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Статті в журналах з теми "Repetitive purchase":

1

Ding, Shuiping, Jie Lin, and Zhenyu Zhang. "The Influences of Consumer-to-Consumer Interaction on Dissatisfactory Consumers’ Repetitive Purchases in Network Communities." Sustainability 13, no. 2 (January 16, 2021): 869. http://dx.doi.org/10.3390/su13020869.

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Consumer-to-consumer interaction is an important activity in network communities. Consumer-to-consumer interaction involves information interaction and social interaction, which greatly influences consumers’ experience and behaviors. The model of stimulus-organism-response (S-O-R) is usually applied to explain how environmental stimulus affects consumer behavior through the internal state. Thus, this research takes dissatisfactory consumers as the object, sets information interaction and social interaction as a stimulus, consumer knowledge and trust as an organism, and repetitive purchases as a response. It constructs a theoretical model that consumer-to-consumer interaction influences repetitive purchases through consumer knowledge and trust. In this study, the model and hypotheses were tested by analyzing 328 valid questionnaires. The results show that information interaction had a significant positive effect on consumer knowledge, while social interaction had no significant effect on consumer knowledge. Information interaction and social interaction each had significant positive effects on consumer trust. Consumer knowledge and trust each had significant positive effects on repetitive purchases. Consumer knowledge and trust played a partial mediating role between information interaction and repetitive purchase, respectively. Consumer knowledge had no mediating role between social interaction and repetitive purchases, while consumer trust played a complete mediating role between social interaction and repetitive purchases. The results revealed that the deep mechanism of consumer-to-consumer interaction’s influence on dissatisfactory consumers’ repetitive purchases in network communities further enriched consumers’ purchase behaviors, at least theoretically. This research also provided insights for network community marketing.
2

Tellis, Gerard J. "Advertising Exposure, Loyalty, and Brand Purchase: A Two-Stage Model of Choice." Journal of Marketing Research 25, no. 2 (May 1988): 134–44. http://dx.doi.org/10.1177/002224378802500202.

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Information processing theory and findings on advertising response suggest a nonlinear response to repetitive ad exposure, mediated by brand loyalty. The response can occur in either or both of the hypothesized stages of purchase: brand choice and quantity choice. A tobit-type analysis of scanner purchases (with TV exposures) of a mature product category appears to support these hypotheses. The effect of advertising is generally nonlinear and its impact on volume purchased is mediated by brand loyalty. Advertising seems to reinforce preference for current brands rather than stimulate brand switching. However, features, displays, and especially price have a stronger impact on response than does advertising. The effect of brand loyalty dominates that of the other variables.
3

Lee, Hea In, Il Young Choi, Hyun Sil Moon, and Jae Kyeong Kim. "A Multi-Period Product Recommender System in Online Food Market based on Recurrent Neural Networks." Sustainability 12, no. 3 (January 29, 2020): 969. http://dx.doi.org/10.3390/su12030969.

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A recommender system supports customers to find information, products, or services (such as music, books, movies, web sites, and digital contents), so it could help customers to make rapid routine decisions and save their time and money. However, most existing recommender systems do not recommend items that are already purchased by the target customer, so are not suitable for considering customers’ repetitive purchase behavior or purchasing order. In this research, we suggest a multi-period product recommender system, which can learn customers’ purchasing order and customers’ repetitive purchase pattern. For such a purpose we applied the Recurrent Neural Network (RNN), which is one of the artificial neural network structures specialized in time series data analysis, instead of collaborative filtering techniques. Recommendation periods are segmented as various time-steps, and the proposed RNN-based recommender system can recommend items by multiple periods in a time sequence. Several experiments with real online food market data show that the proposed system shows higher performance in accuracy and diversity in a multi-period perspective than the collaborative filtering-based system. From the experimental results, we conclude that the proposed system is suitable for multi-period product recommendation, which results in robust performance considering well customers’ purchasing orders and customers’ repetitive purchase patterns. Moreover, in terms of sustainability, we expect that our study contributes to the reduction of food wastes by inducing planned consumption, and the reduction of shopping time and effort.
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Marbun, Ronald Hasiholan. "Factors affecting Consumer Purchase Behavior in online shopping website." Business and Entrepreneurial Review 7, no. 1 (October 24, 2016): 52. http://dx.doi.org/10.25105/ber.v7i1.1183.

