Araştırma Makalesi
BibTex RIS Kaynak Göster

TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP

Yıl 2020, Cilt: 4 Sayı: 2, 1 - 18, 31.12.2020

Öz

The mobile applications offered by smart phones through the e-store, which are developed for functional and personal needs, have gone beyond simplifying daily life and have an important place in marketing. Purpose of the study, ın the context of push-pull-mooring theory, is to examine the consumer's intentions to change their behavior and the transition process from the using of member cards to using mobile applications of the brands. In line with this purpose, a survey was conducted with 237 university students who actively use the Starbucks member card and its mobile application. The quantitative data obtained were analyzed using SPSS 22 program. As a result of the study, it was found that there was a significant relationship between the transition process from member card usage to mobile application usage and pushing effect (poor aesthetic design), pulling effect (locatability, transaction convenience, economic benefit, gamification) and mooring effect (perceived substitutability, inertia). Furthermore, it was determined that the stagnation against change has a moderation role on the pushing effect and intention to change.

Kaynakça

  • Agustin, C., Singh, J. (2005). Curvilinear Effects of Consumer Loyalty Determinants in Relational Exchanges. Journal of Marketing Research, 42:96-108.
  • Alnawas, I., Aburub, F. (2016). The effect of benefits generated from interacting with branded mobile apps on consumer satisfaction and purchase intentions. Journal of Retailing and Consumer Services, 31, 313-322.
  • Bansal, HS., Taylor, SF., James, YS. (2005). Migrating to new service providers: Toward a unifying framework of consumers’ switching behaviors. Journal of the Academy of Marketing Science, 33(1), 96-115.
  • Bellman, S., Treleaven-Hassard, S., Robinson, JA., Varan, D., Potter, RF. (2013). Brand communication with branded smartphone apps: First insights on possibilities and limits. GfK Marketing Intelligence Review, 5(2), 24-27.
  • Blohm, I., Leimeister, JM. (2013). Gamification. Wirtschaftsinformatik, 55(4), 275-278.
  • Candi, M., Saemundsson, RJ. (2011). Exploring the relationship between aesthetic design as an element of new service development and performance. The Journal of Product Innovation Management, 28(4), 536-557.
  • Chang, YW., Polonsky, MJ. (2012). The influence of multiple types of service convenience on behavioral intentions: The mediating role of consumer satisfaction in a Taiwanese leisure setting. International Journal of Hospitality Management, 31(1), 107-118.
  • Cheng, CC., Chiu, SI., Hu, HY., Chang, YY. (2011). A study on exploring the relationship between customer satisfaction and loyalty in the fast food industry: With relationship inertia as a mediator. African Journal of Business Management, 5(13), 5118- 5126. doi: http://dx.doi.org/10.5897/AJBM10.870
  • Colgate, M., Lang, B. (2001). Switching barriers in customer markets: an investigation of the financial services industry, Journal of Customer Marketing, 18(4), 332-47.
  • Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From game design elementsto gamefulness: defining gamification. In Proceedings of the 15th internationalacademic MindTrek conference: Envisioning future media environments Tampere, Finland, September 28-30. Dube, A., Helkkula, A. (2015). Service experiences beyond the direct use: indirect customer use experiences of smartphone apps. Journal of Service Management, 26(2), 224.
  • Hamari, J., Koivisto, J. (2015). Why do people use gamification services?. International Journal of Information Management, 35(4), 419-431.
  • Heberle, R. (1938). The causes of rural-urban migration a survey of German theories, Am. J. Sociol. 43(6), 932-950.
  • Heo, JY., Kim, KJ. (2017). Development of a scale to measure the quality of mobile location-based services. Service Business, 11(1), 141-159.
  • Hofacker, CF., De Ruyter, K., Lurie, NH., Manchanda, P., Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34, 25-36.
  • Hou, ACY., Chern, CC., Chen, HG., Chen, YC. (2011). ‘Migrating to a new virtual world’: Exploring MMORPG switching through human migration theory. Computers in Human Behavior, 27(5), 1892-1903.
  • Hsu, CL., Lin, JCC. (2015). What drives purchase intention for paid mobile apps?-An expectation confirmation model with perceived value. Electronic Commerce Research and Applications, 14(1), 46-57.
  • Hyeuk, C. (2016). Consumer brand engagement by virtue of using Starbucks's branded mobile app based on gronded theory methodology. International Journal of Asia Digital Art & Design, 19(4), 91-97.
  • Jih, WJK. (2007). Effects of consumer-perceived convenience on shopping intention in mobile commerce: an empirical study. International Journal of E-Business Research, 3(4), 33- 48.
