A Work-Fun Model of Shopping Behaviour: Explaining When Consumers Buy on Impulse

F. Massara
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引用次数: 1

Abstract

   A study was conducted that implemented a computer-based research vehicle to capture microscopic aspects of shopping and to permit a moment-by-moment analysis of consumer-environment interactions. Participants shopped in a virtual grocery store with a fixed budget. Analysis of shopping behaviour revealed a significant relationship between the time spent in the store, the shopping path taken, and the number of unplanned purchases made. Temporal analysis indicated that unplanned purchases were very unlikely during the first 25% of the time spent in the store, but became very likely during the last 25% of in-store time. This relationship is characterized as a “work-fun model of shopping behaviour”. Decision time was shown to increase steadily throughout the shopping trip; affective product features had a greater impact on difficult choices during the latter part of the shopping trip. The results fit with expectations derived from self-control theories and suggest an extension of the traditional exposure theory of in-store decision making. 
购物行为的工作-乐趣模型:解释消费者何时冲动购物
我们进行了一项研究,采用基于计算机的研究工具来捕捉购物的微观方面,并允许对消费者与环境的相互作用进行实时分析。参与者在一个虚拟的杂货店购物,有固定的预算。对购物行为的分析揭示了在商店里花费的时间、选择的购物路径和计划外购买的数量之间的重要关系。时间分析表明,计划外的购买在前25%的时间内是不太可能发生的,但在最后25%的时间内则很可能发生。这种关系被描述为“工作-乐趣购物行为模式”。决策时间在整个购物过程中稳步增加;情感产品特征对购物后期的困难选择有更大的影响。研究结果与自我控制理论的预期相吻合,是对传统的店内决策暴露理论的延伸。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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