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<title>Research in marketing and innovation (R+M+I)</title>
<link>https://hdl.handle.net/10259/4731</link>
<description/>
<pubDate>Sat, 18 Apr 2026 22:29:37 GMT</pubDate>
<dc:date>2026-04-18T22:29:37Z</dc:date>
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<title>How does sustainable development education shape motivations for using collaborative consumption platforms?</title>
<link>https://hdl.handle.net/10259/11319</link>
<description>How does sustainable development education shape motivations for using collaborative consumption platforms?
Antón Maraña, Paula; Pérez Cornejo, Clara; Rodríguez Torrico, Paula
Purpose – Current consumption patterns have aggravated environmental degradation. In response, collaborative consumption (CC) through&#13;
collaborative platforms (CPs) has emerged as a sustainable alternative. Although CPs can support sustainability, their environmental benefits remain&#13;
contested, following the observation of consumerism rebound effects. Given education’s potential to increase knowledge about the importance of&#13;
sustainability, this study aims to explore the impact of sustainable development education (SDE) on the extrinsic motivations (functional utility,&#13;
economic utility, moral utility and hedonic utility) and intrinsic motivations (ecological awareness, eco-anxiety, green orientation and consumerism)&#13;
that improve attitudes toward CPs and increase intentions to use them.&#13;
Design/methodology/approach – This research is based on two studies, each using a different sample: one of high school students (N = 232) and one&#13;
of older people enrolled in a lifelong learning program (N = 157). A questionnaire collected the data that were analyzed to test the research hypotheses.&#13;
Findings – SDE significantly influences intrinsic and extrinsic motivations. The results suggest that CPs are primarily used for commercial rather than&#13;
sustainability purposes because attitudes are predominantly shaped by extrinsic motivations. In addition, motivators play a mediating role in the proposed model.&#13;
Practical implications – This study highlights critical social and practical implications by emphasizing the need for educational systems that&#13;
promote responsible consumption and challenge students’ consumeristic and materialistic tendencies.&#13;
Originality/value – To the best of the authors’ knowledge, this study is the first to examine the influence of SDE on CC and comprehensively&#13;
explore the roles of intrinsic and extrinsic motivations in the context of CPs, shedding light on the CC paradox.
</description>
<pubDate>Wed, 01 Oct 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">https://hdl.handle.net/10259/11319</guid>
<dc:date>2025-10-01T00:00:00Z</dc:date>
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<title>Do satisfaction and satiation both drive immediate and delayed subscription cancellation? Implications for subscription video-on-demand services</title>
<link>https://hdl.handle.net/10259/11145</link>
<description>Do satisfaction and satiation both drive immediate and delayed subscription cancellation? Implications for subscription video-on-demand services
Becerril Castrillejo, Ismael; Nieto-García, Marta; Muñoz-Gallego, Pablo Antonio
Subscription video-on-demand (SVoD) services are facing a continuous increase in cancellation rates. To tackle this challenge, this study investigates how platform satisfaction and content satiation affect consumer's perceived value, which ultimately determines the cancellation decision. We use data from consumers of SVoD (n = 465). A moderated mediation analysis analyzes the interplay of platform satisfaction, perceived value and content satiation in immediate (vs delayed) cancellation decisions. Our findings show that perceived value and content satiation are the early predictors of subscription cancellation. Surprisingly, satisfaction with the platform is not a sufficient antecedent of cancellation, whereas competitors' attractiveness accelerates this decision. Satiated consumers consider a delayed cancellation of their subscription because of a gradual decline in their perception of future utility. This suggests that they are able to infer future satiation and discount their expectations when making a subscription cancellation decision. We provide actionable recommendations for platforms to retain consumers: to periodically advance their future releases and to effectively communicate the variety of their content. Platforms should also be vigilant of competitors' acquisition strategies since these penalize consumer perceived value, which accelerates cancellation.
</description>
<pubDate>Sun, 01 Feb 2026 00:00:00 GMT</pubDate>
<guid isPermaLink="false">https://hdl.handle.net/10259/11145</guid>
<dc:date>2026-02-01T00:00:00Z</dc:date>
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<item>
<title>Consumer brand-cyberbullying in online brand communities: A conceptual and empirical extension</title>
<link>https://hdl.handle.net/10259/11055</link>
<description>Consumer brand-cyberbullying in online brand communities: A conceptual and empirical extension
Breitsohl, Jan; Jiménez Torres, Nadia Huitzilin; Roschk, Holger; Megicks, P.R.; Aagerup, U.
