Video games have become something very famous all over the world, in the past, there were only a few gamers, and becoming a gamer was something very odd to do but these days the number of gamers is increasing as it reached 2.8 billion gamers in 2021. Games are a tool for entertainment where you can spend long hours without noticing and it can lead to addiction most of the time which leads us to the main problem caused by video games which is obesity. The main cause of obesity is eating too much food and moving too little and that is what will happen when you spend a lot of time on video games. And as we all know getting an obese body will not be the only problem because obesity also causes a lot of other diseases such as heart diseases, stroke, asthma, and more. To solve this problem there are some recommended solutions to follow that can end this problem such as VR games which requires body movement, changing your lifestyle because a healthy lifestyle will prevent your body from diseases, educational programs that contain some physical activities for the kids in schools and finally mobile apps that motivate people to do physical activities in return of offering a prize or some amount of money.
Blockchain is a trending topic and would be the most significant issue for all industries, manufacturing or services. This study aims to investigate the Impact of Block Chain and Smart Inventory System on Supply Chain Performance at Retail Industry in the UAE. A quantitative research was adapted, and a survey was designed and rolled out by email to all participants. A 202 valid questionnaires were used in the statistical process in order to find out the impact of blockchain technology and smart inventory on supply chain performance in retail industry. The hypotheses testing confirmed the direct impact of blockchain technology on supply chain performance side by side with the mediator role of smart inventory in the indirect impact. The results revealed that blockchain is becoming the real time need of the retail industry and has improved the efficiency of the retail industry.
The art of visual displays and the arrangement of merchandising solutions in a shop is virtual merchandising, which improves layout and design, increases development, sales and thereby profitability. Visual merchandising affects the shopping experience directly, making it relevant for retailers to ensure an efficient nature of their business climate. The main aspiration of this study is to figure out the visual merchandising elements which influence on an individual's purchase intention. A sample of 356 respondents available at different fashion stores in Malaysia was used to get the study outcomes following the quantitative analysis. The Smart PLS 3.0 was used for analysing the data. This study claims that there is a positive and significant relationship between store layout and consumer's intention to purchase. Then, a positive and significant relationship is also found between product display and consumer's intention to purchase. Furthermore, a positive and significant relationship is found between colour & lighting and consumer's intention to purchase. Moreover, a positive and significant relationship is not found between cleanliness and consumer's intention to purchase. The outcomes of this study will help the policy makers, government and entrepreneurs to make their fashion stores gorgeous. This study would enable fashion retailers to build more insightful, engaging online shops, which will then boost retail sales online.
The progress of the World Wide Web has led to a new form of e-tailing or internet shopping for retail purchases. Since then, consumer behaviour has become a core factor in online purchases. The determinants of internet orders for consumers should then be taken into account. This paper examines factors which influence the intention of Gen Z to purchase online on a platform. What factors drive Gen Z to purchase online? In order to find this finding, a survey of 315 respondents who resided in Kuala Lumpur in Malaysia was used. Specifically, researchers investigated the relationship between perceived usefulness, perceived ease of use and prior online purchase experience with intention to purchase online. Then, researchers investigated the mediation role of attitude between perceived usefulness, perceived ease of use and prior online purchase experience with intention to purchase. Data confirms that a positive and significant relationship is found between perceived usefulness and perceived ease of use with intention to purchase. Furthermore, a positive and significant relationship is not found between prior online purchase experience and intention to purchase online. Besides, this study claims that attitude mediates the relationship between perceived ease of use and prior online purchase experience with intention to purchase. Smart PLS 3.0 was used to analyse the results following in the quantitative approach. This result shows that eplatform was an effective marketing method for new customers in the younger generation. It also demonstrates that the cyber world plays an important role in digital commercialization making the penetration of consumers faster and easier for brands.
Advertising Effectiveness assists organizations to perceive and understand the requirements and needs of customers. To survive in today's business world, it is very important to know the effectiveness of advertising in term of consumer attractiveness. Being a developing economy, Bangladesh is gradually becoming a large market, especially for the fast-changing consumer goods sector. In the last few years, the consumer goods industry in Bangladesh has experienced a dramatic growth; both qualitative and quantitative improvements have occurred in the consumer durable items. The purpose of this study is to identify the factors that affect advertising effectiveness in case of consumer attractiveness in the era of Covid-19. Using a sample of 200 Bangladeshi customers the study identified six factors that affect advertising effectiveness, namely, attention, knowledge, judgment, interest, preference and advocacy. Respondents were directly asked to provide their perceptions or evaluations regarding the factors, using a five point Likert scale. Multiple regression analysis is used in order to test the hypotheses developed in the study. The results reveal that that except advocacy all other factors have significant impact on the advertising effectiveness in case of consumer attractiveness during COVID-19. On the basis of the findings of this study, it can be concluded that attention, knowledge, judgment, interest and preference are jointly and independently predict advertising effectiveness. This result is consistent with the findings of pre-pandemic situation which implies that the role of advertising does not change that much due to pandemic situation in terms of attracting consumers. Based on the findings of this research, it is expected that the concerned authority should formulate necessary guidelines to overcome the problems associated with the advertising effectiveness especially after the Post-Covid situation.
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