• Title/Summary/Keyword: Context Congruity

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The Relationships among Coffeehouse's Physical Environment, Self-Congruity, Positive Emotion, and Revisit Intentions

  • Kwon, Nakyung;Choi, Young Gin
    • Culinary science and hospitality research
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    • v.20 no.5
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    • pp.111-118
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    • 2014
  • This study sought to describe the relationships among physical environment, self-congruity, positive emotion, and revisit intentions in the coffeehouse setting. This study adopted second-order factor of physical environment in a structural equation model, imploying trend(fashion), cleanliness, reliability, spatial, convenience, and appropriacy as the second-order factors. The conceptual model in this study used responses from 338 college students who visited coffeehouse at least once in the past month. The proposed relationships were analyzed using SPSS 20.0 and AMOS 6.0. The results of data analysis indicated that the six secondorder factors of physical environment significantly affected coffeehouse visitor's self-congruity and positive emotion, and self-congruity as well as positive emotion significantly influenced revisit intentions. Further discussion and theoretical/practical implications of the findings along with directions for future studies are provided. In essence, the findings highlight significant role of coffeehouse's physical environment toward self-congruity and positive emotion in the formation of customer's revisit intentions in the coffeehouse context.

How Self-Congruity Affects Patronage Behaviors in Fashion Retailing: Mediating Roles of Satisfaction and Loyalty

  • Kim, Min-Jeong;Mullis, Katy
    • International Journal of Human Ecology
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    • v.11 no.1
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    • pp.11-22
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    • 2010
  • The purpose of this study was to examine how congruity between self-image and store image affects a customer's satisfaction with the retailer, loyalty towards that retailer, and patronage behavior toward that retailer in a fashion retailing context. In addition to the direct effects of selfcongruity on consumer responses, the mediating roles of satisfaction and retailer loyalty were also examined. A convenience sample of 137 college students participated in an online survey. Path analysis showed that self-congruity had a direct effect on satisfaction, but not on retailer loyalty and patronage behavior. However, the effect of self-congruity on retailer loyalty and patronage behavior was fully mediated by satisfaction. Satisfaction had a positive effect on both retailer loyalty and patronage behavior. The effect of satisfaction on patronage behavior was partially mediated by retailer loyalty. As supported in the study, self-congruity can induce retailer loyalty. Given that retailers have direct control over developing a certain store image that affects perceptions of self-congruity of their target market, the findings of the study provide useful information for fashion retailers. The findings of the study add to current selfcongruity literature by extending to fashion retailing and also by examining the mediating roles of satisfaction and retailer loyalty on the effects of self-congruity.

The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users (모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로)

  • Pei, ChenYang;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.478-489
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    • 2021
  • The mobile game industry is currently on the rise and is one of the major industries. Recently, advertisements among mobile games are aimed at branded content, unlike existing advertising content. In this study, we conduct a study on the advertisement effectiveness of the attributes of branded advertisements under a mobile game environment. Therefore, the impact of context congruity, perceived advertising intrusiveness and entertainment on advertising attitude, brand attitude and purchasing intention was verified through experimental research on Chinese mobile game users in the 10s and 20s. Analysis of the PLS structural equation model showed that context congruity and entertainment had a significant impact on advertising attitude, but did not have a significant impact on brand attitude. Perceived advertising intrusiveness has no significant impact on advertising attitude and brand attitude. Finally, advertising attitude had a significant influence on purchase intention through brand attitude. Through these findings, we discuss the effectiveness of mobile game branded advertisement and present effective brand advertising strategies.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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An Exploratory Study Examining the Effects of Place Creativity and Workplace Attire on Consumer Trust, Attitude, and Purchase Intention in the Virtual E-Commerce Environment (가상현실 쇼핑 경험 시 공간 창의성과 판매원 아바타 의상의 격식성이 소비자의 상품 구매의사에 미치는 영향)

  • Song, Stephen W.;Shin, Mincheol;Lee, Sanguk;Chung, Donghun
    • Journal of Information Technology Services
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    • v.19 no.3
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    • pp.75-87
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    • 2020
  • This study empirically investigates the design factors that could engender positive impacts on consumers' user experiences with respect to trust, attitude, and intent to purchase a product promoted in the virtual reality (VR) e-commerce environment. Guided by previous literature, we specifically test the role of schema congruity due to the design of the space and virtual agent on trust, attitude, and purchase intention in the context of VR e-commerce. To test the effect of the congruency between user's schema and virtual environment design on user intentions, a 2 × 2 mixed ANOVA design experiment was conducted with place creativity (Low vs. High) as a within factor and workplace attire (Casual vs. Formal) as a between factor. The result showed support for the effect of schema congruity on trust, in that interaction of the two factors were found. Significant positive relationship between trust, attitude, and purchase intention was found. Further implications are discussed based on results.