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The background of this research was to describe how important information features of the website affecting consumers in making purchase commitment in an online shopping. Consumer basically judges their products or service information based on information presented on the site. When consumers are satisfied and happy, we can expec them to be more committed to the site and make repetitive purchase. The objective (s) of this research is to investigate the relationship between information satisfaction and relational benefit to site commitment and purchase behavior in an online shopping website. The hypothesis test uses correlation analysis on relationship between information satisfaction with site commitment and site commitment with purchase behavior. The Moment Pearson test used in this thesis was to find out how strong the relationship of all variables related to site commitment and purchase behavior. The results<br />of this research conclude that there are positive relationship about information satisfaction and relational benefit to purchase behavior.
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Muzumdar, Prathamesh, Ganga Prasad Basyal, and Piyush Vyas. "Moderating Effects of Retail Operations and Hard-Sell Sales Techniques on Salesperson’s Interpersonal Skills and Customer Repurchase Intention." Journal of Management Research 13, no. 1 (December 15, 2020): 21. http://dx.doi.org/10.5296/jmr.v13i1.18044.

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Salesperson’s interpersonal skills have always played an important role in influencing various stages of customer’s purchase decision. With the increase in retail outlets and merchandisers, retail operations have taken a pivotal role in influencing the salesperson’s sales practices and customer’s purchase decisions. This study tries to examine the influence of salesperson’s interpersonal skills and retail operations on customer repurchase. A salesperson’s interpersonal skills are the trained and tacit competencies that a salesperson employs to improve customer relationships and sales. Many organizations prefer skill training as a strategic approach to increase sales. Though successful in its objective, salesperson’s skill training fails to attract repetitive purchases. It has become a necessity to train frontline employees to better understand customer needs, keeping in mind the firm’s ultimate objective. This study examines the negative influence of retail operations on the relationship between salesperson’s interpersonal skills and customer repurchase. The findings suggest that retail operations significantly moderate the relationship between salesperson’s interpersonal skills and customer repurchase. We also find that long wait times and disorganized stores play a significant moderating role in negatively influence customer repurchase. This study has important implications for retailers and sales managers.
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Sun, Simo, Hui Yang, Guanghui Yang, and Jinxiu Pi. "Evolutionary Games and Dynamics in Public Goods Supply with Repetitive Actions." Mathematics 9, no. 15 (July 22, 2021): 1726. http://dx.doi.org/10.3390/math9151726.

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Based on a tripartite game model among suppliers of public goods, consumers, and the government, a tripartite repeated game model is constructed to analyze the evolution mechanism of which suppliers supply at low prices, consumers purchase, and the government provides incentives, and to establish the dynamics system of a repeated game. The equilibrium points of the evolutionary game are solved, and among them, the equilibrium points are found to satisfy the parameter conditions of ESS. The numerical simulation is employed to verify the impact of penalty coefficients and discount factors on the stability of strategies, which are adopted by the three players in a tripartite repeated game on public goods, and scenario analyses are conducted. The research results of this paper could provide a reference for the government, suppliers, and consumers to make rapid decisions, who are in the supply chain of public goods, especially quasi-public goods, such as coal, water, electricity, and gas, and help them to obtain stable incomes and then ensure the stable operation of the market.
7

Sameti, Ardalan, and Hamidreza Khalili. "Influence of in-store and out-of-store creative advertising strategies on consumer attitude and purchase intention." Intangible Capital 13, no. 3 (July 13, 2017): 523. http://dx.doi.org/10.3926/ic.986.

