| Literature DB >> 35558717 |
Zhounan Huangfu1,2, Yaohui Ruan3, Jing Zhao1, Qiaqia Wang4, Lei Zhou5.
Abstract
With the development of information technology, more and more companies have taken the initiative to build virtual brand communities to strengthen the connection between brands and customers and create brand loyalty, but existing research lacks a clear explanation of how the customer community experience of virtual brand communities affects brand loyalty. In response to this question, this paper investigates the role and mechanism of different types of community experiences, namely information experience, entertainment experience and interactive experience, generated by customers' participation in community activities on brand loyalty based on the customer experience perspective. The findings show that different types of community experiences have a significant impact on brand loyalty, and which community identity is partially mediated in all of them. Further analysis for segmented populations in virtual communities revealed significant differences in the above mechanisms for members of different genders. The findings of this paper are important guidance for companies to manage virtual brand communities and create brand loyalty.Entities:
Keywords: brand community identity; brand loyalty; community experience; social media marketing; virtual brand community
Year: 2022 PMID: 35558717 PMCID: PMC9087722 DOI: 10.3389/fpsyg.2022.865646
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Theoretical model.
Descriptive statistical analysis.
| Variables | Item | Frequency | % | Cumulative% |
| Gender | Male | 237 | 44.05 | 44.05 |
| Female | 301 | 55.95 | 100 | |
| Age (year) | 20 years old or less | 64 | 11.89 | 11.89 |
| 21∼30 years old | 178 | 33.08 | 44.97 | |
| 31∼40 years old | 182 | 33.82 | 78.79 | |
| 41∼50 years old | 84 | 15.61 | 94.40 | |
| 51 years old or above | 30 | 5.57 | 100 | |
| Marriage | Married | 228 | 42.37 | 42.37 |
| Unmarried | 310 | 57.63 | 100 | |
| Profession | Civil Servants | 136 | 25.27 | 25.27 |
| Employees of enterprises | 202 | 37.54 | 62.81 | |
| Students | 64 | 11.89 | 74.70 | |
| Other | 136 | 25.27 | 100 | |
| Education level | High school and below | 68 | 12.63 | 12.63 |
| College | 118 | 21.93 | 34.56 | |
| Undergraduate | 190 | 35.31 | 69.87 | |
| Master’s degree and above | 162 | 30.11 | 100 | |
| Consumption (RMB) | Below 2000 RMB | 116 | 21.56 | 21.56 |
| 2000∼3999RMB | 160 | 29.73 | 51.29 | |
| 4000∼5999RMB | 160 | 29.73 | 81.02 | |
| 6000 RMB or more | 102 | 18.95 | 100 | |
| Continuous use time (year) | less than 1 year | 212 | 39.40 | 39.40 |
| 1∼2 years | 190 | 35.31 | 74.71 | |
| Over 3 years | 136 | 25.27 | 100 |
Confirmatory factor analysis.
| Construct | Measurement items | Factor loadings | Cronbach’s alpha | Construct reliability (CR) | Average variance extracted (AVE) |
| Information experience | INFE1: I have access to some useful information or materials in the OPPO community | 0.804 | 0.793 | 0.800 | 0.573 |
| INFE2: I am willing to provide information to other members in the OPPO community | 0.809 | ||||
| INFE3: When I have a problem, I will go to the OPPO community for information | 0.647 | ||||
| Entertainment experience | ENTE1: I find it interesting in the OPPO community | 0.785 | 0.813 | 0.814 | 0.594 |
| ENTE2: In the OPPO community, I can relax | 0.775 | ||||
| ENTE3: I can relieve stress in the OPPO community | 0.752 | ||||
| Interactive experience | INTE1: In the OPPO community, I can get support and encouragement from other members | 0.650 | 0.810 | 0.821 | 0.608 |
| INTE2: In the OPPO community, I can communicate with people who have similar ideas | 0.880 | ||||
| INTE3: In the OPPO community, I can leave a deep impression on other members. | 0.792 | ||||
| Community Identity | COMI1: I am a part of the OPPO community | 0.669 | 0.815 | 0.811 | 0.591 |
| COMI2: I’m happy when someone thinks the OPPO community is good | 0.850 | ||||
| COMI3: I care about what other members think about the OPPO community | 0.776 | ||||
| Brand loyalty | BRAL1: I will recommend OPPO community to my friends | 0.760 | 0.851 | 0.855 | 0.664 |
| BRAL2: If I change my phone, I will still buy OPPO phone | 0.848 | ||||
| BRAL3: When buying a cell phone, “OPPO cell phone” is my first choice | 0.833 |
Discriminant validity.
| Parameter | Correlation coefficients | Correlation bias-corrected 95% confidence interval | |
| Lower bond (2.5%) | Upper bond (97.5%) | ||
| INFE < – > ENTE | 0.637 | 0.523 | 0.734 |
| INFE < – > INTE | 0.635 | 0.513 | 0.743 |
| INFE < – > COMI | 0.793 | 0.697 | 0.862 |
| INFE < – > BRAL | 0.708 | 0.598 | 0.804 |
| ENTE < – > INTE | 0.629 | 0.504 | 0.742 |
| ENTE < – > COMI | 0.699 | 0.598 | 0.782 |
| ENTE < – > BRAL | 0.578 | 0.453 | 0.702 |
| ENTE < – > COMI | 0.733 | 0.606 | 0.838 |
| ENTE < – > BRAL | 0.746 | 0.644 | 0.831 |
| COMI < – > BRAL | 0.765 | 0.644 | 0.868 |
Information experience = INFE; Entertainment experience = ENTE; Interactive experience = INTE; Community identity = COMI; Brand loyalty = BRAL.
Model fit criteria and test results.
| Model fit | Criteria | Model fit of research model |
| χ2 | The small the better | 242.273 |
| DF | The large the better | 83 |
| Normed Chi-sqr (χ2/DF) | < 5 | 2.919 |
| RMSEA | < 0.08 | 0.060 |
| SRMR | < 0.08 | 0.043 |
| TLI | > 0.9 | 0.953 |
| CFI | > 0.9 | 0.963 |
| GFI | > 0.9 | 0.937 |
| AGFI | > 0.9 | 0.909 |
Regression coefficient.
| Hypothesis | Unstd. coefficient | S.E. | z-value | Std. coefficient |
| H1: INFE- > COMI | 0.354 | 0.045 | 7.937 | 0.474 |
| H2: ENFE- > COMI | 0.283 | 0.042 | 6.707 | 0.378 |
| H3: INFTE- > COMI | 0.165 | 0.049 | 3.343 | 0.171 |
| H4: COMI- > BRAL | 0.922 | 0.071 | 13.032 | 0.819 |
Information experience = INFE; Entertainment experience = ENTE; Interactive experience = INTE; Community identity = COMI; Brand loyalty = BRAL.
*** p-value < 0.001.
The analysis of indirect effect.
| Indirect effect | Path coefficient (β) | SE | Z-Value | p-value | Bootstrap | |
| Bias-corrected 95% | ||||||
| Lower | Upper | |||||
| H5: INFE→COMI→BRAL | 0.326 | 0.059 | 5.525 | 0.001 | 0.218 | 0.453 |
| H6: ENTE→COMI→BRAL | 0.261 | 0.070 | 3.729 | 0.003 | 0.140 | 0.404 |
| H7: INTE→COMI→BRAL | 0.152 | 0.067 | 2.269 | 0.023 | 0.023 | 0.293 |
Information experience = INFE; Entertainment experience = ENTE; Interactive experience = INTE; Community identity = COMI; Brand loyalty = BRAL.