A Decision Analysis Model for the Brand Experience of Branded Apps Using Consistency Fuzzy Linguistic Preference Relations
Abstract
:1. Introduction
2. Literature Review
2.1. Mobile App and Branded App
2.2. Brand Experience of Branded App
2.3. Loyalty and Satisfaction of Brand Experience
2.4. Consistency Fuzzy Linguistic Preference Relations
3. Decision Analysis Model Building
3.1. Model Building Concept
3.2. Steps to Create an Analytic Model
4. Empirical Analysis
4.1. Overview of Retailers’ Brands
4.2. Survey and Analysis Results
5. Discussion
6. Conclusions
6.1. Academic Implications
6.2. Managerial Implications
6.3. Suggestions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Facet | Definition | Reference |
---|---|---|
Affective | Inner feelings toward a brand; views and attitude towards an event; subjective emotional experience | [24] |
Cognitive | Process of using concepts, perceptions, judgment, and imagination to acquire brand-related knowledge | [24] |
Behavioral | Behavioral response prompted by a brand that invigorates customers or makes them display a specific behavioral pattern | [24] |
Relational | Formation of a certain relationship or connection with a brand | [25] |
Facet | Attribute | Attribute Description | Reference |
---|---|---|---|
Affective | Emotions | Using this app makes me feel happy, excited, pleasant, etc. | [24] |
Feelings | The app builds an emotional bond between me and the brand. | [24] | |
Motivation to participate | The app often makes me want to participate in buying, information-collecting, and credit-accumulating activities. | [25] | |
Cognitive | Knowledge | The app makes me want to know more about the brand. | [24] |
Curiosity | This app arouses my curiosity. | [24] | |
Finding information | The app prompts me to actively search for information regarding promotions and new products. | [24] | |
Behavioral | Functional experience | I want to use the functions (e.g., mobile shopping and information on new products) of the app again. | [24] |
Passive participation | When receiving coupons or updated information on products through the app, I will spend on the brand. | [25] | |
Active participation | I actively participate in in-app events (e.g., limited-time offers). | [24] | |
Relational | Brand personality | The app displays a brand personality that is compatible with mine. | [26] |
Brand attachment | I believe that using this app will lead me to develop a strong affection and psychological attachment toward the brand. | [7] | |
Self-identification | When using the app, I identify myself as a member of the brand community. | [25] |
Linguistic Variable | Triangular Fuzzy Number | Code |
---|---|---|
Demonstrated importance (DI) | (2,5/2,3) | |
Very strong importance (VSI) | (3/2,2,5/2) | |
Strong importance (SI) | (1,3/2,2) | |
Moderate importance (MI) | (1/2,1,3/2) | |
Equal importance (EI) | (1,1,1) | |
Moderate unimportance (MUI) | (2/3,1,2) | |
Strong unimportance (SUI) | (1/2,2/3,1) | |
Very strong unimportance (VSUI) | (2/5,1/2,2/3) | |
Demonstrated unimportance (DUI) | (1/3,2/5,1/2) |
Attribute | 7-ELEVEn | FamilyMart | ||
---|---|---|---|---|
ui | pi | ui | pi | |
Emotions (A1) | 1.279 | 0.343 | 1.106 | 0.385 |
Feelings (A2) | 1.358 | 0.348 | 1.108 | 0.402 |
Motivation to participate (A3) | 1.216 | 0.450 | 0.989 | 0.563 |
Knowledge (C1) | 1.369 | 0.374 | 1.091 | 0.492 |
Curiosity (C2) | 1.326 | 0.375 | 1.094 | 0.437 |
Finding information (C3) | 1.142 | 0.518 | 1.058 | 0.568 |
Functional experience (B1) | 1.195 | 0.495 | 1.010 | 0.648 |
Passive participation (B2) | 1.145 | 0.496 | 1.054 | 0.546 |
Active participation (B3) | 1.220 | 0.438 | 1.114 | 0.523 |
Brand personality (R1) | 1.114 | 0.447 | 1.107 | 0.499 |
Brand attachment (R2) | 1.166 | 0.428 | 1.123 | 0.476 |
Self-identification (R3) | 1.182 | 0.447 | 1.081 | 0.429 |
Sum pi | 5.159 | 5.968 |
Attribute | 7-ELEVEn | FamilyMart | ||
---|---|---|---|---|
L | S | L | S | |
Emotions (A1) | 0.482 | 0.518 | 0.476 | 0.524 |
Feelings (A2) | 0.486 | 0.514 | 0.491 | 0.509 |
Motivation to participate (A3) | 0.491 | 0.509 | 0.490 | 0.510 |
Knowledge (C1) | 0.483 | 0.517 | 0.486 | 0.514 |
Curiosity (C2) | 0.485 | 0.515 | 0.480 | 0.520 |
Finding information (C3) | 0.491 | 0.509 | 0.488 | 0.512 |
Functional experience (B1) | 0.478 | 0.522 | 0.486 | 0.514 |
Passive participation (B2) | 0.481 | 0.519 | 0.488 | 0.512 |
Active participation(B3) | 0.510 | 0.490 | 0.498 | 0.501 |
Brand personality (R1) | 0.517 | 0.483 | 0.489 | 0.511 |
Brand attachment (R2) | 0.517 | 0.483 | 0.499 | 0.502 |
Self-identification (R3) | 0.503 | 0.497 | 0.495 | 0.505 |
Influence degree value : | 0.494 | 0.506 | 0.489 | 0.511 |
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Hsu, T.-H.; Chen, C.-H.; Yang, Y.-W. A Decision Analysis Model for the Brand Experience of Branded Apps Using Consistency Fuzzy Linguistic Preference Relations. Symmetry 2021, 13, 1151. https://doi.org/10.3390/sym13071151
Hsu T-H, Chen C-H, Yang Y-W. A Decision Analysis Model for the Brand Experience of Branded Apps Using Consistency Fuzzy Linguistic Preference Relations. Symmetry. 2021; 13(7):1151. https://doi.org/10.3390/sym13071151
Chicago/Turabian StyleHsu, Tsuen-Ho, Chun-Hsien Chen, and Ya-Wun Yang. 2021. "A Decision Analysis Model for the Brand Experience of Branded Apps Using Consistency Fuzzy Linguistic Preference Relations" Symmetry 13, no. 7: 1151. https://doi.org/10.3390/sym13071151
APA StyleHsu, T. -H., Chen, C. -H., & Yang, Y. -W. (2021). A Decision Analysis Model for the Brand Experience of Branded Apps Using Consistency Fuzzy Linguistic Preference Relations. Symmetry, 13(7), 1151. https://doi.org/10.3390/sym13071151