This replication and extension of Hirsch and Gruss examines the impact of spatial density and ambient scent on consumers' spatial perception and anxiety. The paper aims to discuss…
Abstract
Purpose
This replication and extension of Hirsch and Gruss examines the impact of spatial density and ambient scent on consumers' spatial perception and anxiety. The paper aims to discuss these issues.
Design/methodology/approach
A 2 (spatial density: high, low)×3 (ambient scent: no scent, scent associated with spaciousness, scent associated with enclosed spaces) between-participants experimental design was implemented in a laboratory setting. A pretest determined scent selection and manipulation checks were successful.
Findings
Spatial perception was influenced by spatial density, but not ambient scent. Ambient scent and spatial density interacted, such that consumers' anxiety levels significantly increased under conditions of low spatial density combined with an ambient scent associated with spaciousness, and directionally increased under conditions of high spatial density combined with ambient scent associated with enclosed space.
Research limitations/implications
This research was conducted in a laboratory setting in order to increase experimental control. An exploration of the strength of the observed effects in a field (retail) setting would be insightful.
Practical implications
Results of this study suggest that retailers need to consider both spatial density and choice of ambient scent carefully in order to reduce consumers' anxiety levels.
Originality/value
This research is one of the few to consider the impact of spatial density and ambient scent on consumers' anxiety levels. The use of a between-participants design and the experimental manipulation of both spatial density and ambient scent results in a more rigorous test of the scent – anxiety relation observed in previous research.
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Tina Suzanne Harrison, Okey Peter Onyia and Stephen K. Tagg
The purpose of this paper is to propose that customer readiness and web-channel readiness for internet banking (IB) adoption are the twin universal determinants of retail…
Abstract
Purpose
The purpose of this paper is to propose that customer readiness and web-channel readiness for internet banking (IB) adoption are the twin universal determinants of retail customers’ attitudes and intention towards IB-adoption. The paper delineates IB-readiness as the state of preparedness, ability, and willingness to engage in IB, and the authors argue that both the potential banking customer and the financial institution's web-channel must be equally ready before IB-adoption can occur. This paper presents the results of the initial test of the IB-readiness model with a sample of retail banking customers in Scotland.
Design/methodology/approach
Nine customer-related and ten channel-related predictor-variables isolated from existing literature were tested for their effects on attitude and intention towards IB-adoption. Seven demographic mediators were also tested for their impacts on the effects of the predictor-variables on attitude and intention. A sample of 1,000 customers was surveyed. Multiple regression and logistic regression analyses were used to test the influence of the predictors and mediators.
Findings
Of the seven mediators, only three were significant. Also, only eight of the original 19 predictor-variables were significant, with the impact of mediation, in determining customer attitude and intention towards IB-adoption.
Practical implications
The results present some consumer behaviour and marketing communications implications for bank marketing. To convince potential customers to adopt and continue using IB, bank marketers must ensure that the eight predictors validated in this study are facilitated and sustained.
Originality/value
A valuable contribution of the paper to the global IB-adoption theory is an equal evaluation model of potential universal antecedents of IB-adoption – the “EQUAEVAL” – which can be further-tested in future cross-national research.
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Claims that, in Singapore, there is intense competition among local banks, hence increasing emphasis is being placed on offering a high quality customer service. Investigates how…
Abstract
Claims that, in Singapore, there is intense competition among local banks, hence increasing emphasis is being placed on offering a high quality customer service. Investigates how customers choose which banks to use, taking into account factors such as non‐verbal communication (including behavioural/interpersonal communication and environmental – deriving meaning from one’s surroundings); convenience; reputation; supply of information; and cosmetic factors such as the bank’s stationery. Uses a verbal questionnaire survey to examine the effect non‐verbal communication has on bank patrons’ attitudes. Evaluates banks’ businesslike approach, competency, friendliness, warmness, environment, electronic tellers, location and queueing. Makes a number of recommendations on how banks can improve their image and the service they offer.
