Search or filter publications

Filter by type:

Filter by publication type

Filter by year:

to

Results

  • Showing results for:
  • Reset all filters

Search results

  • Journal article
    Gonz谩lvez R, Li X, Weisburd S, Zhu Xet al., 2026,

    , Marketing Science, ISSN: 0732-2399

    <jats:p>Using data from the mineral water category on a price comparison platform that delivers real-time prompts of cheaper alternatives through “swap and save” buttons, this study examines whether and how these prompts influence persistent product choices in online grocery shopping.</jats:p>

  • Journal article
    Tam W, Merlo O, Eisingerich A, 2026,

    , Journal of Business Research, Vol: 216, ISSN: 0148-2963

    Hedonic digital services such as games and music streaming claim a growing share of consumers’ time, yet how they shape perceived quality of life remains poorly understood. Across one qualitative and two quantitative studies in gaming and music streaming, we show how distinct service benefits (productivity-enhancing, sensorially pleasing, and cognitively stimulating) enhance perceived quality of life through three mechanisms: dependability, entertainment, and flow. In both contexts, flow contributes over and above dependability and entertainment, and perceived quality of life predicts consumers' real-money purchase decisions, demonstrating that the well-being a service provides has direct financial consequences for the firm. By integrating flow into the consumer–digital service relationship literature, the research clarifies how functional and hedonic benefits operate through distinct psychological paths, and shows that providers can strengthen well-being and engagement by balancing dependability and entertainment with features that foster flow.

  • Journal article
    Bhargave R, Menezes M, Usrey B, 2026,

    Beyond visual information: how user-generated photos shape persuasion

    , Journal of Experimental Psychology: Applied, ISSN: 1076-898X

    In online word-of-mouth settings, individuals are frequently exposed to others’ evaluations and claims whose basis is difficult to verify directly. As a result, people often rely on cues embedded in online communication when assessing how much confidence to place in others’ evaluations. This work examines one cue that commonly appears in these settings: the inclusion of photos alongside text. Existing research has largely focused on the visual information photos provide or their correspondence with accompanying evaluations. This work studies a different possibility, that photos also influence how confidently individuals rely on others’ evaluations, even when the visual information itself is limited, weakly related to the evaluation, or not directly viewed. Across five experiments, a survey, and a large-scale analysis of Yelp data, this research finds photos increase the persuasive value of evaluations by heightening certainty in the source’s evaluation. These effects persist even when photos are not viewed or provide weak support for certainty. the accompanying evaluation. These findings suggest photos can shape confidence in others’ evaluations beyond the information they directly convey. The results also raise welfare implications for online communication environments, as photos may lead individuals to place undue confidence in evaluative claims regardless of their informational value. Keywords: user-generated photos, online word-of-mouth, social influence, persuasiveness, Public significance statement: This study suggests that adding a photo to an evaluation makes the evaluation more persuasive, even when the photo provides little information, or is never viewed. As a result, readers may place undue confidence in these evaluations, amplifying those evaluations’ influence regardless of the information the photos provide.

  • Journal article
    Friedman E, Voichek G, Dhar R, 2026,

    , Journal of Consumer Research, Vol: 53, Pages: 560-578, ISSN: 0093-5301

    We identify a novel way in which setting goals can backfire. In 13 studies and four supplemental studies, using both incentive-compatible and hypothetical designs across a range of domains, we demonstrate that setting an explicit goal and making progress towards it decreases the likelihood of switching to alternative means of pursuit. This occurs because means seem more effective relative to alternatives if they have been used to progress toward a reference point. Consistent with this mechanism, we show that the perceived effectiveness of the means used to pursue a goal, relative to an alternative, partially mediates the effect of setting a goal on the decision to switch means. Further, the effect occurs only after people make initial progress towards a specified reference point. Setting a goal does not decrease switching if people are reminded to consider the advantages of both the initial and alternative means. We conclude with a discussion of the theoretical and practical implications of our findings.

  • Journal article
    Lin Y-T, Hou C, Duffek B, Doong H-S, Foscht T, Tam W, Eisingerich Aet al., 2026,

    How should companies use empathetic robots to drive consumer engagement, and under what conditions?

    , International Journal of Research in Marketing, ISSN: 0167-8116

    How does consumers’ perception of robot empathy facilitate their engagement with robotic services? To address this question, we investigate the experiences of actual robot users across various service settings. Drawing on insights from exploratory interviews, a field survey, and a series of field and lab experiments with both Japanese robot users and international consumers, our research highlights how robot empathy can enhance consumer escapism and future usage across hedonic and utilitarian settings. Our findings further show that robot empathy facilitates consumer escapism and engagement in service environments characterized by low privacy sensitivity but may hinder these outcomes when privacy concerns are high. Managers should therefore implement emotionally resonant and imagination-triggering empathetic behaviors when privacy sensitivity is low, but dial down emotional expressiveness and instead focus on neutral support and professionalism when privacy sensitivity is high. This research contributes to the growing literature on human-robot service interactions by offering actionable guidelines for designing empathetic robots.

  • Journal article
    Kreimer D, Stoppacher L, Hauser W, Foscht T, Eisingerich Aet al., 2026,

    Pathways to premium: how habits and benefits shape conversion and retention in freemium subscription models

    , Journal of the Academy of Marketing Science, ISSN: 0092-0703

    Numerous digital services rely on freemium models, yet the mechanisms that move users from free usage to premium subscriptions remain poorly understood. This research examines how expected benefits of premium access, experienced benefits during trials, and habit development in free and premium contexts jointly shape conversion and retention. Across four empirical field studies in a freemium subscription setting, we show that habits in the free version are double鈥慹dged: they can increase conversion by reinforcing expected benefits of the premium version, yet also anchor users in continued free usage through inertia. Habits formed while using the premium version, together with experienced premium benefits, generally support paid conversion and long鈥憈erm retention. In discounted trial settings, we further identify an inverse鈥慤鈥憇haped relationship between premium鈥憇ide habits and retention, with very strong habits associated with lower retention than moderate levels. These insights inform the design of effective freemium and trial strategies.

