Luxury brand marketers have recently turned their attention to luxury brand
consumers and their social brand communities devoted to the brands. Luxury brands
appeal to customers by enhancing their images regarding heritage, quality, and artistic
value. Luxury fashion brands also establish social media communities to
communicate their images more effectively. This study uses the key concepts of
integration and interactivity to provide theoretical foundations to investigate luxury
brand communities (LBCs) in the social media context. A survey was given to 252
members of Facebook fan pages for luxury brands from South Korea. This study
examines effects of interaction as a process on perceived interactivity of LBCs in
social media, and consequences, attitude, purchase intentions, and brand loyalties,
hence offering implications for luxury brand management academics and practitioners
Driven by the consumer demand for companies to be socially responsible, companies are increasingly relating their brands to causes and charities in order to accomplish nonprofit objectives and corporate sustainability. In a social marketing campaign, the consumers’ choice of the cause can influence their reactions through the processes of choice. Allowing the consumers to choose the cause may also reinforce their personal role in the donation process, which may result in a better outcome. Further, advertisers are paying increasing attention to the launch of social marketing campaigns via social media, since social media has recently become an essential part of daily life and therefore an imperative venue through which companies connect with consumers. Focusing on the rapidly evolving social media landscape, this study primarily clarifies (1) how choice influences consumers’ perceived interactivity with a social marketing campaign in the social media context, and (2) consumer involvement, as consumers’ individual differences can enhance or limit the effects of a social marketing campaign with choice. Using field experiments, this study investigates the relationships between the consumers’ choice, perceived interactivity, attitude, and purchase intention, and considers the moderating effects of involvement on those relationships. This study’s contributions are that it illuminates (1) the effects of choice on the perceived interactivity of social marketing campaigns in social media contexts, (2) the role of involvement in social marketing campaigns as a moderator, and (3) attitude and purchase intention as outcomes that can facilitate the construction of a theoretical model for social marketing campaigns with choice in the social media context and offer possible implications for advertising practitioners.
This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interact..