Intellectual Capital (IC) and Customer Value in a Retailing Context (open access)

Intellectual Capital (IC) and Customer Value in a Retailing Context

Intellectual Capital (IC) is the intellectual capability of an organization; it drives the usage of other productive resources and adds value to the business structure. Although the expanding literature on IC has enhanced our understanding, the effects of IC with relation to consumers have not been explored in the marketing literature. Thus, this study fills this void by approaching the notion of IC from a customer perspective. Customer value also has attracted extensive attention in recent years. However, the lack of agreement among scholars with respect to the conceptualization of customer value has resulted in inconsistent empirical measures. Furthermore, despite extensive research focus on IC and customer value separately, there is a void in the literature as far as investigating the relationship between the two is concerned. Thus, this study also empirically investigates the predictive relationships among the various dimensions of IC and perceived customer value. This dissertation delineates three dimensions of IC (i.e., Human Capital, Structural Capital, and Relational Capital) available to a retail store in creating value for customers. This study tests the psychometric properties of scale items for measuring these three resources in an apparel retailing context. It also tests the effects of IC on customer value …
Date: August 2015
Creator: Jeon, Sua
System: The UNT Digital Library
Internal and External Drivers of Consumers’ Product Return Behaviors (open access)

Internal and External Drivers of Consumers’ Product Return Behaviors

Product return is a necessary part of the exchange process between companies and customers. It accounts for approximately 16% of total sales and a reduction in retailer / manufacturer profits by 3.8% on average. However, industry data also indicates that a significant portion of products are returned for reasons other than product failure – e.g., change of mind, found a lower price elsewhere, or fraudulent and unethical reasons. Consequently, many firms (e.g., REI) have altered their generous return policies to protect their profits. However, it’s been found that the restricted return policy could also reduce customer satisfaction, increase the perceived risk, and thus negatively affect customers’ loyalty towards a particular store or firm. Thus having a restrictive return policy does not help either. Extant literature mainly focuses on return policies. Little attention has been devoted to the product return behavior itself, thus missing the consumer’s perspective. This study, therefore, focuses on understanding consumers’ return behaviors, including different types of return behaviors, and the drivers and consequences of these different return behaviors. Towards this goal, this study first categorizes all possible types of consumers’ return behaviors into two broad categories - legitimate return behaviors and opportunistic return behaviors. Second, both internal …
Date: August 2015
Creator: Pei, Zhi "Kacie"
System: The UNT Digital Library
Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions (open access)

Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions

When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that …
Date: May 2015
Creator: Alhidari, Abdullah
System: The UNT Digital Library