SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Wästlund Erik Docent) "

Sökning: WFRF:(Wästlund Erik Docent)

  • Resultat 1-5 av 5
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Andersson K, Pernille (författare)
  • Changing the servicescape : The influence of music, self-disclosure and eye gaze on service encounter experience and approach-avoidance behavior
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The purpose of this thesis is to investigate and understand the effect of a servicescape’s ambient and social conditions on consumers’ service encounter experience and their approach/avoidance behavior in a retail context. In three papers, with a total sample of over 1600 participants (including 550 actual consumers) and seven experiments, the author investigates the effect of music (ambient stimuli), employees’ self-disclosure (verbal social stimuli) and employees’ gazing behavior (nonverbal social stimuli) on consumers’ service encounter experience and approach/avoidance behavior in a retail store.Paper I comprised two experiments, and the aim was to investigate the influence of music on emotions, approach/avoidance behavior. Paper II comprised two experiments, and the aim was to investigate the effect of frontline employees’ personal self-disclosure on consumers’ reciprocal behavior. Paper III comprised three experiments, and the aim was to investigate the influence of employee’s direct eye gaze/ averted eye gaze on consumer emotions, social impression of the frontline employee and encounter satisfaction in different purchase situations.The results in this thesis show that music affects consumers in both positive and negative ways (Paper I). Self-disclosure affects consumers negatively, in such a way that it decreases encounter satisfaction  (Paper II) and, finally, eye gaze affects consumers by regulating both positively – and in some cases also negatively – consumers’ social impression of the frontline employee and their encounter satisfaction (Paper III).The conclusions of this thesis are that both ambient and social stimuli in a servicescape affect consumers’ internal responses, which in turn affect their behavior. Depending on the purchase situation, type of retail, and stimuli, the internal and behavioral responses are different.
  •  
2.
  • Ahlin, Karin, 1963-, et al. (författare)
  • IoT in Elementary School for Everyone – A Research Plan
  • 2022
  • Ingår i: Challenges of Trustable AI and Added-Value on Health. - : IOS Press. - 9781643682846 - 9781643682853 ; , s. 955-956
  • Konferensbidrag (refereegranskat)abstract
    • We propose a tentative research plan to increase students’ mental healthin elementary schools by implementing Internet of Things (IoT) technology. Theresearch plan should answer how to support students’ mental health using IoTsolutions and the critical factors influencing testbeds for IoT solutions with thepreviously mentioned purpose. Our intended research method is Design Science,which we plan to use stepwise.
  •  
3.
  • Bäccman, Charlotte, 1973- (författare)
  • Mind over matter : Non-cognitive assessments for the selection of the Swedish voluntary soldier of peace
  • 2015
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The purpose of this thesis was firstly, to investigate if the current selection system mirrors the task of international deployment and voluntariness. Secondly, to investigate if and how non-cognitive assessments of personality and resilience, individual aspects that seem underrepresented in the current selection system, may increment validity to the current selection system. Since 2012 the Swedish Armed Forces is an All-volunteer Force where young men and women voluntarily can apply for a military service. In contrast to conscription, military service today includes compulsory international deployments with different demands on the personnel’s range of possible abilities and skills as well as selection process—yet the current selection system may not sufficiently correspond to the changes.The thesis comprises four studies (Study I-IV) with relevant military samples, and aside from Study I, a validation of a short version personality questionnaire (PQ) being used in two of the subsequent studies, Study II-IV had a longitudinal design. Study II shows that the former selection system lacked prognostic value of soldiers’ performance during international deployment, and their ability to readjust at homecoming. Additionally, Study II shows that non-cognitive assessments can be used as predictors for readjustment. Study III indicates that international deployment does not need to be harmful for the psychological well-being and that good health seems to be a stable factor across time and situations. Thus, selection of “good health” and resilience may prove fruitful. Study IV suggests that high motivation to serve may have serious consequences for selection decisions and, in the long run, the recruits’ psychological well-being.In sum, this thesis suggests that the current selection system needs adaption to the task of repeated international deployments and to the voluntary applicant pool, and that non-cognitive assessment may increment validity.
  •  
4.
  • Högberg, Johan, 1973- (författare)
  • Gameful experiences : The not so painful road to gainful behavior
  • 2019
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this work is to investigate the experiences that users make when using gamified services and the effect that such experiences have on the targeted behavioral outcomes. Considerable attention is dedicated to the gameful experience, since this experience is necessary for gamification to affect the target behavior. Moreover, the effectiveness of gamification at triggering different motivational mechanisms and the role of engagement is investigated.This dissertation contains three papers. Paper 1 uses a mixed-methods approach to develop a model and a measure of the gameful experience. Paper 2 uses a field experimental approach to investigate the effect of gamification on a decision to use offers in a store, and the role of engagement for this effect to occur. Finally, Paper 3 uses a field experiment to investigate the contribution of gamification to value creation in stores and how such value creation relates to brand engagement.The first main finding is a model of the gameful experience that includes the dimensions of accomplishment, challenge, competition, guided, immersion, playfulness, and social experience, and the instrument for measuring this experience. The second main finding is that challenge-based gamification can induce positive affect, which can influence evaluative judgments (thus utilizing the affective quality of System 1 to change the target behavior) and, ultimately, brand engagement. However, such challenge-based gamification does not seem to be effective when aiming to affect the biased System 1 through effort justification. The third main finding is the results that indicate that a user needs to be engaged in order for a gamified service to work properly.
  •  
5.
  • Shams, Poja, 1980- (författare)
  • What Does it Take to Get your Attention? : The influence of In-Store and Out-of-Store Factors on Visual Attention and Decision Making for Fast-moving Consumer Goods
  • 2013
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Decision making for fast-moving consumer goods involves a choice between numerous similar alternatives. Under such demanding circumstances, a decision is made for one product. The decision is dependent on the interaction between the environment and the mind of the consumer, both of which are filled with information that can influence the outcome. The aim of this dissertation is to explore how the mind and the environment guides attention towards considered and chosen products in consumer decision making at the point-of-purchase.Consumers are equipped with several effort reduction strategies to simplify complex decision making. The selection of strategies can be conscious or automatic and driven by information in the environment or the mind of the decision maker. The selected decision strategy reduces the set of options to one alternative in an iterative process of comparisons that are fast and rely on perceptual cues to quickly exclude irrelevant products. This thesis uses eye-tracking to explore this rapid processing that lacks conscious access or control. The purpose is to explore how product packaging and placement (as in-store factors), and recognition, preferences, and choice task (as out-of-store factors) influence the decision-making process through visual attention.The results of the 10 experiments in the five papers that comprise this thesis shed new light on the role of visual attention in the interaction between the environment and the mind, and its influence on the consumer. It is said that consumers choose with their eyes, which means that unseen is unsold. The results of this thesis show that it is just as important to be comprehended as it is to be seen. In split-second decision making, the ability to recognize and comprehend a product can significantly impact preferences. Comprehension stretches beyond perception as consumers infer value from memory structures that influence attention. Hence, the eye truly sees what the mind is prepared to comprehend.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-5 av 5

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy