消费者对VR游戏消费意愿的影响因素研究
摘要:本篇文献研究的是信息处理模型(如霍华德-谢思模型)与复杂的消费者行为之间不平衡的关系,流行的信息处理模型与侧重于消费的象征性、享乐性和审美性的经验观形成了鲜明对比。这种研究方式忽略了消费体验从而限制了对消费者行为的理解,作者呼吁大家扩大研究领域,扩大对消费幻想、感受和乐趣的考虑。
关键词:霍华德-谢思模型;消费体验;经验观;消费行为
引用文献一:
外文文献题目:消费体验方面:消费者幻想、情感和乐趣
原文作者 Morris B. Holbroo、Elizabeth C. Hirschman
在简史中,消费者行为的研究已经从早期注重理性选择(微观经济学和古典决策理论)关注显然不合理的购买需求(一些动机研究)有限理性的逻辑流模型的使用(例如,霍华德和谢思 1969)。后一种方法已经深入到通常被称为“信息处理模型”(Bettman 1979)。信息处理模型将消费者视为一个逻辑思考者,通过解决问题来做出购买决定。在消费者研究中,信息处理视角已经变得如此普遍,以至于许多研究人员可能相对不知道它的普遍性,就像水中的鱼一样。
然而,最近,研究人员开始质疑信息加工视角的霸权,理由是它可能忽视重要的消费现象(例如,Olshavsky和Granbois 1979;Sheth 1979)。被忽视的现象包括各种好玩的休闲活动、感官愉悦、白日梦、审美享受和情感反应。消费已经开始被看作是一种稳定的幻想、感觉和乐趣的流动,这种流动被我们称为“经验观”。这种经验视角在精神上是现象学的,它将消费视为一种主要的主观意识状态,具有各种象征意义、享乐反应和审美标准。通过对比信息处理和经验的观点,对消费的这些重要方面的认识得到了加强。
对消费者行为的不同看法
我们对比信息处理和经验观点的基础如图所示。这个图表并不包含所有内容。它只是代表了一些在消费者行为的逻辑流程模型中通常考虑的关键变量。简而言之,各种环境和消费者输入(产品、资源)被一个介入反应系统(认知-影响-行为)处理,产生输出结果,当根据标准进行评估时,产生一个学习反馈循环。个体差异、搜索活动、参与类型和任务定义影响了评估输出结果的标准。
虽然图中忽略了一些消费者研究者感兴趣的变量,但它反映了大多数流行的消费者行为模型所体现的一般观点。此外,该图表通过区分信息处理视角(斜线标记左侧)和经验视角(斜线标记右侧)中主要关注的现象,促进了方法之间的有意比较。在下面的章节中,我们将讨论这些区别,因为它们属于(1)环境输入,(2)消费者输入,(3)干预反应,(4)输出结果,标准和学习效果。
环境输入
产品
许多消费者研究集中在传统商品和服务(软饮料、牙膏、汽车)的实际利益上,这些商品和服务基于相对客观的特征(卡路里、氟化物、每加仑英里数)发挥实用功能。相比之下,经验视角则探索更多主观特征(愉悦、社交、优雅)的象征意义。
所有产品——无论多么平凡——都可能具有象征意义(Levy 1959, 1980)。在某些情况下,象征性的作用特别丰富和突出:例如,娱乐、艺术和休闲活动包含消费行为的象征性方面,使它们成为特别肥沃的研究土壤。这些领域最近受到消费者研究人员越来越多的关注,他们关注的产品包括音乐录音、歌手、时装设计、建筑风格、绘画、博物馆展览、小说、音乐会、表演艺术系列和相关的休闲活动模式(Hirschman和Holbrook, 1981年)。对休闲、娱乐和艺术的研究的增长反映了对图中所示区别的经验方面的关注的转移。
从方法上讲,这种转变带来了某些好处。一个好处来自休闲、娱乐和艺术产品的趋势,以促进其目标市场的高度兴趣和参与。在这些领域中,越来越多的工作表明,受访者通常能够提供关于广泛的相关对象或活动的感知和偏好的有意义的数据。因此,对于这类产品,多元方法的应用可能比一些低介入消费者非耐用品(如洗涤剂或罐装豌豆)更有效,因为消费者可能无法在多个不同品牌之间做出有效的感知或情感区分。由于这个原因,我们的许多可用的统计程序——特别是那些针对跨品牌的个人内部分析的统计程序——实际上可能更适合于体验消费,而不是经常购买的非耐用品。
刺激属性
传统的消费者研究范式集中在产品属性上,这些属性可以用语言来描述。例如,联合分析和多属性模型都严重依赖于使用语言刺激的设计。然而,许多产品投射出重要的非语言线索,这些线索必须被看到、听到、品尝、感觉到或闻到才能被正确地欣赏。事实上,在许多消费情况下(看电影、在餐馆吃饭、打网球),几个感官通道同时运作。然而,文献中关于非语言多感官特性的研究报道甚少。因此,经验的观点支持一个更有力的调查多感官心理物理关系在消费者行为。
将一个人的注意力从主要的语言感官线索转向非语言感官线索,需要一种非常不同的呈现实验刺激对象的模式。虽然在传统的消费者偏好研究中,口头描述往往已经足够,但体验观必须涉及基于真实或至少是真实产品样本的类似消费体验的主题。
沟通的内容
在消费者研究中,传播的内容分析更多地关注于对信息来源的推断,而不是解释其影响(Kassar-jian 1977)。当考虑后一种观点时,它通常涉及到一种信息处理倾向,即研究消费者对沟通内容的语义方面的反应(Shimp和Preston, 1981)。关注可归因于消息内容的语法方面的效果(即它们的结构和风格)更符合经验的观点。在其他学科中,消息语法经常被发现对享乐反应有直接影响。例如,这个概念是所谓的“冯特曲线”及其与不确定性或复杂性等对照刺激属性的关系的核心(Berlyne 1971)。这一信息理论的观点已被广泛应用于分析对音乐和其他艺术形式的情感反应,研究人员探索其与审美过程的相关性(Platt 1970)。
在消费者研究中,关于句法结构的研究还不太发达。然而,泰勒(1953)“完形”技术在英语散文(Wallendorf, Zinkhan, and Zinkhan 1981)和广告文案(Zinkhan and Martin 1981)中被用于测量主观言语不确定性。
消费者输入
资源
在考察消费者为交易带来的资源时,传统的研究一般集中在货币收入限制和价格的影响上。在最近的经济分析中,这种以金钱为导向的焦点已经被扩展到承认消费者分配时间资源对“家庭生产函数”所起的基本作用(Becker 1976)。根据这种观点,家庭生产和消费的“商品”结合了商品和时间的投入,以最大限度地提高整体效用,但受资源限制。
对主观时间资源的研究有助于揭示体验消费中涉及的心理时间支出的奥秘。研究自由支配时间的性质和分配值得优先考虑。这个方向的运动已经出现在几篇评论文章中,在特别会议上,在最近一期的JCR中专门讨论消费者行为的时间主题(1981年3月)。
任务定义
在对消费者的任务定义进行假设时,信息加工和经验视角设想了不同类型的消费行为。信息处理的观点使人联想到这样一种形象:消费者是一个问题解决者,从事目标导向的活动,搜索信息,检索记忆线索,权衡证据,并得到仔细考虑的判断评价。弗洛伊德把这种精神活动称为“次级过程”思维。它是“次要的”,因为它反映了作为社会化结果的我们的心理过程的运作方式(Hilgard 1962)。
与之相反,体验观强调了符合愉悦原则的初级过程思维的重要性。初级过程思维涉及到一项面向享乐反应的任务定义,它是“初级”的,因为它能让婴儿回想起追求即时愉悦或满足的方式(Hilgard 1962)。这种类型的消费看到的是乐趣、娱乐、幻想、觉醒、感官刺激和享受。事实上,证据表明,消费者通常把他们生命中的大部分时间花在吃饭、睡觉、与朋友聊天、做爱和看电视上(罗宾逊1977,第35页)。当然,任何有意义的尝试,以这种相对享乐为导向的消费模式,都必须注意其享乐成分。
把消费看作是一种主要的过程,导向享乐主义的追求带来了某些方法论上的问题。这包括:(1)开发更好的享乐反应测量方法的需要——特别是对构成“快乐”的有效和可操作的定义;(2)享乐反应很可能对各种情况的波动异常敏感,从而造成信度和效度问题;(3)在解释急性的、不稳定的、感觉-情绪现象时,难以使用现有的慢性享乐能量指标,如感觉寻求。经验论通过坚持唤起人们对这些概念性和方法论问题的注意而发挥了有用的作用。
类型的参与