Companies like Manchester United and Nike host some of the largest online communities on social media to promote their brands. Increasingly, these communities experience incidents of cyberbullying amongst their members. Drawing on research from information studies, psychology, and marketing, we report on observations of eight online brand communities to reveal four conceptual elements – Aggression, Interpersonality, Reinforcing Platform Architecture, and Identity Focus – of consumer brand-cyberbullying (Study 1). Subsequently, we use survey data to show that a key explanation for why consumers who identify with brands bully others lies in their materialistic aspirations, and the extent of this depends on their online community participation, prior cyber-bullying experiences, and brand involvement (Study 2). Our findings provide insights for companies in shaping their policies and interventions to address this problematic behavior of online consumers.
</description>
<pubDate>Sat, 01 Nov 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">https://hdl.handle.net/10259/11055</guid>
<dc:date>2025-11-01T00:00:00Z</dc:date>
</item>
<item>
<title>Drivers for video games perceived addiction among console and smartphone users</title>
<link>https://hdl.handle.net/10259/10865</link>
<description>Drivers for video games perceived addiction among console and smartphone users
Camarero Izquierdo, María Carmen; Jiménez Torres, Nadia Huitzilin; San José Cabezudo, Rebeca; San Martín Gutiérrez, Sonia
Purpose.  This  study  aims  to  determine  whether  perceived  addiction  to  video  games  is  affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework of motivation, a structural model is proposed that considers three drivers (self-efficacy, challenge, and need for escapism) and an inhibitor (subjective norms) to explain the time spent on video games and perceived addiction. Methodology. We used a minimum partial squares (PLS) approach to estimate the structural equation model using first-hand information  from  547  gamers  in  Spain.  Findings. The  results  suggest  that,  regardless  of  the  user’s  device,  the  two  main  factors  determining  whether  they  perceive  being  addicted  to  video  games  are  the amount of time they spend playing and their need for escapism. We found that, specifically for console gamers, perceived self-efficacy and challenge affected how much time they spent playing. The perception of videogame addiction has increased because of the need for escapism, especially among smartphone gamers, because gaming applications and smartphones are portable and allow infinite time and space usage. Contribution. This work contributes to the existing literature by focusing on the ype of device video gamers use and determining that there are indeed differences in how self-efficacy and challenge variables influence the time spent playing and perception of addiction. However, the need  for  escapism  is  the  most  determining  factor  for  the  perception  of  addiction  to  video  games  in  players with both devices; Propósito.  Este  estudio  tiene  como  objetivo  determinar  si  la  adicción  percibida  a  los  videojuegos se ve afectada por el tipo de dispositivo utilizado para jugar (smartphone versus consola), prestando  especial  atención  a  los  factores  que  motivan  a  jugar.  Considerando  el  marco  teórico  de  la  motivación, se propone un modelo estructural que considera tres impulsores (autoeficacia, desafío y necesidad  de  escapismo)  y  un  inhibidor  (normas  subjetivas)  para  explicar  el  tiempo  dedicado  a  los  videojuegos y la adicción percibida.  Metodología. Utilizamos un enfoque de mínimos cuadrados parciales (PLS)  para  estimar  el  modelo  de  ecuaciones  estructurales  con  información  de  primera  mano  de  547  jugadores  en  España.  Resultados  y  conclusiones.  Los  resultados  sugieren  que,  independientemente  del dispositivo del usuario, los dos factores principales que determinan que se perciba adicción a los videojuegos  son  la  cantidad  de  tiempo  dedicado  a  jugar  y  la  necesidad  de  escapismo.  Encontramos  que, específicamente para los jugadores con consola, su autoeficacia percibida y el desafío afectan a la cantidad de tiempo que pasan jugando. En el caso de la percepción de la adicción a los videojuegos, ésta se incrementa debido a la necesidad de escapismo, especialmente entre los jugadores con móvil, porque las aplicaciones de juegos y el propio teléfono móvil son portátiles y permiten un uso sin límites de tiempo y espacio. Aporte original. Este trabajo contribuye a la literatura existente al centrarse en el tipo de dispositivo que utilizan los video jugadores y determina que, efectivamente, existen diferencias en cómo las variables de autoeficacia y desafío influyen en el tiempo dedicado a jugar y la percepción de adicción. Sin embargo, la necesidad de escapismo es el factor más determinante para percibir adicción a los videojuegos en jugadores con ambos dispositivos.
</description>
<pubDate>Mon, 01 Sep 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">https://hdl.handle.net/10259/10865</guid>
<dc:date>2025-09-01T00:00:00Z</dc:date>
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