Constructing a Typology of Luxury Brand Consumption Practices
In: Journal of Business Research, 99, 414-421. https://doi.org/10.1016/j.jbusres.2017.09.019
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In: Journal of Business Research, 99, 414-421. https://doi.org/10.1016/j.jbusres.2017.09.019
SSRN
In: Asia Pacific journal of marketing and logistics, Band 27, Heft 1, S. 82-98
ISSN: 1758-4248
Purpose– The purpose of this paper is to examine the emergence of a global luxury brand industry and discusses previous conceptualisations of luxury brands. In this endeavour, the study illustrates the unique context of luxury consumption, to highlight several developments in extant literature, and to advocate for the advancement of the consumer-centric paradigm of luxury branding.Design/methodology/approach– The study reviews the emergence of a global luxury brand industry, discusses macro-environmental trends that have influenced luxury brand consumption, critically evaluates the existing literature on luxury brands, and offers directions for future research.Findings– The study highlights that luxury brands have emerged as a special form of branding that conveys the unique sociocultural and individual meanings to their adherents. Moreover, it was found that these meanings have been shaped by a number of important cultural, social, and external trends, which call researchers and practitioners to consider the consumer-centric paradigm of luxury branding.Originality/value– The study calls for a shift in the focus from the characteristics of luxury brandsper se, and towards phenomenological experiences and socio-cultural influences, in the pursuits to understand what brand luxury conveys in the broader context of post-modern consumer culture. The study offers two distinct areas for future research to address these developments.
In: Journal of consumer behaviour, Band 11, Heft 6, S. 423-431
ISSN: 1479-1838
Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be designed in ways that encourage consumers to co‐create meaningful story plots derived from their knowledge of myth and fiction. In the case of Warcraft, these plots resembled the archetypal plot of the hero's journey. We conclude that computer games immerse consumers in a form of playful consumption that engages them in memorialised, co‐authored storytelling.Copyright © 2012 John Wiley & Sons, Ltd.
In: Australasian marketing journal: AMJ ; official journal of the Australia-New Zealand Marketing Academy (ANZMAC), Band 18, Heft 4, S. 199-205
In: Journal of current issues and research in advertising, Band 28, Heft 1, S. 57-71
ISSN: 2164-7313
In: Australasian marketing journal: AMJ ; official journal of the Australia-New Zealand Marketing Academy (ANZMAC), Band 7, Heft 1, S. 89-101
In: Internet Research, Band 29(Issue 2)
SSRN
In: Journal of consumer behaviour, Band 14, Heft 6, S. 353-356
ISSN: 1479-1838
AbstractComputer games have become an important part of consumer culture. Moreover, they drive cultural and societal advancements that serve and benefit postmodern consumers. In this introductory article to the special issue, we discuss recent developments and outline research directions that will inform future inquiries into the marketing and consumer behaviour issues associated with computer game consumption. We begin with an overview of previous research on computer games in the marketing and consumer behaviour literature. Next, we provide an integrative summary of the articles that were selected for this special issue. Finally, we draw the threads together in order to elicit opportunities for future research in the area. Copyright © 2015 John Wiley & Sons, Ltd.
In: Journal of consumer behaviour: an international research review, Band 14, Heft 6, S. 353-356
ISSN: 1472-0817
In: Journal of service research, Band 3, Heft 2, S. 178-186
ISSN: 1552-7379
Considerable discussion has arisen about how electronic commerce is changing retail marketing theory and practice. Most of the debate revolves around how retailers with investments in physical channels can apply their existing strategy online. The retail service brand is one component that requires examination, but there is no model to guide online strategy. The authors, therefore, draw on exploratory research from consumer focus groups to understand retail service branding in electronic markets. The case setting is a nationwide grocery service that recently extended its traditional strategy and offered consumers online shopping. The authors conclude that the service brand defines the experience of shopping online for consumers in terms of service attributes, symbolic meanings, and functional consequences of the service encounter. In the fulfillment of this role, the service brand acted as a relationship lever (fulcrum) on which trust was built between consumer and service provider. Managerial implications and future research directions are also considered.
In: Australasian marketing journal: AMJ ; official journal of the Australia-New Zealand Marketing Academy (ANZMAC), Band 11, Heft 1, S. 45-59