随着虚拟产品社区和品牌社区的发展,如何利用社会化媒体平台给顾客带来积极正向的体验成为各大企业不得不面临的重要问题。通过梳理前人研究,从顾客体验和社会化媒体的视角,选取了虚拟社区体验的26个指标并进行因子分析,归纳出功利体验、享乐体验、社会体验和可用体验四大维度;同样地,对顾客态度的维度进行梳理,共选取29个指标,通过因子分析归结为顾客对产品、对品牌和对企业的态度三大维度。最后以虚拟社区体验维度为自变量,以顾客态度为因变量,建立三个回归模型,阐释了虚拟社区体验对顾客态度的影响机理,丰富了顾客体验理论的研究成果,能为相关学者提供有价值的理论和实践指导,同时提出的四元互惠战略发展模式有助于企业管理客户关系、制定品牌战略和公司发展战略,能为相关学者提供有价值的理论和实践指导。
Abstract
With the development of the virtual product community and the brand community, how to use social media platforms to bring positive experiences to customers has become an important issue which major enterprises have to face. This paper has, by summarizing the previous researches, selected the 26 indicators in the virtual community experiences from the perspective of the customer experience and the social media and conducted the factor analysis to such indicators, deducing such four dimensions as the utilitarian experience, hedonic experience, social experience and available experience. Similarly, the paper has also summarized the dimension of the customer attitude and selected 29 indicators and deducted them to such three dimensions as the attitudes of customers to products, brands and enterprises by analyzing such factors. Finally, three regression models were established by taking the virtual community experience dimension as the independent variables and the attitudes of the customer as the dependent variable, to explain the influencing mechanism of the virtual community experience to the attitudes of the customers, to enrich the research results of the customer experience theory, and to provide relevant scholars with valuable guidance of theory and practice. Meanwhile, the development pattern of the four dimensions reciprocal strategy helps companies to manage the customer relations and develop the brand strategy and the corporate development strategy, providing relevant scholars with valuable guidance of theory and practice.
关键词
虚拟社区体验 /
顾客体验 /
顾客态度 /
品牌社区 /
互惠战略模式
Key words
virtual community experiences /
consumer experiences /
customer attitudes /
brand community /
reciprocal strategic pattern
{{custom_sec.title}}
{{custom_sec.title}}
{{custom_sec.content}}
参考文献
[1] Hoffman DL, Novak TP. Marketing in hypermedia computer-mediated environments: conceptual foundations[J]. Journal of Marketing,1996(60):50-68.
[2] Novak TP, Hoffman DL, Yung YF. Measuring the customer experience in online environments: a structural modeling approach[J]. Market Science,2000,19(1):22-42.
[3] Noble SM, Griffith DA,WeinbergerMG. Consumer derived utilitarian value and channel utilization in a multi-channel retail context[J]. Journal of Business Research,2005,58(12):1643-51.
[4] Overby JW, Lee E-J. The effects of utilitarian and hedonic online shopping value on consumer preference and intentions[J]. Journal of Business Research,2006(59):1160-6.
[5] Gruen TW, Osmonbekov T, Czaplewski AJ. eWOM: the impact of customer-to-customer online know-how exchange on customer value and loyalty[J]. Journal of Business Research,2006,59(4):449-56.
[6] Dholakia U, Bagozzi R, Pearo LK. A social in?uence model of consumer participation in network and small group virtual communities[J]. International Journal of Research in Marketing,2004(21):241-63.
[7] Hirschman E, Holbrook MB. Hedonic consumption: emerging concepts, methods, and propositions[J]. Journal of Marketing,1982(46):92-101.
[8] Overby JW, Lee E-J. The effects of utilitarian and hedonic online shopping value on consumer preference and intentions[J]. Journal of Business Research,2006,59:1160-6.
[9] Dhar R, Wertenbroch K. Consumer choice between hedonic and utilitarian goods[J]. Journal of Marketing Research,2000,XXXVII:60-71.
[10] Voss KE, Spangenberg ER, Grohmann B. Measuring the hedonic and utilitarian dimensions of consumer attitude[J]. Journal of Marketing Research,2003,11:310-20.
[11] Babin BJ, Darden WR, Grif?n M. Work and/or fun: measuring hedonic and utilitarian shopping value[J]. Journal of Consumer Research,1994,20:644-56.
[12] Bridges E, Florsheim R. Hedonic and utilitarian shopping goals: the online experience[J]. Journal of Business Research,2008,61:309-14.
[13] Hoffman DL, Novak TP. Marketing in computer-mediated environments: conceptual foundations[J]. Journal of Marketing,1996,60(3):50-68.
