The goal of this research was to investigate the perceived risk of purchasing condoms and the risk-reducing effects of location-based advertisements. For the research, a quantitative approach was used. A questionnaire was distributed to 238 participants, using the Internet and physical distribution. This study found that 66% of the sample perceived social risk during the purchase of condoms. Of this percentage, 39% stated that embarrassment has stopped them from purchasing the product. Location-based advertisements were perceived negative, however also perceived informative by almost half of the sample. This study implies that advertisements have a positive effect on the perceived risk since the majority of the sample stated that their perceived purchase embarrassment was reduced after seeing the sensual (65%) and fearful (59%) advertisement.
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The benefits of collaborative purchasing are many, yet in the healthcare sector, in particular at hospitals, it is still uncommon. In this paper we identify major impediments for collaborative purchasing, resulting in a first component of our proposed collaborative e-purchasing model for hospitals; as a second component it contains a collaborative purchasing typology. After analysis of a first validation round with hospital purchasing professionals, the results show four applicable purchasing types and fourteen collaborative purchasing impediments that are perceived as important for hospitals. The model is further extended by possible IT solutions, identified by experts, addressing the specific fourteen impediments. We conclude that the collaborative e-purchasing model can be used by healthcare consortia, branche organizations, partnering healthcare institutes and multi-site healthcare institutes as a means to help identifying strategies to initiate, manage and evaluate collaborative purchasing practices.
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Retailers play an important role in persuading consumers to purchase sustainable fashion (SF), but little is known about how, and why, SF retailers persuade consumers. This research aims to understand their choices for marketing and communication tactics. We interviewed 25 SF retailers about the drivers that they presume motivate consumers’ purchases, and about the drivers they actually target in their marketing practices. Our findings show that retailers do not base their marketing tactics on what they presume drives SF purchases: most retailers presumed that personal benefits and advantages motivate SF purchases, however, they targeted cognition-related drivers in marketing communications. Retailers’ current marketing communication endeavors show a disproportionate focus on persuading consumers to choose SF as a category, instead of persuading consumers to purchase their specific products. Based on this study, we recommend researchers and marketeers to support SF retailers with knowledge of effective marketing and communication tactics to address SF purchase behavior change, and the industry and public authorities to provide an effective SF information campaign for consumers.
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The textile industry contributes over 8% of global greenhouse gas emissions and 20% of the world's wastewater, exceeding emissions from international flights and shipping combined. In the European Union, textile purchases in 2020 resulted in about 270 kg of CO₂ emissions per person, yet only 1% of used clothes are recycled into new garments.To address these challenges, the Textile Hub Groningen (THG) aims to assist small and medium-sized enterprises (SMEs) and stakeholders in forming circular textile value chains, hence reducing waste. Designing circular value chains is complex due to conflicting interests, lack of shared understanding, knowledge gaps regarding circular design principles and emerging technologies, and inadequate tools for collaborative business model development. The potential key stakeholders in the circular textile value chain find it hard to use existing tools and methods for designing these value chains as they are often abstract, not designed to be used in a collaborative setting that fosters collective sense making, immersive learning and experimentation. Consequently, the idea of circular textile value chain remains abstract and hard to realize.Serious games have been used in the past to learn about, simulate and experiment with complex adaptive systems. In this project we aim to answer the following research:How can serious games be leveraged to design circular textile value chains in the region?The expected outcomes of this project are: • Serious game: Facilitates the design of circular textile value chains• Academic Publication: Publish findings to contribute to scholarly discourse.• Future Funding Preparation: Mobilize partners and prepare proposals for follow-up funding to expand the approach to other domains.By leveraging game-based collaborative circular value chain and business model design experiences, this project aims to overcome barriers in designing viable circular value chains in the textile industry.
The textile industry is responsible for over 8% of global greenhouse gas emissions and 20% of the world’s wastewater, surpassing the emissions from international flights and shipping combined. In the European Union, textile purchases in 2020 led to around 270 kg of CO₂ emissions per person, yet only 1% of used clothing is recycled into new garments. The municipality of Groningen manages an estimated 950 kilotons of textile waste but is only able to collect, sort, and recycle 250 kilotons. To address these challenges, Textile Hub Groningen (THG) seeks to support small and medium-sized enterprises (SMEs) and stakeholders in creating circular textile value chains. However, designing circular value chains presents challenges, including conflicting interests, knowledge gaps on circular design principles, and inadequate tools for collaborative business model development. Potential stakeholders often find current tools too abstract and not conducive to collaboration, learning, or experimentation. As a result, circular value chains remain difficult to achieve from the perspective of individual stakeholders. Serious games have been employed to simulate and experiment with complex adaptive systems , . Research shows that well-designed playful learning enhances both learning and motivation, particularly when social elements are integrated . This project aims to answer the following research question: How can serious games be leveraged to design circular textile value chains in the region? The expected outcomes are: 1. Serious Game: Design, test, and deliver a serious game to facilitate the joint design of circular textile value chains. 2. Publications: Extract insights from the game’s design and evaluation, contributing to both academic and practical discussions. 3. Consortium for Follow-up: Mobilize partners and secure funding for future projects in related fields. Through game-based collaborative circular value chain and business model design experiences, this project overcomes barriers in designing viable circular value chains in the textile industry