A standardized questionnaire was used to collect 350 data points from Bangladeshi consumers using an online purposive sampling method. Quantitative type research was applied and the study used descriptive research design. The aim of the research was to investigate the impact of social media on online shopping behavior during the COVID-19 pandemic in the context of Bangladeshi consumers. The online-based business takes promotional activities through social media platforms like Facebook, Twitter, Instagram, and Prinintetrest. The business organization is influenced customers to purchase their necessary goods and services from online businesses. Nowadays, the Business pattern is changing globally. The customersĪre also motivated to purchase through social media because of positive online reviews and trustworthy celebrity Had a positive significant impact on online shopping behavior during the COVID-19 pandemic in theĬonclusion: The research paper provides practical guidelines for online-based business organizations on how toĮffectively use social media platforms for business target advertising and promotional activities. Results: PLS-SEM analysis method demonstrated that celebrity endorsement, promotional tools, and online reviews A partial least square structural equation modeling (PLS-SEM) approach was used toĮvaluate the data and test the hypotheses. Standardized questionnaire was used to collect 350 data points from Bangladeshi consumers using an online Research methods: Quantitative type research was applied and the study used descriptive research design. The COVID-19 pandemic in the context of Bangladeshi consumers. Purpose: The aim of the research was to investigate the impact of social media on online shopping behavior during The online-basedīusiness takes promotional activities through social media platforms like Facebook, Twitter, Instagram, and Influenced customers to purchase their necessary goods and services from online businesses. We were able to show that a relationship between the assessed viewer type and preferences for streamers’ behaviors and features in a stream exists, which can guide fellow researchers and streamers to understand viewers better and potentially provide more suitable experiences.īackground of the study: Nowadays, the business pattern is changing globally. In addition, we analyzed the predictive validity of the viewer types for existing and potential live stream features. We present an exploratory factor analysis (followed by a validation study) with which we developed a 25-item questionnaire assessing five different viewer types. In this paper, we wanted to understand whether viewers’ motivations can be formulated as viewer types and systematically measured. Previous scientific work has revealed that different motivations drive people to become viewers, which apparently impacts how they interact with the offered features and which streamers’ behaviors they appreciate. Streamers of gaming content broadcast how they play digital or analog games, attracting several thousand viewers at once. While the actual content that is streamed is diverse, one especially popular context is games. Producing and consuming live-streamed content is a growing trend attracting many people today. One design implication de- rived from these findings is that, rather than presenting as much information to the spectator as possible, it is more important for the stakeholders to be able to decide how and when they uncover that information. We make three contributions us- ing this data: i) we find nine personas in the data that tell us who the spectators are and why they spectate ii) we strive to understand how different stakeholders, like commenta- tors, players, crowds, and game designers, affect the specta- tor experience and iii) we infer from the spectators' expres- sions what makes the game entertaining to watch, forming a theory of distinct types of information asymmetry that cre- ate suspense for the spectator. We have collected over a hundred stories of the Starcraft spectator from online sources, aiming for as di- verse a group as possible. Our study focuses on Starcraft, a popular real-time strategy game with millions of spectators and high level tournament play. In this paper, we focus on the spectator, who is emerging as an important stakeholder in video games. ![]() How- ever, video game spectating is also a popular activity, boosted by the rise of online video sites and major gaming tournaments. Video games are primarily designed for the players.
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