  • Jung, J., Han, H., Oh, M. (2017). Travelers' switching behavior in the airline industry from the perspective of the push-pull-mooring framework. Tourism Management, 59, 139-153.
  • Kara, G. (2015). Marka deneyimi ve tekrar satın alma niyeti arasındaki ilişkide müşteri tatmininin rolü (Yüksek Lisans Tezi, Osman Gazi Üniversitesi, Sosyal Bilimler Enstitüsü, Eskişehir).
  • Kumar, V., Shah D. (2004). Building and Sustaining Profitable Customer Loyalty for the 21st Century, Journal of Retailing, 80(4), 317-29.
  • Lai, LH., Liu, CT., Lin, JT. (2011). The moderating effects of switching costs and inertia on the customer satisfaction-retention link: auto liability insurance service in Taiwan. Insurance markets and companies: analyses and actuarial computations, 2(1), 69-78.
  • Leenheer, J., van Heerde, HJ., Bijmolt, THA., Smidts, A. (2007). Do Loyalty Programs Really Enhance Behavioral Loyalty? An Empirical Analysis Accounting for Self-Selecting Members, International Journal of Research in Marketing, 24(1), 31-47.
  • Lewis, GJ. (1982). Human Migration: A Geographical Perspective. Croom Helm: London.
  • Li, CY. (2018). Consumer behavior in switching between membership cards and mobile applications: The case of Starbucks. Computers in Human Behavior, 84, 171-184.
  • Li, CY., Ku, YC. (2018). The power of a thumbs-up: Will e-commerce switch to social commerce?. Information & Management, 55(3), 340-357.
  • Lim, SL., Bentley, PJ., Kanakam, N., Ishikawa, F., Honiden, S. (2015). Investigating country differences in mobile app user behavior and challenges for software engineering. IEEE Transactions on Software Engineering, 41(1), 40-64.
  • Liu, W., Guo, F., Ye, G., Liang, X. (2016). How homepage aesthetic design influences users’ satisfaction: Evidence from China. Displays, 42, 25-35. doi: https://doi.org/10.1016/ j.displa.2016.02.004
  • Liu, Y., Li, KJ., Chen, H., Balachander, S. (2017). The effects of products' aesthetic design on demand and marketing-mix effectiveness: The role of segment prototypicality and brand consistency. Journal of Marketing, 81(1), 83-102.
  • Mao, H., Mariadoss, BJ., Echambadi, R., Chennamaneni, PR. (2012). Brand extensions via complements or substitutes: The moderating role of manufacturing transferability. Marketing Letters, 23(1), 279-292.
  • Moon, B. (1995). Paradigms in migration research: exploring moorings as a schema, Progr. Hum. Geogr. 19(4), 504-524.
  • Nimako, SG., Winneba, KG. (2012). Consumer switching behaviour: a theoretical review and research agenda. Research Journal of Social Science and Management, 2(3), 74-85.
  • Orth, UR., Malkewitz, K. (2008). Holistic package design and consumer brand impressions. Journal of marketing, 72(3), 64-81.
  • Özmen, Ş. (2014). E-Ticaret ağ ekonomisinde yeni ticaret yolu. İstanbul: İstanbul Bilgi Üniversitesi Yayınları.
  • Pillai, RG., Bindroo, V. (2014). The moderating roles of perceived complementarity and substitutability on the perceived manufacturing difficulty–extension attitude relationship. Journal of Business Research, 67(7), 1353-1359.
  • Pitta, D., Franzak, F., Fowler, D. (2006). A strategic approach to building online customer loyalty: integrating customer profitability tiers, Journal of Consumer Marketing, 23(7), 421-9.
  • Robson, K., Plangger, K., Kietzmann, JH., McCarthy, I., Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420. doi: http://dx.doi.org/10.1016/j.bushor.2015.03.006
  • Seiders, K., Voss, GB., Godfrey, AL., Grewal, D. (2007). SERVCON: development and validation of a multidimensional service convenience scale. Journal of the Academy of Marketing Science, 35(1), 144-156.
  • Small, J., Melewar, T., Pittard, N., Ewing, M., Jevons, C. (2007). Aesthetic theory and logo design: Examining consumer response to proportion across cultures. International Marketing Review, 24(4), 457-473.
  • Tarute, A., Nikou, S., Gatautis, R. (2017). Mobile application driven consumer engagement. Telematics and Informatics, 34(4), 145-156.
  • Teo, AC., Tan, GWH., Ooi, KB., Hew, TS., Yew, KT. (2015). The effects of convenience and speed in m-payment. Industrial Management & Data Systems, 115(2), 311-333.
  • Turner, J., Wılson, K. (2006). Grocery loyalty: tesco clubcard and its impact on loyalty, British Food Journal, 108(11):958-964.
  • Venkatesh, V., Thong, JY., Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly, 36(1), 157-178.
  • Wu, LW. (2011). Satisfaction, inertia, and customer loyalty in the varying levels of the zone of tolerance and alternative attractiveness. Journal of Services Marketing, 25(5), 310-322.
  • Zhao, Z., Balagué, C. (2015). Designing branded mobile apps: Fundamentals and recommendations. Business Horizons, 58(3), 305-315.
  • Zhou, T. (2016). Examining user switch between mobile stores: A push-pull-mooring perspective. Information Resources Management Journal, 29(2), 1-13.

TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP

Yıl 2020, Cilt: 4 Sayı: 2, 1 - 18, 31.12.2020

Öz

Akıllı telefonların kullanıcılarına e-mağaza aracılığıyla sunmuş oldukları, fonksiyenel ve kişinin ihtiyaçlarına yönelik olarak geliştirdikleri mobil uygulamalar, günlük hayatı kolaylaştırmanın ötesine geçerek pazarlama da önemli bir yer edinmiştir. Çalışmanın amacı; itme- çekme- bağlama (push-pull-mooring) teorisi çerçevesinde tüketicilerin üye kartı kullanımından, markaların mobil uygulamaları kullanımına geçiş sürecini ve davranış değiştirme niyetlerini incelemektir. Bu amaç doğrultusunda Starbucks kartını ve mobil uygulamasını aktif şekilde kullanan 237 üniversite öğrencisi ile anket uygulaması gerçekleştirilmiştir. Elde edilen nicel veriler SPPS 22 programından faydalanılarak analiz edilmiştir. Çalışmanın sonucunda üye kartı kullanımından mobil uygulama kullanımına geçiş süreci ile itme etkisi (zayıf estetik görünüm), çekme etkisi (yer belirleme, alışveriş kolaylığı, ekonomik fayda, oyunlaştırma) ve bağlama etkisi (algılanan yerine alabilirlik, değişime karşı durgunluk) arasında anlamlı bir ilişki olduğu tespit edilmiştir. Ayrıca değişime karşı durgunluğun, itme etkisi ve değiştirme niyeti üzerinde düzenleyici rolü olduğu belirlenmiştir.

