Article

Can Consumers Forgo the Need to Touch Products? An Investigation of Nonhaptic Situational Factors in an Online Context

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Abstract

Touch is an important source of information for consumers, and there is much to learn about its role in an online purchase decision context where the ability to touch products is not (at least currently) possible. The present investigation examines three nonhaptic situation-specific factors that moderate the relationship between haptic motivation and consumer responses. The results indicate that positive mood, price promotions, and level of situation-specific product expertise are influential, yielding greater purchase intentions and product judgment confidence when touch is not available. Additionally, the findings of the investigation suggest that imagining a Web site is comparable to actually viewing a Web site. Several implications for consumer behavior research and online marketers are discussed.

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... In 1859, Great Atlantic and Pacific Tea Company (A&P), became the first grocery chain in America. By 1880 they had over 100 branches and changed the way grocers did business by offering fixed low prices (Turrow, 2017). A&P also offered advanced customer credit and free delivery like most of the other local grocers. ...
... Saunders' had the idea to allow customers to pick out their own items, instead of having a clerk do so, and then pay at a central checkout area. The rationale behind this change was that if consumers could see and touch their own items, that they would buy more (Turrow, 2017). Before long, the physical layout of grocery stores was restructured. ...
... Manufacturers began marketing items directly to consumers, adopting campaigns and packaging that pointed consumers to the product inside the box or package. Manufacturer's also offered gifts and discounts for collecting proof of purchase from the product package (Turrow, 2017). ...
Article
Grocery shopping has changed in significant ways over the last 150 years – all to allow customers to choose their own items (Strasser, 1989). Within the last decade, large U.S. supermarkets, like Kroger, Walmart, and Safeway have rolled out online stores (Perez, 2015). However, in 2017, when the Internet-based giant, Amazon, acquired Whole Foods and developed the Amazon Go concept store, the march toward online-only sales came into question. The purpose of this research is to attempt to understand the preferences associated with Millennials regarding online versus in-store grocery shopping preferences. This paper provides the following contributions. First, it extends research on grocery shopper preferences regarding online and in-store environments. Second, the findings provide a deeper understanding of an individual’s mindset currently utilizing online and in-store purchasing channels. Finally, it provides initial evidence on the relative importance of online and in-store characteristics.
... However, as Chao and Martin [27] indicate, viewing a product can lead to the same neuronal activities as actual contact or use, proving that mental contact and handling a product can be simulated. We consider that this finding is also valid for e-commerce websites under the assumption of mental simulation [2,18,21]. These repetitions can activate some of the same brain areas that were engaged during the initial experience, which can evoke comparable sensations [28,29]. ...
... Brand with a high level of awareness [67] H10 (0-1) Online forum N.p. Available [21] H11 (0-3) Positive mood Bad mood Neutral Enthusiastic pictures of persons/animals Images from (2) combined with texts and/or sounds [21] H12 (0-2) Recommendation agents N.p. Automated/based on other Automated/personalized on own behavior [3] H13 (0-2) Interactive Chat with employees N.p. ...
... Brand with a high level of awareness [67] H10 (0-1) Online forum N.p. Available [21] H11 (0-3) Positive mood Bad mood Neutral Enthusiastic pictures of persons/animals Images from (2) combined with texts and/or sounds [21] H12 (0-2) Recommendation agents N.p. Automated/based on other Automated/personalized on own behavior [3] H13 (0-2) Interactive Chat with employees N.p. ...
Article
Full-text available
We present a novel quantitative approach to assessing sensory components on e-commerce websites. The Online Sensory Marketing Index (OSMI) provides a valuable measure of the sensory output exhibited by text, images, and other media. The OSMI enables website creators and marketers to communicate about sensory marketing elements and related components. Accordingly, websites could be designed to achieve better sensory appeal and mitigate weaknesses. Our index allows for the creation of sensory templates for various industries. Utilizing a field study of 16 websites in the tech, automotive, fashion, and food industries, we present sensory measures for websites’ acoustical and visionary elements that are easy to comprehend. Additionally, we introduce a score to quantify haptic, olfactory, and gustatory components to assess the online sensory consumer experience. We conclude and propose weighting offline and online sensory parameters per industry. Accordingly, we study quantitative parameters for online sensory overload and deprivation. Our assessment offers a comfortable determination of websites’ OSMI.
... The digitization trends have no long history, and thus, no generic (online) sensory evaluation model has yet been developed. For this reason, research is based on the problem of the extent to which compensation can be achieved by combining two or even more sensory stimuli and how this affects consumers and their purchasing behavior keeping in mind that direct sensory consumer appeal on e-commerce websites is limited to visuality and acoustics (Bleier idr., 2019;Petit, Velasco, & Spence, 2019;Yazdanparast & Spears, 2013). ...
... Thus, e-commerce consumer experience, as a particular field of online consumer experience, has enormous potential to be enriched with sensory communication aspects. For instance, a good mood can compensate frustration caused by a lack of haptics (Yazdanparast & Spears, 2013). An appealing design of the online shop, positive product descriptions or ratings, chats with friendly consultants, plenty of humor, and/or stimulating images can attract people with a high need for touch to online shopping (Roggeveen, Grewal, Townsend, & Krishnan, 2015;San-martín, González-benito, Martos-partal, & Sanmartín, 2017;Yazdanparast & Spears, 2013). ...
... For instance, a good mood can compensate frustration caused by a lack of haptics (Yazdanparast & Spears, 2013). An appealing design of the online shop, positive product descriptions or ratings, chats with friendly consultants, plenty of humor, and/or stimulating images can attract people with a high need for touch to online shopping (Roggeveen, Grewal, Townsend, & Krishnan, 2015;San-martín, González-benito, Martos-partal, & Sanmartín, 2017;Yazdanparast & Spears, 2013). For this and other reasons, the intersection of these two dimensions is extensive. ...
Conference Paper
Multisensory consumer engagement on e-commerce websites is technically limited to visual, acoustic, and written elements. Consumers communicate, buy, and share products and services via digital environments in which sensory information is limited. To improve consumers' online sensory experience, media types and the content need to be quantitatively assessed and adapted. This project aims to develop a quantitative model, an Online Sensory Marketing Index (OSMI), which assesses ecommerce websites in multisensory communication quality. The OSMI will be supported by an automatic procedure that is based on artificial intelligence. Content of texts, images, and videos is evaluated by natural language processing (NLP), natural language generation (NLG) as well as automatic machine learning (AutoML) procedures. Multiple e-commerce websites from various industries are examined.
... Likewise, brand name and price promotion likely compensate consumers for the lack of touch and yield greater purchase intentions and product judgment confidence (Dawar and Sarvary, 1997;Peck and Childers, 2003b). Despite the above-mentioned contributions, there is much to be gained through studying the moderating effects of situational factors in the relationship between NFT and key consumer response variables Childers, 2003a, Yazdanparast andSpears, 2013). ...
... Bless et al. (2001) suggested that emotional states can be used as information, leading to emotional judgments. Yazdanparast and Spears (2013) investigated the moderating role of emotions in the relationship between NFT and consumer responses. Yet, their research focused on transient during-consumption emotions (i.e. ...
... For example, Citrin et al. (2003) found that individuals with higher NFT are more likely to use haptic information in their judgment of a product and have more confidence in judgments of products when they can actually touch them. Furthermore, they are likely to become frustrated if they do not have the opportunity to experience products directly (Yazdanparast and Spears, 2013). Peck and Childers (2003a) also suggested that shoppers' attitude toward a product and their confidence in product judgments may be affected by whether or not they can touch a product and experience pleasurable sensory feedback (e.g. ...
Article
Full-text available
Purpose - With the growth of online shopping, during which consumers are not able to touch products, there is much for researchers and marketers to learn about the underlying role of the need for touch (NFT) in driving online shopping decisions. Consumers’ emotional state prior to purchase is considered a situational variable that affects their attitude and behaviour. This study explores the effects of consumers’ NFT and pre-purchase emotional states on their online decision-making behaviour, examining perceived quality, confidence in product judgment and intention to purchase. Design/methodology/approach - A field experiment was conducted using a scenario presenting buying a sweater as a real purchase opportunity available to participants. Two hundred ninety-eight university students at a university in the southeast of France who voluntarily choose to participate were used in this study. A 2 (NFT: high/low determined by a median split) x 2 (emotional states: high/low level) analysis of variance (ANOVA) was used to further examine the interaction of NFT and emotional states in consumer decision making. Findings - The results indicate that autotelic NFT and positive emotional states experienced before shopping have an impact on consumers’ decisions in relation to perceived quality, confidence in product judgment and intention to purchase. Furthermore, this study demonstrates that instrumental vs. autotelic NFT affects consumer decision making, with mixed support found for negative emotional states acting as possible moderators. Originality/value - This study advances the NFT field and leads to insights regarding online consumer purchase decision making by exploring instrumental vs. autotelic NFT and pre-purchase emotional states as antecedents of consumer decisions.
... The digitization trends have no long history, and thus, no generic (online) sensory evaluation model has yet been developed. For this reason, research is based on the problem of the extent to which compensation can be achieved by combining two or even more sensory stimuli and how this affects consumers and their purchasing behavior keeping in mind that direct sensory consumer appeal on e-commerce websites is limited to visuality and acoustics [3], [19], [20]. An evaluation framework would provide the following benefits to the body of knowledge in online sensory marketing design: ...
... Thus, ecommerce consumer experience, as a particular field of online consumer experience, has enormous potential to be enriched with sensory communication aspects. For instance, a good mood can compensate frustration caused by a lack of haptics [19]. An appealing design of the online shop, positive product descriptions or ratings, chats with friendly consultants, plenty of humor, and/or stimulating images can attract people with a high need for touch to online shopping [19], [29], [30]. ...
... For instance, a good mood can compensate frustration caused by a lack of haptics [19]. An appealing design of the online shop, positive product descriptions or ratings, chats with friendly consultants, plenty of humor, and/or stimulating images can attract people with a high need for touch to online shopping [19], [29], [30]. For this and other reasons, the intersection of these two dimensions is extensive. ...
Conference Paper
Multisensory consumer engagement on e-commerce websites is technically limited to visual, acoustic, and written elements. Consumers communicate, buy, and share products and services via digital environments in which sensory information is limited. To improve consumers' online sensory experience, media types and the content need to be quantitatively assessed and adapted. This project aims to develop a quantitative model, an Online Sensory Marketing Index (OSMI), which assesses e-commerce websites in multisensory communication quality. The OSMI will be supported by an automatic procedure that is based on artificial intelligence. Content of texts, images, and videos is evaluated by natural language processing (NLP), natural language generation (NLG) as well as automatic machine learning (AutoML) procedures. Multiple e-commerce websites from various industries are examined.
