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How oppositional loyalties resulting from producer-user collaborations reduce new product entry: Examples of online games

机译:生产者与用户之间的合作产生的对立忠诚度如何减少新产品的进入:在线游戏的示例

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摘要

Instead of technological lock-in effects, oppositional loyalty to a product may emerge from users' collaborations in the product, which grant consumers emotional experiences with the brand, encourage personal relationships, and provide emotional benefits. Therefore, consumers may limit their allocations of resources to competing new products because they devalue a new offering's relative product performance and its user and complementary networks. Prior rate of use enhances this devaluating effect, and prior experience deepens the negative effects. In contrast, users with minimal prior experience and low usage rates more easily accept new products. This study tests these predictions in a path analysis with data pertaining to an online game, collected from consumers in cybercates; the 296 respondents across 191 cybercafes support the hypotheses.
机译:用户在产品中的协作可能会产生对产品的相反忠诚,而不是技术锁定效应,这会给消费者带来与品牌的情感体验,鼓励个人关系并提供情感收益。因此,消费者可能会限制他们对竞争新产品的资源分配,因为他们贬低了新产品的相对产品性能及其用户和互补网络的价值。先前的使用率会提高这种贬值的效果,而先前的经验会加深负面影响。相反,具有最少先验经验和低使用率的用户更容易接受新产品。这项研究使用从网络类别的消费者那里收集的有关在线游戏的数据,在路径分析中测试了这些预测; 191个网吧中的296位受访者支持这一假设。

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