Kaynakça

  • Agustin, C., Singh, J. (2005). Curvilinear Effects of Consumer Loyalty Determinants in Relational Exchanges. Journal of Marketing Research, 42:96-108.
  • Alnawas, I., Aburub, F. (2016). The effect of benefits generated from interacting with branded mobile apps on consumer satisfaction and purchase intentions. Journal of Retailing and Consumer Services, 31, 313-322.
  • Bansal, HS., Taylor, SF., James, YS. (2005). Migrating to new service providers: Toward a unifying framework of consumers’ switching behaviors. Journal of the Academy of Marketing Science, 33(1), 96-115.
  • Bellman, S., Treleaven-Hassard, S., Robinson, JA., Varan, D., Potter, RF. (2013). Brand communication with branded smartphone apps: First insights on possibilities and limits. GfK Marketing Intelligence Review, 5(2), 24-27.
  • Blohm, I., Leimeister, JM. (2013). Gamification. Wirtschaftsinformatik, 55(4), 275-278.
  • Candi, M., Saemundsson, RJ. (2011). Exploring the relationship between aesthetic design as an element of new service development and performance. The Journal of Product Innovation Management, 28(4), 536-557.
  • Chang, YW., Polonsky, MJ. (2012). The influence of multiple types of service convenience on behavioral intentions: The mediating role of consumer satisfaction in a Taiwanese leisure setting. International Journal of Hospitality Management, 31(1), 107-118.
  • Cheng, CC., Chiu, SI., Hu, HY., Chang, YY. (2011). A study on exploring the relationship between customer satisfaction and loyalty in the fast food industry: With relationship inertia as a mediator. African Journal of Business Management, 5(13), 5118- 5126. doi: http://dx.doi.org/10.5897/AJBM10.870
  • Colgate, M., Lang, B. (2001). Switching barriers in customer markets: an investigation of the financial services industry, Journal of Customer Marketing, 18(4), 332-47.
  • Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From game design elementsto gamefulness: defining gamification. In Proceedings of the 15th internationalacademic MindTrek conference: Envisioning future media environments Tampere, Finland, September 28-30. Dube, A., Helkkula, A. (2015). Service experiences beyond the direct use: indirect customer use experiences of smartphone apps. Journal of Service Management, 26(2), 224.
  • Hamari, J., Koivisto, J. (2015). Why do people use gamification services?. International Journal of Information Management, 35(4), 419-431.
  • Heberle, R. (1938). The causes of rural-urban migration a survey of German theories, Am. J. Sociol. 43(6), 932-950.
  • Heo, JY., Kim, KJ. (2017). Development of a scale to measure the quality of mobile location-based services. Service Business, 11(1), 141-159.
  • Hofacker, CF., De Ruyter, K., Lurie, NH., Manchanda, P., Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34, 25-36.
  • Hou, ACY., Chern, CC., Chen, HG., Chen, YC. (2011). ‘Migrating to a new virtual world’: Exploring MMORPG switching through human migration theory. Computers in Human Behavior, 27(5), 1892-1903.
  • Hsu, CL., Lin, JCC. (2015). What drives purchase intention for paid mobile apps?-An expectation confirmation model with perceived value. Electronic Commerce Research and Applications, 14(1), 46-57.
  • Hyeuk, C. (2016). Consumer brand engagement by virtue of using Starbucks's branded mobile app based on gronded theory methodology. International Journal of Asia Digital Art & Design, 19(4), 91-97.
  • Jih, WJK. (2007). Effects of consumer-perceived convenience on shopping intention in mobile commerce: an empirical study. International Journal of E-Business Research, 3(4), 33- 48.
  • Jung, J., Han, H., Oh, M. (2017). Travelers' switching behavior in the airline industry from the perspective of the push-pull-mooring framework. Tourism Management, 59, 139-153.
  • Kara, G. (2015). Marka deneyimi ve tekrar satın alma niyeti arasındaki ilişkide müşteri tatmininin rolü (Yüksek Lisans Tezi, Osman Gazi Üniversitesi, Sosyal Bilimler Enstitüsü, Eskişehir).
  • Kumar, V., Shah D. (2004). Building and Sustaining Profitable Customer Loyalty for the 21st Century, Journal of Retailing, 80(4), 317-29.
  • Lai, LH., Liu, CT., Lin, JT. (2011). The moderating effects of switching costs and inertia on the customer satisfaction-retention link: auto liability insurance service in Taiwan. Insurance markets and companies: analyses and actuarial computations, 2(1), 69-78.
  • Leenheer, J., van Heerde, HJ., Bijmolt, THA., Smidts, A. (2007). Do Loyalty Programs Really Enhance Behavioral Loyalty? An Empirical Analysis Accounting for Self-Selecting Members, International Journal of Research in Marketing, 24(1), 31-47.
  • Lewis, GJ. (1982). Human Migration: A Geographical Perspective. Croom Helm: London.
  • Li, CY. (2018). Consumer behavior in switching between membership cards and mobile applications: The case of Starbucks. Computers in Human Behavior, 84, 171-184.
  • Li, CY., Ku, YC. (2018). The power of a thumbs-up: Will e-commerce switch to social commerce?. Information & Management, 55(3), 340-357.
  • Lim, SL., Bentley, PJ., Kanakam, N., Ishikawa, F., Honiden, S. (2015). Investigating country differences in mobile app user behavior and challenges for software engineering. IEEE Transactions on Software Engineering, 41(1), 40-64.
  • Liu, W., Guo, F., Ye, G., Liang, X. (2016). How homepage aesthetic design influences users’ satisfaction: Evidence from China. Displays, 42, 25-35. doi: https://doi.org/10.1016/ j.displa.2016.02.004
  • Liu, Y., Li, KJ., Chen, H., Balachander, S. (2017). The effects of products' aesthetic design on demand and marketing-mix effectiveness: The role of segment prototypicality and brand consistency. Journal of Marketing, 81(1), 83-102.
  • Mao, H., Mariadoss, BJ., Echambadi, R., Chennamaneni, PR. (2012). Brand extensions via complements or substitutes: The moderating role of manufacturing transferability. Marketing Letters, 23(1), 279-292.
  • Moon, B. (1995). Paradigms in migration research: exploring moorings as a schema, Progr. Hum. Geogr. 19(4), 504-524.
  • Nimako, SG., Winneba, KG. (2012). Consumer switching behaviour: a theoretical review and research agenda. Research Journal of Social Science and Management, 2(3), 74-85.
  • Orth, UR., Malkewitz, K. (2008). Holistic package design and consumer brand impressions. Journal of marketing, 72(3), 64-81.
  • Özmen, Ş. (2014). E-Ticaret ağ ekonomisinde yeni ticaret yolu. İstanbul: İstanbul Bilgi Üniversitesi Yayınları.
  • Pillai, RG., Bindroo, V. (2014). The moderating roles of perceived complementarity and substitutability on the perceived manufacturing difficulty–extension attitude relationship. Journal of Business Research, 67(7), 1353-1359.
  • Pitta, D., Franzak, F., Fowler, D. (2006). A strategic approach to building online customer loyalty: integrating customer profitability tiers, Journal of Consumer Marketing, 23(7), 421-9.
  • Robson, K., Plangger, K., Kietzmann, JH., McCarthy, I., Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420. doi: http://dx.doi.org/10.1016/j.bushor.2015.03.006
  • Seiders, K., Voss, GB., Godfrey, AL., Grewal, D. (2007). SERVCON: development and validation of a multidimensional service convenience scale. Journal of the Academy of Marketing Science, 35(1), 144-156.
  • Small, J., Melewar, T., Pittard, N., Ewing, M., Jevons, C. (2007). Aesthetic theory and logo design: Examining consumer response to proportion across cultures. International Marketing Review, 24(4), 457-473.
  • Tarute, A., Nikou, S., Gatautis, R. (2017). Mobile application driven consumer engagement. Telematics and Informatics, 34(4), 145-156.
  • Teo, AC., Tan, GWH., Ooi, KB., Hew, TS., Yew, KT. (2015). The effects of convenience and speed in m-payment. Industrial Management & Data Systems, 115(2), 311-333.
  • Turner, J., Wılson, K. (2006). Grocery loyalty: tesco clubcard and its impact on loyalty, British Food Journal, 108(11):958-964.
  • Venkatesh, V., Thong, JY., Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly, 36(1), 157-178.
  • Wu, LW. (2011). Satisfaction, inertia, and customer loyalty in the varying levels of the zone of tolerance and alternative attractiveness. Journal of Services Marketing, 25(5), 310-322.
  • Zhao, Z., Balagué, C. (2015). Designing branded mobile apps: Fundamentals and recommendations. Business Horizons, 58(3), 305-315.
  • Zhou, T. (2016). Examining user switch between mobile stores: A push-pull-mooring perspective. Information Resources Management Journal, 29(2), 1-13.
Toplam 46 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İşletme
Bölüm Makaleler
Yazarlar

