Zobrazeno 1 - 10
of 46
pro vyhledávání: '"Richard J. Lutz"'
Autor:
Aida Faber, Colleen Bee, Marina Girju, Naz Onel, Anne Marie Rossi, Marina Cozac, Richard J. Lutz, Gia Nardini, Camilla Eunyoung Song
Publikováno v:
Journal of Consumer Affairs. 56:1260-1283
Autor:
Richard J. Lutz, Timothy J. Halloran
Publikováno v:
Journal of Interactive Marketing. 56:83-95
Although marketers spend billions of dollars on social media platforms in an effort to make a connection with their customers, few know if their social media activation in the form of Social Network Advertising (SNA) is positively affecting their bus
Publikováno v:
Psychology & Marketing. 36:520-529
Publikováno v:
Journal of Consumer Psychology. 29:70-78
Autor:
Gia Nardini, Richard J. Lutz
Publikováno v:
Journal of Consumer Marketing. 35:633-643
Purpose The purpose of this paper is to investigate the relationship between mental simulation and affective misforecasting of hedonic consumption experiences. Design/methodology/approach The authors present a series of lab and field studies that man
Publikováno v:
Journal of Retailing and Consumer Services. 63:102677
This research evaluates the interplay of emotion, cognition, and individual differences such as productivity orientation. Two experimental design studies using Mturk participants test the proposed effects of curiosity evoked by advertising stimuli wi
Autor:
Richard J. Lutz
Publikováno v:
Handbook of Advances in Marketing in an Era of Disruptions: Essays in Honour of Jagdish N. Sheth
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::578ea677b598565be8708eca76e235a1
https://doi.org/10.4135/9789353287733.n54
https://doi.org/10.4135/9789353287733.n54
Publikováno v:
Journal of Consumer Marketing. 33:498-506
Purpose This paper aims to investigate the phenomenon of active escapism – a unique form of experiential consumption that engages fantasy and role-play as a means of coping. In contrast with passive forms of escapism, whereby consumers act as obser
Publikováno v:
Journal of Consumer Behaviour. 16:101-120
In contrast with traditional forms of entertainment media (e.g., movies, novels, and television), video games are unique in their ability to provide immersion, agency, and transformation (IAT) during the consumptive experience. As the video game medi