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Influence of advertising on consumers
Influence of advertising on consumers
Peer influence on consumer behaviour theory
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People affect each other in many different ways. Prior studies have shown how friends can influence one’s own behavior. The presence of a friend spurs some consumers to engage in impression management that in turn drives their spending decisions (Kurt, Inman, & Argo, 2011). Studies have demonstrated how the purses carried and the cars driven by others affect an individual’s own purchases in those categories (Berger & Fitzsimons, 2008). People may be influenced by close others such as friends or family members (Bikhchandani, Hirshleifer, & Welch, 1992), or by distant others such as celebrities or online reviewers (Zhang, 2010). To date, little research has studied how different levels of social influence differentially impact individual’s purchase decisions (for exceptions, see Argo, Dahl, & Manchanda (2005); Childers & Rao (1992)). In other words, how much an individual is influenced by social others may depend on his relationship to those social others. In this study, we posit that two different dimensions of social influence: social source strength (importance) and size differentially impact purchase decisions of individuals. The theoretical framework we use is Social Impact Theory (Latané, 1981), which posits that the amount of social impact experienced by a target individual is a function of strength, immediacy and number of sources present. Using online gaming as our context, we investigate the impact of social size and importance on gamers’ virtual good purchases. We argue that different layers of interaction between players: friends and teams may impact players’ purchase behavior in the game differently. Virtual good purchases may also differ in type; players make purchases to satisfy their functional needs, but also their ... ... middle of paper ... ...age. Some products may also have meanings related to sociocultural events and traditions (Smith & Colgate, 2007). Gamers may purchase virtual goods to enhance their self-image or express their social identity. We name purchases that satisfy symbolic needs as self-image hedonic purchases. We expect that an increase in social size, which results in a greater number of people to impress, and an increase in tendency for people to engage in impression management (Argo et al., 2005), will translate into larger self-image hedonic purchases. Additionally, we expect that social strength, which allows for different levels of social interaction between individuals will have a stronger impact on performance utilitarian purchases. H4: Social size has a stronger impact on self-image hedonic purchases, but social strength has a stronger impact on performance utilitarian purchases.
One of the examples that Michael Solomon (author) gives us is that when we go to buy different produts others might not influence us, but on the other hand knowing what produts other people like might just influence us to a great deal. There is also three types of reference groups. They are; the Name-Letter Effect, the Normative Influence, and the Comparative Influence. The Name-Letter Effrct is when we bond faster with people who share our names or something as smiple as our initials then we do with others who don 't. One of the examples that the author uses is that people whose surname is Lane tend to have addresses that include the word Lane, not street. The second one is Normative Influence: this groug has standards of conduct that they set and enforce. Acorrding to the author our parents may play a important part in this group. Two of the important issues are attiudes on marriage or where to go to college. The third one is Comparative Influence: because it affects members ' decisions about specific motorcycle purchases. Acorrding to the author , Zachary talks about how he has already spent thousands off dollars on parts and accessories sine he has been in his
Paunonen, S., & Ashton, M. (2001). Big-five factors and facets and the prediction of behavior.
People are often deceived by some famous brands, which they will buy as useless commodities to feel they are distinctive. People require brands to experience the feeling of being special. People spend their money to have something from famous brands, like a bag from Coach or Louis Vuitton which they think they need, yet all that is just people’s wants. Steve McKevitt claims that people give more thought on features or brands when they need to buy a product, “It might even be the case that you do need a phone to carry out your work and a car to get around in, but what brand it is and, to a large extent, what features it has are really just want” (McKevitt, 145), which that means people care about brands more than their needs. Having shoes from Louis Vuitton or shoes that cost $30 it is designed for the same use.
... on information about experiences that they heard from someone else versus first hand experience. The study suggested that there may indeed be a basic human motive to self-enhance their experience. It appears this need will lead consumers to generate more positive word of mouth in order to share information about their own positive consumption experiences. However, they only tend to transmit negative word of mouth in instances where the information was passed on. This leads to evidence that in the case of self-enhancement motives played out in opposite ways in the case of word of mouth. It seems that individuals have a strong desire to share information about good experiences that directly impacted them in order to do the right thing, This appears to have a potential positive impact on the self enhancement motives. (Angelis, Bonezzi, Peluso, Rucker, Costabile, 2012)
Kirst-Ashman, K. (2011). Human behavior in the macro social environment. (3rd ed., pp. 303-355). Belmont, CA: Brookes/Cole.