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Purpose: With regard to the fact that people usually try to avoid repetitive and boring advertisements, creativity as the heart of advertising effectiveness has a significant role in drawing their attention. On this basis, the present study attempts to evaluate the influence of creative advertising strategies by comparing “in-store” and “out-of-store” creative advertisements.Design/methodology/approach: This research has been conducted in Tehran (capital of Iran) and 588 volunteers randomly participated in the survey so as to examine the consumers’ attitude/behaviour towards the advertised brand, advertised product, and purchases intention exposing creative in-store and out-of-store advertisements. In the current study, creative “end-of-aisle display stands” in grocery stores/supermarkets represent in-store advertising media, and creative “TV commercials” represent out-of-store advertising. Furthermore to examine the hypotheses, one-sample t-test and paired sample t-test were used.Findings: The results show that creative out-of-store advertising has influence primarily on attitude towards the advertised brand, then on attitude towards the advertised product, and finally on the purchases intention. On the other hand, creative in-store advertising, firstly has influence on the purchase intention, then on attitude towards the advertised brand, and lastly on attitude towards the advertised product. The findings provide important insights to the formulation of strategic marketing/advertising and would pave the related innovative ways to capitalize on strategic opportunities.Originality/value: The study is the first survey comparing the effectiveness of in-store and out-of-store creative advertising in order to find out a strategic marketing/advertising solution.
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Coppola, Sarah M., and Jack T. Dennerlein. "Upper Extremity Biomechanics and Gender: The Effects of Modern Computing Technologies." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 967–71. http://dx.doi.org/10.1177/1541931218621223.

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Mobile computing devices are often designed with a one-size-fits-all approach, and consumers purchase devices based off of technical specifications rather than whether the devices fit them. Female gender is associated with higher risks of upper extremity repetitive injury, which may be caused by the generally smaller anthropometry of women (Cote, 2011; Won, Johnson, Punnett, & Dennerlein, 2009). This paper explores two mobile technologies’ effects on forearm muscle activity, performance, and self-reported experience within each gender for two recent laboratory experiments. A typing study with four short travel keyboards showed that female participants are more affected by different key switch designs than male participants. A touchscreen thumb swiping study revealed that male and female participants were similarly affected by tablet size, swipe location, and swipe direction. These results demonstrate the need to include both genders in usability testing for mobile technology and to consider individual differences when designing technologies.
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Ordun, Guven. "Questioning the Link between Self-Expressed Attitudes and Repurchasing Behavior." International Journal of Research in Business and Social Science (2147-4478) 4, no. 1 (January 22, 2019): 133–49. http://dx.doi.org/10.20525/ijrbs.v4i1.34.

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In psychology attitude is defined as favorable or unfavorable evaluations towards a person, group, object or event. Attitudes are formed by past and present experiences and are expected to change as a function of experience. Three components of the attitude defined as cognitive (what we know about the subject), affective (how we feel towards the subject) and behavioral (intention to behave towards the subject). Our behavior is defined as a complex combination of beliefs, feelings, capabilities and norms. The majority of consumer behavior literature examined the main antecedents of purchase behavior. Attitudes are described as one of the most important determinant of the behavior. There are several methods and techniques to assess attitude; the most used one is the self-report paper and pencil measures. Brand loyalty is another important concept related with repetitive purchasing behavior. While cognitive loyalty is related with the information, affective loyalty is related with feelings. Behavioral loyalty is described as the past behaviors or experiences. Some of our behaviors are determined by the cognitive component of the attitude while others may be directed by the affective part. Main focus of the research is to find out whether there is a level of compliance between cognitive, affective and behavioral attitude of consumers. 1000 forms are distributed in order to identify the attitudes and purchasing behaviors of consumers 783 forms are evaluated
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Kim, Eunsik, Andris Freivalds, Fumiomi Takeda, and Changying Li. "Ergonomic Evaluation of Current Advancements in Blueberry Harvesting." Agronomy 8, no. 11 (November 17, 2018): 266. http://dx.doi.org/10.3390/agronomy8110266.

