Marketing
Refine
Year of publication
- 2021 (26) (remove)
Document type
- Bachelor Thesis (25)
- Master's Thesis (1)
Language
- English (26) (remove)
Is part of the Bibliography
- No (26)
Keywords
- Consumer behavior (3)
- Willingness to pay (3)
- Extremeness aversion (2)
- Generation Y (2)
- Active learning (1)
- Aesthetic (1)
- Analysis of variance (1)
- BOGOF (1)
- Business strategy (1)
- Buying decisions (1)
Course of studies
One size fits all? A multicultural marketing perspective on the U.S. market for luxury watches
(2021)
The purchase of luxury goods like mechanical watches is experiencing steady growth and it is increasingly shifting to e-commerce platforms, also due to the COVID-19 pandemic.
Nevertheless, there are culture-related different motivations to purchase those items. One size fits all? According to this question it was investigated if there can be several cultures detected and if they show a different purchase behavior along the customer journey that can be explained with one of the six dimensions of Geert Hofstede (2001). Therefore, several hypotheses along the customer journey are set to find out if there are still ethnical backgrounds that have an influence on the buying process of the U.S. customers. The focus for this research lies on Asian Americans and Hispanics in comparison with the 'Rest of the USA', including ethnic groups like White Caucasians, Afro Americans, and many more.
In order to answer the research question, a quantitative study was deducted with the help of Google Analytics. It provided several Key Performance Indicators like for example sessions, bounce rates, session durations, purchased brands, and many more on Chrono24’s marketplace in the USA.
The study shows that the observed cultures in fact have different characteristics along the customer journey, but not every hypothesis could be explained conformingly with one of Hofstede’s dimensions. Consequently, a one size fits all customer journey does not exist. Additionally, the work suggests how further research and cultural adaptions can lead to optimized customer journeys on a marketplace.
A Descriptive Study on Customer Attitudes towards Green Branding in the Fashion Industry in Germany
(2021)
This paper attempts to provide an up-to-date representation and analysis of customers' attitudes towards green branding in the fashion industry and their willingness to pay (WTP) for sustainable and ethical clothing in Germany. Related literature strands are reviewed to understand how the fashion industry works, what green branding means, and how customer attitudes are shaped. After creating an attitude measurement model, an online questionnaire was designed and sent to Furtwangen University students, with 153 valid responses returned. The descriptive analysis sheds light on the three attitudinal components related to sustainability and ethics in the fashion industry. It is noted that customers do not hold a definite attitude. However, a tendency towards the positive end is ascertained. Significant gaps still exist in terms of knowledge and awareness of some commitment by fashion brands. Another huge factor influencing attitudes appears to be a lack of trust. The behavioral component showed that customers are trying to contribute through proper disposal and are willing to buy sustainable and ethical clothing more often. However, there is still some room for improvement in terms of customer education. Nevertheless, it is found that they are willing to accept an additional contribution for sustainable and ethical clothing. In general, it can be concluded that there is a foundation to improve the fashion industry towards more sustainability. However, all stakeholders, i.e., customers and fashion brands, as well as the government, need to work together to change the industry in the long run.
The research defines the optimization possibilities of listing content for entrepreneurs on Amazon. The research aims to provide insights into the measures to the improvement of the ranking and the user experience. This thesis examines the strategies leading to Amazon's current market position. Due to Amazon's customer-focused orientation, this strategy enables cross-market development.
The theoretical background indicates the success strategy of Amazon, driven by the Content Marketing Strategy (CMS) in which the compilation of content elements is performed in a value-added manner. Amazon's Content Marketing Strategy is an unbeaten strategy that contributes to today's customer reach. This is driving all retailers to embrace the concept of CMS and integrate it as part of their business to benefit from amazon's success and effectiveness in the future.
Based on the frameworks used, the relevance factors and the performance factors, which have a direct and indirect influence on the ranking of the products are analyzed. The result of the analysis describes how keywords, authority, conversion rate, and the Click- Through-Rate are shaping ranking components. In addition, there is a need for the right approach to Search Engine Optimization (SEO).
By optimizing the content components, the listing is received with better interest by the target audience, which leads to direct increases in traffic. Successfully implementing SEO measures result in a unique and excellent user experience, which in turn drives the need and buying behavior of the users.