Tice, D.M, Butler J.L., Muraven M.B. & Stillwell A.M. (1995). When modesty prevails: Differential favorability of self-presentation to friends and strangers. Journal of Personality and Social Psychology, 69(6), 1120-1138 doi: 10.1037/0022-3514.69.6.1120
Video games have been around since 1958, and ever since then video games have developed more. With video games becoming a bigger industry, there have been more people purchasing and buying more and more video games. For examples, up to 2001, “roughly 79 percent of America's youth played video games, many of them for at least eight hours a week” (Layton). Furthermore, in 2008, “97% of 12-17 year olds in the US played video games” (“Video Games”). With a growing industry, there has been more competition between video game companies. The companies that make these video games try to make a huge profit by appealing to people’s likes. In 2008, “10 of the top 20 best-selling video games in the US contained violence” (“Video Games”)
Ego-depletion indirectly helps strengthen the economy. According to Building Self Control, ego-depletions effect on consumers is seen in the strength model, which “assumes that a consumer’s ability to control urges to engage in impulsive buying can become temporarily depleted as a result of pr...
Social capital is a concept that explains social relationships, where relationships are believed to benefit the perpetrators. There are many figures that define social capital seen from different points of view. Bourdieu (in Field 2011: 26) mentions that social capital represents an aggregate of resources or potential that is associated with long-lasting network ownership. It is also mentioned that the value of the bonds an individual wakes, or in other words the volume of social capital it has, depends on the number of connections they can mobilize and the volume of capital (culture, social, and economic) owned by each connection.
Yuan, C. (2013). Business: Intangible value; Online gaming in China. The Economist , 391 (8625), 67.
As more and more consumers turn to online retailers for to make their purchase, the Internet has also become an informal reference and referral guide. It is natural to ask and offer advice and the Internet is making it easier for consumer to do so. For example, someone on Facebook can post a question to friends and family asking for recommendations or experiences with, the local handyman, car seats, or family vacations at Disneyland. Response times are quick, condensed, and valuable. Although Facebook friends may not be experts in the field, the one seeking it respects their opinion. These recommendations as well as research can greatly drive a purchasing decision. Consumers also search for
Impression Management (IM) also known as self-presentation involves creating a positive image or impression of oneself while using different techniques (Vaughan & Hogg, 2010). Individuals tend to care about what others think of them so they manage their impressions in order to be seen as favourable in the eyes of others. Many different IM frameworks have been developed however, Jones and Pittman’s (1982) framework has been widely used in research and validated by Bolino and Turnley’s (1999) IM scale. Five strategic self-presentation
The beauty halo effect is the principle that people with good looking are going to have a better life. According to the beauty halo effect, attractive people are automatically attributed with more qualities than unattractive people, they are attributed a notion of talent and are considered as more socially attractable and desirable. This paper is going to define more precisely what the beauty halo effect is. Then it will define what impression formation is and how the attractiveness halo effect can affect the first impression. Finally it will briefly explain what impression management, and finally explain the role of the beauty halo effect in impression formation and management.
Wilson, A (2012). The Business of Influence. International Journal of Market Research, 54(3), 439-440. doi:10.2501/IJMR-54-3-439-440
Businesses use the media to convince consumers to buy their products. Since the start of mass media, companies have used communication to broadcast to large numbers of people about their product (Shah). Companies spend a great amount of money to encourage people to buy their product, by winning them over (Shah). The media provides information, rates, and suggests new products and services such as movies, computers, restaurants, books, fashion items, and more (Rinallo and Basuroy). Back in the days where brands had to buy advertising or secure media placements are gone. Today it is becoming really hard to know the difference between the role of marketer and publisher. This gives the chance for companies to become satisfied conservators, making their own items on their websites for their businesses (“Media Influence”). More and more people are considering traditional advertisements as untrustworthy; in fact, 75% of people do not think traditional advertisements are true. Companies uses online advertisements to influence people to buy their product. People today are trying to make more informed buying choices, using all the information they can find online. A person’s online experience can influence them to shop at a particular store; in fact, 91% of people shop at stores because of reviews online (Peneycad). People spend a large amount of time researching products before they decide to buy them. 86% of people use search engines to research products. 62% of people who research products online buy products in the store. People who research services and products online are more likely to make a buying decision (Peneycad). 78% of people are influenced by post from companies on social media websites. 72% of people are trusting of online recommendations of products. Peneycad mentions,“This means 72% of people trust complete strangers just as [much] as people they know when it comes to making a purchase decision (Peneycad 2).