... Third, our research highlights that the effect of product touch on expected ease of use depends on instrumental NFT. Despite NFT's bidimensionality, most research has treated it as a unidimensional predictor of consumers' responses to product touch (Grohmann et al., 2007;Yazdamparast & Spears, 2013;Yoganathan, Osburg, & Akhtar, 2019). ...
... High NFT individuals tend to evaluate a product more favorably when they have the chance to touch it (Grohmann et al., 2007). However, when there is no chance to touch products, price promotions can compensate high NFT individuals for the lack of touch and increase their confidence in their product judgment (Yazdamparast & Spears, 2013). Recent research indicates that NFT may also influence consumers' reactions to a product's packaging design and texture (Serhal, Pantin-Sohier, & Peck, 2018). ...
... Finally, this research sheds light on the effect of instrumental NFT on consumers' responses to product touch. Past work has often examined NFT as a unidimensional construct (e.g., Grohmann et al., 2007;Yazdamparast & Spears, 2013) or focused only on its autotelic dimension (e.g., Atakan, 2014;Overmars & Poels, 2015). Instead, our research proves that instrumental (but not autotelic) NFT moderates the positive effect of product touch on consumers' intentions toward tactile-functional products. ...
Article
This research examines how touching (versus not touching) tactile-functional products—namely those that provide a tactile feedback related to their utilitarian characteristics—affects these products’ expected ease, as well as consumers’ attitudes and intentions toward them. Three experimental studies investigated these effects by focusing on consumer electronics. Study 1 shows that product touch positively affects consumer attitude toward tactile-functional products via an increase of said products’ expected ease of use. Study 2 reveals that such an effect is moderated by consumers’ instrumental need for touch, that is, their propensity to touch products for diagnostic reasons. Study 3 demonstrates that even the mere imagination of product touch (vicarious touch) can boost the expected ease of using tactile-functional products and consumers’ intentions toward them. Thus, traditional and online retailers should be aware of the importance of actual and imagined product touch when striving to effectively market such products.
... Research shows consumers are interested in technologies which engage haptic touch (Van Kerrbroeck, et al. 2017), yet greater research is needed to establish whether it provides superior outcomes for both the consumer and service provider (Brasel & Gips, 2014). This is because some literature challenges haptic touch as providing superior outcomes, suggesting instead that consumers can forgo haptic touch in digital settings in certain conditions and this can still yield high purchase intentions (Yazdanparast and Spears, 2013). This therefore leaves an unanswered question for scholars and practitioners, "does more sense make sense?" ...
... We previously highlighted that the majority of prior research in haptic touch suggests that enabling consumers to use the sensation of touch would increase persuasion and likelihood of purchasing (Brasel & Gips, 2014;Streicher & Estes, 2016;Peck and Childers, 2003). However, we also recognized that a body of literature also existed stressing caution as to whether haptic touch improved the likelihood of purchasing in all settings (Martin, 2011;Yazdanparast and Spears, 2013). Our findings align with the later as whilst haptic touch improved satisfaction it did not significantly improve purchase intentions. ...
... Our findings align with the later as whilst haptic touch improved satisfaction it did not significantly improve purchase intentions. Our results therefore provide further important insight into the emerging area of haptic touch and digital technology (Yoon & Youn, 2016Yazdanparast and Spears, 2013), in particular the boundaries and limitations of where haptic touch improves outcomes for service providers. ...
Article
Full-text available
Purpose The purpose of this paper is to provide insight into whether “more sense makes sense” when attempting to encourage consumers to purchase retail products using technology; that is, does engaging senses in addition to visual and aural senses, such as haptic touch, through interactive retail technology lead to an easier and more enjoyable consumption experience of retail products for consumers, while also enhancing service provider outcomes? To test this assumption (“more sense makes sense”), this study empirically examines whether differences are present in the consumer experience (usefulness, ease of use and customer-perceived value) and service provider outcomes (satisfaction and purchase intentions) across retail technologies with and without haptic touch enabled. Design/methodology/approach The study randomly allocated participants to either the haptic touch (haptic touch, visual and aural senses, n = 135) or no haptic touch (visual and aural senses only, n = 182) interactive retail technology condition. The data were analyzed using multivariate analysis of covariance. Findings The data provide support for the use of high-interactive technology achieved through the inclusion of haptic touch by showing it to provide a more visually appealing, easy to use, enjoyable and entertaining experience. However, the results also provide insight into boundaries of where the use of haptic touch does not significantly increase outcomes. Overall, the results suggest high-interactive retail technology using haptic touch provides a more entertaining experience for consumers, which leads to increased satisfaction with service providers, but this does not translate into a significant increase in purchase intentions. Originality/value This study examines the consumer and service provider benefits and limitations of using haptic touch in interactive retail technology. The effects of haptic touch for both the consumer and service provider have not previously been empirically examined thoroughly in a technological setting.
... Thus, consumers assess sensory information obtained from tactile cues in brands and products when evaluating products (Grohmann et al., 2007). For example, grasping products to obtain sensory information by haptic exploration (Streicher and Estes, 2015), leads to positive product evaluation (Atakan, 2014;Ludden et al., 2009;Ordabayeva and Chandon, 2013) and purchase intention (Streicher and Estes, 2016;Yazdanparast and Spears, 2013). ...
... Similarly, Peck et al. (2013) show that imaginary touch can be as effective as actual touch on perceived ownership, and consequently act as a surrogate for touch, particularly in an online context. Although physical touch is absent in online contexts, Yazdanparast and Spears (2013) demonstrate that price promotion, product familiarity and mood are important factors since the visualtactile interplay becomes imaginary. For example, clothing is visualized by pictures and the material is described in the text, leading to cognitive processing of how clothing feels when touched. ...
... The study shows the mere simulation of tactile cues in virtual settings, such as a handshake or touch in unison with vision may impact on emotions. This adds to the current notion of the stimulation of the senses (Peck et al., 2013;Yazdanparast and Spears, 2013). However, it seems as discussed that the interpersonal connections of humans and touch, regardless of whether it is physical or virtual, impact individuals (Spence and Gallace, 2011). ...
Article
Purpose The purpose of this paper is to develop a comprehensive conceptual framework of visual-tactile interplay and consumer responses in brand, product and servicescape contexts. Design/methodology/approach This paper performs a literature review of visual-tactile interplay by reviewing prior research in marketing and psychology. Findings The review reveals that visual-tactile interplay provokes various consumer responses depending on whether brands, products or servicescapes are used. The paper develops a comprehensive conceptual framework mapping out visual-tactile interplay and the relationship with consumers’ cognition, emotions and behaviors. Research limitations/implications A conceptual model was developed with a novel view on how visual and tactile cues can together influence consumer responses. Practical implications This paper shows how visual-tactile interplay is successful in brand, product and servicescape contexts and provides practical insight for firms into how to provoke consumers’ cognitive, emotional and behavioral responses. Originality/value This paper contributes to existing literature by developing a conceptual framework and model of visual-tactile interplay and consumer responses by drawing on research in marketing and psychology.
... Alanyazında daha önce yapılmış olan çalışmalarda nedensellik çalışmalarında parçalar halinde tüketicilerin webrooming, showrooming ve dokunma ihtiyaçları belirlenmiştir. Örneğin, dokunma ihtiyacı yüksek olan tüketicilerin satın alma ve bilgi toplama için mağaza kanalını tercih etmesi (Workman ve Cho, 2013), dokunma ihtiyacı yüksek olmayan bazı tüketicilerin internet kanalı kullanımına açık olması (Yazdanparast ve Spears, 2013), tüketicilerin mağaza ve internet kanalları arasında bilgi toplama, karşılaştırma yapma ve kanalları bir noktada beraber kullanma (Burns vd. 2018;Zaubitzer, 2013) hakkında bazı sonuçlara ulaşılmıştır. ...
... ;Peck ve Shu, 2009;Peck ve Wiggins, 2006;Shu ve Peck, 2007;Yazdanparast ve Spears 2013). Dokunma, alanyazında iki farklı boyutta ele alınmaktadır. ...
Article
Full-text available
Araştırmanın amacı, tüketicilerin dokunma ihtiyacı açısından internet kanalı ve mağaza kanalları arasındaki geçişlerinin ve satın alma profillerinin belirlenmesidir. Araştırmanın örneklemi en az bir kez internet üzerinden satın alma işlemi gerçekleştirmiş tüketicilerden oluşmaktadır. Araştırma sonucunda 3 farklı tüketici profili (çevrimiçi kanal kullanıcıları, mağaza kanalı kullanıcıları ve çoklu kanal kullanıcıları) oluşturulmuştur. Çevrimiçi kanal kullanıcıların dokunma ihtiyaçlarının düşük olduğu, çevrimiçi kanallardan satın almaya olumlu yaklaştıkları, kanallar arasında geçiş yaparak alışverişi tamamlama niyetinde oldukları sonucuna ulaşılmıştır. Mağaza kanalı kullanıcıları, dokunma ihtiyacı yüksek olan, mağazada ürün incelemesi yaptıktan sonra internetten satın almayı faydalı görmeyen, ancak internetten bilgi toplamaya olumlu yaklaşan bireylerdir. Çoklu kanal kullanıcıları ise yüksek düzeyde dokunma ihtiyacı olan, mağaza ve internet kanalları arasında geçiş ve internet kanallarından alışverişe olumlu yaklaşımı olan kişilerdir. Araştırma, tüketicileri dokunma ihtiyacı, webrooming ve showrooming davranışlarının profillendirilmesi açısından diğer çalışmalardan farklılaşmaktadır. Anahtar kelimeler: Webrooming, showrooming, dokunma ihtiyacı, çoklu kanal kullanımı.
... Particularly touch-related elements gain in importance as a consequence to the prospering online market that does not provide immediate haptic information (de Vries, Jager, Tijssen, & Zandstra, 2018;Geuens, Brengman, & S'Jegers, 2003;Peck & Childers, 2003b). Accordingly, consumers' innate need for touch (NFT) can lower the appeal of online grocery shopping (Brasel & Gips, 2014;Yazdanparast & Spears, 2013). Peck and Childers (2003a) conceptualize NFT as a personality trait that governs consumers' preferential reliance on haptic information. ...