The results prove the importance of such measures to enable successful and effective participation of entrepreneurs on Amazon. Thus, the entrepreneur is considered a relevant and trustworthy retailer who encourages users to buy.
Key words: e-commerce, search engine optimization, content marketing, content optimization, user experience
Oversupply on the market and excessive consumption by consumers are a by-product of a globalized world, causing severe societal and environmental damages. These factors have increased society's fears and have resulted in a loss of trust in corporate’s business operations, leading companies to gradually lose market share. Modern society is increasingly becoming aware of the necessity to behave sustainably, resulting in higher expectations towards sustainable practices of businesses. As a result, a growing number of consumers are demanding companies to operate in a more environmentally friendly way, with more transparency, collaboration, and consumer participation to alleviate societal fears. Consequently, responding to customer needs and desires is crucial for the company's success and future survival. In general, companies are now expected to attract and retain a loyal customer base and help make the world a better place by developing a sustainable corporate brand.
This paper studies based on a selected case study, the impact a Purpose-Driven Marketing Strategy can have on business operations, illustrating how the latter societal requirements can be addressed and fulfilled through a Purpose-Driven Marketing Strategy.
The aim of this study is to understand the concept of Ethical Branding from the perspective of Generation Z. This umbrella question was divided into three research questions: 1. What constitutes an ethical brand for Generation Z, 2. What is Generation Z´s attitude towards ethical brands, and 3. How will the future of ethical brands look like? For this, ten individual online interviews with undergraduate students were conducted. Findings reveal that young people view Ethical Branding as an important personal issue. Members of Generation Z view an ethical brand as holding values such as fairness, honesty, integrity, and consideration at its core and consistently acting according to these values. This manifests itself in the fulfillment of environmental, social, legal, and economic responsibilities. Participants depict a largely positive outlook for ethical brands as society – in particular young consumers – becomes more aware of the importance of mindful and responsible consumption, challenging existing brands in the future. Companies should therefore focus on delivering what they promise and aligning all business activities if they want to be perceived by Generation Z as a truly ethical brand.
Travel bans, lockdowns, and social distancing shape the daily pandemic rou- tine and force marketers, producers, business, and consumers to changed buying behavior and disrupted buying habits. Online sales are sky rocking and hence the comprehension of changes in consumer behavior towards online shopping play an important role for the economy. The aim of the present thesis is to investigate changes in consumer behavior due to COVID-19 and give insights whether these changes last or not. Subordinately, it is examined whether – and if, how – online and offline buying motives are linked to possible lasting changes. Therefore, a deductive quantitative method, namely an online questionnaire, was chosen to conduct, and descriptive statistics to display and analyze data. The conducted data confirms a surge in online shopping fre- quency during the pandemic, but also shows that the respondents will not re- turn to old buying frequency habits and keep buying online as much as during the pandemic. Besides that, the present work confirms the assumption that COVID-19 raised awareness to support local stores. I further conclude that the research subjects gain trust in shopping online and will repeat new online shopping experiences. Hence, adopted consumer behavior will be repeated respectively and old buying habits are being refrained.
The leisure industry experiences a shift in selling their services online. While external sales channels have been dominating the online ticket sales in the last decade, a new trend of Direct-to-Consumer (DTC) sales through individual platforms has been on the rise. This study aimed to research on the usage of external and direct sales channels in the leisure industry and tried to find reasons for the rapid increase of leisure venues shifting their sales channels on their own online platform and abandoning external sales channels. For this study, a primary research with leisure venues across Germany, Switzerland and Austria in the form of a questionnaire with 104 participants was conducted. The topic of the questionnaire was the usage of external and direct sales channels and ticket reseller as well as promotion methods of the leisure venues participating. Furthermore, an expert interview with the CEO of a wellness centre was conducted to gain first-hand knowledge on the research topic. The thesis ends with an analysis of the survey results and conclusions on what the usage of external and direct sales channels in the leisure industry are and how the DTC trend emerged from the state of the industry.