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Work-related musculoskeletal disorders (MSDs) accounted for 32% of days-away-from-work cases in private industry in 2016. Several factors have been associated with MSDs, such as repetitive motion, excessive force, awkward and/or sustained postures, and prolonged sitting and standing, all of which are required in farm workers’ labor. While numerous epidemiological studies on the prevention of MSDs in agriculture have been conducted, an ergonomics evaluation of blueberry harvesting has not yet been systematically performed. The purpose of this study was to investigate the risk factors of MSDs for several types of blueberry harvesting (hand harvesting, semi-mechanical harvesting with hand-held shakers, and over-the-row machines) in terms of workers’ postural loads and self-reported discomfort using ergonomics intervention techniques. Five field studies in the western region of the United States between 2017 and 2018 were conducted using the Borg CR10 scale, electromyography (EMG), Rapid Upper Limb Assessment (RULA), the Cumulative Trauma Disorders (CTD) index, and the NIOSH (National Institute for Occupational Safety and Health) lifting equation. In evaluating the workloads of picking and moving blueberries by hand, semi-mechanical harvesting with hand-held shakers, and completely mechanized harvesting, only EMG and the NIOSH lifting equation were used, as labor for this system is limited to loading empty lugs and unloading full lugs. Based on the results, we conclude that working on the fully mechanized harvester would be the best approach to minimizing worker loading and fatigue. This is because the total component ratio of postures in hand harvesting with a RULA score equal to or greater than 5 was 69%, indicating that more than half of the postures were high risk for shoulder pain. For the semi-mechanical harvesting, the biggest problem with the shakers is the vibration, which can cause fatigue and various risks to workers, especially in the upper limbs. However, it would be challenging for small- and medium-sized blueberry farms to purchase automated harvesters due to their high cost. Thus, collaborative efforts among health and safety professionals, engineers, social scientists, and ergonomists are needed to provide effective ergonomic interventions.

Дисертації з теми "Repetitive purchase":

1

Eriksson, Christoffer, Sofia Dahlgren, and Julia Sunnegårdh. "Is your brand loyalty affected by the country? : An explanatory investigation of the relationship between brand loyalty and country-of-origin in a Swedish context." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104772.

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Background: Brand loyalty is a rather old concept and has become a central part of everybrand and there are many factors that need to be considered when choosing strategies in orderto achieve this. However, even though the concept itself is rather set-in stone the research onhow brands archive this in different contexts is constantly in motion, for instance it has beenshown that a brand's Country-of-Origin has effects on consumers purchase intent and attitudeswhich are crucial factors within Brand loyalty.  Purpose: The Purpose of this paper is to explain what effect COO has on brand loyalty of Swedish consumers. Methodology: For this research a quantitative method was used. The research wasexplanatory, and a cross-sectional research design was chosen. After this a questionnaire wasconstructed and shared through two platforms in order to collect the data that was needed forthe research. Findings: Both our hypotheses from the proposed model were rejected, therefore theresearcher could conclude that Country-of-Origin has no effect on brand loyalty of Swedish consumers. Conclusion: Even though both hypotheses were rejected, did the research contribute withknowledge that COO has no significant effect on brand loyalty since such research has notbeen done before. However, the research also contributes with knowledge towards previousresearch, where it has been shown that perceived quality from a country has an effect onconsumers' purchase intent and attitudes. Whereby, our test showed that it also has an effecton brand loyalty when tested alone without the country image.
2

TING, YEN-YU, and 丁彥瑜. "Exploring the Influence of Advertising Relevance and Repetition on Advertising Attitude and Purchase Intention with Brand Familiarity as Mediator: An Example of Mobile Game Advertising." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/5u349r.

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碩士
真理大學
企業管理學系碩士班
106
Nowadays, using smart phones becomes more popular, it led to more and more increasing in the popularity of mobile games. The market share of mobile games is achieving to 80% and the advertising of mobile game has also grown tremendously. However, consumers feel tired of similar and repeatability advertising copy. But on the other hand, the repetitive advertising message can help consumers to increase their brand impression and to achieve advertising effect. Therefore, this study wants to explore the influence of advertising relevance and advertising repetition on purchase intention through attitude toward advertisement, as well as the possible mediation role of brand familiarity. This study uses an experimental method with four groups derived from high/low relevance and high/low repetition of advertising content. It was concluded that high relevance with high repetition yielded the highest scores in attitude toward the advertisement while low relevance with low repetition led to the lowest scores. Moreover, attitude toward advertisement had a positive influence on purchase intention. Brand familiarity was found to not have any mediation effect on this relationship. The results of this study can be used as a reference for further research in this field and as a practical guide for designing effective advertisements.

