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1 – 4 of 4Aline Höpner, Stefânia Ordovás de Almeida and Vinícius Sittoni Brasil
This study aims to propose a framework for understanding the construction of extraordinary consumer experiences in events from a multidimensional and longitudinal value…
Abstract
Purpose
This study aims to propose a framework for understanding the construction of extraordinary consumer experiences in events from a multidimensional and longitudinal value perspective.
Design/methodology/approach
The main research site was the Rock in Rio Brazil VI festival, an extraordinary consumption experience. The study takes a phenomenological interpretative approach, for which input was obtained using multiple data collection techniques (in-depth interviews, diaries and photographs) in a longitudinal study that took place over 18 months. The study also includes the first author’s observations and interactions with the event organizer and its partners during the same period, and post-pandemic complementary data that were collected in 2021.
Findings
The research findings demonstrate the integrative potential of concepts and theories that are analysed in the light of a longitudinal perspective for understanding value formation for consumers in their experience of extraordinary events. It also indicates that the construction of experience involves a high level of interaction and a high degree of engagement with the consumer in order to foster the development of an affective relationship between the service provider and the user that is based on a co-created experience.
Originality/value
The study answers call for more research into understanding consumer value, and how it is created, delivered and developed over time (Helkkula et al., 2012). It also expands our understanding of consumption experiences and the consumer journey (Lemon and Verhoef, 2016). It encourages longitudinal qualitative studies to be carried out and analyses value in the consumption experience in the field of events.
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Maria Amália Dutra Machado, Stefânia Ordovás de Almeida, Laura Chiattone Bollick and Gabriela Bragagnolo
The purpose of this paper is to investigate the role of consumer motivation in the context of the circular economy (CE) through the reuse of fashion products.
Abstract
Purpose
The purpose of this paper is to investigate the role of consumer motivation in the context of the circular economy (CE) through the reuse of fashion products.
Design/methodology/approach
A qualitative approach was employed through ethnographic as well as in-depth interviews with nine consumers who buy used fashion products in thrift stores and street fairs in Brazil.
Findings
The findings are based on interrelationships and overlaps found in the integration between the three-dimensional consumer motivations to buy second-hand fashion cited in the literature. A framework showing a virtuous circle of motivations involving the consumer in an active role in the CE is proposed as a result.
Research limitations/implications
Limitations include participants’ selection and a single region data collection. Implications aim to help researchers to more fully understand a new and complex consumer behavior in a CE.
Practical implications
By highlighting consumers’ motivations for this kind of commerce, the practical implications of this work are the possibilities to inspire retailers to start second-hand fashion businesses. Also, policy makers can focus on engaging consumers in active roles that foster CE events.
Originality/value
This work is one of the first attempts to show the role of consumers in the CE and their motivations to engage in this active behavior.
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Daiane Scaraboto, Stefânia Ordovás de Almeida and João Pedro dos Santos Fleck
The purpose of this study is to explain how online brand communities work to support the denormalization of controversial (i.e. illegal yet normalized) gaming practices.
Abstract
Purpose
The purpose of this study is to explain how online brand communities work to support the denormalization of controversial (i.e. illegal yet normalized) gaming practices.
Design/methodology/approach
This qualitative study was characterized by long-term immersion in an online brand community for Brazilian Xbox gamers. The dataset includes online and offline interactions with community members, interviews, and online archival data.
Findings
This study shows how online brand community members promoted legal gaming in a market where piracy was prevalent. It demonstrates how community members worked to establish coherence; engaged in cognitive participation; developed collective action that extended beyond the community; and reflected on their own work.
Research limitations/implications
This study identifies online brand communities as a potential ally in combating controversial practices in online gaming; complements individual and behavioral approaches in explaining why consumers adopt controversial practices in online environments; and adds a normalization framework to the toolkit of Internet researchers.
Practical implications
This study identifies ways in which the potential of online brand communities can be leveraged to reduce consumer adherence to controversial gaming practices through denormalizing these and normalizing alternative practices that may be more desirable to companies and other stakeholders.
Originality/value
This long-term, qualitative study inspired by normalization process theory offers an innovative perspective on the online practices of consumers who engage with a brand in ways that create value for themselves and for the brand.
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Marlon Dalmoro, Giuliana Isabella, Stefânia Ordovás de Almeida and João Pedro dos Santos Fleck
This paper aims to investigate how the physical and sensory environmental triggers interact with subjective consumer evaluations in the production of shopping experiences, an…
Abstract
Purpose
This paper aims to investigate how the physical and sensory environmental triggers interact with subjective consumer evaluations in the production of shopping experiences, an under-investigated theme, despite its relevance.
Design/methodology/approach
An interpretative multi-method approach was used by combining video observation with camera eyeglasses and in-depth interviews with 30 customers of a department store.
Findings
Results offer a holistic framework with four-dimensional axial combination involving physical comfort, psychological comfort, physical product evaluation and sensorial product evaluation. Based on this framework, results highlight the role of comfort and products in producing shopping experience in ordinary store visits.
Research limitations/implications
The findings contribute both to consumer experience studies and to the retail marketing literature in shading a light on experience production in ordinary store visits. Specifically, we detail these visits not as a static response to a given environment stimulus, but as a simultaneous objective and subjective combination able to produce experience.
Practical implications
The results encourage managers to understand the experience production not just as an outcome of managerially influenced elements, like décor or odor. It involves considering subjective elements in the design of consumers’ physical and sensorial retail experiences.
Originality/value
Adopting an innovative method of empirical data collection, results generated a framework that integrates the objective shopping environment and subjective consumer responses. This research considers the role of comfort and product features and quality both physically and sensorially to develop experiences in a holistic manner in ordinary shopping visits.
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