction, and thus warranties a study of this nature to be carried out.
The aim of this study was to examine the influence of social media on brand awareness as well as the relationships between brand awareness, perceived quality, brand loyalty and purchase intention. To attain the empirical objectives of the study, a quantitative research design was adopted and the respondents were selected using a non-probability convenience sampling technique. For data collection, the researcher used a structured self-administered questionnaire survey. Of the 320 distributed questionnaires, the researcher utilised 304 usable questionnaires for data analysis. The Statistical Package for Social Sciences (SPSS) version 25.0 was used to compute both descriptive and inferential statistics (which includes correlation and regression analysis). In addition, the reliability and validity analysis were carried out in relation to the measuring instrument.
Results from the correlation and regression analysis revealed positive significant relationship between social media and brand awareness, brand awareness and perceived quality, brand loyalty and purchase intention, perceived quality with brand loyalty and purchase intention as well as brand loyalty and purchase intention.
Based on the results of the study, recommendations emanating from the study include the integration of social media marketing in the organisation’s overall marketing strategy, creating and maintaining online brand communities to engage with current and potential customers as well as making use of social media platforms for advertising and promotions.
The limitations of the study and the proposed opportunities for further research were also highlighted.
|
134 |
Brand equity in the Twitch streamers market : A quantitative study of David Aaker’s brand equity model.Anchidin, Andreea, Bigert, Sofia January 2023 (has links)
Purpose: This research aims to test the application of a customer-based brand equity model, based on Aaker´s well-known conceptual framework of brand equity in the context of streamers. Design/Methodology- This research has used multiple linear regression to test the relationship between brand equity and brand loyalty, brand awareness, brand associations as well as perceived quality. The data was collected through a self-completion questionnaire that was distributed via Facebook groups of desired target audience. Following, the data has been processed through the statistics software IBM SPSS. The outputs have been interpreted to later lead to the conclusions. Findings: This research has found that Aaker´s conceptual framework of brand equity is applicable in the streamers context. Research limitations: The limitations of this study were regarding sampling methods that lead to the study to not be generalizable. Originality/Value: This study contributed to the body of knowledge as streamers as influencers is not a widely researched topic.
|
135 |
The Paradox of User Perceived Performance : An Empirical Study on User Experience in a Digital Platform Ecosystem / Det motsägelsefulla med användarupplevd prestanda : En empirisk studie av användarupplevelsen i ett digitalt plattformsekosystemGranhed, Anna, Söderlund, Hanna January 2021 (has links)
User experience is today widely known but the complexity of this phenomenon is rarely left unnoticed. It is righteous to claim that the mobile application landscape is characterized by tough competition and high demands from users. To meet these demands the performance of the application is essential. There appears to exist consensus in existing literature regarding the importance of performance attributes for the user experience of mobile applications. However, there is limited research on how startup time is perceived and its effects on the user experience. Hence, this thesis aims to contribute to this field by investigating the formulated research question: To what extent does startup performance affect the user experience for a mobile application? Using a mixed method approach, this research aims to deepen the understanding of how end users of mobile applications perceive performance. The quantitative part of this study investigates what proxy variables that affect the performance during the startup process of a mobile application. The qualitative part aims to assess how users perceive startup time with respect to influencing factors and the effects on user experience. / Användarupplevelse är idag ett välkänt men komplext fenomen. Marknaden för mobila applikationer karaktäriseras av hård konkurrens och höga krav från användarna där tidigare studier har fastställt att prestanda-attribut har betydelse för användarupplevelsen. Det finns däremot begränsad empirisk litteratur kring hur prestanda uppfattas av användarna och effekterna på användarupplevelsen. Det är inom detta område som denna uppsats syftar till att bidra med kunskap. Detta genom att undersöka och besvara den formulerade forskningsfrågan: I vilken utsträckning påverkar start-prestandan användarupplevelsen för en mobilapplikation? Genom att använda en kombination av kvantitativa och kvalitativa metoder, syftar studien till att öka förståelsen kring hur användare av mobila applikationer uppfattar prestanda. Den kvantitativa studien undersöker vilka proxy-variabler som påverkar starttiden för en mobilapplikation. Den kvalitativa studien syftar följaktligen till att utvärdera hur användare uppfattar starttiden för en mobilapplikation med hänsyn till externa faktorer och dess effekt på användarupplevelsen.