Understanding how consumers choose between alternatives and how they use the context in doing so is the aim of numerous consumer behaviour studies. The effect of extremeness aversion has been found to be a replicable phenomenon in this field. According to this context effect, alternatives with extreme numerical attributes are less likely to be chosen than the alternative with intermediate attributes in a choice set. A new research direction regarding extremeness aversion considers not only these numerical attributes of a choice set but also the implications of the spatial dimension. Therefore, it has been hypothesized that there could also be a preference for the spatial middle in a choice set. As the phenomenon of extremeness aversion corresponds with decision uncertainty, this research aimed to investigate numerical and spatial extremeness aversion in a product class of high uncertainty and complexity. Thus, consumer preferences regarding the product class of wine were analysed in different choice architectures. Interviews in a wine specialist store and an online survey were conducted with a total number of 924 participants. The study’s results are not consistent over both data collection methods. However, independently of each other, they support the notion that consumer choices may be partly influenced by a preference for the numerical middle option, as well as by a preference for the spatial middle option.
The world is constantly changing, and cosmetic companies need to adapt to these changes to survive. In particular, cosmetic companies should not underestimate changes in how customers value information from different sources because proper marketing can lead to increased sales. Therefore, this thesis aims to determine which information sources customers of Generation Y are using and how they weight the information from these different sources. A survey was conducted with people of Generation Y to answer the research question. The survey showed that the most frequently used and highest weighted sources for getting information are search engines, friends and family, and product ratings. Furthermore, the results indicate that information gathered from offline sources has a more significant impact on purchase behavior than information gathered from online sources. Potential customers using search engines are more likely to buy a product online. However, the price of a product does not influence how consumers weight the opinions of friends and family, and age does not impact the weighting of social media or the total number of sources a customer uses. To conclude, a company should not ignore the importance of offline information sources because the data shows that offline sources significantly impact buying behavior. They should also aim to have their online shop appear as one of the top search engine results because this will impact the likelihood that customers visit their websites and buy their products.
The video game industry has come a long way from its humble beginnings in a computer lab at the Brookhaven National Laboratory’s instrumentation group to a multi billion-dollar industry. Considering that the gaming industry is a relatively young industry, it has faced a substantial amount of structural changes and shifts that were intensified by mega trends (i.e. Digitalization) that influence every industry in a certain way. One of these structural changes was the emergence of smaller studios, also known as “indie studios”. Even though these studios have always been a part of the industry, they themselves and their games respectively have gained a lot of appreciation and support over the last decade. Some of these titles even managed to upset those of the big and established studios, also referred to as AAA studios. The most dominant factors that allowed for the emergence and the success of smaller studios were the drastically reduced entry barriers (i.e. free development kits, online distribution websites) and the supportive environment offered to them (e.g. university programs, incubators). Yet, some studios manage to generate better results with their games than other studios do and therefore remained capable of competing in the industry. This circumstance inspired this thesis to identify the KSFs (i.e. Key Success Factors), also referred to as CSFs (i.e. Critical Success Factors) that allow for a successful launch of the game. Generally speaking, KSFs are those business areas and activities that, if executed in a proper way, enable a company to compete successfully in a given market. Since their introduction in 1961 by D. Ronald Daniel, a consultant with McKinsey & Company, the KSFs have been the subject of many studies and academic research papers. A majority of the research tends to focus on applying the KSF methods to more established industries (i.e. healthcare, construction). In addition to that most of the research conducted within the field of KSFs tends to gravitate around identifying and forecasting the KSFs that might be of interest for a given time period instead of focusing on a dedicated event such as the launch of a product. This thesis therefore provides the first comprehensive research on the KSFs in the context of the gaming industry, with special regard to the smaller studios (i.e. indie studios) and the launch period of a game.
First and foremost, this study aims to identify the KSFs that are of great importance to the successful launch of a given game. Furthermore, it tries to research how these KSFs are identified and implemented by the studios. Additionally, it will be researched if the studios are using the traditional model outlined by Howell, M. (2010) or if they rely on other methodologies to identify and implement the relevant KSFs for a successful launch. Lastly, it will be analysed, how smaller (i.e. indie studios) determine whether or not a game was a success and what metrics they use for this evaluation.
The study relied on secondary data provided by scientific journals, books, conference papers from the fields of busines, project management, strategic management and gaming. Since the available scientific literature for this specific research topic was considerably scarce, a lot of the needed content and references used in this thesis were acquired through practical research.
