Belief Transfers in Co-branding and Brand Extension and the Roles of Perceptual Fit (open access)

Belief Transfers in Co-branding and Brand Extension and the Roles of Perceptual Fit

Existing co-branding and brand extension research generally coalesces around two important constructs: perceptual fit and attitude toward the brand. Studies in co-branding and brand extension to date have generally emphasized the transference of affective elements of attitude from parent brand to the extension. Researchers and practitioners clearly need to learn more about the transfer of belief, the cognitive elements of attitude. Too little is currently known about whether and how beliefs are actually transferred in co-branding and brand extension applications, particularly in terms of perceptual fit. This dissertation investigates belief transfer and the effect of perceptual fit on belief transfer in co-branding and brand extension scenarios and develops answers to the following research questions: 1.Are different categories of beliefs transferable from parent brand to theextension? 2.How do various sub-dimensions of perceptual fit affect belief transfers fromparent brands to the extension? 3.How do different categories of beliefs affect consumers’ intentions to purchasethe extension products? Categorization Theory was used as the fundamental theory to build the hypotheses. This dissertation involved qualitative studies, belief scale development, and experimental design studies. The results revealed that aesthetic and functional beliefs are positively transferred from parent brand to the extension. The transfer of aesthetic beliefs is …
Date: May 2015
Creator: Roswinanto, Widyarso
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
The Impact of End-user Decision-making in the Supply of Public Transportation (open access)

The Impact of End-user Decision-making in the Supply of Public Transportation

Efficient public transportation provides economic and social opportunities that increase accessibility to markets and employment as well as providing investment benefits. Key challenges to the U.S. public transportation industry include developing modes and increasing the availability of public transportation in a manner that meets the needs of individual users in a cost effective manner. A problem facing public transportation officials is the need to understand the factors that influence consumer decision-making and consumer attitudes toward public transportation. Feedback regarding experiences as well as expectations from commuters provides information for developing and improving public transportation. Thus, decision-making factors of end-users are keys to improving supply, growth, and understanding utilization of public transportation. Public transportation officials seek to improve the public transportation experience for commuters by increasing modes and benefits of the systems. The decision-making factors of the end-users require identification and examination in order to provide a high quality and efficient experience for commuters. The research questions of interest in the current dissertation are: (1) What are the decision-making factors affecting commuters’ attitudes toward public transportation? and (2) How do the end-user decision-making factors affect the supply of public transportation? The purpose of this research is to extend the current body …
Date: May 2015
Creator: Scott, Rebecca A.
System: The UNT Digital Library