SARA CATALÁN - Academia.edu (original) (raw)
Papers by SARA CATALÁN
Journal of Hospitality and Tourism Technology
Purpose This paper aims to analyse the effect of technology acceptance variables on customer atti... more Purpose This paper aims to analyse the effect of technology acceptance variables on customer attitude and customer engagement behaviours (CEB) with social tourism websites (STWs). Design/methodology/approach An empirical study was carried out with 346 customers. A model was developed to analyse the relationships between CEB and their determinants. Partial least squares – structural equation modelling was used to test the model. Findings Customers’ perceptions of enjoyment, ease of use, usefulness and trustworthiness positively influence their attitude towards STWs and their subsequent engagement behaviours [purchases, word of mouth (WOM) and referrals]. Originality/value This study develops and empirically tests a model that analyses the impact of technology acceptance model variables on CEB, both transactional (customer purchases) and non-transactional (customer WOM, referrals and feedback), in the context of STWs.
International Journal of Hospitality Management
Journal of Business Research
European Journal of Management and Business Economics
PurposeGamification is a tool with great potential to motivate individuals to increase their phys... more PurposeGamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification's effectiveness in this field. Therefore, the aim of the present study is to analyze the impact of game elements included in gamified sports' apps on the satisfaction of basic psychological needs (i.e. competence, autonomy and relatedness). Similarly, the research analyzes the impact of these needs on autonomous motivation.Design/methodology/approachTo achieve these goals, data were collected from users of gamified sport apps, using an online questionnaire. The data were analyzed using partial least squares structural equation modeling.FindingsThe results showed that interaction in the app with achievement-related game elements satisfied the needs for competence, autonomy and relatedness; social-related elements satis...
Journal of Fashion Marketing and Management: An International Journal
PurposeThis study explores consumers' self-congruence with luxury fashion brands they mention... more PurposeThis study explores consumers' self-congruence with luxury fashion brands they mention on Facebook. It investigates the extent to which those brands are congruent with the actual self (ASC) or the ideal self (ISC), and whether ASC or ISC of luxury fashion brands on Facebook predicts purchase intention. It also examines trait antecedents of both ASC and ISC Facebook mentions of luxury fashion brands, specifically materialism, self-monitoring and self-esteem.Design/methodology/approachFindings are presented from a survey of Facebook users who mention luxury fashion brands on the social medium.FindingsSelf-esteem was revealed as an antecedent of ASC luxury fashion brands mentioned on Facebook, while materialism and high self-monitoring predicted ISC luxury fashion brands. Only ASC luxury fashion brands mentioned online were positively associated with purchase intention.Research limitations/implicationsResults are exploratory, and they are limited to those who are active Face...
The International Journal of Management Education
Journal of Business Research
Cuadernos de Gestión
Los advergames se han convertido en una novedosa herramienta a través de la cual los anunciantes ... more Los advergames se han convertido en una novedosa herramienta a través de la cual los anunciantes hacen llegar sus mensajes al público. Algunos advergames toman la forma de una 'app' de juegos para que los consumidores puedan jugarlos a través de sus dispositivos móviles tantas veces como consideren. Sin embargo, el efecto de la exposición repetida al advergame en la efectividad del mismo ha recibido escasa atención en la literatura. Teniendo esto en cuenta, el objetivo de este estudio es analizar el efecto de la repetición del advergame en su efectividad, medida a través de la actitud de los jugadores hacia la marca y la intención de compra, así como el papel que juega en dicha relación la familiaridad que los jugadores tienen con la marca que aparece en el advergame. En base a una muestra de 234 individuos irlandeses que han jugado un advergame de la marca Oreo, los resultados muestran que la actitud hacia la marca y la intención de compra de aquellos jugadores con menor familiaridad con la marca siguen una tendencia curvilínea en relación con el número de partidas jugadas, mientras que, para los jugadores que están más familiarizados con la marca, la tendencia es lineal e independiente del número de partidas jugadas.