The research followed a hybrid approach, indicating that quantitative as well as qualitative research methods were applied. The qualitative research was conducted in the form of interviews with six industry experts that all had contributed in their way to successful game launches in the past. They were thoroughly researched and evaluated before being contacted in order to ensure their ability to contribute to answering the research question. The data and inputs gathered from the qualitative research were used throughout the theoretical part of the thesis in order to compensate for the continous lack of academic resources and to support the claims made by the author. Furthermore, the data was used to create the survey (i.e. quantitative research) that would be distributed among 409 potential participants. Similar to the quantitative research, these participants were also thoroughly researched and evaluated in order to ensure the legitimacy of the results.
Findings suggest that smaller studios (i.e. indie studios) are not familiar with the traditional model proposed by Howell(2010), which tends to be employed larger corporations in rather established industries. Yet they are familiar with the concept of KSFs and determine as well as implement them through agile project management, which has its origins in the software development industry. This way studios are able to adjust and adapt their KSFs at a faster pace, which is essential due to dynamic environment they operate in. The results indicate that a majority of the participating studios use the Scrum development method in order to determine and implement the required KSFs for developing and launching their games. A significant number of studios rely on dedicated agile project management software programs that aid the companies throughout the project lifecycle. The most popular programs being Trello and Jira. The qualitative research identified a total of 22 potential KSFs that are deemed to be important for the successful launch of a game. The most crucial KSFs were considered to be the following:
- Team chemistry & intrinsic motivation & internal communication
- Budgeting & scheduling & scoping
- Selecting distribution channel & front-page promotion
- Presentation of game on websites & USP
- Active community on social networks & strong customer support & transparency
The results indicate that the traditional one dimensional metrics (i.e. sales level) of evaluating the success of a game launch might no longer have the highest weight in the opinion of studios. The success tends to be determined by a set of one-dimensional metrics, which are quantifiable (e.g. sales levels, positive reviews) and multi-dimensional metrics which are not quantifiable (e.g. learning experience, fulfilment).
Summing up, there might not be such a thing as a “magic formular” that will ensure the success of a game launch. Yet, the research aims to provide suggestions based on the findings from practical research that could be of usage to studios when launching their next game.
In light of the rising commoditization of products, manufacturers worldwide are adopting the strategy of offering value-added services to remain competitive. With the emergence of the new single-use technology, it is becoming increasingly difficult for traditional endoscope manufacturers to create competitive advantage by enhancing the product quality.
The aim of this paper is to investigate how value-added services can effectively differentiate the company KARL STORZ in the single-use endoscope market. In this
regard, insights into the decision-making process of customers in the medical technology industry are provided.
Qualitative exploratory research in form of in-depth expert interviews with KARL STORZ sales & marketing managers and physicians were conducted to gather new ideas and perspectives about the research topics.
COVID-19 has caused severe consequences for the tourism sector, many small- to medium sized travel agencies went bankrupt. Furthermore, the digitalization has been an important global trend, which also affects tourism. The question “how a travel agency could survive in these external circumstances?” is now under the spotlight.
With information from secondary literatures, the macroenvironments surrounding the Chinese and German travel markets are examined. This comparison results in two PEST analyses in order to find out the differences. The case of KaiYuan GmbH, a travel company with Sino-German background, represents a survivor of COVID-19. The SWOT analysis on the company´s microenvironment shows that to possess a broad portfolio and to enter new markets are crucial. The results from the macro- and microenvironment analyses lead to the creation of the new business model Intelligent Travel Agency (ITA), which combines digital developments and a diversified product portfolio. Refined marketing strategies as a German travel agency towards Chinese customers are presented, such as utilizing different Chinese media channels. With feasible components and implementation suggestions, ITAs could replace traditional travel agencies and ensure the existence of travel agencies.
