PurposeThe purpose of this paper is to contribute to the marketing literature and practice by examining the effect of product pricing on consumer behaviours with regard to the assertiveness and the sentiments expressed in their product reviews. In addition, the paper uses new data collection and machine learning tools that can also be extended for other research of online consumer reviewing behaviours.Design/methodology/approachUsing web crawling techniques, a large data set was extracted from the Google Play Store. Following this, the authors created machine learning algorithms to identify topics from product reviews and to quantify assertiveness and sentiments from the review texts.FindingsThe results indicate that product pricing models affect consumer review sentiment, assertiveness and topics. Removing upfront payment obligations positively impacts the overall and pricing specific consumer sentiment and reduces assertiveness.Research limitations/implicationsThe results reveal new effects of pricing models on the nature of consumer reviews of products and form a basis for future research. The study was conducted in the gaming category of the Google Play Store and the generalisability of the findings for other app segments or marketplaces should be further tested.Originality/valueThe findings can help companies that create digital products in choosing a pricing strategy for their apps. The paper is the first to investigate how pricing modes affect the nature of online reviews written by consumers.
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More people voted in 2024 than any other year in human history, while often relying on the internet for political information. This combination resulted in critical challenges for democracy. To address these concerns, we designed an exhibition that applied interactive experiences to help visitors understand the impact of digitization on democracy. This late-breaking work addresses the research questions: 1) What do participants, exposed to playful interventions, think about these topics? and 2) How do people estimate their skills and knowledge about countering misinformation? We collected data in 5 countries through showcases held within weeks of relevant 2024 elections. During visits, participants completed a survey detailing their experiences and emotional responses. Participants expressed high levels of self-confidence regarding the detection of misinformation and spotting AI-generated content. This paper contributes to addressing digital literacy needs by fostering engaging interactions with AI and politically relevant issues surrounding campaigning and misinformation.
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In dit whitepaper vindt u de resultaten van onze jaarlijkse social media MKB-monitor. Met deze monitor doen we onderzoek naar het gebruik van sociale media in het MKB. In dit whitepaper vindt u de resultaten van de monitor en kansen voor de toekomst
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The purpose of the research we undertook for this Conference Paper was to investigate whether marketing campaigns for specific types of drinks could be directed towards age cohorts rather than towards intercultural differences between countries. We developed consumer profiles based on drinking motives and drinking behavior by age cohorts. We hypothesized that differences between countries in the youngest age groups are smaller than in the older age groups, where country specific tradition and culture still plays a more prominent role. We, therefore tested, from the data obtained by the COnsumer BEhaviouR Erasmus Network (COBEREN), the hypothesis that the extent to which the age specific profiles differ between countries increases with age. The results confirm our hypothesis that the extent to which drinking motives differ between countries increases with age. Our results suggest that marketing campaigns which are directed towards drinking motives, could best be tailored by age cohort, in particular when it concerns age group 18-37 and more particular for beer, spirits and especially premix drinks. Marketing campaigns for non-alcoholic beverages should be made specific for the British countries and the Western countries, but even more effectively be made specific for the age cohort 18-37.
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The media are an integral part of how advanced societies are controlled. After almost a century of ‘broadcasting’, a new media logic can be seen to have emerged. It is not centralized, nor does it appear to depend on manipulative power (such as the priming and framing of news and thereby the agenda of political discussion; or ‘advertising’ as a way to influence consumers to buy particular products). It is the logic of ‘networking’ that is not about producers and consumers but about redaction and multipliers.1 Media content in this logic may in an archeological sense be seen as having an author or a point of origin – but the routes it takes and the way in which it spreads offers new means of community building, identity construction and meaning making which are of much greater interest. In this paper we take a double perspective (business and critical) to assess how the old and the new media logics are both relevant today and what terms are best used to work with and in the media, and to reflect on them. While producers and consumers are the senders and receivers of broadcasting in the age of the nation-state, networking logic has little use for these terms: it also moves away from marketing terms such as eyeballs and stickiness to terms such as spreadability and multiplication and redaction. The perspective of what used to be known as ‘qualitative audience research’ can prove useful to innovative and sustainable marketing and to critical reflection on media culture. Here its restyled form will be called participant design. It suggests that strong marketing respects and co-opts potential customers in much the same way that relevant media criticism is, not given from an external and possibly paternalist but from an inside perspective that highly values self-reflexivity.2
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Dragen sociaalnetwerksites van sportverenigingen (ClubSNSs) bij aan het clubgevoel van leden? 129 leden van sportverenigingen vulden een vragenlijst in over ClubSNSs en clubgevoel. Daaruit blijkt dat leden ClubSNSs informatief, vermakelijk en interactief vinden en ClubSNSs gebruiken voor het volgen van content over sport, leden en de club. Verder blijken ClubSNSs belangrijk voor het clubgevoel van leden, doordat identificatie met de sportvereniging wordt opgebouwd.
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The report from Inholland University is dedicated to the impacts of data-driven practices on non-journalistic media production and creative industries. It explores trends, showcases advancements, and highlights opportunities and threats in this dynamic landscape. Examining various stakeholders' perspectives provides actionable insights for navigating challenges and leveraging opportunities. Through curated showcases and analyses, the report underscores the transformative potential of data-driven work while addressing concerns such as copyright issues and AI's role in replacing human artists. The findings culminate in a comprehensive overview that guides informed decision-making in the creative industry.
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This paper starts with the explanation of the research rationale of the professorship. Subsequently, an exploration of the research agenda is provided, focusing on the two core research themes of the professorship: transformational content strategy and transformational content design. Within this section, knowledge gaps will be identified and examples will be presented of research projects related to each theme. Finally, light will be shed on the research approach, offering a brief overview of the theoretical approach, research methodology, and expected impact.
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Our current smart society, where problems and frictions are smoothed out with smart, often invisible technology like AI and smart sensors, calls for designers who unravel and open the smart fabric. Societies are not malleable, and moreover, a smooth society without rough edges is neither desirable nor livable. In this paper we argue for designing friction to enhance a more nuanced debate of smart cities in which conflicting values are better expressed. Based on our experiences with the Moral Design Game, an adversarial design activity, we came to understand the value of creating tangible vessels to highlight conflict and dipartite feelings surrounding smart cities.
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Closed loop or ‘circular’ production systems known as Circular Economy and Cradle to Cradle represent a unique opportunity to radically revise the currently wasteful system of production. One of the challenges of such systems is that circular products need to be both produced locally with minimum environmental footprint and simultaneously satisfy demand of global consumers. This article presents a literature review that describes the application of circular methodologies to education for sustainability, which has been slow to adopt circular systems to the curriculum. This article discusses how Bachelor and Master-level students apply their understanding of these frameworks to corporate case studies. Two assignment-related case studies are summarized, both of which analyze products that claim to be 'circular'. The students' research shows that the first case, which describes the impact of a hybrid material soda bottle, does not meet circularity criteria. The second case study, which describes products and applications of a mushroom-based material, is more sustainable. However, the students' research shows that the manufacturers have omitted transport from the environmental impact assessment and therefore the mushroom materials may not be as sustainable as the manufacturers claim. As these particular examples showed students how green advertising can be misleading, applying “ideal” circularity principles as part of experiential learning could strengthen the curriculum. Additionally, this article recommends that sustainable business curriculum should also focus on de-growth and steady-state economy, with these radical alternatives to production becoming a central focus of education of responsible citizens. https://doi.org/10.1016/j.jclepro.2019.02.005 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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