999 research outputs found
sj-pdf-1-jmx-10.1177_00222429231224748 - Supplemental material for The Caring Machine: Feeling AI for Customer Care
Supplemental material, sj-pdf-1-jmx-10.1177_00222429231224748 for The Caring Machine: Feeling AI for Customer Care by Ming-Hui Huang and Roland T. Rust in Journal of Marketing</p
Response—On Establishing a Dialogue in Television Viewing Research
Response to the commentary Pringle, L. G. 1984. A Comment. 125–126 on author's paper Rust, R. T., M. I. Alpert. 1984. An audience flow model of television viewing choice. 113–124.
School influences on bullying.
SIGLEAvailable from British Library Document Supply Centre-DSC:DXN021506 / BLDSC - British Library Document Supply CentreGBUnited Kingdo
Emotional contagion in team sports and its impact on individual performance – an experimental study
In sport psychology research about emotional contagion in sport teams has been scarce (Reicherts & Horn, 2008). Emotional contagion is a process leading to a specific emotional state in an individual caused by the perception of another individual’s emotional expression (Hatfield, Cacioppo & Rapson, 1994). Apitzsch (2009) described emotional contagion as one reason for collapsing sport teams. The present study examined the occurrence of emotional contagion in dyads during a basketball task and the impact of a socially induced emotional state on performance.
An experiment with between-subjects design was conducted. Participants (N=81, ♀=38, M=21.33 years, SD=1.45) were randomly assigned to one of two experimental conditions, by joining a confederate to compose a same gender, ad hoc team. The team was instructed to perform a basketball task as quickly as possible. The between-factor of the experimental design was the confederate’s emotional expression (positive or negative valence). The within-factor was participants’ emotional state, measured pre- and post-experimentally using PANAS (Krohne, Egloff, Kohlmann & Tausch, 1996). The basketball task was video-taped and the number of frames participants needed to complete the task was used to determine the individual performance.
The confederate’s emotional expression was appraised in a significantly different manner across both experimental conditions by participants and video raters (MC). Mixed between-within subjects ANOVAs were conducted to examine the impact of the two conditions on participants’ scores on the PANAS subscales across two time periods (pre- and post-experimental). No significant interaction effects but substantial main effects for time were found on both PANAS subscales. Both groups showed an increase in positive and a reduction in negative PANAS scores across these two time periods. Nevertheless, video raters assessment of the emotional states expressed by participants was significantly different between the positive (M=3.23, SD=0.45) and negative condition (M=2.39, SD=0.53; t=7.64, p<.001, eta squared=.43). An independent-samples t-test indicated no difference in performance between conditions. Furthermore, no significant correlation between the extent of positive or negative emotional contagion and the number of frames was observed.
The basketball task lead to an improvement of the emotional state of participants, independently of the condition. Even though participants PANAS scores indicated a tendency to emotional contagion, it was not statistically significant. This could be explained by the low task duration of approximately three minutes. Moreover, the performance of participants was unaffected by the experimental condition or the extent of positive or negative emotional contagion.
Apitzsch, E. (2009). A case study of a collapsing handball team. In S. Jern & J. Näslund (Eds.), Dynamics within and outside the lab. Proceedings from The 6th Nordic Conference on Group and Social Psychology, May 2008, Lund, pp. 35-52.
Hatfield, E., Cacioppo, J. T. & Rapson, R. L. (1994). Emotional contagion. Cambridge: University Press.
Krohne, H. W., Egloff, B., Kohlmann, C.-W. & Tausch, A. (1996). Untersuchungen mit einer deutschen Version der „Positive und Negative Affect Schedule“ (PANAS). Diagnostica, 42 (2), 139-156.
Reicherts, M. & Horn, A. B. (2008). Emotionen im Sport. In W. Schlicht & B. Strauss (Eds.), Enzyklopädie der Psychologie. Grundlagen der Sportpsychologie (Bd. 1) (S. 563-633). Göttingen: Hogrefe
CULTURAL CONTEXT AND CROSS-CULTURAL MARKETING STRATEGIES BETWEEN ITALY AND CHINA. THE CASE OF AMARENA FABBRI
Purpose. Globalization of markets creates a perception of homogeneity that should be verify. In Introducing a new product in a culturally distant market international companies should analyze the cultural context and verify the consistency between their marketing offer and the destination market. This paper aims to analyze if and how the cultural context affects the international marketing strategy of a company.
Design approach. In order to analyze the influence of the cultural context on international marketing strategies, a qualitative research has been developed using focus group technique. Three different focus groups, have been developed, targeting Generation Z, Young Mathers and Young Professionals
Finding. The research highlighted that the Chinese consumers have a different perception, use, and role of the product, compared to the ones in the traditional international markets of the company, pushing the company to reconsider its international strategy in different cultural contexts.
Research limitation. The research process was limited because based only on one case study, even if emblematic, and only on three targets in an internationalized context as the city of Shanghai.
Practical implications. Managers should develop international marketing strategy after a deep analysis of the cultural context of the destination market and adapt it to the local perception and the cultural assessment of the product.
Originality. The use of focus group methodology in order to indagate how the cultural context can influence the perception of the product is not used in marketing research literature, despite its evident effectiveness in such a purpose
Luxury brands in online gaming: Enhancing perceived quality of luxury products
Over the past two decades, the luxury industry has undergone significant
transformations. To maintain consumer engagement and visibility, luxury brands are
now exploring the digital entertainment space, complementing their traditional
strengths with a digital presence (Gilliland, 2020). In early 2019, Moschino released a
capsule collection featuring iconic Sims motifs, which were later sold within the Sims
game. Following this, Louis Vuitton became a trailblazer by selling “skins” in the
League of Legends game. Skins are graphic downloads that alter the appearance of ingame characters. Subsequently, other renowned brands such as Gucci, Marc Jacobs,
Valentino, and Balenciaga embraced this trend and collaborated with online games.info:eu-repo/semantics/acceptedVersio
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