Can the different framing of price promotions decrease consumer value perception and their willingness to pay? Prior research provides evidence of differences in consumer perception of economically equivalent monetary and non-monetary price promotions. In detail, many research works suggest that non-monetary promotions positively affect consumer perception and are therefore preferred over monetary ones that are associated with a drop in quality. Results suggest that this biased consumer behavior is caused by the framing of the promotion, causing difference in cognitive processing and dissimilarities in perception of benefits and product quality. We put this theoretical foundation to the test on the Turkish consumer market of non-durable goods, in order to contrast effects on consumers of the economically equivalent formats ‘50% discount’ as a monetary and ‘buy-one-get-one-free’ as a non-monetary promotion. In particular, the focus was set on analyzing attractiveness perception of the two promotion types and the development of WTP pre- and post-promotion. To achieve this, the non-durable goods rice and antibacterial soap were selected as product stimuli to stage scenarios before, during and after a promotion period. Four sets of questionnaires were shared on social media and distributed to a total of 919 participants via randomization generator. The survey results put forward empirical validation of product-related decrease in value perception as a consequence of both promotion types, namely the ‘promotional effect’. Nevertheless, our data provide no evidence for the ‘framing effect’ in neither attractiveness perception nor post-promotional WTP. This paper aims to bridge the gap on empirical research of key theoretical implications of promotional impact on consumer behavior and to benefit domestic and foreign marketing managers conducting business operations on the Turkish market.
It is generally recognized that emotions aroused in individuals through marketing communications have an influence on their buying decisions in the B2C context. However, it is often disregarded that individuals are also decision-makers in organizations. Therefore, in the B2B context, emotional stimuli in marketing communications may influence their organizational buying decisions as well. In this paper, we examine the extent to which marketers in the mechanical engineering industry can influence their customers by positive emotional stimuli. Practical recommendations are given for the marketing communication of the newly launched production line CUBE by ZAHORANSKY AG, one of the worldwide leading organizations in the industry for brushmaking machinery.
Zoom fatigue - a phenomenon that has been occurring during the COVID-19 pandemic. Social distancing regulations forced numerous companies into home office, which shifted the internal communication to video conferencing platforms. Nevertheless, these solutions do not offer the same interactive atmosphere and social factor as face-to-face meetings. That is the reason why some people experienced a sense of distance and a lack of motivation and concentration.
Virtual reality collaboration platforms are a digital solution resembling a serious game situation that could solve the problem of impersonal teamwork. With this application users could meet in the virtual space, giving them enhanced possibilities to interact with their team members and work together on projects regardless of the distances in location.
As the platform is an innovation that is new to the market, the awareness about this product is not yet widely spread. With the help of an effective marketing mix and a market launch strategy, potential users should therefore be informed about this possibility, leading to a successful implementation of the platform in various institutions. To gain insights into the market and gather information about the target group an analysis through literature research as well as a survey has been carried out. The results showed that the market shows a general interest in virtual reality collaboration platforms. Nevertheless, several respondents expressed their lack of understanding and imagination to use the platform constructively in their professional environment. Additionally, expected high expenses and the lack of technical equipment could be an obstacle to implementing virtual reality collaboration platforms in traditional work processes. Therefore, the mission for the market launch strategy will be to develop a marketing mix that responds effectively to all questions and inspires organisations to discover their possibilities and benefits with this digital solution.
Mental health is becoming a more important topic in the workplace, and it is not anymore only addressed in employee's free time. Due to increased sick leave, costs are rising for companies, the company's reputation could be improved, and productivity could be raised.
To prevent and handle common mental disorders in the workplace better, the research paper focuses on how a corporate culture should look like.
If the corporate culture is supportive and understanding, employees will feel secure enough to disclose their common mental disorder. If there is no stigmatization and judgment, people will feel normal no matter if they are diagnosed or at risk of a mental health problem.
Also, if people are empathetic and know each other well, colleagues, managers, and bosses will recognize stress and adapt to employee's tasks and jobs, which will prevent common mental disorders at all.
As a result, the board of management should think about how the current corporate culture is and how a supportive culture looks like that shows empathy and understanding.
Small measurements and selected interventions can make a huge difference.
Prior research agrees that consumer choice is heavily influenced by the choice context.
According to the compromise effect, the middle alternative in attribute space is preferred over more extreme options. However, the role of the spatial order of alternatives seems to be neglected by most compromise effect studies. Usually, alternatives are ordered by attributes, meaning that the compromise option is placed in the spatial middle of the choice set, despite the fact that research indicates a consumer preference for the spatial middle of a choice set. To investigate this issue, we hypothesized that an alternative would be chosen more frequently when positioned in the spatial middle of a choice set versus at the edge of a choice set. We assumed that this effect would be stronger when consumers are unfamiliar with a product category. Therefore, we expected to observe a negative correlation between decision-makers’ familiarity with a product category and their tendency to choose an alternative more frequently when positioned in the spatial middle of a choice. To find out, we conducted an online survey targeting 907 university students. The results support our hypothesis and the notion that the compromise effect might be partly driven by a preference for the spatial middle position of a choice set rather than only by a preference for the compromise option.