... Although various studies analyze NFT across different product categories within an online retailing context, including consumer electronics, fashion, and bags (e.g., Rodrigues, Silva, & Duarte, 2017;San-Martín, González-Benito, & Martos-Partal, 2017;Yazdanparast & Spears, 2013), its effect in online produce retailing remains under-researched (see Web Appendix A for a comprehensive literature review). Nonetheless, some studies provide preliminary insights into NFT's role in online produce retailing. ...
Chapter
The current research addresses two marketing areas: sensory marketing and online retailing. While online retailing continues to gain importance, online grocery retailing, especially perishable products such as produce, lags behind other product categories. For example, 62% of consumers buy books and 52% buy toys or games online (Statista 2017), yet only 4% of US grocery shoppers rely on online channels (Hartman Group 2018). This study focuses on a psychological explanation grounded in sensory marketing for consumers’ hesitation to purchase produce online: consumers’ innate need for touch (NFT) and thus the absence of haptic diagnosticity in online retailing. Peck and Childers (2003) define NFT as the ‘preference for extraction and utilization of information obtained through the haptic system’ (p. 431).
... Particularly touch-related elements gain in importance as a consequence to the prospering online market that does not provide immediate haptic information (de Vries, Jager, Tijssen, & Zandstra, 2018;Geuens, Brengman, & S'Jegers, 2003;Peck & Childers, 2003b). Accordingly, consumers' innate need for touch (NFT) can lower the appeal of online grocery shopping (Brasel & Gips, 2014;Yazdanparast & Spears, 2013). Peck and Childers (2003a) conceptualize NFT as a personality trait that governs consumers' preferential reliance on haptic information. ...
... Although various studies analyze NFT across different product categories within an online retailing context, including consumer electronics, fashion, and bags (e.g., Rodrigues, Silva, & Duarte, 2017;San-Martín, González-Benito, & Martos-Partal, 2017;Yazdanparast & Spears, 2013), its effect in online produce retailing remains under-researched (see Web Appendix A for a comprehensive literature review). Nonetheless, some studies provide preliminary insights into NFT's role in online produce retailing. ...
Article
Online grocery retailing lags behind other product categories in e-commerce. This article focuses on consumers’ need for touch (NFT) as a psychological explanation for this issue. In two studies, consumers rate their perception of produce offered in an online shop. Specifically, consumers assess quality concerns, affective response, and willingness to pay (WTP) in offline versus online retail contexts. Results demonstrate that high-NFT consumers express higher quality concerns and lower affective response to online offered produce. This negative influence of NFT is stronger if consumers use indirect compared to direct touch interfaces. Further, NFT influences WTP difference between offline and online offered produce. Online retailers therefore need to carefully manage quality concerns and negative perceptions that high-NFT consumers express during online produce shopping. A third study proposes a solution through online videos as visual design features. Displaying haptic evaluations of high-touch diagnostic produce by other consumers successfully negates NFT’s adverse influences.
... To date, existing research has found that most consumers prefer to touch and feel a product prior to purchase, raising significant challenges for marketers who rely on e-commerce (Childers and Peck, 2010;Yazdanparast and Spears, 2013) in both developed (i.e. USA) and developing (i.e. ...
... Our results reinforce earlier research indicating haptic products are difficult to sell online Childers, 2003a and2003b;Yazdanparast and Spears, 2013), but also show affective response is a stronger underlying mechanism between a touch purchase environment and the overall product evaluation for haptic products. Hence, managers must understand a touch environment elicits a more effective response that leads to favorable overall evaluation of a haptic product in two culturally different markets. ...
Article
Full-text available
Purpose This paper aims to examine the effects of purchase environment, product type and need for touch (NFT) on cognitive response, affective response and overall product evaluation in the USA and India. Design/methodology/approach Two experiments were conducted in two different consumer markets. In Study 1, participants evaluated haptic and non-haptic products and gave responses on cognitive response, affective response and overall product evaluation measures in the US market. In Study 2, the authors replicate Study 1 in a culturally different market of India and extend Study 1 by examining the moderating role of instrumental and autotelic dimensions of NFT on the effect of purchase environment on cognitive and affective responses. Findings Research findings suggest that cognitive and affective responses are the underlying mechanism between the purchase environment and overall response only for haptic product among Indian consumers. In contrast, affective response is the underlying mechanism explaining this relationship among US consumers. Furthermore, the instrumental dimension of NFT moderates the impact of purchase environment on cognitive but the autotelic NFT moderates the effect of purchase environment on affective response only for the haptic product but not for the non-haptic product. Research limitations/implications The study uses a relatively homogenous sample in the Indian market in contrast to the US market. Practical implications Results advance the understanding of the importance of haptic information processing in consumer decision-making across different purchase environments, product types and NFT using psychological distance (proximity) as a theoretical underpinning. With non-haptic shopping environments (i.e. online and mobile) growing rapidly, the results have critical implications for development of marketing strategies in Asian and US markets. Originality/value Empirical research examining the underlying mechanism by which purchase environment influences overall evaluation for haptic product is scarce. Additionally, understanding of the differential roles of instrumental and autotelic dimensions of NFT on cognitive and affective responses is very limited. This research fills this void and provides an understanding of the specific environment in evaluating haptic and non-haptic products in two distinct markets.
... A tapintás fontossága pedig hatással van fogyasztók magatartására. Így például a termék minőségének megítélésére (Orth et al., 2013;Yazdanparast -Spears, 2013), a vásárlási szándékra (Yazdanparast -Spars, 2013). Ezenkívül egyre több kutatót foglalkoztat az a kérdés, hogy a tapintás iránti preferencia milyen hatást gyakorol az online vásárlási szándékra (Citrin et al., 2003;Rodrigues et al., 2017) és az online és offline csatornák közötti választásra (Liu et al., 2017;Flavián et al., 2017;San-Martín et al., 2017). ...
... Mind az autotelikus, mind a funkcionális tapintás iránti preferenciát a Peck és Childers (2003) által kialakított, többtételes skálával mértem. Ezt a skálát már számos kutató (Grohmann et al., 2007;Yazdanparast -Spears, 2013;Rodrigues et al., 2017;Rodríguez-Torrico et al., 2017;San-Martín et al., 2017) használta a tapintás iránti preferencia számszerűsítésre. Mindkét skála reflektív, azaz az indikátorok a látens változó következményeit (Edwards -Bagozzi, 2000) fejezik ki. ...
Preprint
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A tapintás a látás után a második legfontosabbnak ítélt érzékszervi tapasztalat a vásárlási döntési folyamat-ban (Schifferstein, 2006). A fogyasztók tapintás útján gyűjtenek információkat a termékek alakjáról, textúrá-járól, súlyáról, vagy akár a hőmérsékletéről (Lederman-Klatzky, 1993). A bolti kiskereskedelemben a termék tapintása többnyire nem jelent problémát, azonban online környezetben a fogyasztó nem tud közvetlen kontaktusba kerülni a termékkel. A tapintási ingerek jelenléte, illetve hiánya befolyásolhatja a fogyasztókat abban, hogy online vagy fizikai üzletben vásárolják meg a terméket (Levy-Weitz, 2007). A tapintással foglalkozó érzékszervi marketing-szak-irodalom elsősorban a terméktulajdonságok megítélésére a vásárlási döntésben (McCabe-Nowlis, 2003) betöltött szerepére koncentrált. Több kutató arra a következtetés-re jutott, hogy a tapintás nem minden fogyasztó számára egyformán fontos, amelyet tapintás iránti preferenciaként definiáltak (Peck-Childers, 2003; Citrin et al., 2003). Egyes kutatók kizárólag a vásárlási döntési folyamathoz kapcsolódó tapintás iránti preferenciákat vizsgálták (Cit-rin et al., 2003; Orth et al., 2013; Flavián et al., 2017). Má-sok különbséget tettek a vásárlási célhoz kötődő, funkci-onális, illetve élménykereső, vagy más néven autotelikus tapintás iránti preferencia között viszont (Peck-Childers, 2003; Grohmann et al., 2007; Rodríguez-Torrico et al., 2017). Meglepő módon az eddigi kutatások nem vizsgál-ták a funkcionális és autotelikus tapintás iránti preferencia közötti összefüggést. Jóllehet feltételezhető, hogy azok a fogyasztók, akik magas értéket érnek el az autotelikus di-menzióban, azok számára nagyobb jelentőségű a tapintás a vásárlás során is. A tapintás iránti preferencia egyéni különbségeit az el-térő kockázatészlelésre (Orth et al., 2013), a megvásárolni kívánt termék típusára (Grohman et al., 2007; Rodrigu-es et al., 2017) és demográfiai jellemzőkre (Citrin et al., 2003) vezeti vissza a szakirodalom. A tapintás fontossága pedig hatással van fogyasztók magatartására. Így példá-ul a termék minőségének megítélésére (Orth et al., 2013; Yazdanparast-Spears, 2013), a vásárlási szándékra (Yaz-danparast-Spars, 2013). Ezenkívül egyre több kutatót foglalkoztat az a kérdés, hogy a tapintás iránti preferen-cia milyen hatást gyakorol az online vásárlási szándékra (Citrin et al., 2003; Rodrigues et al., 2017) és az online és offline csatornák közötti választásra (Liu et al., 2017; Flavián et al., 2017; San-Martín et al., 2017). A fentiekből következik, hogy a tapintás közvetítő szerepet játszik a vá-sárlók demográfiai jellemzői, a terméktípus és a csatorna-választás között. Az eddigi szakirodalom azonban főként a tapintás fontosságának közvetlen hatásaira koncentrált, az indirekt összefüggések elemzése még elhanyagolt ku-tatási területnek számít. Jelen kutatás tehát arra a kérdésre keresi választ, hogy a vásárlási döntés során az autotelikus és funkcionális tapintás iránti igény milyen közvetítő szerepet játszik a fogyasztók neme, a vásárolt termék típusa és a csatorna-választás között. A kutatási eredmények rávilágítanak a tapintás iránti preferencia csatornaválasztásban betöltött szerepére és arra, hogyan használhatják a kiskereskedők sikeresen az online és offline csatornáikat az eltérő tapin-tás iránti preferenciával rendelkező fogyasztók esetén. Ezenkívül a kutatás az autotelikus és a funkcionális ta-pintás közötti kapcsolatot is elemzi, amely hozzájárul az élményszerző (autotelikus) és a vásárláshoz kötődő (funk-cionális) érzékszervi tapasztalatok összefüggésének mé-lyebb megértéséhez. A kutatás arra a kérdésre keresi választ, hogy a vásárlási döntésnél a tapintás iránti preferencia milyen közvetítő szerepet játszik a fogyasztók neme, a vásárolt termék típusa és a csatornaválasztás között. A termék megtapintásának több célja lehet. A funkcionális tapintás lehetővé teszi a vizuálisan nem megfigyelhető termékjellemzők (pl. puhaság, alak, súly) értékelését a konkrét vásárlási döntés meghozatalakor. Másrészt a termékek megérintése konkrét vásárlási cél nélkül is élményt, örömöt jelenthet a fogyasztó számára, amelyet autotelikus tapintásnak nevezünk. A kutatási kérdés megválaszolására egyetemi hallgatók körében került sor az adatgyűjtésre. Az összefüggéseket kova-rianciaalapú, strukturális egyenletek modelljével (SEM) tesztelte a szerző. A kutatási eredmények alapján az autotelikus tapintás fontossága mediálja a fogyasztó nem és a funkcionális tapintás kapcsolatát. A női vásárlók hajlamosabbak konkrét vásárlási cél nélkül, pusztán az érzékszervi élmény miatt megtapintani a terméket, amely erősíti a funkcionális tapintás iránti preferenciájukat is. Ezenkívül az autotelikus tapintás közvetve befo-lyásolja a funkcionális tapintás fontosságának és a csatornaválasztásnak a kapcsolatát. Minél inkább jellemző a fogyasz-tóra az autotelikus tapintás, annál fontosabb lesz számára a vásárláshoz kapcsolódó, funkcionális tapintás, amely viszont csökkenti az online csatorna választásának valószínűségét.