The Role of Brand Personification in Building Consumer-Brand Relationship (소비자-브랜드 관계형성에 있어 브랜드의인화의 역할)

  • Kim, Moontae
    • Management & Information Systems Review
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    • v.33 no.4
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    • pp.77-97
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    • 2014
  • The concept that human and brand can related to each other is referred to as 'brand relationship' or 'consumer-brand relationship'. By arguing that the concept of brand relationship is a readily understandable analogue, it appears that relationship thinking in the context of consumers and brands sometimes is taken for granted without thoroughly discussing its applicability. This study tried to investigated the role of brand personification in building consumer-brand relationship. In order to explain the consumer-brand relationship as a kind of partner relationship among human beings, we need to define brand as human not inanimate object. Research findings show that personification is not a important factor that affects consumer-brand relationship. And this study shows brand experience is much more important factor than brand personification in building consumer-brand relationship. In the past researches, brand personality and brand congruity were major variables that effect consumer-brand relationship, but they did not mean consumers think their brands as human whenever they contact them. As a result, this study conclude that the frequency of personification is not that high compared to past studies suggested before, even if it is possible to find partial characteristics of human from brands.

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The Effect of Brand Extension of Private Label on Consumer Attitude - a focus on the moderating effect of the perceived fit difference between parent brands and an extended brand - (PL의 브랜드확장이 소비자태도에 미치는 영향에 관한 연구 : 모브랜드 적합도 인식 차이의 조절효과를 중심으로)

  • Kim, Jong-Keun;Kim, Hyang-Mi;Lee, Jong-Ho
    • Journal of Distribution Research
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    • v.16 no.4
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    • pp.1-27
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    • 2011
  • Introduction: Sales of private labels(PU have been growing m recent years. Globally, PLs have already achieved 20% share, although between 25 and 50% share in most of the European markets(AC. Nielson, 2005). These products are aimed to have comparable quality and prices as national brand(NB) products and have been continuously eroding manufacturer's national brand market share. Stores have also started introducing premium PLs that are of higher-quality and more reasonably priced compared to NBs. Worldwide, many retailers already have a multiple-tier private label architecture. Consumers as a consequence are now able to have a more diverse brand choice in store than ever before. Since premium PLs are priced higher than regular PLs and even, in some cases, above NBs, stores can expect to generate higher profits. Brand extensions and private label have been extensively studied in the marketing field. However, less attention has been paid to the private label extension. Therefore, this research focuses on private label extension using the Multi-Attribute Attitude Model(Fishbein and Ajzen, 1975). Especially there are few studies that consider the hierarchical effect of the PL's two parent brands: store brand and the original PL. We assume that the attitude toward each of the two parent brands affects the attitude towards the extended PL. The influence from each parent brand toward extended PL will vary according to the perceived fit between each parent brand and the extended PL. This research focuses on how these two parent brands act as reference points to one another in the consumers' choice consideration. Specifically we seek to understand how store image and attitude towards original PL affect consumer perceptions of extended premium PL. How consumers perceive extended premium PLs could provide strategic suggestions for retailer managers with specific suggestions on whether it is more effective: to position extended premium PL similarly or dissimilarly to original PL especially on the quality dimension and congruency with store image. There is an extensive body of research on branding and brand extensions (e.g. Aaker and Keller, 1990) and more recently on PLs(e.g. Kumar and Steenkamp, 2007). However there are no studies to date that look at the upgrading and influence of original PLs and attitude towards store on the premium PL extension. This research wishes to make a contribution to this gap using the perceived fit difference between parent brands and extended premium PL as the context. In order to meet the above objectives, we investigate which factors heighten consumers' positive attitude toward premium PL extension. Research Model and Hypotheses: When considering the attitude towards the premium PL extension, we expect four factors to have an influence: attitude towards store; attitude towards original PL; perceived congruity between the store image and the premium PL; perceived similarity between the original PL and the premium PL. We expect that all these factors have an influence on consumer attitude towards premium PL extension. Figure 1 gives the research model and hypotheses. Method: Data were collected by an intercept survey conducted on consumers at discount stores. 403 survey responses were attained (total 59.8% female, across all age ranges). Respondents were asked to respond to a series of Questions measured on 7 point likert-type scales. The survey consisted of Questions that measured: the trust towards store and the original PL; the satisfaction towards store and the original PL; the attitudes towards store, the original PL, and the extended premium PL; the perceived similarity of the original PL and the extended premium PL; the perceived congruity between the store image and the extended premium PL. Product images with specific explanations of the features of premium PL, regular PL and NB we reused as the stimuli for the Question response. We developed scales to measure the research constructs. Cronbach's alphaw as measured each construct with the reliability for all constructs exceeding the .70 standard(Nunnally, 1978). Results: To test the hypotheses, path analysis was conducted using LISREL 8.30. The path analysis for verification of the model produced satisfactory results. The validity index shows acceptable results(${\chi}^2=427.00$(P=0.00), GFI= .90, AGFI= .87, NFI= .91, RMSEA= .062, RMR= .047). With the increasing retailer use of premium PLBs, the intention of this research was to examine how consumers use original PL and store image as reference points as to the attitude towards premium PL extension. Results(see table 1 & 2) show that the attitude of each parent brand (attitudes toward store and original pL) influences the attitude towards extended PL and their perceived fit moderates these influences. Attitude toward the extended PL was influenced by the relative level of perceived fit. Discussion of results and future direction: These results suggest that the future strategy for the PL extension needs to consider that positive parent brand attitude is more strongly associated with the attitude toward PL extensions. Specifically, to improve attitude towards PL extension, building and maintaining positive attitude towards original PL is necessary. Positioning premium PL congruently to store image is also important for positive attitude. In order to improve this research, the following alternatives should also be considered. To improve the research model's predictive power, more diverse products should be included in study. Other attributes of product should also be included such as design, brand name since we only considered trust and satisfaction as factors to build consumer attitudes.

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