Customer Relationship Management has focused on numerous data privacy practices in the current information and big data era. The present study focuses exclusively on the declaration of consent (DoC) in the context of the automotive industry, particularly in the sector of premium car manufacturing. A DoC is an individual's authorization to an organization for data processing; within the context of this study, a DoC is referred to as the authorization of an individual for processing its personal data in order to receive personalized marketing communications. Not much is known about the factors that influence individuals to grant such permission. Relevant literature on consumer behavior, permissions marketing, and psychology is reviewed from a marketing perspective to develop a framework based on the privacy calculus, which distinguishes individuals' costs and benefits based on assessing selected cost and benefit drivers. The influence of perceived benefits, incentives, both monetary and non-monetary, consumer control, trust, information protection, and transparency is identified as benefit-associated factors, whereas the influence of opportunity costs entitled to the providing the consent, privacy concerns, intrusiveness, and the quantity of the information supplied by the organizations during the consent collection is identified as costs-associated factors. In accordance with the literature, several hypotheses were formulated to estimate the consumers' intention to consent. This study supports Mercedes-Benz AG to improve its consent capturing management and related processes.
The topic of education and web-based training in particular in the technical domain has gained wide acceptance as an effective medium for enterprises to deliver learning and training for their employees and customers. Since learning through the web has several didactic challenges to face, companies must choose the adequate learning method to deliver training to their employees. In the case of Bosch Communications Systems, using web-based training for instruction in the field of professional audio engineering, software remains a subject of investigation and constant innovation. The present study aimed to determine which method of web-based training is better to apply for Expert Level learning on the use and configuration of the sound system software SONICUE. To achieve so, the instructional design of the two methods of study, video tutorial and simulation tutorial, were developed based on cognitive theories. Learning outcomes and levels of user experience of both methods were measured and compared. A sample of 31 participants of Bosch Communications Systems, divided into the two tutorial groups, took part in the present research. Results indicated no significant differences in learning outcome; however, the video tutorial received higher levels of preference among participants and was perceived in a more positive manner than the simulation tutorial in terms of practicality, design, features and navigation. The results of this evaluation reflect the importance of incorporating cognitive research based frameworks to improve the learning quality.
This thesis is written based on secondary research to understand the main determinants of purchase intention of Generation Y women towards Fast Fashion products and how important is sustainability among those determinants. There are many different studies dedicated to Generation X and Z, however, when it comes to Generation Y there are not many sources available. I decided to put them together in this study.
This thesis consists of secondary researches, mostly journal articles and case studies from different countries, with detailed specific information.
The gathered information is categorized into 3 small hypotheses, which include theoretical and practical approaches.
More research can be made conducting primary research in different countries using physical stores and online stores.
Recent years have shown a shift in consumer demand in favor of environmentally and consumer-friendly products. These dynamics can be observed in the market through the rapid growth of the natural cosmetics segment. To highlight the ecological products, producers increasingly use ecolabels. The objective is to facilitate vertical product differentiation and to attract the environmentally aware consumer. This research aims at analyzing whether the natural cosmetics user is aware of the implications of the different ecolabels and whether the knowledge depends on demographical factors. The overall result indicates that the consumer possesses a superficial knowledge about ecolabels, which is not correlated to the purchasing behavior or demographic factors. The profusion of ecolabels hinders consumers from taking advantage of the information provided by the ecolabels. In the future, efforts should be made to improve the knowledge of the consumer, which will boost purchasing behavior.
An Empirical Investigation of the Effect of Packaging Design on Consumers' Willingness to Pay
(2021)
This study sheds light on the extent to which high-quality aesthetic packaging can positively influence consumer choice and raise willingness to pay at the point of sale. In two separate parts, we measure purchasing decisions and willingness to pay by contrasting high- and low-quality packaging of a pullover and a vodka bottle.