... A tapintás fontossága pedig hatással van fogyasztók magatartására. Így például a termék minőségének megítélésére (Orth et al., 2013;Yazdanparast -Spears, 2013), a vásárlási szándékra (Yazdanparast -Spars, 2013). Ezenkívül egyre több kutatót foglalkoztat az a kérdés, hogy a tapintás iránti preferencia milyen hatást gyakorol az online vásárlási szándékra (Citrin et al., 2003;Rodrigues et al., 2017) és az online és offline csatornák közötti választásra (Liu et al., 2017;Flavián et al., 2017;San-Martín et al., 2017). ...
... Mind az autotelikus, mind a funkcionális tapintás iránti preferenciát a Peck és Childers (2003) által kialakított, többtételes skálával mértem. Ezt a skálát már számos kutató (Grohmann et al., 2007;Yazdanparast -Spears, 2013;Rodrigues et al., 2017;Rodríguez-Torrico et al., 2017;San-Martín et al., 2017) használta a tapintás iránti preferencia számszerűsítésre. Mindkét skála reflektív, azaz az indikátorok a látens változó következményeit (Edwards -Bagozzi, 2000) fejezik ki. ...
Article
A kutatás arra a kérdésre keresi választ, hogy a vásárlási döntésnél a tapintás iránti preferencia milyen közvetítő szerepet játszik a fogyasztók neme, a vásárolt termék típusa és a csatornaválasztás között. A termék megtapintásának több célja lehet. A funkcionális tapintás lehetővé teszi a vizuálisan nem megfigyelhető termékjellemzők (pl. puhaság, alak, súly) értékelését a konkrét vásárlási döntés meghozatalakor. Másrészt a termékek megérintése konkrét vásárlási cél nélkül is élményt, örömöt jelenthet a fogyasztó számára, amelyet autotelikus tapintásnak nevezünk. A kutatási kérdés megválaszolására egyetemi hallgatók körében került sor az adatgyűjtésre. Az összefüggéseket kovarianciaalapú, strukturális egyenletek modelljével (SEM) tesztelte a szerző. A kutatási eredmények alapján az autotelikus tapintás fontossága mediálja a fogyasztó nem és a funkcionális tapintás kapcsolatát. A női vásárlók hajlamosabbak konkrét vásárlási cél nélkül, pusztán az érzékszervi élmény miatt megtapintani a terméket, amely erősíti a funkcionális tapintás iránti preferenciájukat is. Ezenkívül az autotelikus tapintás közvetve befolyásolja a funkcionális tapintás fontosságának és a csatornaválasztásnak a kapcsolatát. Minél inkább jellemző a fogyasztóra az autotelikus tapintás, annál fontosabb lesz számára a vásárláshoz kapcsolódó, funkcionális tapintás, amely viszont csökkenti az online csatorna választásának valószínűségét.
... Despite efforts to promote the creation of rich and pleasur- able shopping experiences of apparel online through compensational strategies such as written descriptions and pictures [14], there are still many gaps and unanswered questions concerning the impact of the lack of touch in the information search and purchase stages of apparel in the online channel. ...
... Haptic compensation tactics include informing the consumer of the product's characteristics in tactile terms [6], providing a picture of the product [9], or stimulating haptic imagery [23]. Non-haptic com- pensation tactics include quality cues like brand name and price [24], risk reliever cues like return policies [25], or managing situational moderating factors like consumer mood or product expertise [14]. Other signaling cues like corporate credibility, retailer reputation and online product reviews made by other consumers have strong impact on the perception of the quality of the product and perception of risk [26]. ...
... Physical contact with products can be a key source of information for consumers, especially prior to the purchase decision. This contact may prove vital for weighing alternatives, establishing preferences and making choices (Childers and Peck, 2010;Orth et al., 2013;Park et al., 2012;Yazdanparast and Spears, 2013). Information gleaned from handling the product directly is more reliable and revealing than indirect experiences, because it is generated and obtained by the purchasers themselves. ...
... The number of transactions conducted online hit an all-time high, both globally and in Spain, in 2015, with a 27 per cent rise compared with the previous year (Competence and Market National Commission, 2015). In addition, using students in research pertaining to online vs offline sales channels is commonplace (Liao et al., 2011;Park et al., 2012;Yazdanparast and Spears, 2013), and Laroche et al. (2005) offer three reasons they are appropriate. First, students are familiar with the product analysed in this study and should be relatively involved in the process of searching for information about it. ...
Purpose The purpose of this paper is to address the potential impact of need for touch (NFT) on perceived product quality and the possible roles of purchasers’ social (subjective norms), personal (buying impulsiveness) and epistemic (e-commerce orientation) factors, as well as the likely interaction effect of the shopping channel. Design/methodology/approach The empirical study is based on 540 observations, analysed in a partial least squares structural equation model. Findings The link between the NFT and perceived quality tends to be negative, especially for online purchases. E-commerce orientation reduces the need to touch products, but subjective norms and buying impulsiveness have no significant effects. Research limitations/implications The NFT scale might be improved by adding more items. Some of the structural model coefficients indicate a low effect size. Finally, the results are limited to Spanish purchasers of the focal product. Practical implications Firms should appeal to purchasers’ e-commerce orientation to reduce the negative implications of a need to touch products among consumers shopping online. Originality/value The need to touch a product may be an obstacle to online purchases, yet few studies deal with its impact in online, relative to offline, contexts to evaluate product quality. This study also integrates personal, social and epistemic factors.
... Haptic compensation tactics include haptic cues, like informing the consumer of the product's characteristics in tactile terms (McCabe & Nowlis, 2003), the provision of a picture of the product (Peck & Childers, 2003a) or the stimulation of haptic imagery (Peck, Barger & Webb, 2012). Non haptic compensation tactics include quality cues like brand name and price (Olson & Jacoby, 1972), risk relievers cues like return policies (Kirmani & Rao, 2000), or the management of situational moderating factors like consumer´s mood or product expertise (Yazdanparast & Spears, 2013). For products with a mainly geometric component (size and form), if sufficient information is given, there is no clear preference for either physical or online channels (Klatzky et al, 1993). ...
... In spite of the previous, situational factors act as moderators of the influence of the need to touch in an online context. High NFT individuals reduce their frustration of not been able to touch a product if having a positive mood, and price promotions motivates high NFT individuals to purchase online (Yazdanparast & Spears, 2013). ...
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This paper firstly analyses the relationship between the consumer’s need for touch and the channels used during search and purchase stages. The focus will be the fashion industry, characterised by offering highly hedonic products, where great importance is placed on the sense of touch. Secondly, the moderating effects produced by the type of touch (autotelic / instrumental) and by the types of shopping task (goal-oriented / experiential-oriented) are also analysed. Results show that autotelic NFT becomes delimited by, and subordinated to, the instrumental one, as in the configuration of the overall NFT, high levels always involve a high instrumental dimension without which they do not occur. The instrumental NFT dimension defines both the online purchase, with its lowest values, and the use of physical channels, as it has values as high as those related to the autotelic one. The instrumental NFT dimension prevails over the autotelic one, both for goal-oriented and experiential consumers. Regarding multichannel shopping, those consumers who search or buy on the Internet show a lower level of NFT, both overall and in its two dimensions, compared to those consumers who choose physical channels. This is particularly noticeable in relation to the purchase phase.
... Haptic information can positively influence many users' purchase decisions [38,40,61,62]. Conversely, not being in physical contact with the product can lead to frustration for some users, a factor that can negatively affect both purchase decisions and product evaluations [63], which the results in this work showed because, as mentioned above, the chair was less liked when presented in VR, a means that does not allow users to come into physical contact with the product. ...
Article
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Nowadays, the presentation of products through virtual reality and other online media coexists with traditional means. However, while some products may be perceived correctly in digital media, others may need physical contact. In this scenario, this work analyses how presenting a product highlighted for its haptic properties and the presence or absence of physical contact during the presentation can influence the perception of its attributes and stimulate purchase intention. To this end, an experiment was designed in which each participant viewed and interacted with a chair presented in five different means that elicited a greater or lesser sense of presence. Participants evaluated the product’s attributes on a semantic scale with bipolar pairs. No relation was found between the presentation means and users’ purchase intention. However, results showed significant differences in the evaluation of some physical characteristics depending on the presentation means, and the product was generally more liked when presented in means in which it could be touched. We conclude that choosing means that allow a product to be touched and elicit a greater sense of presence may impact more positively on evaluations of haptic features when presenting a product with high haptic importance.
... When consumers touch a product, they receive information about the product's substance attributes such as texture, temperature, and weight (Grohmann et al., 2007;McCabe & Nowlis, 2003), which cannot be obtained through mere visual inspection and which are used to inform consumers' product evaluations (Racat et al., 2021). Lack of such information can lower consumers' confidence in their product evaluations and impact purchase decisions (Yazdanparast & Spears, 2013). As such, when product touch is not available, as in the case of online shopping, individuals generally resort to making purchase decisions based on visual features of the product, such as shape and color, and the extrinsic product cues, such as brand name, price, and available reviews (Imschloss & Kuehnl, 2017;Spence & Gallace, 2011). ...
Article
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Since price discounts are costly and can negatively affect consumers' perceptions of quality, it is crucial to identify the factors that make them effective in stimulating purchase behavior. Drawing on cue utilization theory, we examine price discount effectiveness in affecting consumers' reliance on the sale cue based on the provided product touch information as an intrinsic cue and individual consumer differences in sale proneness. Two experimental studies indicate that price discount information, product touch information, and sale proneness interact to determine consumers' responses. Perceived quality is the underlying mechanism behind the observed effects. For nonsale‐prone consumers, product touch information favorably influences responses to large price discounts by addressing product quality concerns and enhancing purchase confidence, but has no effect for regularly priced or low discounted products. For sale‐prone consumers, product touch information is not effective in increasing their responses regardless of the discount size. A qualitative study provides support for these results and highlights the role of perceived quality and purchase confidence. The research contributes to behavioral pricing, cue utilization theory, and sensory marketing and suggests that marketing managers should provide consumers with product touch information when implementing high discounts for products for which prepurchase touch is important.
... Since tactile sensation is one of the most important factors when evaluating a consumer product [1][2][3][4], quantitative evaluation methods for tactile sensation are in high demand in product development. In general, a sensory evaluation test is employed to quantify tactile sensations; however, it requires many subjects to participate in a survey, which is costly and time-consuming. ...
Article
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Tactile sensing has attracted significant attention as a tactile quantitative evaluation method because the tactile sensation is an important factor while evaluating consumer products. Although the human tactile perception mechanism has nonlinearity, previous studies have often developed linear regression models. In contrast, this study proposes a nonlinear tactile estimation model that can estimate sensory evaluation scores from physical measurements. We extracted features from the vibration data obtained by a tactile sensor based on the perceptibility of mechanoreceptors. In parallel, a sensory evaluation test was conducted using 10 evaluation words. Then, the relationship between the extracted features and the tactile evaluation results was modeled using linear/nonlinear regressions. The best model was concluded by comparing the mean squared error between the model predictions and the actual values. The results imply that there are multiple evaluation words suitable for adopting nonlinear regression models, and the average error was 43.8% smaller than that of building only linear regression models.
... A small amount of marketing research has identified the need to touch objects as a necessary prerequisite to their online purchase (Van Kerrebroeck et al., 2017). These haptic studies have demonstrated that consumers draw upon: the motivation to touch, customer reviews (Flavián et al., 2016), mood, purchase price, and product information to a greater extent when physical touch is not possible (Yazdanparast & Spears, 2013). Studies to develop models of touch and build these into artificial intelligence are just beginning (Soh & Demiris, 2014). ...
Article
This article offers the risky proposition of forecasting the future. The often paraphrased quote of Peter Drucker, famous European management guru, applies here. He was fond of pointing out how predicting the future can be likened to driving backwards down a dark and isolated country road at night with no lights, while looking out the back window via the rear view mirror. Instead, his wisdom suggested inventing the very future we want. We had best start now. Despite COVID-19 persisting in many countries, this article shares tactics from several strategic approaches to preparing for the next pandemic: accept the current practices (adopt), modify to suit new conditions (adapt), or find a different and better way (improve). The author favours improve.
... Using a 7-point Likert scale (1 = completely disagree, 7 = completely agree), the respondents were asked to state their level of agreement with four statements (e.g., "By examining the product with one's hands (touching, lifting, etc.), one may get a sense of the product's quality" were chosen partly because of its high score, and partly because of them being a common item of investigation in NFT studies (Peck & Childers, 2003a, 2003bPeck & Wiggins, 2006;Yazdanparast & Spears, 2013). Kitchen knives were chosen as they had the highest score of haptic diagnosticity among non-apparel-related items, as well as a relatively high score of importance of haptically diagnosing the product prior to purchase. ...
Article
Inability to touch physical products when shopping online may be an issue for consumers with a high “need for touch” (NFT), defined as preference for the extraction and use of haptic information. This study explores the inclusion of congruent auditory and visual haptic information in online product presentation videos as a user experience (UX)–design approach to compensate for the lack of touch in e-commerce. A between-subjects online experiment was conducted where participants (N = 183) evaluated variants in two product categories—kitchen knives and sweaters—in three conditions: static images, videos containing natural audio from the product interaction, and the same videos with a musical background. Product presentation was found to significantly affect perceived haptic properties (weight for the knives, softness for sweaters), perceived overall quality, perceptual discrimination and experienced task difficulty. Importantly, interactions between NFT and product category were identified: specifically, natural auditory haptic information improved the user experience of high NFT consumers in one product category (knives), but not the other (sweaters). Practical applications Overall, the present study demonstrates that auditory haptic information congruent with visual haptic information can improve the user experience of high NFT consumers in an online shopping context. However, the effectiveness of this UX-design approach may be dependent on the product characteristics, in particular the salience of the instrumental (vs. autotelic) dimension of touch.
... Quantitative evaluation of tactile sensation is important in industry because tactile sensation is a characteristic of products that relates directly to product value, especially for consumer products [1][2][3][4]. Sensory evaluation is generally conducted to quantify tactile sensation but requires an extremely large number of participants to ensure reliability, resulting in high financial and time costs. There is thus strong demand for the establishment of tactile sensing technology. ...
Article
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The tactile sensation is an important indicator of the added value of a product, and it is thus important to be able to evaluate this sensation quantitatively. Sensory evaluation is generally used to quantitatively evaluate the tactile sensation of an object. However, statistical evaluation of the tactile sensation requires many participants and is, thus, time-consuming and costly. Therefore, tactile sensing technology, as opposed to sensory evaluation, is attracting attention. In establishing tactile sensing technology, it is necessary to estimate the tactile sensation of an object from information obtained by a tactile sensor. In this research, we developed a tactile sensor made of two-layer silicone rubber with two strain gauges in each layer and obtained vibration information as the sensor traced an object. We then extracted features from the vibration information using deep autoencoders, following the nature of feature extraction by neural firing due to vibrations perceived within human fingers. We also conducted sensory evaluation to obtain tactile scores for different words from participants. We finally developed a tactile sensation estimation model for each of the seven samples and evaluated the accuracy of estimating the tactile sensation of unknown samples. We demonstrated that the developed model can properly estimate the tactile sensation for at least four of the seven samples.
... A recent stream of marketing research has examined the inhibitors and catalysts of OSCA across various themes, such as financial and psychological risks (Cho et al., 2006;Rajamma et al., 2009), privacy/security concerns and time pressure (Rubin et al., 2020), product presentation formats (e.g., visual and verbal information), and online decision styles and attitudes (Anesbury et al., 2016;Yazdanparast and Spears, 2013). Another noteworthy study by Huang et al. (2018) adopted the cognition-affect-behavior framework to investigate the influence of consumers' internal emotional ambivalence on OSCA. ...
Despite the widespread prevalence of online shopping cart abandonment (OSCA) and allusions to this behavior in popular press, scholars have yet to examine the key determinants of OSCA. This study used the stimulus-organism-response (S-O-R) model to explore the factors influencing consumers’ OSCA and decision to buy from a land-based retailer. Two studies were carried out to test the proposed hypotheses among Mainland China’s Generation Y consumers. Data was collected based on two product categories (i.e., apparel and electrical appliances) at two different time scenarios (i.e., pre- and post-pandemic). The findings reveal that hesitation at checkout increases OSCA, while consumers' decision to buy from a land-based retailer is influenced by their emotional ambivalence and OSCA. Furthermore, fear appeals appear to weaken the relationship between OSCA and the decision to buy from a land-based retailer. This study has implications for researchers and practitioners who seek to effectively reduce the rate of OSCA.
... Autotelic and instrumental need for touch are no independent personality characteristics, yet scholars occasionally treat need for touch as a unidimensional construct (Yazdanparast & Spears, 2013). ...
Article
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Consumers with a high autotelic need for touch tend to experience deprivation because they cannot touch products while shopping online. Augmented reality (AR) in retail allows consumers to explore products virtually as if they were present in the physical environment, except the fact that they are not touchable. This research investigates whether AR can compensate for this lack of touch or whether, on the contrary, these consumers are skeptical because they crave even more real haptic input. The results of four studies consistently show that consumers' autotelic need for touch is associated with benefits that positively impact various managerially relevant outcomes such as store and product attitudes or purchase intentions. However, the results also point to differences between expected and experienced hedonic and utilitarian benefits along the customer journey. Hedonic benefits prevail when consumers with a high need for touch actually experience AR, while they instead expect utilitarian benefits. The findings contribute to the AR marketing and online retailing literature by demonstrating that AR features can mimic touchable features of products. They also highlight the practical benefits of AR as a powerful tool in digital marketing.
... Prior research suggests that, in the online context, high-NFT individuals evince lower attitude-confidence, which can be offset through situational nonhaptic factors (e.g., mood, price promotions, and expertise; Peck & Childers, 2003;Yazdanparast & Spears, 2013). ...
Article
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Merely observing the hand movement speed with an advertised product can affect consumer perception. Five studies show that hand movement speed when observed (e.g., watching or even reading the description of slow vs. fast hand interaction with a product) elicits distinct associations in the consumer's mind and affects their responses. We suggest that people implicitly associate speedy movements with a more masculine (than feminine) behavior and use hand movement speed as an input to form evaluations of a touched product. Additionally, we demonstrate that consumers elicit higher product preference when their associations from observed hand movement speed match their own social identity. Thus, female (than male) consumers would prefer an advertised product that is depicted with a gentle (instead of speedy) hand movement-as such observed movement makes, both, the product, and the action-performer be perceived as more feminine. We find support for these effects across different product and advertising contexts. Our findings provide novel evidence on the effect of observed and described hand movements as a signal of gender identity and have significant implications for advertising.
... Haptic rendering technologies offer new opportunities for e-retailers and e-commerce, given that lack of product handling is identified as a barrier to online selling (Citrin et al., 2003;Yazdanparast and Spears, 2013). In the light of social distancing triggered by the pandemic (Yoo and Managi, 2020), haptic rendering technologies are more than a desirable novelty; individuals are increasingly concerned/frustrated about not being able to physically touch a product. ...
Article
Technology forecasting is a preliminary step in understanding social change. The response to COVID-19 will affect retailers and customers for years to come, forcing changes to interactions between individuals and technology. Innovative technologies that interrelate social and technological factors merit a re-examination, to explain the impact on consumer behavior where ‘physical’ and ‘digital’ are brought together. This paper explores the use of haptic rendering stimulation for pre-purchase decision-making. The objective is to identify how touching an interface can influence product evaluation and purchase intention. Drawing from an exploratory experimental design, the findings show the importance of interface touch for inferring product information or pleasure to interact with the product, confirming the relationship between knowledge and mental representation, body sensory-motor actions and online shopping contexts.
