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How and when Alphanumeric Brand Names Affect Consumer Preferences

Journal of Marketing Research 2010 47(6), 1177-1192
This research develops a taxonomy of alphanumeric brand names (ABs) based on the alignment between the brand names and their links to products and attributes. Five empirical studies reveal that ABs have systematic effects on consumers’ product choices, moderated by consumers’ need for cognition, the availability of product attribute information, and the taxonomic category of the AB. In an identical choice set, the choice share of a product option whose brand name takes a higher versus lower numeric portion (e.g., X-200 versus X-100) increases, and it is preferred more even when it is objectively inferior to other choice alternatives. Consumers with low need for cognition use “the higher, the better” heuristic to select options labeled with ABs and choose brands with higher numeric portions. Consumers with high need for cognition process ABs more systematically and make inferences about attribute values based on brand name–attribute correlations. The effects of ABs on consumer preferences are prevalent for most technical products, even when consumers do not know the product category or meanings of attributes.

Impact of Gamification on Perceptions of Word-of-Mouth Contributors and Actions of Word-of-Mouth Consumers

MIS Quarterly 2020 44(4), 1987-2012
Gamification has been shown to encourage contributions of user-generated reviews (word-of-mouth: WOM) in various domains, including travel and leisure related platforms (Foursquare, TripAdvisor), e-commerce (Amazon), and auctions (eBay). WOM contributors write reviews about products/services provided by business venues and WOM consumers read reviews and use them to form attitudes and make purchase decisions. Gamification elements such as points and badges, awarded to WOM contributors for various reasons, and displayed to WOM consumers, have a dual role in WOM context. First, points awarded for user contributions help motivate WOM contributors to increase their participation. Second, badges awarded to users for visiting business venues signal prior experience or competence, and they help determine how WOM consumers perceive WOM contributors and form their judgments based on the reviews. While the first role of gamification (i.e., motivating users) has been widely studied, the impact of WOM presented along with gamification elements on the perceptions and behavior of the target audience, WOM consumers, has not been examined. This is important to businesses that are looking to attract customers. Drawing on social psychology literature, we show that gamification symbols signaling experience that accompany WOM leads to perceptions of positive WOM contributors as more competent. This leads to important changes in behavioral outcomes such as willingness to visit/buy and willingness to recommend the reviewed outlets.