Ding Hooi Ting

Ding Hooi Ting
Universiti Teknologi PETRONAS | UTP · Department of Management and Humanities

PhD in Marketing

About

56
Publications
12,286
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Introduction
Skills and Expertise

Publications

Publications (56)
Article
Full-text available
Negative disconfirmation will usually lead to switching behaviour and attenuate customers’ repurchase intentions, a behaviour that will undercut businesses’ profitability. Limited research discussed post-purchase behaviour, in general, and how to retain aggrieved customers during the online shopping experience, in particular. This study investigate...
Article
Purpose This paper aims to investigate the impact of perceived usefulness of online reviews and crowd cues on restaurant selection. In addition, the authors also examine the moderating role of perceived crowding and gender in this process. Design/methodology/approach The proposed hypotheses were tested with survey data ( N = 200) collected from cu...
Article
This study explores how the value of sponsored Instagram advertisements (ads) can enhance consumer ad-related involvement (cognitive and affective) and flow experience, which consequently impacts product purchase intention. To comprehend this issue, we propose a framework that combines the extended Ducoffe’s web advertising value model and the Stim...
Article
Although social media-based brand equity has become a vital area of interest for brand managers, insights into its destination-based dynamics and applications remain scarce, specifically in the destination brand context. To address this gap, we develop and test a theoretical model to investigate the role of destination marketing organization-genera...
Article
Purpose Drawing on Ducoffe’s advertising value model, this study aims to integrate additional constructs (credibility, fantasy and visual appeal) as important antecedents to the perceived advertising value of vlogs. The study also examines the mediating role of place attachment between perceived advertising value and intention to visit a destinatio...
Article
Full-text available
Serious games (SGs), are gaining prominence as a tool for early education at home as well as in school settings. Given the mixed effects of gamification on various aspects of users' lives, it is pertinent to study its broader effects on a child's preschool and school years. Given the lack of consensus on a comprehensive measure that encapsulates th...
Article
Full-text available
This study investigates whether there exist personality differences between consumers of videogames and non-consumers of videogames. This is explored through the HEXACO model, which derives HEXACO scores indicative of a particular personality profile. The model assesses the dimensions of honesty-humility, emotionality, extraversion, agreeableness,...
Article
Full-text available
Purpose The purpose of this study/paper is first to determine the impact of perceived recovery justice (PRJ) (as a second-order construct) on recovery satisfaction and repurchase intentions; secondly, to investigate the mediating impact of customer affection and recovery satisfaction (on the relationship between PRJ and repurchase intentions and sa...
Article
Purpose This study investigates the moderating role of complaint handling between ideological incompatibility, symbolic incongruity, negative past experience and corporate social irresponsibility on brand hate. Design/methodology/approach The study employs the Duplex Hate theory which assumes that hate is the manifestation of multiple factors. A s...
Article
Full-text available
Prior research primarily considers consumers' hedonic gaming experience, defined as an individual's level of pleasure, emotional gratification, and enjoyment from playing a videogame, from a unidimensional perspective. However, given the growing range of technology-enabled, hedonic game-related (e.g., aesthetic, competition, or social) elements, we...
Article
Full-text available
Social media advertisement (ad) is a growing phenomenon designed to reach and engage customers. However, despite their continued adoption, less remains known regarding the effectiveness of social media ads to co-create brand value. In response to this gap, this study aims to deepen the theoretical understanding of consumer value co-creation through...
Article
This study aims to establish a visual search scale that measures shoppers’ in-store exploration behavior. We propose that the attentional control theory used in the psychology domain is transferable to the marketing domain, thus adding a new perspective to existing models of shoppers’ in-store exploration behavior. We develop our psychometric scale...
Article
Full-text available
The purpose of this study is to investigate the incidence of service failure in rendering service process during COVID-19. It further explores the outcomes of service recovery offered to customers in case of service failure. Like other businesses, webstores have also faced the challenges in their efforts to satisfy their customers during COVID-19....
Article
Purpose The local food tourism in Pakistan is increasing rapidly, and it attracts scholars to determine the factors affecting local food tourists' buying choices. Particularly, the authors aim to investigate the role of food consumption values on predicting domestic tourists' attitude toward local food and its effect on the intention to try local f...
Article
Purpose Advertising through the videogame has become one of the most effective and prevalent channels of advertisement, especially via pop-up ads – appearing on the screen that interrupts children’s gaming activity. Despite its importance, the effectiveness of pop-up ads and its advertising value in online videogames (O-VGs) to predict children’s i...
Article
Full-text available
