2017
DOI: 10.1016/j.tele.2016.08.013
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The associate impact of individual internal experiences and reference groups on buying behavior: A case study of animations, comics, and games consumers

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Cited by 14 publications
(9 citation statements)
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“…They tend to underestimate the effect of peer pressure on themselves since that is something they cannot use their senses to evaluate. This finding conforms with the previous studies as Sheu et al (2017), Gheorghiu et al (2015), Gillani (2012), Turcinkova andMoisidis (2011), Chang et al (2011), and Bearden and Etzel (2001) propose the concept of peer pressure (or reference group) is of great importance in understanding the buying behavior of consumers as these groups make a major and significant impact on the consumer behaviour.…”
Section: T-test Analysissupporting
confidence: 92%
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“…They tend to underestimate the effect of peer pressure on themselves since that is something they cannot use their senses to evaluate. This finding conforms with the previous studies as Sheu et al (2017), Gheorghiu et al (2015), Gillani (2012), Turcinkova andMoisidis (2011), Chang et al (2011), and Bearden and Etzel (2001) propose the concept of peer pressure (or reference group) is of great importance in understanding the buying behavior of consumers as these groups make a major and significant impact on the consumer behaviour.…”
Section: T-test Analysissupporting
confidence: 92%
“…Furthermore, peer pressure is the direct or indirect influence that is exerted on a peer group, observers or individuals who encourage others to change their attitudes, values, or behaviors to conform to groups as a socially acceptable behaviour under it (Gulati, 2017;Akar et al, 2015). As Sheu et al (2017) andGillani (2012) propose the social circle of a person comprises of his or her peers, which constitute siblings, friends and acquaintances.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Although game experience is not studied, attractive social network gamified setting impacted consumer satisfaction and perception of services quality (Liu, Li, Xu, Kostakos, & Heikkilä, 2016) and purchase intention of gamified products is prognosticate impacted by attitudes and perceived usefulness (Bittner & Schipper, 2014). Furthermore, intention to recommend is predictably impacted by the extent of information, interpersonal interaction, and generous identification when purchasing in a gamified settings (Sheu, Chu, & Wang, 2017). As such, mindful of the impact of game experience in different domains, the following hypothesis has been designed:…”
Section: Literature Reviewmentioning
confidence: 99%