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Impacts of Product Involvement and Technology Fluidity on Newsfeed Advertising Effectiveness--A Flow Perspective

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Currently, lots of enterprises widely use social network site for marketing campaigns, however, there are still limited literature in the related fields. This study investigated the determinant factors for the successful implementation of Facebook marketing by enterprises. Using the marketing communication model developed by Hoffman & Novak [20] as well as source credibility, social ties, consumer value and the involvement theory, this study tested the impact transferring messages through media on the message receiver's decision-making behavior. A total of 256 smart phone Facebookers were selected as research samples, and the hypotheses was tested using regression analysis. The research findings suggested that advertising messages provided by close friends only affect consumer brand attitudes, but advertising messages provided by commercial sources affect both consumer brand attitudes and purchasing intentions. Utilitarian and recreational advertising messages affect consumer advertising attitude, brand attitudes, purchasing intentions and involvement. Lastly, consumer involvement partially mediates the effects of utilitarian advertising and recreational advertising on advertising attitude, brand attitudes and purchasing intentions.
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Outlines how measures of the basic dimensions of the Foote, Cone, and Belding (FCB) grid were developed and the statistical reliability and validity of specific measures. The FCB is a planning model for advertising in which purchase decisions can be classified. High involvement/thinking, high involvement/feeling, low involvement/thinking, and low involvement/feeling are quadrants in the grid. The authors present data on 6 studies testing the FCB with major changes in the measures using different methods of data collection. It is suggested that comprehensive profiles of involvement, thinking, and the components of feeling for a number of purchase decisions are needed and there is a need to validate the grid against actual behavior. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Flow is a state of peak enjoyment, energetic focus, and creative concentration experienced by people engaged in adult play, which has become the basis of a highly creative approach to living. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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This article examines the adequacy of the “rules of thumb” conventional cutoff criteria and several new alternatives for various fit indexes used to evaluate model fit in practice. Using a 2‐index presentation strategy, which includes using the maximum likelihood (ML)‐based standardized root mean squared residual (SRMR) and supplementing it with either Tucker‐Lewis Index (TLI), Bollen's (1989) Fit Index (BL89), Relative Noncentrality Index (RNI), Comparative Fit Index (CFI), Gamma Hat, McDonald's Centrality Index (Mc), or root mean squared error of approximation (RMSEA), various combinations of cutoff values from selected ranges of cutoff criteria for the ML‐based SRMR and a given supplemental fit index were used to calculate rejection rates for various types of true‐population and misspecified models; that is, models with misspecified factor covariance(s) and models with misspecified factor loading(s). The results suggest that, for the ML method, a cutoff value close to .95 for TLI, BL89, CFI, RNI, and Gamma Hat; a cutoff value close to .90 for Mc; a cutoff value close to .08 for SRMR; and a cutoff value close to .06 for RMSEA are needed before we can conclude that there is a relatively good fit between the hypothesized model and the observed data. Furthermore, the 2‐index presentation strategy is required to reject reasonable proportions of various types of true‐population and misspecified models. Finally, using the proposed cutoff criteria, the ML‐based TLI, Mc, and RMSEA tend to overreject true‐population models at small sample size and thus are less preferable when sample size is small.
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To shed further light on the correlation between consumer product involvement and consumer product knowledge, the authors examined such correlation by treating product type and product knowledge type as moderating variables. The results show that the correlation between a consumer's product involvement and objective product knowledge is higher in a utilitarian product than in a hedonic product. On the contrary, the correlation between a consumer's product involvement and subjective product knowledge is higher in a hedonic product than in a utilitarian product. The implications of these results are discussed. © 2003 Wiley Periodicals, Inc.
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Can websites be designed to be both utilitarian and hedonic? This article approaches this question by identifying Web attributes, their direct impacts on experiential flow, and their direct and indirect impacts on the utilitarian and hedonic aspects of Web performance. The results presented here support the proposal that, as an information-laden medium, a successful website must be able to use its attributes to satisfy both the information and entertainment needs of users.
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Past research on playfulness in human—computer interactions has demonstrated that computers can encourage playfulness and that playfulness can have positive and negative work-related consequences. Thus, playfulness in human—computer interactions represents a potentially important topic for information systems research. This article first defines playfulness in human-computer interactions in terms of Csikszentmihalyi's (1975) flow theory and explores the dimensionality of the flow construct. Second, it reports the results of two studies conducted to investigate the factor structure and correlates of flow in human-computer interactions. Finally, implications are discussed.
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This research was the first attempt to empirically evaluate visitors’ experience while browsing a Web site. A flow model was proposed and tested with the structural equation modeling method. It was found that in the context of human–computer interactions while browsing a Web site, flow experience was characterized by time distortion, enjoyment, and telepresence. There was adequate evidence to conclude that the interrelationships among elements of a Web site were closely related to people's flow experience. This research also found that flow experience while browsing a Web site influenced a number of important outcomes that are typically expected by Web site developers. First, when people are in a state of flow they tend to learn more about the content presented in the Web site. Second, the increased learning leads to changes of attitude and behavior, including taking positive actions.
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The correlations between positive affects and flow symptoms on the Web are analyzed in an attempt to increase our understanding of the positive aspects of Web users’ on-line behaviors. The digital version of the experience sampling method was employed to collect situated data from 233 Web users with a pop-up questionnaire on subjects’ Web browsers. This study concludes: (1) Web users are more likely to experience positive moods on the Web; (2) positivity of affects and enjoyable feelings are consequences of flow; (3) three factors underlying Web users’ flow experiences labeled as antecedents, experiences, and consequences represent the process that an individual could experience during his/her engagement on the Web. Findings in this study provide insights into Web users’ internal behaviors and the process of approaching optimal flow experience. In addition, the on-line experience sampling method was proven to be a useful and practical data collection tool.
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This paper investigates a structure of commercial Web sites, and then attempts to analyse various patterns that emerge which may be of future use as a guideline to businesses that intend establishing a Web presence. Key to the understanding of these patterns is a clearer grasp of the implications of human interaction with the new medium. The focus is on an experiential construct, namely flow, and how this might vary by Web site, and on using this to begin to unravel the secrets of good commercial Web site design and its implications for business.
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In this study, we consider the online consumer as both a shopper and a computer user. We test constructs from information systems (Technology Acceptance Model), marketing (Consumer Behavior), and psychology (Flow and Environmental Psychology) in an integrated theoretical framework of online consumer behavior. Specifically, we examine how emotional and cognitive responses to visiting a Web-based store for the first time can influence online consumers' intention to return and their likelihood to make unplanned purchases. The instrumentation shows reasonably good measurement properties and the constructs are validated as a nomological network. A questionnaire-based empirical study is used to test this nomological network. Results confirm the double identity of the online consumer as a shopper and a computer user because both shopping enjoyment and perceived usefulness of the site strongly predict intention to return. Our results on unplanned purchases are not conclusive. We also test some individual and Web site factors that can affect the consumer's emotional and cognitive responses. Product involvement, Web skills, challenges, and use of value-added search mechanisms all have a significant impact on the Web consumer. The study provides a more rounded, albeit partial, view of the online consumer and is a significant steptowards a better understanding of consumer behavior on the Web. The validated metrics should be of use to researchers and practitioners alike.