Online Information Review
Purpose Based on flow theory, the purpose of this paper is to explain why the use of mobile adver... more Purpose Based on flow theory, the purpose of this paper is to explain why the use of mobile advergames can enhance players’ brand perceptions and purchase intentions, as well as the factors that affect players’ flow experience. Design/methodology/approach Data from 212 participants who played a mobile advergame was analysed. Structural equation modelling with PLS was used to test the research model. Findings The results reveal that challenge, interactivity, focused attention and telepresence significantly influence the flow experience while playing mobile advergames. Results also show that the greater the flow, the more positive the attitude towards the featured brand and the greater the purchase intention. Practical implications The findings of this study are important for advertising practitioners and advergames developers as understanding the key game features that promote flow is crucial to designing engaging mobile advergames that persuade players most. Originality/value This s...
International Journal of Tourism Research
The International Journal of Management Education
Studies in Higher Education
Journal of Product & Brand Management
Purpose This paper aims to explain the effect of flow, game repetition and brand familiarity on p... more Purpose This paper aims to explain the effect of flow, game repetition and brand familiarity on players’ brand attitude and purchase intention in the context of mobile advergaming. Design/methodology/approach Data from 227 participants who played a mobile advergame were analysed. Structural equation modelling with partial least squares was used to test the research model. Findings The results reveal that the independent variables (i.e. game repetition and brand familiarity) significantly influence the dependent variables explored in this study (i.e. brand attitude and purchase intentions of players). Results also show that brand familiarity influences players’ flow experience, which in turn significantly affects players’ purchase intentions. Research limitations/implications The findings of this study are important for advertising practitioners and advergames’ developers as understanding the determinants of mobile advergaming effectiveness is crucial for designing successful adverga...
British Journal of Educational Technology
Computers & Education, 2016
BRQ Business Research Quarterly, 2015
Corporate brand identity management is a key issue for any organisation. Accordingly, its study i... more Corporate brand identity management is a key issue for any organisation. Accordingly, its study is a research field of great interest. This paper seeks to broaden the understanding of this strategic activity and its effects. Specifically, it investigates the concept of corporate brand identity from the employees' perspective in the UK financial banking sector and analyses the link between brand identity management and employees' attitudes and behaviours. Results indicate that organisations should pay special attention to the corporate brand identity management, given its influence on employees' commitment with their organisations, as well as their brand performance and satisfaction.
British Journal of Educational Technology
Journal of Hospitality and Tourism Technology
Purpose This paper aims to analyse the effect of technology acceptance variables on customer atti... more Purpose This paper aims to analyse the effect of technology acceptance variables on customer attitude and customer engagement behaviours (CEB) with social tourism websites (STWs). Design/methodology/approach An empirical study was carried out with 346 customers. A model was developed to analyse the relationships between CEB and their determinants. Partial least squares – structural equation modelling was used to test the model. Findings Customers’ perceptions of enjoyment, ease of use, usefulness and trustworthiness positively influence their attitude towards STWs and their subsequent engagement behaviours [purchases, word of mouth (WOM) and referrals]. Originality/value This study develops and empirically tests a model that analyses the impact of technology acceptance model variables on CEB, both transactional (customer purchases) and non-transactional (customer WOM, referrals and feedback), in the context of STWs.
International Journal of Hospitality Management
Journal of Business Research
European Journal of Management and Business Economics
PurposeGamification is a tool with great potential to motivate individuals to increase their phys... more PurposeGamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification's effectiveness in this field. Therefore, the aim of the present study is to analyze the impact of game elements included in gamified sports' apps on the satisfaction of basic psychological needs (i.e. competence, autonomy and relatedness). Similarly, the research analyzes the impact of these needs on autonomous motivation.Design/methodology/approachTo achieve these goals, data were collected from users of gamified sport apps, using an online questionnaire. The data were analyzed using partial least squares structural equation modeling.FindingsThe results showed that interaction in the app with achievement-related game elements satisfied the needs for competence, autonomy and relatedness; social-related elements satis...