... Previous studies reflect that the platforms like Snapchat positively impact purchase motivation (Salem & Salem, 2019;Waheed et al., 2019). The gratification explains the effect on purchase motivations generated by different uses of SNSs (Santos et al., 2020;Sin et al., 2012;Yazdanparast & Spears, 2013). When millennials adopt the use of an SNS like Snapchat, they will achieve communication links where all kinds of desires and purchasing needs are satisfied (Karimi et al., 2014;Quan-Haase & Young, 2014;Ruggiero, 2000;Schivinski & Dabrowski, 2016). ...
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Ephemeral content has become a vital marketing resource for companies, but its effects have rarely been addressed in academic literature. Through the theory of uses and gratifications (U&G), we explore ephemeral content, the impact of Snapchat use, and their impact on millennials’ purchase motivation. Through an electronic survey of 454 millennial-generation participants, analysed through SMART-PLS, theoretical contributions are presented in identifying modality-based gratifications and interactivity-based gratifications as two additional sources of gratification that generate the modality of Snapchat’s ephemeral content. The study theoretically reflects how much interaction and identification with the medium generates a positive involvement in the audience’s needs, thus explaining its reasons for use.
... Within the frame of sensory marketing, previous research showed the importance of the sense of touch during the in-store consumer experience, considering both positive consequences and negative effects (i.e., tactile contamination) of touching products (Citrin et al., 2003;McCabe and Nowlis, 2003;Argo et al., 2006;Peck and Childers, 2006;Peck and Wiggins, 2006;Peck and Shu, 2009;Peck and Johnson, 2011). Indeed, the sense of touch has often been considered as a booster of the consumer's experience, able to predict the will of purchasing a good, and, nowadays, the absence of tactile stimulation (i.e., the inability to handle merchandise) has been identified as one of the most wellknown obstacles of online Web shopping experience (McCabe and Nowlis, 2003) that must be replaced by other positive intervening factors as the promotion of a positive mood state and/or the use of a touch interface while surfing the e-commerce (Yazdanparast and Spears, 2013;Chung et al., 2018). ...
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To gain a deeper understanding of consumers' brain responses during a real-time in-store exploration could help retailers to get much closer to costumers' experience. To our knowledge, this is the first time the specific role of touch has been investigated by means of a neuroscientific approach during consumer in-store experience within the field of sensory marketing. This study explores the presence of distinct cortical brain oscillations in consumers' brain while navigating a store that provides a high level of sensory arousal and being allowed or not to touch products. A 16-channel wireless electroencephalogram (EEG) was applied to 23 healthy participants (mean age = 24.57 years, SD = 3.54), with interest in cosmetics but naive about the store explored. Subjects were assigned to two experimental conditions based on the chance of touching or not touching the products. Cortical oscillations were explored by means of power spectral analysis of the following frequency bands: delta, theta, alpha, and beta. Results highlighted the presence of delta, theta, and beta bands within the frontal brain regions during both sensory conditions. The absence of touch was experienced as a lack of perception that needs cognitive control, as reflected by Delta and Theta band left activation, whereas a right increase of Beta band for touch condition was associated with sustained awareness on the sensory experience. Overall, EEG cortical oscillations' functional meaning could help highlight the neurophysiological implicit responses to tactile conditions and the importance of touch integration in consumers' experience.
... Product category knowledge is often crucial for consumer purchases and facilitating mental imagery (e.g. Yazdanparast & Spears, 2013). Whereas past research indicates that mental imagery (imagining versus considering) is a more efficient route to information processing (e.g. ...
Article
How and when should retailers use 360-virtual reality (VR) versus other media? What role does haptic sensory information play in VR and can consumers actually imagine touch? The aim of this research is to answer these questions by evaluating how presence induced by media (360-VR versus video) leads to heightened attitudes and purchase intentions and how this effect depends on consumer’s knowledge of the product category as well as haptic information. Specifically, 360-VR (versus low presence media) elicits more favorable evaluations (study 1). Yet, in-store, 360-VR results in less favorable responses (study 2). We show that when consumers have high product knowledge, 360-VR decreases consumer responses toward the brand. Alternatively, when consumers have low product knowledge 360-VR enhances consumer responses toward the brand (study 3). Introduction of haptic instructions attenuates the unilateral negative effect of product knowledge (study 4). Importantly, mental imagery underpins these relationships (studies 3 and 4).
... These numbers are only expected to grow, given that consumers increasingly value the ease and convenience of online shopping over in-store, brick-and-mortar experiences (Kaufman-Scarborough and Lindquist, 2002;Morris, 2013). With this proliferation, a great deal of research has examined the inhibitors and catalysts of online shopping, focusing on factors such as the roles of perceived risk (e.g., privacy/security concerns and the inability to physically examine items) and product presentation format (e.g., visual and verbal information) in online decision making styles and attitudes (Anesbury et al., 2015;Chang and Wu, 2012;Harris and Dennis, 2011;Kim and Lennon, 2008;Wu and Lin, 2012;Yazdanparast and Spears, 2013). ...
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Purpose While the popularity of online shopping has increased in recent years, surprisingly little research has examined the factors affecting consumers’ behavior in this context. Furthermore, though a widespread problem for companies, the phenomenon of online shopping cart abandonment has garnered even less attention. The purpose of this study is to examine the role of consumers’ mindsets in online shopping cart abandonment. Design/methodology/approach Three experimental studies were conducted to examine the effect of consumer mindsets (i.e. abstract vs concrete) on purchase intentions. Findings Results indicate that consumers who have an abstract (as opposed to concrete) mindset when shopping online rate the products they include in their shopping carts to be more important, and consequently are more likely to purchase them, reducing shopping cart abandonment. Practical implications The findings suggest that online retailers can reduce shopping cart abandonment by implementing strategies that allow consumers to think abstractly. Originality/value This research contributes to the literature by identifying an important underlying mechanism affecting online shopping cart abandonment.
... This mood-state knowledge may be relevant to understand consumer behavior and more so in case of point-ofpurchase (Bakamitsos & Siomkos, 2004;Gardner, 1985;Di Muro & Murray, 2012). However, the affective side of mood should be different in case of online consumption emotions (Gardner, 1985;Li et al., 2011), since moods may not be momentary feelings as they get influenced by online price promotions, discounts, and level of situation-specific product expertise (Yazdanparast & Spears, 2013). ...
Article
The present study aims to develop a multi-item scale to measure the online consumption emotion (OCE) to facilitate understanding of relationship marketing. Qualitative and quantitative approaches were employed, and psychometric procedures were followed for the scale development. The initial pool of scale items was tested using EFA with SPSS (v. 21.0), and CFA with AMOS (v. 18.0) to confirm the dimensionality of OCE scale. The EFA results revealed that OCE is a five-dimensional construct which consisted of 39 items. The scale includes excitement, comfort, ecstasy, annoyance and romance. The adequacy of employing a categorical approach to assess online shoppers’ emotional experiences in terms of positive/negative responses is required for online relationship marketing orientation. The online consumption emotion scale can be used to understand individual’s online shopping behavior. The findings can help online marketers to envisage relationship marketing strategies to increase their retail customer base, retain customers, improve positive word-of-mouth, and to improve relationship marketing for long-term profitability.
... A study through U&G identified that social media impact purchasing decisions and identifies the link with the brand as having a positive impact on the purchase through the e-WOM (See-To and Ho, 2014; Hutter et al., 2013). From another perspective, the use variable reflects a positive impact on the purchase through social media (Yazdanparast and Spears, 2013;Sin et al., 2012). Other studies conclude that the search for information through perceived benefits impacted positively on the communication to purchase through social media (Wang et al., 2012;Chung and Koo, 2015;Hu et al., 2015). ...
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Purpose The purpose of this paper is to examine the use of social media and its impact on information search, communication with a company, and purchase and re-purchases of products and services. Using use and gratification theory as a starting point, it also examines the impact of satisfaction of use of social media in the process of purchasing and re-purchasing products and services. Design/methodology/approach An online survey was conducted with 444 participants, and the data were analyzed using the partial least squares structural equation modeling technique to observe the effects between the variables of social media use, search information, communication with the company, purchase, re-purchase and satisfaction of use of social media. Findings The results reflect how the use of social media generates significant rewards that significantly impact the search for information and the communication with the company. The data also show how communication with the company has an impact on the purchase and re-purchase of products and services. Finally, it was empirically confirmed that the gratification received by users through social media use impacts satisfaction with social media use. Originality/value The results contribute to how social media impacts alternative evaluations through the gratification of user needs, resulting in motives and behaviors leading to the purchase of goods and services, as established by Use and Gratification Theory. In its contributions to the Academy, Use and Gratification Theory (U&G) explains why individuals use and share information using social media. First, it justifies the purchase and re-purchase of products and services due to user satisfaction according to users’ experience using social media. Second, it presents a vision of how the use of social media is a significantly important result in the gratification of consumer needs.
... Nevertheless, mall visits appear to provide Nigerian shoppers who are, perhaps, considering online shopping channels the opportunity to fairly evaluate prices and non-price product and/or service attributes such as colour, style, texture of wears (e.g., clothes, shoes) which may not be exactly as it is shown in the computer screen (Gupta et al., 2004). Touching a product is undeniably a credible source of information (Peck and Wiggins-Johnson, 2011;Yazdanparast and Spears, 2013). Consumers attempt to infer product quality by feeling and touching the product. ...
Nigeria started witnessing entry and exponential expansion of shopping malls a decade ago. Despite this obviously unprecedented growth and transformation in the retailing domain which has dramatically redefined shopping concept across socio-demographics, there is little understanding about the dynamics operating in the emerging segment. It still represents the "black box" in the shopping behaviour literature in Nigeria given its embryonic status. This paper examines factors that determine mall-patronage frequency in Nigeria and used those factors to develop a theory. Self-administered questionnaire was used to collect data from 1537 actual mall shoppers, aged 18 years and over in six major malls using mall intercept approach. Structural Equation Modelling (SEM) technique was employed to assess the hypothesized causal relationships by using SmartPLS 2.0 software. Convergent and discriminant validity including composite reliability were checked. Eight mall-patronage frequency determinants emerged; shoppers' ethnic background and age have interaction effect. The study develops a theory that reflects drivers of mall-patronage frequency among Nigerian shoppers, extending the mall-shopping research by providing contemporary insights into the requirements of shoppers in a fast-changing retail landscape. Theoretical and managerial implications of the findings were discussed.