|
136 |
Köpbeteende hos studenter gällande val av laptop : Varumärkeslojalitet och påverkan av referensgrupper / Students purchasing behaviour regarding choice of laptop : Brand loyalty and effects of referencegroupKedmark, Robin, Tewodros, Adam January 2022 (has links)
This study examines students in Sweden between the ages of 20-30 and examines their purchasing behaviour regarding choice of laptops. This paper will study the effects of brand loyalty and reference group and how it affects the consumers choice of brand. This study uses a qualitative method to gather information. Nine interviews were conducted with various questions regarding brand loyalty and reference groups. This paper came to the conclusion that to some degree six people were brand loyal. Very few respondents acted in a brand loyal fashion when it came to word of mouth, where almost no consumer shared their positive experience with others despite the fact that they were happy with their purchases. Regarding the effect of reference groups on the respondents, the study found that family and friends had some influence on the consumer's choice of a brand of laptop as the respondents had the same brand as their family or friends but did not gain any information about the brands from their family or friends. Instead, it was found that the respondents turned to opinion leaders to gather information about potential laptop purchases where the consumers gained positive word of mouth which had an effect on the respondent. Negative word of mouth had an effect on consumers as they avoided certain brands because of it and was also slightly stronger than physical positive word of mouth. / Denna studie undersöker studenter i Sverige mellan 20–30 år och undersöker deras köpbeteende kring val av bärbara datorer. Denna artikel har studerat effekterna av varumärkeslojalitet och referensgruppen och hur det påverkar konsumenternas val av varumärke. Denna studie använder en kvalitativ metod för att samla in information. Nio intervjuer genomfördes med olika frågor om varumärkeslojalitet och referensgrupper. Denna artikel kommer till slutsatsen att till en viss grad var sex personer varumärkeslojala. Väldigt få respondenter agerade varumärkeslojalt, när det kommer till word of mouth, där nästan ingen respondent delade sin positiva upplevelse med andra trots att de var nöjda med sina köp. När det gäller effekten av referensgrupper på respondenterna fann studien att familj och vänner hade något inflytande på konsumentens val av laptopvarumärke då respondenterna hade samma varumärke som sina vänner eller familjer trots att de inte fick information om varumärket från sina vänner och familjer. Istället visade det sig att respondenterna vände sig till opinionsledare för att samla information om potentiella köp av bärbara datorer där konsumenterna fick positiv word of mouth vilket hade en påverkan hos respondenterna. Negativt word of mouth hade en effekt på konsumenterna eftersom de undvek vissa varumärken och var också någorlunda starkare än fysisk positiv word of mouth.
|
137 |
契合度與產品知識對品牌策略效果之影響 / The Effects of Fitness and Product Knowledge on Branding Strategy張茂嵩, Chang, Derek Mao-Song Unknown Date (has links)
本研究採消費者認知的角度,在「母品牌與延伸產品契合度」及「消費者產品知識」的調節作用下,比較「品牌延伸」、「品牌傘」及「新創品牌」等三種品牌策略,對新產品在「消費者信任度」與「市場接受度」的效果,同時探討品牌延伸策略及品牌傘策略對母品牌知覺品質的反饋效果。
本研究經由前測,選擇Nokia及Nike作為母品牌,根據契合度的高、中、低,Nokia的延伸產品依序為PDA、隨身聽、臉部保養品;Nike的延伸產品依序為牛仔褲、防曬乳液、牙膏。並以模擬的18張彩色平面廣告施測於1035位大學生,進行3 (品牌策略:品牌延伸、品牌傘、新創品牌) x 3 (契合度:高、中、低) x 2 (產品知識:高、低) 的實驗。
研究結果顯示:一、對品牌策略主效果而言,品牌傘策略在消費者信任度上優於新創品牌策略,品牌傘策略在市場接受度上優於品牌延伸策略。二、在契合度的調節作用下,若延伸到高契合的產品,採用品牌延伸策略的效果最佳;若延伸到中契合度的產品,則採品牌傘策略的效果最佳;若延伸到低契合度的產品,採新創品牌策略的效果最佳。三、在產品知識的調節作用下,當消費者為高產品知識者,採用品牌傘策略的效果優於品牌延伸策略及新創品牌策略;消費者為低產品知識者,採品牌延伸策略的消費者信任度優於新創品牌策略。四、在母品牌反饋效果方面,若母品牌的延伸產品契合度較低,採品牌延伸策略比品牌傘策略對母品牌知覺品質傷害較大;若延伸到中契合度的產品,採品牌延伸策略會降低母品牌知覺品質,但採品牌傘策略不會降低母品牌知覺品質;若延伸到高契合度的產品,則品牌延伸與品牌傘策略的母品牌知覺品質與原知覺品質無顯著差異。
整體而言,企業推出新產品時,採用品牌傘策略的效果較佳,是一個兼具品牌延伸及新創品牌兩策略優點的品牌策略,但在契合度與產品知識的調節作用之下,品牌傘策略的適用範圍有所限制,在延伸產品與母品牌為高契合度、低契合度時,以及當消費者為低產品知識者時,品牌傘策略並非最佳策略。行銷人員可視不同情境採用不同的品牌策略。 / The purpose of this study is to compare the effects of three kinds of branding strategies: brand extension strategy, umbrella branding strategy, and new brand strategy. Basing on the moderate effect of fitness and consumer’s product knowledge, the influence of these three strategies on the consumer reliability and the consumer acceptability will be evaluated. The feedback of the original brand’s perceived qualities brought by brand extension strategy and umbrella branding strategy are also taken into consideration.
