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We examine the role of communication from users on dropout from digital learning systems to answer the following questions: (1) how does the sentiment within qualitative signals (user comments) affect dropout rates? (2) does the variance in the proportion of positive and negative sentiments affect dropout rates? (3) how do quantitative signals (e.g. likes) moderate the effect of the qualitative signals? and (4) how does the effect of qualitative signals on dropout rates change across early and late stages of learning? Our hypotheses draws from learning theory and self-regulation theory, and were tested using data of 447 learning videos across 32 series of online tutorials, spanning 12 different fields of learning. The findings indicate a main effect of negative sentiment on dropout rates but no effect of positive sentiment on preventing dropout behaviour. This main effect is stronger in the early stages of learning and weakens at later stages. We also observe an effect of the extent of variance of positive and negative sentiments on dropout behaviour. The effects are negatively moderated by quantitative signals. Overall, making commenting more broad-based rather than polarised can be a useful strategy in managing learning, transferring knowledge, and building consensus.
Im Kundenbeziehungsmanagement besteht ein großes Interesse an der Nutzung von Social Media. Allerdings finden sich aktuell kaum konzeptionell durchdachte und empirisch überprüfte Lösungen für Social CRM.
Social Media bieten innovative Perspektiven für das Management der Kundenbeziehung. Die Nutzung dieser Möglichkeiten ist jedoch mit hohen Anforderungen an die Marketingstrategie verbunden, was zuweilen vernachlässigt wird.
Electronic word-of-mouth (eWoM) communication has received a lot of attention from the academic community. As multiple research papers focus on specific facets of eWoM, there is a need to integrate current research results systematically. Thus, this paper presents a scientific literature analysis in order to determine the current state-of-the-art in the field of eWoM.
We were able to identify a set of specific capabilities corporations need to develop in order to enhance brand love. Furthermore, the effects of most dynamic capabilities on brand love have a strong correlation to the degree of customer orientation. Other results are relevant concerning the proposed moderation and mediation hypotheses. Firstly, the impact of customer orientation on brand love is varied under specific market conditions, supporting our central moderation hypothesis (β = .259, p = .001). To be precise, the impact of customer orientation is strongest in markets that have low competitive differentiation in products and services. Other control variables like age, gender, or market form (B2B versus B2C) lead to no significant heterogeneity in the data set. Finally, mediation analyses show no significant “direct effect” of the existing DC constructs on brand love, supporting the mediating role of customer orientation.
Pokémon Go was the first mobile augmented reality (AR) game to reach the top of the download charts of mobile applications. However, little is known about this new generation of mobile online AR games. Existing theories provide limited applicability for user understanding. Against this background, this research provides a comprehensive framework based on uses and gratification theory, technology risk research, and flow theory. The proposed framework aims to explain the drivers of attitudinal and intentional reactions, such as continuance in gaming or willingness to invest money in in-app purchases. A survey among 642 Pokémon Go players provides insights into the psychological drivers of mobile AR games. The results show that hedonic, emotional, and social benefits and social norms drive consumer reactions while physical risks (but not data privacy risks) hinder consumer reactions. However, the importance of these drivers differs depending on the form of user behavior.
Purpose – This paper aims to complement the current understanding about user engagement in electronic word-of-mouth (eWoM) communications across online services and product communities. It examines the effect of the senders’ prior experience with products and services, and their extent of acquaintance with other community members, on user engagement with the eWoM.
Design/methodology/approach – The study used a sample of 576 unique user postings from the corporate fan page of two German firms: a service community of a telecom provider and a product community of a car manufacturer. Multiple regression analysis is used to test the conceptual model.
Findings – Senders’ prior experience and acquaintance positively affect user engagement with eWoM, and these effects differ across communities for products and services and across their influence on “likes” and “comments”. The results also suggest that communities for products are orientated toward information sharing, while those discussing services engage in information building.
Research limitations/implications – This research explains mechanisms of user engagement with eWoM and opens directions for future research around motives, content and social media tools within the structures of online communities. The insights on information-handling dimensions of online tools and antecedents to their use contribute to the research on two prioritized topics by the Marketing Science Institute – "Measuring and
Communicating the Value of Online Marketing Activities and Investments" and "Leveraging Digital/Social/Mobile Technology".
Practical implications – This research offers insights for firms to leverage user engagement and facilitate eWoM generation through members who have a higher number of acquaintances or who have more experience with the product or service. Executives should concentrate their community engagement strategies on the identification and utilization of power users. The conceptualization and empirical test about the role of likes and comments will help social media managers to create and better capture value from their social media metrics.
Originality/value – The insights about the underlying factors that influence engagement with eWoM advance our understanding about the usage of online content.
Nach Charles Darwin bestimmt die Kompetenz im Bereich Veränderungsmanagement zunehmend die Wettbewerbsfähigkeit von Organisationen: »It's not the strongest of the species that survives, nor the most intelligent. It is the one most adaptable to change.« Diese Sichtweise gewinnt auf Basis der mit Social Media verbundenen Veränderung der Unternehmensumwelt weiter an Bedeutung. Social Media eröffnet neue Freiheitsgrade in der unternehmensinternen aber auch gesellschaftlichen Kommunikation, die unumkehrbar und in einer rasanten Geschwindigkeit Unternehmen mit sich selbst konfrontieren. Wissenschaftliche Untersuchungen legen nahe, dass die meisten Unternehmen die Bedeutung ihrer eigenen Veränderungskompetenz noch nicht vollständig erfasst haben. Der Umgang mit Wandel ist in vielen Fällen naiv und folgt tradierten Organisationsmodellen. Unternehmen lassen sich jedoch nicht mechanisch im Stile einer Maschine verändern. Daher sind Ansätze gefragt, die den Fokus eher auf kulturelle und mikropolitische Faktoren lenken, prozessorientiert vorgehen und Social Media schrittweise in das eigene Geschäftsmodell integrieren. Der wichtigste Faktor ist und bleibt jedoch die Qualität der Führung. Das Top Management und final die Shareholder von Unternehmen müssen sich daher erneut überlegen, ob sie speziell in dieser Hinsicht optimal aufgestellt sind.
Das Internet gewinnt für das Marketing zunehmend an Bedeutung. Dabei liegt der Fokus auf sogenannten Social-Media-Anwendungen wie Facebook, Twitter oder XING. Für Unternehmen stellt sich die Frage, ob das veränderte Mediennutzungsverhalten der Kunden eine neue Marketinglogik induziert. Eine aktuelle Untersuchung gibt Einblicke in die Chancen und Risiken, Anwendungsbedingungen und Kontextfaktoren für die Nutzung von Social Media im Marketing.
Erfolg durch Kooperation
(2009)