... A current Forrester study (Husson, 2016) suggests that advertisers today underuse online initiatives (e.g., virtual tours) in marketing despite their potential to help differentiate a brand. While previous research has shown the limitations of providing product information online because users cannot touch or feel the product (Citrin, Stem Jr, Spangenberg, & Clark, 2003), the online environment remain an inescapable advertising format, that has piqued the interest of many researchers concerned with consumer psychology (Yazdanparast & Spears, 2013). For example, recent research examines how users interact with advertising formats meant to offer potential consumers a better communication experience (e.g., behaviorally-targeted ads; Summers, Smith, & Reczek, 2016), such that by adding a haptic element (e.g., Coulter, 2016) users are more persuaded, especially high autotelics. ...
Article
Virtual tours are distinct from videos and other online communication tools in various ways. First, they require consumer-controlled interactions and input (e.g. clicking a mouse), rather than passive viewing. Second, virtual tours offer users a unique perspective – the consumer experiences the product in a quasi-realistic sense. Third, virtual tours may allow for an immersive state, or telepresence. This research examines how in virtual tours, user-driven interaction results in telepresence, leading to augmented attitudes towards the object. Studies 1 and 2 show that the relationship between online virtual tours and attitudes towards the objects are mediated by telepresence with user-driven interactivity as an antecedent. Study 3 finds cognitive load to be a moderator of the sequential mediation. This research provides insights into the process mechanisms that occur in virtual tours, contributing to research on online interactivity and the influence of consumer-driven online interactions on consumer perceptions and behavior.
... Successively, attitudes toward advertisements have been shown to indirectly influence consumers purchase intentions, through brand attitudes, which directly influence purchase intentions (Batra and Ray, 1986;Brown et al., 1998;Burke and Edell, 1989;Edell and Burke, 1987;MacKenzie and Lutz, 1989;MacKenzie et al., 1986;Merchant and Rose, 2013;Spears and Singh, 2004;Yazdanparast and Spears, 2013). Accordingly, this study hypothesizes the following: ...
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Purpose This paper aims to develop a framework for understanding consumers’ response to digital advertising using the affect transfer hypotheses and incorporating search behaviors. The paper also offers future research suggestions. Design/methodology/approach A quantitative approach is used in this paper by conducting survey research on a research panel. Structural equation model with multi-group comparisons is conducted. The research is conducted using a general US population sample. Findings Findings demonstrate that the affect transfer hypothesis is sufficient to enhance extant understanding of consumers’ response to digital advertising, but the incorporation of search intentions into the model improves the explanatory power. Originality/value To date, little research in digital marketing has studied search intentions and less has done so in the context of digital video advertising. Interestingly, theory from a more traditional domain can lends support for the authors hypotheses.
... Plastic materials are often used for the outer packaging of consumer products such as cameras, personal computers, and instrumental panels of automobiles. Appropriate design of the tactile sensation of such products may provide additional value to the product itself, in addition to its original functionality [1]. However, the tactile sensation of plastic parts has yet to be assessed compared with that of cloth or cream. ...
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This study proposes a tactile estimation method of molded plastic plates based on human tactile perception characteristics. Plastic plates are often used in consumer products. The tactile evaluation plays an important role in product development. However, physical quantities not taking into account human tactile perception have been employed in previous tactile estimation procedures. Hence, in this study, we adopted the vibrational thresholds of the mechanoreceptive units—FA I, FA II, SA I and SA II—for stimuli detection and developed a tactile estimation method for plastic plates that clarified the mechanoreceptive units related to tactile sensation. The developed tactile sensor consists of a base and a silicone rubber pad that contains strain gauges in it. We detected vibration during touch by the sensor and calculated the estimation of the firing values of the cutaneous mechanoreceptors, which are the essential data obtained by humans during tactile perception, in comparison to the amplitude spectrum of the vibration with the threshold amplitude of each mechanoreceptive unit. Simultaneously, we calculated the relationship between the normal and tangential forces recorded while the sensor ran over the samples. As a result of stepwise linear regression analysis using these values as explanatory variables, the evaluation scores for Soft were successfully estimated using the firing value of FA II and the relationship between normal/tangential forces, and the evaluation scores for Rough were estimated using the SA I firing value.
... Using two-way communication to compensate for consumers' inability to touch Because traditional businesses will offer more products online as e-commerce grows, it will be important for e-tailers to understand ways to ameliorate the adverse effects associated with consumers' inability to touch the products offered online, particularly for those with high NFT who are more sensitive to the importance of touch (Yazdanparast and Spears, 2013). Fortunately for e-tailers, extant research shows that even imagined experience can provide valuable information for consumers (Hoch, 2002). ...
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Purpose The inability to touch products online is the top reason consumers list for preferring to shop in traditional brick and mortar versus e-commerce stores (Havas Worldwide, 2013). Need for touch (NFT) comprises autotelic and instrumental motives, which, respectively, relate to enjoyment and utility. This study aimed to examine how consumers’ NFT motives affect loyalty intentions toward e-commerce websites, both directly and as mediated by consumers’ level of technology acceptance (ease of use, enjoyment and perceived usefulness [PU]). The moderating effect of synchronous versus asynchronous two-way communication with sellers on the relationships among consumers’ NFT, acceptance of technology and loyalty intention was also examined. Design/methodology/approach An online survey was conducted among consumers who had shopped from popular e-commerce websites chosen by this study within the 12 months prior to data collection. Findings Both types of NFT motives affected loyalty and technology acceptance. Specifically, autotelic NFT positively impacted perceived ease of use (PEOU) and perceived enjoyment (PE), whereas instrumental NFT negatively impacted PEOU, PE and loyalty intentions. Among the technology acceptance variables, PU had the strongest effect on loyalty intention. Tests of moderation revealed that high-quality, text-based synchronous communication (i.e. live chatting) with sellers can compensate for both autotelic and instrumental NFT. Originality/value This research shows how the inherent inability of e-commerce to meet consumers’ NFT stymies consumers’ e-commerce acceptance and affects their loyalty toward online retailers and examines strategies that e-commerce sites can use to compensate for this need.
... Prior research has proposed compensatory measures such as price promotions (Yazdanparast and Spears, 2013) and enhanced mental imagery processing or image interactivity to simulate stroking gestures for indirect product experiences Poels, 2015a, 2015b), as well as substitutes such as virtual try-on (Kim and Forsythe, 2009) as means to compensate for the lack of touch online. However, academic research has thus far not yet examined solutions that provide a real experience, like the use of touch-enabling technologies. ...
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Purpose A major factor hampering the continuing and explosive rise of e-commerce, particularly for experience goods, is the lack of tactile information that could help to reduce uncertainty in consumer purchase decision making online. The purpose of this paper is to identify the specific touch-related properties worthwhile to enable in online retailing and the type of customer value that can be provided, as well as the drivers and barriers for consumer acceptance toward touch-enabling technologies for online shopping. Design/methodology/approach By means of consumer focus groups, the authors address the research questions regarding touch-related properties, their value to consumers, and the drivers and barriers for consumer acceptance by taking into consideration two specific touch-enabling technologies. Findings The study reveals that touch-enabling technologies can provide utilitarian and hedonic value to consumers, mainly at the pre-purchase stages in the path-to-purchase. Valuable applications conceived by consumers primarily pertain to offering information on material and geometric product properties. A hurdle for consumer adoption seems to be the necessity of a dedicated output device, such as a glove. Research limitations/implications Due to the early development stage of the new technologies under investigation, this study is exploratory in nature. The findings should be validated in the future, once these technologies actually get introduced for online marketing purposes. Practical implications This study aims to raise awareness among online retailers about marketing opportunities comprised of touch-enabling technology. Originality/value The authors provide a first outlook with regard to future consumer acceptance of touch-enabling technologies in online shopping and how and when such technologies can provide consumer value.
Book
Kundinnen und Kunden kommunizieren, kaufen und teilen Produkte und Dienstleistungen über digitale Plattformen, in denen technische Möglichkeiten zur Präsentation sensorischer Elemente im Normalfall auf visuelle, akustische und schriftliche Elemente begrenzt sind. Um das sensorische Online-Erlebnis zu verbessern, ist es erforderlich, Medientypen und Inhalte quantitativ zu bewerten und sensorisch zu optimieren. Basierend auf dem Online Sensory Marketing Index (OSMI), einem Schema zur sensorischen Bewertung von E-Commerce-Webseiten, präsentieren wir hiermit Ansätze und Ergebnisse zur Entwicklung von alternativen Verfahren zur automatischen Erfassung und Bewertung sensorischer Elemente wie Texte und Bilder. In diesem Beitrag werden zu diesem Zweck moderne Big-Data- und Künstliche-Intelligenz-Ansätze aus dem Bereich der Verarbeitung natürlicher Sprache, „Natural Language Processing“ und „Natural Language Understanding“, eingesetzt. Dazu setzen wir Worteinbettungstechniken mit GloVe und Word2Vec sowie Transformer-Technologien wie den BERT-Algorithmus zur Untersuchung von über 200 Webseiten ein. Unsere Ergebnisse demonstrieren einen funktionalen und skalierbaren KI-Ansatz zur Bestimmung von Elementen aus dem Themenfeld des sensorischen Marketings für E-Commerce- Plattformen und Social Media von verschiedenen Branchen und Unternehmen. Darüber hinaus sind die neuen KI-Auswahl- und Bewertungsverfahren deutlich effizienter und mit nur geringen Leistungseinbußen im Vergleich zu einer manuellen Bewertung verbunden.
Article
Background Gain-loss framing is one of the most popular verbal techniques for increasing message persuasiveness. Color is believed to be a compelling visual cue for persuasion purposes. The verbal and visual elements of online health messages are often studied and applied independently of each other, although they may be mutually supportive in a communication process. Objective Drawing on the protection motivation theory, this study aims to examine the effects of the gain-loss frame and background color of online messages as well as their combination on users’ threat appraisal and coping appraisal in the context of oral health. The health action process approach, a theoretical model of behavior change, is further introduced to test whether the decision stage moderates the effects of message design on readers’ protection motivation. Methods An online experiment involving 258 participants, including 119 non-intenders, 47 intenders, and 92 actors, was conducted based on a 2×2 between-subject design. Each participant was instructed to read an online oral health message that was communicated with either gain- or loss-framing and displayed on a either red or blue background. The change in an one’s protection motivation was elicited with the reading task and measured with the differences between the ratings in the pretest and posttest. Results While there was no significant main effect of gain-loss frame on the participants’ oral health protection motivation, the red background was more effective in increasing the participants’ coping appraisal than the blue background. In particular, displaying the loss-framed message on a red background was effective in increasing the non-intenders’ coping appraisal, but not effective for intenders or actors. Conclusions Humans’ automous and rapid responses to visual elements (e.g., background color) of messages can be enhanced with the combination of verbal elements and harnessed to achieve message effectiveness. It is also necessary to tailor message visual/verbal design to suit individual decision stage.