这里我们关注的不是参与的程度(低对高),而是它的类型(认知反应的参与和涉及觉醒的定向反应)。克鲁格曼(1965)早期对介入的定义强调了在个人生活和刺激之间建立个人联系的趋势,明确排除了注意力、兴趣或兴奋等因素。这一早期观点已被证明最适合信息处理的支持者,他们根据个人相关性或认知反应的多样性来定义参与(Leavitt, Greenwald, and Obermiller, 1981)。注意力、兴趣、兴奋等通过强调激活或唤醒的程度,更直接地与经验观点有关,从而影响心理生物学指标的可用性(Kroeber-Riel 1979)。克鲁格曼(1971)后来关于脑电波模式的研究已经朝这个方向发展,因此似乎代表了向经验模式的转变。
此外,任何认为参与主要是左脑现象的观点都隐含着与分析、逻辑、问题导向的思考相关的认知反应(Hansen 1981)。如果一个人在方向反射的意义上提到“参与”,它的唤醒成分可能与右脑与情绪相关的现象更紧密地联系在一起。
对唤醒的心理生物学指标的使用和对右脑半球专门化的兴趣引起了消费者研究者越来越多的关注。当解释这些生理学方法的结果时,会出现许多问题。Ryan(1980)对心理生物学测量的建构效度提出了质疑。在这一点上,Olson, Reynolds和Ray(1982)关于心理生理学广告效应的发现提出的问题几乎和他们回答的问题一样多。类似地,Hansen和Lundsgaard(1981)报告了大脑侧化的各种指标的收敛效度相当令人沮丧。综上所述,这些困难指出,对消费的生理组成部分的研究仍处于初级阶段,需要进一步的概念和方法发展,以衡量觉醒和半球参与。
搜索活动
相关搜索活动的性质与参与问题密切相关。在这里,信息加工观点的支持者采用不同的策略来研究信息获取。那些倾向于实验室方法的人开发了巧妙的技术来研究线索是如何获得的(Russo 1978)。同时,调查研究人员在跨文化水平上调查了信息寻求者的一般特征(Thorelli, Becker, and Engledow 1975)。
相比之下,对搜索活动的经验主义观点可能更多地借鉴心理学家关于探索行为的工作(Berlyne 1960)。例如,Howard和Sheth(1969)认为刺激模糊,通过唤醒作用,是通过他们所谓的“公开搜索”进行特定探索的决定因素。更多样化的探索——比如接触娱乐媒体——有时被解释为一种游戏形式,就像大众传播的“娱乐”理论(Huizinga 1970;斯蒂芬森1967)。
通过娱乐和艺术媒体的多样化探索似乎是Berlyne(1960)探索行为工作的延伸。事实上,在他职业生涯的末期,Berlyne(1971)将越来越多的注意力投入到美学的实验研究中,尤其关注刺激复杂性和享乐价值之间的非单调关系。他的方法的某些方面可以有效地应用于消费体验的调查。然而,在进行这种扩展时,有三个方法上的改进显得至关重要:(1)美学刺激应设计成在足够宽的范围内以复杂性变化,以允许出现完全的非单调关系;(2)这种实验操作的成功应该通过获得一种类似于前面描述的基于cloze的指数的主观不确定度来检验;(3)主观不确定性测度应作为刺激复杂性对享乐反应影响的中介变量。
个体差异
一段时间以来,消费者研究人员对个体差异的兴趣集中在一般的消费者特征上,如人口统计、社会经济状况和心理统计。人格测量在预测消费者行为方面的表现相对较差,这促使他们逐渐放弃使用被称为生活方式变量的心理统计子类别。最近,在向经验观的转变中,生活方式的概念被概括为包括对时间使用的更明确的考虑(Lee和Ferber 1977)。
对体验消费的调查似乎为人格和相关变量(如亚文化)的复兴提供了相当大的空间,尽管所调查的具体维度几乎肯定会与那些对信息处理观点感兴趣的维度不同。一些与经验相关的人格构念包括:
*感觉寻求(Zuckerman 1979),这是一个可能影响消费者享受更复杂的娱乐、时尚意识、偏好辛辣和松脆的食物、玩游戏和吸毒倾向的变量
*创造力和与多样性、新颖性或唤起性寻求相关的变量(Raju, 1980)
*宗教世界观(Hirschman 1982),一个影响白日梦以及其他形式的感觉和寻求快乐的维度
* A型人格与B型人格(Friedman and Rosenman, 1974),一个与感知时间压力密切相关的维度,因此可能会影响一个人在工作和休闲活动中分配心理时间支出的方式
对体验消费个体差异的研究已经发现,不同宗教和民族之间在娱乐偏好类型、从事休闲活动的享乐动机以及由此产生的热情表达水平方面存在差异。这些种族差异似乎取决于中间的变量,如使用意象、寻求感觉和逃避现实的欲望。
干预反应系统
认知
由于其以认知为导向的观点,信息处理方法关注于记忆和相关现象:消费者的认知器官被视为一个复杂的知识结构,包含了被称为“记忆图式”或“语义网络”的错综复杂的信念子系统(Olson 1980)。这样的知识结构包括弗洛伊德所称的“显化”内容——那些可以被内省并因此形成意识思维模式的内容。
相比之下,经验的观点集中在认知过程,更潜意识和私人的性质。兴趣集中在消费相关的幻想飞行,包括图像意象(Richardson 1969
消费者对VR游戏消费意愿的影响因素研究 摘要:This paper examines the unbalanced relationship between information processing models (e.g., The Howard-Shays model) and complex consumer behavior. Popular information processing models contrast sharply with empirical views that focus on the symbolic, hedonistic, and aesthetic aspects of consumption. This approach limits the understanding of consumer behavior by ignoring consumer experience, and the authors call for an expanded field of research to consider consumer fantasies, feelings, and pleasures. 关键词:Howard-Sheth model; Consumption experience; Concept of experience; Consumer behavior 引用文献一: The Experiential Aspects of Consumption: Consumer Fantasies, Feeling , and Fun Morris B. Holbrook and Elizabeth C. Hirschman In its brief history, the study of consumer behavior has evolved from an early emphasis on rational choice (microeconomics and classical decision theory) to a focus on apparently irrational buying needs (some motivation research) to the use of logical flow models of bounded rationality (e.g., Howard and Sheth 1969). The latter approach has deepened into what is often called the 'information processing model' (Bettman 1979). The information processing model regards the consumer as a logical thinker who solves problems to make purchasing