Findings show that, compared to cheap and standardized designs, visually appealing packages can significantly raise willingness to pay for a product. Besides, packaging design is crucial when consumers buy the product as a gift rather than for self-consumption. This research provides evidence that beautifully designed packages can positively influence consumer choice at the point of purchase. However, packaging can only influence purchase decisions within a specific price range. If prices are too high and above the individual’s accepted price limit, packaging cannot convince consumers to buy the product. Further, our investigation shows that consumers’ age, gender, educational level, and occupational status can be related to their package choices. The late adulthood, men, and individuals with higher education and professional status are likely to spend more on attractively packaged products than other demographic groups.
The demand for sustainable products has risen noticeably throughout the last years. For this reason, credence labels have gained enhanced importance, as customers use them as indicators for product quality. A rich body of literature investigated the effect of labels on product quality perception, but findings on label effects are still rather controversial. While researching the effects of labels on the one hand, previous studies tend to neglect other important influences on quality perception on the other hand. This paper examines the role of retailer formats and the presence of quality labels on consumer willingness to pay (WTP). For this purpose, a total of 400 participants received a monetary incentive to execute a novel survey based on neuroscientific assumptions, in an attempt to identify the impacts of credence labels in supermarkets and discounters on customer WTP. The results indicate that the magnitude of prices can influence reaction times and hence show that reaction times offer researchers an effective parameter to determine customer WTP. The presence of labels on food products was found to positively influence quality perception in a significant manner. A significant difference between the retailer formats, as well as a potential interaction between the two factors related to WTP, could not be detected. In conclusion, general assumptions about the label performance within distinct retailers should not be made. The results, however, indicate that the subject offers a promising topic to conduct further research in.
Pricing is an essential element when it comes to marketing and selling goods and different price promotions are widely used tools to attract and retain consumers. However, the expected positive impacts of such price promotions on consumer perceptions have been increasingly questioned in recent years. In particular, with regard to quality perceptions and internal reference prices, a number of past research findings suggest that monetary price promotions might be more likely to result in unfavourable consumer perceptions than non-monetary promotions (Diamond & Campbell, 1989; Darke & Chung, 2005). Instead of only focusing on the short-term effects of different promotion methods, the aim of this study is to examine the long-term effects of the use as well as the choice of price promotions on consumers’ value perceptions. Using an internet-based survey, subjects’ long-term willingness to pay for three non-durable consumer goods (a pack of pasta, a toothpaste and a basic t-shirt) was investigated under the following three conditions: the post-promotional phase of a "buy one, get one free" offer, the post-promotional phase of an economically equivalent 50% discount and a situation in which no price promotion was applied at all. For the consumer non-durable pasta, the results suggested that consumers’ value perceptions would be significantly influenced by whether or not a price promotion was previously applied and if so, which one. Furthermore, for the noodles, the findings seemed to corroborate the hypothesis that consumers' willingness to pay is highest in the absence of any previous promotion. Surprisingly, no significant difference was found between the post-promotion phase of the discount offer and the post-promotion phase of the BOGOF offer for any of the three products. All in all, this research provides some meaningful insights on the potential long-term impacts of price promotions on consumers’ value perceptions and willingness to pay. Moreover, our findings could be of particular relevance for managerial decisions regarding the marketing of non-durables in the grocery sector.
The onset of COVID– 19 has accelerated digital trends facilitating the rise of social media and the financial technology industry. Especially in the private equity sector, investors are increasing their online presence and marketers need to define a tactical social media plan to improve its integrated marketing communications and facilitate lead generation.
The objective of this thesis is to develop a social media marketing proposal and action plan for the fintech company: Moonfare GmbH. The aim is to identify the most suitable content marketing, social networks and techniques to power sales growth, brand awareness and community engagement through its current social media channels.
In order to develop a deeper understanding, the literature review presents different digital marketing frameworks applied to social media marketing. Moreover, a careful study of the fintech private equity industry is developed through a Porter’s 5 forces model alongside an explanation of the case of Moonfare through a blue ocean canvas.
For the research, secondary data and internal desk research were performed including, statistical insights directly gathered from the company. The study was further designed with an internal and external situation analysis, concluding with a SWOT model and the establishment of objectives through a SMART goals framework. The final action plan is presented in an OGSM model.