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Cite this paper: Rizwan, M., & Zaheer, N. (2020). The role of brand equity in mitigating need for touch (NFT) in online purchasing. Paradigms, SI(1), 52-56. A significant facet hindering the explosive growth of e-commerce is the absence of tactile information about the products. The absence of tactile information may lead to uncertainty in consumer purchase decisions, particularly in online settings. It has been observed that while buying products, online consumers may feel a lack of physical contact with the product that may result reducing motivation to buy the product. This study aims at addressing the influence of Need for touch (NFT) in online purchasing. The study argues that the NFT in online buying can be mitigated by the brand equity. The brands having greater brand equity may help reducing the NFT. Since buyers may stress different features of the product differently; therefore, NFT may very across the product categories. This study proposed quantitative methods to investigate the NFT mitigation in online environment. A valid sample of 210 was used for data analysis. SPSS and AMOS were used for SEM technique. Based on results, it was concluded that Brand Awareness and NFT has a negative relation, Brand Association and NFT has a negative relation, while both perceived quality and uniqueness has a positive relation with NFT which is unexpected as well. Lastly, it is found that NFT has a negative relation with online purchase intention.
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Tactile sensing has attracted significant attention as a tactile quantitative evaluation method because the tactile sensation is an important factor while evaluating consumer products. While the human tactile perception mechanism has nonlinearity, previous studies have often developed linear regression models. In contrast, this study proposes a nonlinear tactile estimation model that can estimate sensory evaluation scores from physical measurements. We extracted features from the vibration data obtained by a tactile sensor based on the perceptibility of mechanoreceptors. In parallel, a sensory evaluation test was conducted using 10 evaluation words. Then, the relationship between the extracted features and the tactile evaluation results was modeled using linear/nonlinear regressions. The best model was concluded by comparing the mean squared error between the model predictions and the actual values. The result implies that there are multiple evaluation words suitable for adopting nonlinear regression models, and the average error was 43.8% smaller than that of building only linear regression models.
Article
Purpose Online shopping has become a commonplace thing nowadays as people can buy products from the comfort of their home. But such environments do not offer a complete sensory interaction as consumers are unable to touch products which is quite important for certain categories of products such as apparels. Therefore, in order to find whether every individual seeks touch equally, the purpose of this paper is to deal with the differences in an individual’s preferences for touch. The study also evaluates customer responses towards the introduction of touch-enabling technology which can, to some extent, compensate for the lack of touch. Lastly, the study includes customers’ views regarding showrooming and webrooming. Design/methodology/approach A total of 203 responses were received through online and offline questionnaires. The data were analysed using ANOVA, correlation and regression analysis through SPSS version 23. Findings The results revealed that gender influenced the Need for Touch (NFT) with women having higher NFT. The people who were high in NFT preferred to buy in-store, whereas their low NFT counterparts were comfortable with both online and in-store options. Lastly, it was found that there was a significant impact of NFT on online buying behaviour. The new technology when used by online retailers would break the barriers that exist between real touch and virtual touch. Originality/value Although previous authors have given several options like mental representations, verbal details and brand image as alternatives to touch but the use of touch-enabling technology can revolutionise the way online products are perceived. The study adds value by relating NFT with online preferences, showrooming and webrooming.
Article
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In recent times, the increasing accessibility of mobile technology has led to changes in consumers' purchasing behavior. Despite the gloom and doom hearsay about how electronic commerce is threatening the existence of brick-and-mortar stores, by some indications, however, webrooming (i.e., the practice of researching items online, and then buying them offline) may be an even more common practice among shoppers. Against this background, this study proposes and empirically validates a comprehensive research model which incorporates consumer traits (i.e., need for touch, need for interaction, and price-comparison orientation), channel-related factors (i.e., online search convenience, perceived usefulness of online reviews, perceived helpfulness of in-store salespeople, and perceived risk of buying online), and smart shopping perception as antecedents of webrooming intention. Moreover, this study examines the moderating role of product category in predicting webrooming intention. A questionnaire-based survey was conducted. A total of 280 useable responses was collected and data was analyzed using partial least square structural equation modeling. The findings revealed significant direct and/or indirect effects (through smart shopping perception) of consumer traits and channel-related factors on webrooming intention. In addition, product category was found to moderate the relationship between price-comparison orientation, online search convenience, perceived risk, and webrooming intention. Theoretical and practical implications are discussed.
Article
Established brands endeavor to extend their products into new categories to grab market share and benefit from the positive spillover effect. The “fit” between extension products and their parent brands is a critical challenge companies face when launching a new product in a new product category, which is very different from the category served by the parent brand. A potential clue influencing consumers' perceived fit and attitudes towards extension products is the nondiagnostic haptic cues in touch environments. Thus, this study predicts that soft perception elicits more favorable attitudes towards extension product through attitude certainty and perceived fit than hard haptic perception. It develops a conceptual framework to anticipate that not all extension product judgements are equally affected by nondiagnostic haptic cues. Consumers' attitudes are less affected by nondiagnostic haptic cues when the extension product is from a close brand extension. The study examined the conceptual framework of four studies. Results of this work have many implications for package and offline stores design while contributing to the research in brand extension, cognition, and embodiment.
Chapter
This chapter aims to position the sense of touch within the consumption context. The authors first define the sense of touch from cultural, sociological, psychological, and marketing perspectives. The authors provide an overview of the academic research of “what is touching” and explain its characteristics—i.e. “how do we touch”. Then the authors show the explicit and implicit influence the sense of touch has on our perceptual system and mind—i.e. information processing. At the end of the chapter, the authors expose how it influences consumers’ direct experience of product in store environments.
Purpose The acceleration of globalization is causing global trade transactions to become increasingly frequent, which leads to the internationalized design of consumer products. However, due to cultural differences, the user experience in different parts of the world with the same product may be different. In addition, the user experience is not static, but changes over the different usage stages for a product since the role of our senses may vary and different emotions may be elicited. Therefore, the purpose of this paper is to explore how the interaction between the user and the product influences cross-cultural sensory modalities and emotional responses to products. Design/methodology/approach Due to the fact that drinking tea can provide dynamic feedback of users’ sensory experiences including all five senses, two kinds of tea products from two considerably different cultures (China and the Netherlands) were chosen for the study. The experiment was conducted in five stages corresponding to different levels of interaction with two tea products. Measurements for both Chinese and Dutch participants were conducted by means of collecting subjective data for sensory modalities and emotions related to product experiences throughout the five stages. Findings Results showed that tea experience tends to be dynamic between the two different countries over different usage periods, including sensory modalities and the emotional responses. Practical implications The findings and design & market implications can be applied to optimize the design or market of international tea products or consumer products in other categories. They will be helpful for the international marketing of tea, especially for those who are interested in breaking into the Chinese tea market and those who are interested in promoting Chinese tea in new markets. In addition, the authors’ methods to evaluate the dynamics of the importance of sensory modalities and emotions could be used to test the user experience in the product lifecycle to help develop a successful international product. Originality/value The findings and the linked design implications could be important not only for a theoretical understanding of cross-cultural sensory and emotional feedback from a product experience, but also for the optimization of product design for the international market.
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Two experiments addressed initiation of haptic exploration to encode object properties when vision is present. Ss compared pairs of objects on designated properties, using only vision or with touch permitted. Touch initiation, reach, contact, and visual responses were timed. With difficult material judgments, touch occurred frequently and was initiated faster than the time to respond by vision alone. With geometric judgments, touch was rarely used and then was initiated at the typical time for a visual response. Imposing a visual preview before allowing touch did not reduce the incidence of touch but did speed its initiation. Results support a model in which preliminary visual processing quickly initiates haptic exploration for material judgments that are visually or semantically difficult.
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Early research on the effect of promotion suggested that a brand using that element of the marketing mix would be evaluated lower and therefore have a reduced repurchase probability. Though that hypothesis refers to a change in brand evaluation at the individual level, tests of it typically have been performed with repurchase probabilities at the aggregate level. Recent work by Neslin and Shoemaker shows that it is possible to observe a decrease in aggregate repurchase probability due to promotion even if individual-level repurchase probabilities are unchanged. Though their evidence does not directly test the hypothesis of a negative effect for promotion, it does provide an alternative explanation for observed results. The authors expand their work by directly testing the hypothesis of a negative effect for promotion and by performing that test on the underlying construct, brand evaluation. After initial measurement of shoppers' evaluations, brands in test categories were promoted for three months. At the end of the promotion manipulation period, brand evaluations were remeasured. The hypothesis that overall evaluation of promoted brands would decrease is rejected.
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Haptic information, or information attained through touch by the hands, is important for the evaluation of products that vary in terms of material properties related to texture, hardness, temperature, and weight. The authors develop and propose a conceptual framework to illustrate that salience of haptic information differs significantly across products, consumers, and situations. The authors use two experiments to assess how these factors interact to impair or enhance the acquisition and use of haptic information. Barriers to touch, such as a retail display case, can inhibit the use of haptic information and consequently decrease confidence in product evaluations and increase the frustration level of consumers who are more motivated to touch products. In addition, written descriptions and visual depictions of products can partially enhance acquisition of certain types of touch information. The authors synthesize the results of these studies and discuss implications for the effect of haptic information for Internet and other nonstore retailing as well as for traditional retailers.
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Used 7 price-related constructs, 5 consistent with a perception of price in its "negative role" and 2 consistent with a perception of price in its "positive role," as independent variables to predict marketplace responses/behaviors in 5 domains: price search, generic product purchases, price recall, sale responsiveness, and coupon redemption. The price-related constructs explained a significant amount of variance in all 5 domains, providing evidence of predictive validity. Results of a higher order factor analysis are also reported, which provide some support for the positive-negative perception of price taxonomy.
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Recent research in information economics has focused on signals as mechanisms to solve problems that arise under asymmetric information. A firm or individual credibly communicates the level of some unobservable element in a transaction by providing an observable signal. When applied to conveying product quality information, this issue is of particular interest to the discipline of marketing. In this article, the authors focus on the ways a firm may signal the unobservable quality of its products through several marketing-mix variables. The authors develop a typoloqy that classifies signals and discuss the available empirical evidence on the signaling properties of several marketing variables. They consider managerial implications of signaling and outline an agenda for future empirical research.
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