Nokia and Nike were selected as original brands. When dividing fitness into high, medium, and low level, PDAs, walkmans, and skincare products were selected as Nokia’s extended products by this order. Jeans, sun blocks, and toothpastes were also chosen as Nike’s extended products. A 3 (branding strategies: brand extension strategy, umbrella branding strategy, new brand strategy) x 3 (fitness: high, medium, low) x 2 (product knowledge: high, low) experimental design collected data from 1035 college students through 18 color printed advertisements.
The main effect of brand strategy suggested that the umbrella branding strategy is prior to the new brand strategy in consumer reliability, and it is also prior to the brand extension strategy in consumer acceptability. Under the moderate effect of fitness, it is suggested to apply brand extension strategy while extending brands to the products with high fitness, to adopt the umbrella branding strategy as extending brands to those having medium fitness, and to utilize new brand strategy when the fitness is at low level. When moderate effect of product knowledge is discussed, it is suggested to apply umbrella branding strategy instead of brand extension strategy or new brand strategy whenever consumers’ product knowledge is at high level. Furthermore, if consumers’ product knowledge is low, utilizing brand extension strategy, instead of new brand strategy, will lead to high consumer reliability. As for the feedbacks to perceived quality of the original brands, when extending brands to the products with low fitness, adopting the extending brand strategy tends to damage more to the original brands than adopting the umbrella branding strategy. If extending brands to the products with medium fitness, utilizing the extending brand strategy would decrease the perceived quality of original brands, but applying the umbrella branding strategy would not affect it. When extending brand to the products with high fitness, both the brand extension strategy and the umbrella branding strategy do not have a significant difference.
To sum up, adopting the umbrella branding strategy will lead to better results because of its integrating advantages both in the brand extension strategy and the new brand strategy. Under the moderate effect of fitness and product knowledge, the range of implementation for the umbrella branding strategy will be limited. It is not the best branding strategy when extended products are at high or low fitness, and when consumers have poor product knowledge. Consequently, marketers have to apply different brand strategies depending on different scenarios.
|
138 |
Ferramenta para mapear a qualidade percebida pelo usuário em requisitos de QoS em ambiente convergente e heterogêneo. / User perceived quality into convergent and heterogeneous environment QoS requirements mapping tool.Vieira, Gabriel Mauricio Oswald 02 December 2010 (has links)
Uma das principais características dos sistemas de informação e de comunicação é permitir que os usuários finais utilizem e disponibilizem serviços interativos com conteúdo multimídia a qualquer hora, em qualquer lugar, com qualquer dispositivo e em movimento, independentemente da tecnologia de rede utilizada. Um desafio que surge face a essa nova característica dos serviços é como identificar os requisitos de QoS (Qualidade de Serviço) fim-a-fim sob a ótica do usuário final em um ambiente convergente e heterogêneo com o intuito de evoluir as relações entre o usuário final e o Provedor de Serviços para o estabelecimento de um contrato com níveis de serviço personalizado. Este trabalho apresenta uma pesquisa para a elaboração de uma ferramenta genérica e aberta para mapear a qualidade percebida pelo usuário em requisitos técnicos de QoS através da captura do fluxo de pacotes gerado entre as aplicações que compõem um serviço e simula atrasos, jitter, perdas e banda percebida com o objetivo de permitir ao usuário final identificar e expressar os valores desses parâmetros tornando transparente os aspectos tecnológicos que envolvem esta identificação. A definição de um ambiente de simulação que hospeda o serviço, o desenvolvimento de um simulador de QoS específico e uma nova relação entre o usuário e o Provedor de Serviços também são abordados. / One of the main characteristics of communication and information systems is to allow final users to use and make available multimedia content interactive services at any time, anywhere, in motion and using any device regardless of network technology. Under this perspective a challenge arises on how to identify the QoS (Quality of Service) requirements in a convergent and heterogeneous environment end-to-end user centric way, in order to evolve the relationship between users and service providers aiming the establishment of personalized demands through personalized agreements. This work presents a study for the development of an open and generic tool for mapping the user perceived quality in QoS requirements through the capture of the packet flow generated between the applications of a service and simulates delays, jitter, loss of packets and bandwidth in order to allow the end user to identify and express the values of these parameters making transparent all the technological aspects involved in this identification. The definition of a service simulation environment, the development of a QoS simulator and a new relationship between users and services providers are also addressed.