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Juhi Gahlot Sarkar, Abhigyan Sarkar and S. Sreejesh
This research investigates how advergame design elements (fantasy vs realistic advergame experiences) may impact players' brand patronage (BP), under the influence of mediators…
Abstract
Purpose
This research investigates how advergame design elements (fantasy vs realistic advergame experiences) may impact players' brand patronage (BP), under the influence of mediators (hot and cold brand relationship quality [BRQ]) and moderators (advergame reward system and brand personality).
Design/methodology/approach
This research comprises of a survey (study 1) and a lab experiment (study 2).
Findings
Study 1 shows that fantasy (reality) based advergame experience leads to brand patronage through strong mediation of hot (cold) BRQ and weak mediation of cold (hot) BRQ. Introducing a utilitarian (hedonic) advergame reward system positively moderates the effect of fantasy (reality) based advergame experience on cold (hot) BRQ. Study 2 shows that an advergame that elicits fantasy (realistic) experience and offers hedonic (utilitarian) rewards for a brand having affective (vs cognitive) brand personality strongly impacts hot (cold) BRQ.
Originality/value
This research is an effort to understand how gamification as leisure information systems may be used to create gamers' advergame experiences that elicit BP by strategically designing advergame reward systems specific to brand personality types.
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Nicola Cobelli and Emanuele Blasioli
The purpose of this study is to introduce new tools to develop a more precise and focused bibliometric analysis on the field of digitalization in healthcare management…
Abstract
Purpose
The purpose of this study is to introduce new tools to develop a more precise and focused bibliometric analysis on the field of digitalization in healthcare management. Furthermore, this study aims to provide an overview of the existing resources in healthcare management and education and other developing interdisciplinary fields.
Design/methodology/approach
This work uses bibliometric analysis to conduct a comprehensive review to map the use of the unified theory of acceptance and use of technology (UTAUT) and the unified theory of acceptance and use of technology 2 (UTAUT2) research models in healthcare academic studies. Bibliometric studies are considered an important tool to evaluate research studies and to gain a comprehensive view of the state of the art.
Findings
Although UTAUT dates to 2003, our bibliometric analysis reveals that only since 2016 has the model, together with UTAUT2 (2012), had relevant application in the literature. Nonetheless, studies have shown that UTAUT and UTAUT2 are particularly suitable for understanding the reasons that underlie the adoption and non-adoption choices of eHealth services. Further, this study highlights the lack of a multidisciplinary approach in the implementation of eHealth services. Equally significant is the fact that many studies have focused on the acceptance and the adoption of eHealth services by end users, whereas very few have focused on the level of acceptance of healthcare professionals.
Originality/value
To the best of the authors’ knowledge, this is the first study to conduct a bibliometric analysis of technology acceptance and adoption by using advanced tools that were conceived specifically for this purpose. In addition, the examination was not limited to a certain era and aimed to give a worldwide overview of eHealth service acceptance and adoption.
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Qingyu Li, Jenny Wong and Dickson K.W. Chiu
This paper investigates school library services in the digital age for students with dyslexia and explores the impact of current library services on students’ learning.
Abstract
Purpose
This paper investigates school library services in the digital age for students with dyslexia and explores the impact of current library services on students’ learning.
Design/methodology/approach
A qualitative study with semi-structured interviews was designed according to the LAFE (Look and listen, Assistance and accessibility, Format and fit, and Environment) framework for learners with dyslexia and the 5E instructional model and conducted with 11 school librarians.
Findings
Results indicated that participants lacked knowledge of dyslexia for appropriate library services. Awareness, IT skills, school administration, funding and parental attitudes would influence the library’s tailored services to dyslexic children, despite the rich resources in these participants’ libraries, including paperbacks, digital resources and electronic devices. Adaptations are necessary to provide accessible services, especially by applying digital technologies, and school libraries can positively impact students’ reading interests, promote knowledge inquiry and strengthen information literacy skills.
Originality/value
While students with dyslexia spend significant time in schools, limited studies focus on school library services in the digital age, especially in Asia. This study fills the gap by systematically exploring the issue with the 5E instructional model.