Masterarbeit, 2002
137 Seiten, Note: 8.5
1 INTRODUCTION
1.1 NEW PERSPECTIVES OF RELATIONSHIP MARKETING
1.1.1 Problem Statement
1.1.2 Subquestions
1.2 DELIMITATIONS OF THE STUDY
1.3 CONTRIBUTION
1.3.1 Theoretical Contribution
1.3.2 Practical Contribution
1.4 CHAPTER OUTLINE
2 BRAND COMMUNITIES
2.1 INTRODUCTION
2.2 BRAND COMMUNITIES
2.3 THE KOLONISTEN VAN CATAN COMMUNITY
2.4 SUMMARY
3 RELATIONSHIP MARKETING
3.1 INTRODUCTION
3.2 ASPECTS OF RELATIONSHIP MARKETING
3.2.1 Relationship Marketing Definitions
3.2.2 Summary Relationship Marketing Definitions
3.3 TRUST
3.4 COMMITMENT
3.5 SUMMARY
4 BRANDING
4.1 INTRODUCTION
4.2 BRANDS VS. PRODUCTS
4.2.1 Products
4.2.2 Brands
4.3 CUSTOMER-BRAND RELATIONSHIPS
4.3.1 Conceptualisation
4.3.2 Determinants of Brand Relationship Quality
4.3.3 Hypotheses Development
4.4 BRAND TRUST AND BRAND AFFECT
4.5 BRAND LOYALTY
4.5.1 Components of Loyalty
4.6 SUMMARY
5 RESEARCH DESIGN
5.1 INTRODUCTION
5.2 PROBLEM DEFINITION AND RESEARCH APPROACH
5.3 RESEARCH DESIGNS
5.3.1 Descriptive Research
5.3.2 Survey Method
5.3.3 Sampling Plan
5.3.2 Questionnaire Development
5.4 SUMMARY
6 ANALYSIS AND RESULTS
6.1 INTRODUCTION
6.2 HYPOTHESES DEVELOPMENT
6.3 ANALYSIS
6.3.1 Analysis of Relationships
6.3.2 Analysis of Differences Between Events
6.3.3 Analysis of Differences With Respect to the Experience Level
6.3.4 Analysis of Antecedents of Brand Trust and Affect
6.3.5 Analysis of Consequences of Brand Trust and Affect
6.4 SUMMARY
7 CONCLUSION
7.1 INTRODUCTION
7.2 OVERVIEW
7.2.1 Overview of Theoretical Findings
7.3 MATCH OF PRACTICAL FINDINGS WITH THE THEORY
7.4 MANAGERIAL IMPLICATIONS
7.5 LIMITATIONS AND SUGGESTIONS FOR FUTURE RESEARCH
This thesis examines the existence and characteristics of brand community relationships within a product category distinct from the automobile industry, specifically focusing on the board game Kolonisten van Catan. The primary objective is to evaluate whether brand community relationships and relationship marketing strategies—defined by factors like trust, affect, and commitment—can be effectively applied in this new setting to foster sustainable brand loyalty and competitive advantage.
Brand Communities
One author discussing consumption communities and their effect is Oliver (1999). He discusses the effects of social bonding as well as satisfaction, and personal determinism on loyalty. In his article “Whence customer loyalty” he determines the effects of consumption communities on loyalty. “When these additional factors [social bonding and personal determinism] are brought into account, ultimate loyalty emerges as a combination of perceived product superiority, personal fortitude and social bonding and their synergistic effect” (Oliver, 1999, p.33). He goes beyond the cognition-affect-conation concept, where true brand loyalty will involve three decision-making phases by introducing new perspectives on customer loyalty, which are less vulnerable to competitive action than the concepts above:
the brand attribute beliefs must be preferable to competitive offerings (cognitive loyalty)
this information must coincide with an affective preference (attitude) for the brand (affective loyalty)
consumer must have a higher intention (conation) to buy the brand compared with that for alternatives (conative loyalty)
Oliver (1999) argues that the degree of personal fortitude (low, high) will affect loyalty, as customers with high degree of personal fortitude will more easily fight off competitor’s persuasion to switch. Additionally, low and high phases of community and social support will affect loyalty; in other words, community provides the stimulus to remain loyal. The lowest, most vulnerable state of loyalty is the one, which simply relies on product superiority (as this can be easily attacked by competitors) where the customer has a low level of personal fortitude and there is no social support when consuming this product. The highest level of loyalty is the one where personal fortitude and social bonding are both high. Here “the consumer finds a natural match with both the consumable and its environment” (Oliver, 1999, p.40). The consumer will see the product/service as a part of him and regards it as embedded into his lifestyle.
1 INTRODUCTION: This chapter introduces the research context, highlighting the management of customer relationships and the significance of brand communities as a marketing strategy.
2 BRAND COMMUNITIES: This chapter reviews literature on consumption communities and defines brand communities, emphasizing the customer-centric model of relationships.
3 RELATIONSHIP MARKETING: This chapter explores the theoretical aspects of relationship marketing, focusing on trust and commitment as the core building blocks for long-term loyalty.
4 BRANDING: This chapter discusses branding concepts, distinguishing between products and brands, and examines the impact of hedonic and utilitarian values on brand trust and affect.
5 RESEARCH DESIGN: This chapter outlines the methodology, justifying the choice of a descriptive research design and a structured survey approach to validate hypotheses.
6 ANALYSIS AND RESULTS: This chapter presents the empirical findings gathered from the survey, testing hypotheses through factor analysis, reliability tests, and regression models.
7 CONCLUSION: This chapter synthesizes the theoretical findings and empirical results, providing managerial implications and suggestions for future research.
Brand communities, Relationship marketing, Customer loyalty, Brand trust, Brand affect, Hedonic value, Utilitarian value, Event marketing, Brandfests, Kolonisten van Catan, Consumer behavior, Marketing strategy, Customer retention, Brand engagement.
The work primarily investigates whether the theory of brand communities—originally developed for the automobile industry—can be applied to different product categories, specifically the board game Kolonisten van Catan.
Key themes include relationship marketing, the role of trust and commitment, the distinction between hedonic and utilitarian product values, and the impact of brandfests on customer loyalty.
The aim is to determine the extent to which brand community relationships exist for non-automobile products and whether relationship marketing can be considered a consequence of building such communities.
The study uses a descriptive research design, utilizing structured face-to-face surveys conducted during actual brandfests to collect data, followed by statistical analyses like factor analysis and regression.
The main body covers theoretical frameworks for branding and relationship marketing, followed by an empirical section that analyzes survey data to validate hypotheses regarding customer-product, customer-brand, and customer-company relationships.
Key terms such as brand loyalty, trust, and community integration are defined through the lens of psychological attachment and behavioral repurchase intentions, differentiating between attitudinal and behavioral components.
The research concludes that the high hedonic value of the board game significantly influences brand affect, which in turn leads to stronger loyalty compared to products primarily driven by utilitarian functional value.
The study demonstrates that brandfests serve as vital "meaning-filled episodes" that nurture relationships, increase community integration, and provide a competitive advantage by creating context-rich experiences for consumers.
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