|
139 |
Les effets du label sur la qualité perçue, les relations à la marque et le consentement à payerChameroy, Fabienne 23 January 2013 (has links)
Ce travail doctoral est une contribution à la compréhension des effets des labels lorsqu’ils sont associés aux marques. Il s’intéresse plus particulièrement aux effets des labels sur la qualité perçue par le consommateur, les relations à la marque et le consentement à payer. La définition de la qualité et la désignation des instances en charge de sa normalisation sont des problématiques historiques dont on retrouve les traces tant dans les principes du droit romain que chez les théologiens médiévistes et, plus récemment, au cœur de la distinction théorique entre les biens ou les attributs de recherche, d’expérience et de croyance. La thèse aspire à dépasser la dyade marque-acheteur. Elle considère que la qualité ne peut être garantie par le seul offreur dans certaines circonstances. Nous inscrivons notre modélisation dans le cadre des enseignements des recherches sur le capital-marque et nous appuyons sur la théorie économique du signal. Les labels, en tant qu’émanation de l’action d’un tiers de confiance permettent de réduire l’asymétrie informationnelle facteur essentiel de la difficulté à estimer la qualité. Le design de notre expérience repose sur un plan factoriel complet de type 4 × 4 (quatre marques, sans label et trois types de label) en inter-sujets. Au total, 1005 acheteurs de marques d’un produit agroalimentaire de grande consommation ont été interrogés sur internet et en face-à-face. Les qualités psychométriques des instruments de mesure sont vérifiées, les interactions entre marque et label sont étudiées par les chemins de causalité et la mesure du consentement à payer est formalisée par une zone d’acceptabilité du prix. Un effet direct du label sur les variables dépendantes est constaté mais lorsque la marque est prise en compte cet effet disparait, mettant ainsi en évidence une médiation totale par la marque. Des effets indirects de médiation en chaîne sont également mesurés, différents d’un label à l’autre et selon la marque à laquelle ils sont associés. Nos résultats conduisent à donner avec prudence de l’importance aux stratégies d’association d’une marque et d’un label. / This doctoral work is a contribution to understand the effects of third-party seals when they are associated with brands. It focuses more precisely on their effects on the perceived quality, the relationship to brand and the willingness to pay. The determination of the quality and the designation of who is revealing it are historical issues which the foundations can be found in the principles of the Roman law, among the theologians medievalists and more recently in the heart of the theoretical distinction between research, experience and credence goods or characteristics. This thesis led to exceed the brand-buyer dyad and consider that the quality cannot be guaranteed by the single buyer, under certain circumstances. We took anchor on the signal theory with reference to research on brand equity. The third-party seals, as a consequence of the action of a trusted third party, can reduce information asymmetries linked to the difficulty to estimate the quality. Our experience is based on a 4 × 4 between-subjects full factorial design (four brands, without label and three types of third-party seals). A sample of 1005 buyers of a fast-moving consumer good was asked on the internet and face-to-face. The psychometric qualities of the measuring instruments are verified, brand-label interactions are studied by the path analysis and the extent of the willingness to pay is formalized by a zone of price acceptability. A direct effect of third-party seals on dependent variable is measured, but when the brand is taken into account this effect disappears, highlighting a total mediation by the brand. Indirect effects of serial multiple mediation are also underlined; the results differ from one third-party seal to another and depending on the brand to which they are associated. Our results lead to give with caution the importance to the association of a brand with a third-party seal.