Journal of Fashion Marketing and Management: An International Journal
PurposeThis study explores consumers' self-congruence with luxury fashion brands they mention... more PurposeThis study explores consumers' self-congruence with luxury fashion brands they mention on Facebook. It investigates the extent to which those brands are congruent with the actual self (ASC) or the ideal self (ISC), and whether ASC or ISC of luxury fashion brands on Facebook predicts purchase intention. It also examines trait antecedents of both ASC and ISC Facebook mentions of luxury fashion brands, specifically materialism, self-monitoring and self-esteem.Design/methodology/approachFindings are presented from a survey of Facebook users who mention luxury fashion brands on the social medium.FindingsSelf-esteem was revealed as an antecedent of ASC luxury fashion brands mentioned on Facebook, while materialism and high self-monitoring predicted ISC luxury fashion brands. Only ASC luxury fashion brands mentioned online were positively associated with purchase intention.Research limitations/implicationsResults are exploratory, and they are limited to those who are active Face...
The International Journal of Management Education
Journal of Business Research
Cuadernos de Gestión
Los advergames se han convertido en una novedosa herramienta a través de la cual los anunciantes ... more Los advergames se han convertido en una novedosa herramienta a través de la cual los anunciantes hacen llegar sus mensajes al público. Algunos advergames toman la forma de una 'app' de juegos para que los consumidores puedan jugarlos a través de sus dispositivos móviles tantas veces como consideren. Sin embargo, el efecto de la exposición repetida al advergame en la efectividad del mismo ha recibido escasa atención en la literatura. Teniendo esto en cuenta, el objetivo de este estudio es analizar el efecto de la repetición del advergame en su efectividad, medida a través de la actitud de los jugadores hacia la marca y la intención de compra, así como el papel que juega en dicha relación la familiaridad que los jugadores tienen con la marca que aparece en el advergame. En base a una muestra de 234 individuos irlandeses que han jugado un advergame de la marca Oreo, los resultados muestran que la actitud hacia la marca y la intención de compra de aquellos jugadores con menor familiaridad con la marca siguen una tendencia curvilínea en relación con el número de partidas jugadas, mientras que, para los jugadores que están más familiarizados con la marca, la tendencia es lineal e independiente del número de partidas jugadas.
Online Information Review
Purpose Based on flow theory, the purpose of this paper is to explain why the use of mobile adver... more Purpose Based on flow theory, the purpose of this paper is to explain why the use of mobile advergames can enhance players’ brand perceptions and purchase intentions, as well as the factors that affect players’ flow experience. Design/methodology/approach Data from 212 participants who played a mobile advergame was analysed. Structural equation modelling with PLS was used to test the research model. Findings The results reveal that challenge, interactivity, focused attention and telepresence significantly influence the flow experience while playing mobile advergames. Results also show that the greater the flow, the more positive the attitude towards the featured brand and the greater the purchase intention. Practical implications The findings of this study are important for advertising practitioners and advergames developers as understanding the key game features that promote flow is crucial to designing engaging mobile advergames that persuade players most. Originality/value This s...
International Journal of Tourism Research
The International Journal of Management Education
Studies in Higher Education
Journal of Product & Brand Management
Purpose This paper aims to explain the effect of flow, game repetition and brand familiarity on p... more Purpose This paper aims to explain the effect of flow, game repetition and brand familiarity on players’ brand attitude and purchase intention in the context of mobile advergaming. Design/methodology/approach Data from 227 participants who played a mobile advergame were analysed. Structural equation modelling with partial least squares was used to test the research model. Findings The results reveal that the independent variables (i.e. game repetition and brand familiarity) significantly influence the dependent variables explored in this study (i.e. brand attitude and purchase intentions of players). Results also show that brand familiarity influences players’ flow experience, which in turn significantly affects players’ purchase intentions. Research limitations/implications The findings of this study are important for advertising practitioners and advergames’ developers as understanding the determinants of mobile advergaming effectiveness is crucial for designing successful adverga...
British Journal of Educational Technology
Computers & Education, 2016
BRQ Business Research Quarterly, 2015
Corporate brand identity management is a key issue for any organisation. Accordingly, its study i... more Corporate brand identity management is a key issue for any organisation. Accordingly, its study is a research field of great interest. This paper seeks to broaden the understanding of this strategic activity and its effects. Specifically, it investigates the concept of corporate brand identity from the employees' perspective in the UK financial banking sector and analyses the link between brand identity management and employees' attitudes and behaviours. Results indicate that organisations should pay special attention to the corporate brand identity management, given its influence on employees' commitment with their organisations, as well as their brand performance and satisfaction.
British Journal of Educational Technology