Murat Gülmez 0000-0003-2584-785X

Saadet Sağtaş 0000-0003-1834-2132

Yayımlanma Tarihi 31 Aralık 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 4 Sayı: 2

Kaynak Göster

APA Gülmez, M., & Sağtaş, S. (2020). TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP. Osmaniye Korkut Ata Üniversitesi İktisadi Ve İdari Bilimler Fakültesi Dergisi, 4(2), 1-18.
AMA Gülmez M, Sağtaş S. TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP. Osmaniye Korkut Ata Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi. Aralık 2020;4(2):1-18.
Chicago Gülmez, Murat, ve Saadet Sağtaş. “TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP”. Osmaniye Korkut Ata Üniversitesi İktisadi Ve İdari Bilimler Fakültesi Dergisi 4, sy. 2 (Aralık 2020): 1-18.
EndNote Gülmez M, Sağtaş S (01 Aralık 2020) TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP. Osmaniye Korkut Ata Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi 4 2 1–18.
IEEE M. Gülmez ve S. Sağtaş, “TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP”, Osmaniye Korkut Ata Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, c. 4, sy. 2, ss. 1–18, 2020.
ISNAD Gülmez, Murat - Sağtaş, Saadet. “TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP”. Osmaniye Korkut Ata Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi 4/2 (Aralık 2020), 1-18.
JAMA Gülmez M, Sağtaş S. TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP. Osmaniye Korkut Ata Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi. 2020;4:1–18.
MLA Gülmez, Murat ve Saadet Sağtaş. “TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP”. Osmaniye Korkut Ata Üniversitesi İktisadi Ve İdari Bilimler Fakültesi Dergisi, c. 4, sy. 2, 2020, ss. 1-18.
Vancouver Gülmez M, Sağtaş S. TRANSITION PROCESS FROM USING MEMBER CARDS TO MOBILE APPLICATIONS: A REVIEW ON THE STARBUCKS APP. Osmaniye Korkut Ata Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi. 2020;4(2):1-18.