Частини книг з теми "Repetitive purchase":

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Baumgartner, Hans. "Repetitive Purchase Behavior." In Quantitative Marketing and Marketing Management, 269–86. Wiesbaden: Gabler Verlag, 2012. http://dx.doi.org/10.1007/978-3-8349-3722-3_13.

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Тези доповідей конференцій з теми "Repetitive purchase":

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Advincula, Bufford. "User Experience Survey of Innovative Softwares in Evaluation of Industrial-Related Ergonomic Hazards: A Focus on 3D Motion Capture Assessment." In SPE Annual Technical Conference and Exhibition. SPE, 2021. http://dx.doi.org/10.2118/205850-ms.

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Abstract This paper aims to present user experience survey results of innovative software assessment technologies available in the market aimed in evaluating risks of industrial-related ergonomic hazards. The scope covers industrial ergonomics softwares currently available for purchase where time-limited free trial is offered, particularly those that utilize 3D Motion Capture Assessment which relies on kinematic inputs aided by non-invasive computer technology and artificial intelligence, and makes use of pre-determined weightings based on biomechanical risk factors. In light of the inclusion criterion, six industrial ergonomics softwares were considered. User field trials were conducted during January to September 2020 among 10 Occupational Health Subject Matter Experts (OH SME) coming from seven oil and gas Group Companies. Each OH SME attended a product demonstration by the shortlisted software vendor, participated in software trial at their respective workplaces, and provided feedback on the software's usability by filling out a survey questionnaire. OH SME responses were then collected for further qualitative analyses. Three of the eligible softwares relied on photo snapshot capturing work activity where subsequent analysis is done through competent professional judgment of qualitative risk. Another three were dependent on 3D Motion Capture Assessment where upper and lower limb motions of employees are digitally captured, recorded, and analyzed. Two of the softwares utilized sensors attached to different parts of employee's body, while one relied on Android/Smartphone snapshot of work activity and analyzed by the software's algorithm. Analyses of OH SME feedback revealed majority of them (n = 7) preferred using 3D Motion Capture Assessment over professional judgment of qualitative risk as an effective tool in evaluation of industrial work-related ergonomic risks. 3D Motion Capture Assessment provided accurate measurements of employee joint postures and postural angles. The tool ensured consistency in risk scoring for a particular industrial-related work activity as the calculation is standardized. The tool's algorithm is aligned with globally accepted assessment tools in evaluating ergonomic risks which enhances its validity. OH SMEs have expressed concerns on use of Android/Smartphone in Critical Infrastructure and Coastal Protection Authority facilities, training time needed in learning the software, and repetitive use of motion sensors among different employees which may lead to personal hygiene issues. 3D Motion Capture Assessment is a novel ergonomics software tool that can be used in real-time and accurate evaluation of ergonomic risks arising from industrial work-related activities. It can replace observational assessment of a work activity that may be prone to professional judgment errors. However, more validation and reliability studies need to be done in future as well as determining association between ergonomics risk scores obtained from the software and prevalence of work-related musculoskeletal disorders.
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Du, Ping, and Erin F. MacDonald. "Products’ Shared Visual Features Do Not Cancel in Consumer Decisions." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-48110.

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Consumers’ product purchase decisions typically involve comparing competing products’ visual features and functional attributes. Companies strive for “product differentiation” [1–5], which makes consumers’ product comparisons fruitful but also sometimes challenging. Psychologists that study decision-making have created models of choice such as the cancellation-and-focus (C&F) model. C&F explains and predicts how people decide between choice alternatives with both shared and unique attributes: the shared attributes are “cancelled” (ignored) while the unique ones have greater weight in decisions. However, this behavior has only been tested with text descriptions of choice alternatives. To be useful to designers, C&F must be tested with product visuals. This study tests C&F under six conditions defined by: the representation mode (text-only, image-only, and image-with-text) and presentation (sequentially, or side-by-side) of choice alternatives. For the products tested, C&F holds for only limited situations. Survey and eye-tracking data suggest different cognitive responses to shared text attributes vs. shared image features: in text-only, an attribute’s repetition cancels its importance in decisions, while in images, repetition of a feature reinforces its importance. Generally, product differences prove to attract more attention than commonalities, demonstrating product differentiation’s importance in forming consumer preferences.

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