[14] Rheingold, Howard. The Virtual Community: Homesteading on the Electronic Frontier[M]. MA: Addison Wesley, 1993.
[15] Bagozzi, Richard P. and Utpal M. Dholakia. Intentional Social Action in Virtual Communities[J]. Journal of Interactive Marketing, 2002,16(2):2-21.
[16] Dholakia, Utpal M., Richard Bagozzi, and Lisa K. Pearo. A Social Influence Model of Consumer Participation in Network-and Small-group-based Virtual Communities[J]. International Journal of Research in Marketing, 2004,21(3):241-63.
[17] Simmons, Geoff. Marketing to Postmodern Consumers: Introducing the Internet Chameleon[J]. European Journal of Marketing, 2008,42(3/4):299-310.
[18] Jayanti, Rama K. and Jagdip Singh. Pragmatic Learning Theory: An Inquiry-action Framework for Distributed Consumer Learning in Online Communities[J]. Journal of Consumer Research, 2010,36:1058-81.
[19] F ller, Johann, Gregor Jawecki, and Hans M hlbacher. Innovation Creation by Online Basketball Communities[J]. Journal of Business Research,2006,60(1):60-71.
[20] Pitt, Leyland F., Richard T. Watson, Pierre Berthon, Donald Wynn, and George Zinkhan. The Penguin's Window: Corporate Brands from an Open-source Perspective[J]. Journal of the Academy of Marketing Science, 2006,34(2):115-27.
[21] Molesworth, Mike and Janice Denegri-Knott. Digital Play and the Actualization of the Consumer Imagination[J]. Games and Culture, 2007,2(2):114-33.
[22] Mu iz, Albert M. and Thomas C. O'Guinn. Brand Community[J]. Journal of Consumer Research, 2001,27(4):412-32.
[23] Mu iz, and Hope Jensen Schau. Religiosity in the Abandoned Apple Newton Brand Community[J]. Journal of Consumer Research, 2005,31(4):737-47.
[24] Ridings, Catherine M. and David Gefen. Virtual Community Attraction Why People Hang Out Online[J]. Journal of Computer-Mediated Communication, 2004,10(1):Article4.
[25] Cheung, Christy M.K. and Matthew K.O. Lee. Understanding the Sustainability of a Virtual Community: Model Development and Empirical Test[J]. Journal of Information Science, 2009,35(3):279-98.
[26] Hagel, John H. and Arthur Armstrong.Net Gain: Expanding Markets Through Virtual Communities[M]. Boston, MA: Harvard Business School Press, 1997.
[27] Cova and V ronique Cova. Tribal Marketing, The Tribalisation of Society and its Impact on the Conduct of Marketing[J]. European Journal of Marketing, 2002,36(5/6):595-20.
[28] Deighton, John and Leora Kornfeld. Interactivity's Unanticipated Consequences for Marketers and Marketing[J]. Journal of Interactive Marketing, 2009,23:4-10.
[29] Balasubramanian, Sridhar and Vijay Mahajan. The Economic Leverage of the Virtual Community[J]. International Journal of Electronic Commerce, 2001,5(3):103-38.
[30] Clemons, Eric K.. The Complex Problem of Monetizing Virtual Electronic Social Networks[J]. Decision Support Systems, 2009,48:46-56.
[31] Preece J. Online communities: designing usability, supporting sociability[M]. Chichester,UK: John Wiley & Sons, 2000.
[32] Kim, Hye-shin, Jin Y. Park, and Byoungho Jin. Dimension of Online Community Attributes: Examination of Online Communities Hosted by Companies in Korea[J]. International Journal of Retail and Distribution Management, 2008,26(10):812 30.
[33] Settle RB, Golden LL. Attribution theory and advertiser credibility[J]. Journal of Marketing Research,1974,11:181-5.
[34] Mummalaneni V. An empirical investigation of Web site characteristics, consumer emotional states and on-line shopping behaviors[J]. Journal of Business Research,2005,58(4):526-32.
[35] Honeycutt C. Hazing as a process of boundary maintenance in an online community[J].Journal of Computer-Mediated Community,2005,10:2-10.
[36] Priya Nambisan, James H. Watt. Managing customer experiences in online product communities[J]. Journal of Business Research, 2011,64:889-895.
[37] 卫海英, 骆紫薇. 社会互动中的品牌至爱生成机制—基于释义学的研究[J].中国工业经济,2012,11(196):135-147.
基金
国家自然科学基金面上项目(71271032,2012-2016);教育部人文社会科学研究规划基金项目(11YJA630081,2011-2014)。