  • Journal article
    Duffek B, Eisingerich A, Merlo O, 2026,

    , Management and Business Review, Vol: 6, Pages: 60-64, ISSN: 2694-104X

    Barbara Duffek, Andreas B. Eisingerich, and Omar Merlo share insights from a global study on influencer marketing, revealing five properties that contribute to authenticity and suggesting six strategies that will help managers to align their stakeholders, build trust, and get the most out of influencer marketing.

  • Journal article
    Eisingerich A, MacInnis DJ, Duffek B, Tam Wet al., 2026,

    , Journal of the Academy of Marketing Science, Vol: 54, Pages: 977-988, ISSN: 0092-0703

    The authors offer a systems-level, managerial and strategic framework that organizes cross-disciplinary evidence on how marketing has harmed consumers, and most importantly to offer thoughts on how marketing might instead make well-being a central component of value creation.

  • Journal article
    Hou C, Tam W, Rahmadianty A, Rajendra P, Eisingerich Aet al., 2026,

    , Journal of Medical Internet Research, Vol: 14, ISSN: 1439-4456

    Background: Loneliness has been linked to reduced mental and physical health. The “loneliness epidemic” is recognized as a public health crisis. Yet, questions remain about the potential of video games that people play by themselves to help reduce perceived loneliness.Objective: This study explored the extent to which open-world games (e.g., The Legend of Zelda: Breath of the Wild) and fun, accessible games (e.g., Yoshi’s Crafted World) can help reduce loneliness in adults. We examined how such gameplay can foster a stoic approach to life, and how stoicism mediates the reduction of perceived loneliness.Methods: A cross-sectional survey was conducted using convenience sampling near a video game store. The sample comprised 2,252 adults aged 21 and older (women: n=966, 42.90%; men: n=1,281, 56.90%; prefer not to disclose: n=5, 0.20%). Participants completed a questionnaire to measure perceived loneliness and stoicism, and their gameplay habits. Data were analyzed using analysis of variance (ANOVA) and moderated mediation with PROCESS macro (bootstrapped samples=5000; 95% CI) to examine the effects of video gameplay on stoicism and loneliness, with alpha level set at .05.Results: Zelda players indicated higher stoicism (M = 4.87; 95% CI 4.66 to 5.08) than non-players (M = 3.23; 95% CI 3.09 to 3.37; F(1, 2252) = 164.95, P < .001). Yoshi players also noted significantly higher stoicism (M = 4.49; 95% CI 4.27 to 4.72) than non-players (M = 3.61; 95% CI 3.50 to 3.71; F(1, 2252) = 48.33, P < .001), with a significant interaction effect (F(1, 2252) = 7.89, P = .005) on stoicism. Furthermore, Zelda players indicated lower loneliness (M = 3.02; 95% CI 2.81 to 3.22) than non-players (M = 4.28; 95% CI 4.14 to 4.42; F(1, 2252) = 98.32, P < .001). Yoshi players also noted significantly lower loneliness (M = 3.09; 95% CI 2.86 to 3.32) than non-players (M = 4.21; 95% CI 4.10 to 4.32; F(1, 2252) = 76.32, P < .001). Moderated mediation analysis demonstrate

  • Journal article
    Lebrecht AM, Tam W, Merlo O, Eisingerich Aet al., 2026,

    , Journal of Medical Internet Research, Vol: 28, ISSN: 1439-4456

    Background: Prior research on human-like virtual profiles (VPs)—computer-generated imagery (CGI; displaying legible artificiality) or artificial intelligence (AI)–generated personas on social media—is often based on small samples and limited data. Furthermore, prior studies group highly photorealistic virtual influencers with abstract virtual characters, complicating comparisons. Recent generative AI has enabled large-scale production of synthetic content. These advances have drastically increased the quality and volume of synthetic media. Much of the prior literature predates these developments, leaving open questions about how posting behavior and VP design now relate to reach and engagement outcomes.Objective: This study aimed to examine how posting behavior and key VP attributes, namely, photorealism; physical, behavioral, and narrative consistency; and human copresence related to reach and engagement across content formats (static images vs videos) on Instagram.Methods: A total of 157 human-like female VPs were included in the final Instagram dataset. During the initial screening stage, 5 human-like male macro and mega VPs were identified but excluded because their number was too small to support meaningful subgroup comparison. Engagement was operationalized as like rate (likes or followers) for images and videos; reach was measured via examined absolute impressions. Performance was summarized using the single best-performing post and the arithmetic mean of the top 3 posts per format. Profiles and posts were further coded using predefined content variables covering visual realism, identity consistency, copresence structure, appearance patterns, and body-type representation.Results: Higher-performing content was more commonly observed among larger profiles, particularly for video metrics. Among videos exceeding 20 million impressions, out of 12 videos, 7 (58%) were produced by CGI-like VPs, whereas high video like rates were more often observed

This data is extracted from the Web of Science and reproduced under a licence from Thomson Reuters. You may not copy or re-distribute this data in whole or in part without the written consent of the Science business of Thomson Reuters.

Request URL: http://www.imperial.ac.uk:80/respub/WEB-INF/jsp/search-t4-html.jsp Request URI: /respub/WEB-INF/jsp/search-t4-html.jsp Query String: id=1392&limit=10&resgrpMemberPubs=true&respub-action=search.html Current Millis: 1794642532569 Current Time: Sat Nov 14 07:48:52 GMT 2026