This study is aimed to identify the relative (direct) effect of online review ratings and perceived crowding on purchase intentions of a consumer. Our study also investigated the contingent effect of gender and perceived crowding between the relationship of exogenous and endogenous variables. This study was conducted in the Malaysian restaurant ind...
Conference Paper
This study proposes a conceptual model that establishes a relationship between engagement with gamified applications, and its impact on a user’s quality of life (QoL). Since gamification is rapidly gaining popularity therefore the use of such applications has become a norm. Subjective quality of life is a mental state or an individual’s awareness o...
Article
Full-text available
Purpose: Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle Arena (MOBA) games. The purpose of this research is to investigate the factors that lead to the consumption of MOBA games. Three factors, imaginal, emotional, and se...
Article
Purpose Though the videogame literature is thriving, little remains known regarding the effectiveness of pop-up ads that appear in videogames. Addressing this gap, this study, therefore, aims to explore pop-up ads as an important tool to prompt gamer-perceived advertisement value and their subsequent intent to install the advertised videogame. Des...
Article
Full-text available
2021), Videogames-as-a-Service: Converting Freemium-to Paying Users through Pop-up Advertisement Value, Journal of Services Marketing, Forthcoming. Abstract Purpose: Though the videogame literature is thriving, little remains known regarding the effectiveness of pop-up ads that appear in videogames. Addresing this gap, we therefore explore pop-up a...
Chapter
Research from the various domain of life intensely focused on the understanding of the role of different psychological factors related to online video game addiction. The current study intends to propose a conceptual model to examines the relationship of in-game virtual consumption with online video game addiction. Different in-game virtual product...
Article
In online gaming, pop-up ads are effective advertising strategies with a high conversion rate. Businesses are actively using pop-up ads in online games for advertising. However, research into the advertising value of pop-up ads and its effect on gamers’ inspiration states remains scarce. This study aims to deepen our understanding of the value of i...
Article
Full-text available
This study aims to investigate the impact of personality dimensions on consumer videogame engagement. We distributed the study questionnaire to gamers aged 16-19 years and managed to get three-hundred-and-eighty valid respondents who provided data in the form of a self-report using HEXACO-100 items and consumer videogame engagement constructs. Warp...
Article
Full-text available
The aims of this time-lagged study are twofold, first to identify the effect of perceived justice (as a second-order construct) on recovery satisfaction and customer affection; secondly, to investigate the effect of customer affection and recovery satisfaction on customer’s re-patronage intentions. Data from 300 respondents (car insurance in Punjab...
Preprint
UNSTRUCTURED Depression, coupled with a cancer diagnosis in early childhood, often leads toward disinclination to psychotherapy, especially in children. However, an effective remedy could be found in video games that could reduce the depressive condition. The study investigates the efficacy of therapy embedded games (3D-GIT) against the simple ment...
Article
Full-text available
Purpose - This study proposes a model for predicting consumers’ esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date. Methodology - After approaching esports consumers in different gaming zones in Pakistan, we collected data from 364 videogame-based esports consumers. We deployed SmartPLS 3.2.8 softwar...
Article
Purpose-This study aims at identifying and examining the mediating role of customer engagement behavior and social interactivity on brand loyalty. Design/methodology/approach-A correlational study design was adopted in this study to collect data (online survey) from 400 online participants active on Facebook pages. Findings-Empirical results reveal...
Article
Full-text available
This article aims to uncover novel insights into personality factors and consumer video game engagement modeling. This research empirically validates the role of specific HEXACO personality factors that foster consumer engagement (CE) in electronic sports (eSports) users. Using a survey-based approach, we incorporated the HEXACO 60 items and consum...
Conference Paper
Pop-up ads in online gaming is an emerging phenomenon on the internet that provide massive opportunities for business enterprises. Despite its importance for any businesses, do gamers get inspired by pop-up ads? To answer the query, we develop the conceptual model predicting customer inspiration through perceived advertisement value of pop-up ads i...
Article
This study aims to conceptualize and validate an anticipated emotion in the planned versus unplanned purchase (AEPUP) scale. We develop and validate the AEPUP scale using the original construct (as a basis). The procedures of scale development begin with construct definitions and are followed by a three-phase operation: (1) qualitative exploration...
Article
This article provides a conceptualization that encompasses the essence of shopping cues while offering consistency with the literature on the related construct. Using the construct definition as a basis, we develop and validate a higher-order (second-order) scale for shopping cues. The scale development process begins with construct definitions and...
Chapter
This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on usin...
Conference Paper
Abstract. This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyz...
Conference Paper