decisions. The information processing perspective has become so ubiquitous in consumer research that, like fish in water, many researchers may be relatively unaware of its pervasiveness. Recently, however, researchers have begun to question the hegemony of the information processing perspective on the grounds that it may neglect important consumption phenomena (e.g., Olshavsky and Granbois 1979; Sheth 1979). Ignored phenomena include various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. Consumption has begun to be seen as involving a steady flow of fantasies, feelings, and fun encompassed by what we call the 'experiential view.' This experiential perspective is phenomenological in spirit and regards consumption as a primarily subjective state of consciousness with a variety of symbolic meanings, hedonic responses, and esthetic criteria. Recognition of these important aspects of consumption is strengthened by contrasting the information processing and experiential views. CONTRASTING VIEWS OF CONSUMER BEHAVIOR Our bases for contrasting the information processing and experiential views appear in the Figure. This diagram is not all-inclusive. It simply represents some key variables typically considered in logical flow models of consumer behavior. In brief, various environmental and consumer inputs(products, resources) are processed by an intervening response system (cognition-affect-behavior) that generates output consequences which, when appraised against criteria, result in a learning feedback loop. Individual differences, search activity, type of involvement, and task definition affect the criteria by which output consequences are evaluated. Though the Figure neglects some variables that have interested consumer researchers, it reflects the general viewpoint embodied by most popular consumer behavior models. Moreover, the diagram facilitates the intended comparison between approaches by distinguishing between the phenomena of primary interest to the information processing perspective (left side of slash marks) and those of central concern to the experiential view (right side of slash marks). In the following sections, we discuss these distinctions as they pertain to (1) environmental inputs, (2) consumer inputs, (3) intervening responses, and (4) output consequences, criteria, and learning effects. ENVIRONMENTAL INPUTS Products Much consumer research has focused on the tangible benefits of conventional goods and services (soft drinks, toothpaste, automobiles) that perform utilitarian functions based on relatively objective features (calories, flouride, miles per gallon). By contrast, the experiential perspective explores the symbolic meanings of more subjective characteristics (cheerfulness, sociability, elegance). All products-no matter how mundane-may carry a symbolic meaning (Levy 1959, 1980). In some cases, the symbolic role is especially rich and salient: for example, entertainment, the arts, and leisure activities encompass symbolic aspects of consumption behavior that make them particularly fertile ground for research. These areas have recently received increased attention from consumer researchers concerned with products like musical recordings, singers, fashion designs, architectural styles, paintings, museum exhibitions, novels, concerts, performing arts series, and associated patterns of leisure activity (Hirschman and Holbrook 