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In this paper, we investigate whether and to what extent exposure to a company's social media activities over time is beneficial for corporate reputation, and whether conversational human voice mediates this relation. In a two-wave longitudinal survey among 1969 respondents, we assessed consumers' exposure to an international airline's social media activities, perceived level of conversational human voice and perception of corporate reputation. The results show that consumers' level of exposure to company social media activities precedes perceptions of corporate reputation. Also, conversational human voice mediates the relation between consumers' level of exposure to company social media activities and perceptions of corporate reputation. We discuss the implications of the results for the presence of organizations in social media.
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As part of my PhD research, I investigate the factors of student success and the influence of the use of social media by first year students in higher education. For this I use the insights provided by the highly influential and leading integration theory of Tinto and diminished the amount of variables by only using the best predictive ones. Hereby, avoiding the capitalization of chance and establishing a more easy to use model for teachers and management. Furthermore, I enriched the model with the use of social media, in particular Facebook, to better suit students’ contemporary society in the developed world. Principal component analysis on Facebook usage provided different integration/engagement components, which I coined peer-engagement and knowledge engagement. Both consisted of various purposes of Facebook use (information, education, social and leisure) and the use of different pages amongst students. To uncover if these latent variables play a significant role in student success or if Facebook is a multi-distracting platform, two models were compared using structural equation modeling with SPSS AMOS; one with and one without the peer-, and knowledge engagement variables. The fit of both models are compared using the normed fit index (NFI), the comparative fit index (CFI), the Tucker-Lewis Index (TLI) and the root mean square error of approximation (RMSEA). In addition, the direct influence and indirect influence of all variables are compared to provide a better insight into what kind of influence social media can have upon student success.
Corporate reputation is a valuable intangible asset for companies, yet is increasingly difficult to manage in an era with hard-to-control online conversations. In this paper, we investigate whether and when a company's online activities to acquire engaged consumers are beneficial for corporate reputation. In a survey among 3531 customers and non-customers of an international airline, we measured consumers' engagement in the airline's social media activities and perception of corporate reputation. Results show that consumers' intensity of social media use is positively related to their engagement in the airline's social media activities, especially among customers. Engagement in the social media activities in turn is positively related to corporate reputation, especially among non-customers. We discuss the implications of the results for social media policies in the travel and tourism industry.
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The presented research project will address parasocial interaction (PSI) directed towards non-player characters (NPCs) within video games. As first described by Horton and Wohl in 1956, the investigation of PSI has been predominantly limited to the context of linear media. Consequently, a significant research gap has emerged, prompting the need for this study. This research endeavors to bridge this gap by conducting multiple studies that delve into different aspects of a character's presence that seem to affect PSI. For example, factors such as obtrusiveness and persistence will be investigated due to their potential influence on the strength of PSI (Hartmann, Schramm, & Klimmt, 2004). Furthermore, the inquiry extends to exploring the collective impact of a group of NPCs on PSI dynamics. To achieve these objectives, the research will employ research through design methods, involving iterative modifications to the NPCs across various test setups. A game-based research environment will be created for participant exposure, leveraging the video game RimWorld (Ludeon Studios, 2018) as a foundational framework that can be adapted as necessary. Employing a quantitative approach, the studies will document the impact different aspects of a character’s presence have on the strength of PSI observed. The outcomes of this research endeavor will be disseminated among fellow game developers through artistic interventions, such as, for example, game jams. This approach seeks to not only contribute to the scholarly understanding of PSI but also offer practical insights in the context of game development.
De retailsector verandert diepgaand en structureel. Door ontwikkelingen in technologie, sociaal-culturele en demografische trends en ook door veranderingen binnen het domein van retail zelf, staan veel ondernemingen en andere stakeholders, zoals gemeenten, de vastgoedsector en toeleveranciers van het winkelbedrijf voor belangrijke uitdagingen. Dit veld vormt een belangrijk onderzoeksthema van praktijkgericht onderzoek van lectoraten binnen het Hoger Beroepsonderwijs. Dat is nu nog versnipperd, maar kan en kracht en relevantie winnen bij samenwerking. Het lectorenplatform Retail Innovation beoogt door middel van bundeling en gecoördineerde en deels gezamenlijke uitvoering van nieuw praktijkgericht retail onderzoek door de lectoren in het HBO een betere gestructureerde bijdrage leveren aan de noodzakelijke innovatie in de retailsector in Nederland, in het bijzonder op basis van de nationale retail(onderzoeks)agenda. Vanuit die bundeling de verbinding leggen met de retailsector, samen met geassocieerde partners zoals TKI CLICKNL, belangstellende universiteiten en relevante organisaties en vertegenwoordigers van de retailsector om de doorwerking van bevindingen en resultaten verder te versterken.