This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on usin...
Article
This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from the imaginal, emotional, and sensory playful-consumption experience. To validate the conceptual model, data were collected from 465 teen video game consumers; 436 were usabl...
Chapter
Full-text available
The present study intends to develop a conceptual model predicting videogame consumers’ observational learning that is initiated through the playful-consumption experience of a digital game. To meet this objective, authors employed the hedonic theory of consumption experience and observational learning theory to propose a conceptual model demonstra...
Article
This paper aims to develop and validate a shopping list scale in a goal-directed shopping context based on three complementary study phases (and literature review): shopper interviews (exploratory stage to identify the items and dimensions), a pilot study with 162 respondents for scale purification, and a refined questionnaire administered to 213 r...
Article
This paper provides a framework that integrates and reinterprets prior research on satisfaction modeling (function) and proposes the existence of non-linear and curvilinear/higher-order relationships to model online banking customers. It provides a framework that examines two closely related but distinct countries—Malaysia, a developing country, an...
Article
Full-text available
This study aims to explore the influence of place attachment (the emotional and functional ties that connect the indigenous communities to their home), trust towards development and the readiness of the community to embrace change. The study areas are non-tourist areas.
Article
Purpose This study aims to assess the effectiveness of a student participatory approach and assessment to achieve an environmentally friendly behaviour and change strategy. Design/methodology/approach Three time-phase studies employed a participatory and experiential case in the form of ecotourism experiential learning and assessment using a sam...
Conference Paper
This paper intends to develop a scale to measure a videogame player’s emotional, sensory, and imaginal experiences in digital gaming. We first define the construct of playful-consumption experience in videogame playing and accordingly, develop a scale for measuring playful experiences in videogames. We collected the data of 225 valid respondents wh...
Article
This paper aims to examine the pro-environmental behaviour (PEB) outcome and change through student participation and guided learning in an ecotourism-education-based study setting. The authors collected responses from 100 students who visited ecotourism sites as part of their learning curriculum at the end of a semester. The ordered probit model w...
Article
Full-text available
The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 (...
Conference Paper
This research article attempts to conceptualize and operationalize the concept of engagement in videogame-play as consumer videogame engagement that comprises both psychological and behavioral dimensions. Accordingly, this study has developed a scale for measuring consumer videogame engagement through following the steps of scale development. Next,...
Conference Paper
The aim of the study is to propose a conceptual model which predicts consumer videogame engagement triggered by the playful-consumption experience of videogame-play. The proposed conceptual model is based on a review of past literature on experience and engagement in videogame studies. Moreover, this study employs the hedonic theory of consumption...
Conference Paper
Full-text available
This study proposes a conceptual model that could predict how customers' engagement in video games influences them to learn through observing the models shown in the video games, which further impacts behavioral learning. This study reviews the stimulus response theory and observational learning theory, and draws an integrated conceptual model. Thi...
Conference Paper
Studies have revealed that technology has become a part of each developmental stage from home to school, school to play time, play time to homework and homework to sleep. The fingerprints of media are presented everywhere as it has become a part of everyone's life. The purpose of this paper is to develop an understanding of a growing subculture of...
Article
Full-text available
In recent times, the notion of consumer emotional and sentimental engagement through promotional campaigning has drawn increasing attention from practitioners'. Different types of strategies are being employed by the marketers for capturing emotional sentiments of consumers' and also attempting to modify consumers' behavior towards the company's go...
Article
Purpose – This paper aims to bring a new insight by examining the satisfaction model in a more complex manner to capture the variations of the satisfaction construct better. Design/methodology/approach – The paper presents a subsequent expansion from a previous research. The methodology used is similar, as the researcher believes that it is the bes...
Article
Malaysia has seen the merging of banks in 1999. The aim is to make the banks stronger and more stable, especially in terms of asset size. The merge will also able to give competitive advantage to the banking institutions (anchor banks) during the AFTA. Most studies proved that there is a positive relationship between satisfaction and subsequent beh...
Article
This study focuses on service quality and satisfaction judgments of customers in banking institutions throughout Malaysia. The study attempts to determine the relationship between service quality and satisfaction, where service quality is the independent variable and satisfaction is the dependent variable. On top of this, the inclusion of ownership...

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