1981). The growth of research on leisure, entertainment, and the arts reflects a shift of attention toward the experiential side of the distinctions shown in the Figure. Methodologically, this shift promotes certain advantages. One benefit stems from the tendency for leisure, entertainment, and arts products to prompt high levels of interest and involvement among their target markets. The growing body of work in these areas suggests that respondents can typically provide meaningful data on perceptions and preferences across a broad array of relevant objects or activities. Hence, applications of multivariate methods may be more valid with this type of product than with some low-involvement consumer nondurables, such as detergents or canned peas, for which consumers may be unable to make valid perceptual or affective distinctions among more than a few different brands. For this reason, many of our available statistical procedures-especially those directed toward intraindividual analysis across b
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消费者对VR游戏消费意愿的影响因素研究 摘要:This paper examines the unbalanced relationship between information processing models (e.g., The Howard-Shays model) and complex consumer behavior. Popular information processing models contrast sharply with empirical views that focus on the symbolic, hedonistic, and aesthetic aspects of consumption. This approach limits the understanding of consumer behavior by ignoring consumer experience, and the authors call for an expanded field of research to consider consumer fantasies, feelings, and pleasures. 关键词:Howard-Sheth model; Consumption experience; Concept of experience; Consumer behavior 引用文献一: The Experiential Aspects of Consumption: Consumer Fantasies, Feeling , and Fun Morris B. Holbrook and Elizabeth C. Hirschman In its brief history, the study of consumer behavior has evolved from an early emphasis on rational choice (microeconomics and classical decision theory) to a focus on apparently irrational buying needs (some motivation research) to the use of logical flow models of bounded rationality (e.g., Howard and Sheth 1969). The latter approach has deepened into what is often called the 'information processing model' (Bettman 1979). The information processing model regards the consumer as a logical thinker who solves problems to make purchasing decisions. The information processing perspective has become so ubiquitous in consumer research that, like fish in water, many researchers may be relatively unaware of its pervasiveness. Recently, however, researchers have begun to question the hegemony of the information processing perspective on the grounds that it may neglect important consumption phenomena (e.g., Olshavsky and Granbois 1979; Sheth 1979). Ignored phenomena include various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. Consumption has begun to be seen as involving a steady flow of fantasies, feelings, and fun encompassed by what we call the 'experiential view.' This experiential perspective is phenomenological in spirit and regards consumption as a primarily subjective state of consciousness with a variety of symbolic meanings, hedonic responses, and esthetic criteria. Recognition of these important aspects of consumption is strengthened by contrasting the information processing and experiential views. CONTRASTING VIEWS OF CONSUMER BEHAVIOR Our bases for contrasting