|
140 |
Measuring the effect of esport sponsorships on brand equity and purchase intentions / En kvantitativ studie om hur esportkonsumenters åsikter och tankar om sponsring kan påverka varumärkeskapital och köpintentionerShaw, Kevin January 2019 (has links)
Esport har under de senaste åren vuxit enormt snabbt och kommit att bli ett globalt fenomen. Samtidigt visar de framtida prognoserna att marknaden för esport kommer växa ytterligare, vilket har gjort det attraktivt för varumärken att sponsra lag, event och organisationer. Trots detta kommer det rapporter som menar på att sponsorer fortfarande är tveksamma till att investera inom esporten då det råder en osäkerhet kring hur effektivt det faktiskt är. Syftet med denna studie är att undersöka hur effektivt sponsorskap är inom esport. Studien har ämnat att undersöka detta från ett konsumentperspektiv i syfte att ge större verktyg till företagen för att hjälpa dem att göra medvetna val vid sponsring inom esport. Utifrån syftet har huvudfrågeställningen fastställts: Är sponsring inom esport en effektiv marknadsföringsstrategi när sponsorer vill öka sitt varumärkeskapital? Metoden har utgått från en kvantitativ forskningsdesign där empirin består av fyra olika enkätundersökningar, två nollmätningar och två eftermätningar. Totalt ingick 442 respondenter varav 192 var svenska och 250 var internationella. Respondenterna var avgränsade till att endast inkludera esportkonsumenter som hade för avsikt att titta på och/eller tittade på Dreamhack Open Winter 2018, ett evenemang inom esport som hålls varje år i Jönköping, Sverige. Utifrån resultatet har studien tagit fram slutsatser som är kopplade till frågeställningarna som utformats. Eftermätningen visade att samtliga sponsorers varumärkeskapital ökade efter eventet, vilken visar på att esport kan vara en effektiv marknadsföringsstrategi för varumärken som vill öka sitt varumärkeskapital genom sponsring. Dock har det identifierats att olika varumärken, av olika storlekar sponsrar för olika syften. Fortsättningsvis visar studien att köpintentioner endast ökade för de sponsorer som hade en hög grad av upplevd kvalité samt lojalitet, det finns således ett samband mellan dem. Avslutningsvis visar studien att det fanns en skillnad mellan svenska och internationella esportkonsumenter i deras uppfattningar av sponsorer och att detta kan bero på att svenska respondenter håller starkare och mer gynnsamma associationer gentemot en svensk arrangör som Dreamhack. / Esports have grown rapidly over the last couple of years and have now become a global phenomenon. At the same time forecasts show that the market for esports will continue to grow, which in turn has made it attractive for brands to sponsor teams, events and organizations. Despite all of this there are concerns from several reports which suggest that there are still sponsors who are hesitant to invest in esports because there is an underlying uncertainty regarding how effective it really is. The purpose of the study is to examine how effective sponsorship within esports is. The study has intended to examine this from a consumer perspective for the purpose of providing more tools for companies to help them make conscious choices when sponsoring esports. Based on the purpose of the study, the main issue was established. Are sponsorships within esports an effective marketing strategy when sponsors want to increase their brand equity? The method was based on a quantitative research design where the empirical data consists of four different surveys, two benchmark measurements and two measurements after the event. A total of 442 respondents participated in the study, 192 of them were Swedish and 250 of them were international. The respondents were limited to only include esports consumers who were either going to watch and/or watched Dreamhack Open Winter 2018, an event within esports that is held every year in Jönköping, Sweden. Based on the results, the study developed a set of empirical findings which were then connected to the issue that had been established. The measures after the event showed that the brand equity of all of the sponsors had increased. This indicates that esports can be an effective marketing strategy for brands that want to increase their brand equity through sponsorships. However, the results showed that brands of different sizes sponsor for different purposes. Further, the study found that purchase intentions only increased for the brands that had a high degree of perceived quality and loyalty, therefore it was concluded that there is a connection between them. In conclusion the study showed that there was a difference between Swedish and international esports consumers in their perception of sponsors. This could depend on the fact that Swedish respondents hold stronger and more favorable associations towards Swedish organizers such as Dreamhack.
|
Page generated in 0.0925 seconds