the information processing and experiential views appear in the Figure. This diagram is not all-inclusive. It simply represents some key variables typically considered in logical flow models of consumer behavior. In brief, various environmental and consumer inputs(products, resources) are processed by an intervening response system (cognition-affect-behavior) that generates output consequences which, when appraised against criteria, result in a learning feedback loop. Individual differences, search activity, type of involvement, and task definition affect the criteria by which output consequences are evaluated. Though the Figure neglects some variables that have interested consumer researchers, it reflects the general viewpoint embodied by most popular consumer behavior models. Moreover, the diagram facilitates the intended comparison between approaches by distinguishing between the phenomena of primary interest to the information processing perspective (left side of slash marks) and those of central concern to the experiential view (right side of slash marks). In the following sections, we discuss these distinctions as they pertain to (1) environmental inputs, (2) consumer inputs, (3) intervening responses, and (4) output consequences, criteria, and learning effects. ENVIRONMENTAL INPUTS Products Much consumer research has focused on the tangible benefits of conventional goods and services (soft drinks, toothpaste, automobiles) that perform utilitarian functions based on relatively objective features (calories, flouride, miles per gallon). By contrast, the experiential perspective explores the symbolic meanings of more subjective characteristics (cheerfulness, sociability, elegance). All products-no matter how mundane-may carry a symbolic meaning (Levy 1959, 1980). In some cases, the symbolic role is especially rich and salient: for example, entertainment, the arts, and leisure activities encompass symbolic aspects of consumption behavior that make them particularly fertile ground for research. These areas have recently received increased attention from consumer researchers concerned with products like musical recordings, singers, fashion designs, architectural styles, paintings, museum exhibitions, novels, concerts, performing arts series, and associated patterns of leisure activity (Hirschman and Holbrook 1981). The growth of research on leisure, entertainment, and the arts reflects a shift of attention toward the experiential side of the distinctions shown in the Figure. Methodologically, this shift promotes certain advantages. One benefit stems from the tendency for leisure, entertainment, and arts products to prompt high levels of interest and involvement among their target markets. The growing body of work in these areas suggests that respondents can typically provide meaningful data on perceptions and preferences across a broad array of relevant objects or activities. Hence, applications of multivariate methods may be more valid with this type of product than with some low-involvement consumer nondurables, such as detergents or canned peas, for which consumers may be unable to make valid perceptual or affective distinctions among more than a few different brands. For this reason, many of our available statistical procedures-especially those directed toward intraindividual analysis across b
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