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RT 432 Rebrand Right : How to Refresh Your Brand and Mark By Rachel Fairley;Sarah Robb | RT 433 Big Brands Are Watching You : Marketing Social Jus By Francesca Sobande | RT 434 Trends in Business Process Modeling and Digital Ma By Arshi, Naim;Praveen, Kumar Malik |
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| Articles |
| Contracting in live streaming e‐commerce retailing under dual information asymmetry: the role of competition. By Zhang, Haiyue;Feng, Shuting;Li, Mengli International Transactions in Operational Research. Nov2026, Vol. 33 Issue 6, p4315-4351. 37p. Abstract :In the live streaming e‐commerce market, heterogeneous live streamers compete over a cooperation contract to promote a manufacturer`s product interactively. Considering the small live streamer`s selling ability information and the manufacturer`s product quality information are private, we develop a principal–agent model to screen the private information. Since the big live streamer is stronger while the small live streamer is weaker than the manufacturer, the contract decision authority of the manufacturer (i.e., the principal) would shift to the big live streamer when cooperating with the big live streamer (i.e., the agent). After analyzing the impacts of competition and information asymmetry on the manufacturer, we find that information advantage could hurt the high‐quality manufacturer in some conditions, which is contrary to the common sense that information advantage always generates non‐negative information rent for its owners. Moreover, with the increase of quality differentiation, the manufacturer first suffers greater losses and then suffers smaller losses and then benefits more revenues and then benefits less revenues from its information advantage under a low‐commission separating strategy. In addition, we find that the manufacturer can benefit from the competition among heterogeneous live streamers. The higher the quality of the manufacturer, the more capable they are of benefiting. This result underscores the urgency for manufacturers to cultivate their own live streamers to compete with the big ones in practice. | |||
| ALL THAT GLITTERS IS NOT GOLD: IDENTIFICATION, EXTRACTION, AND APPLICATIONS OF PRODUCT INFORMATION FROM ONLINE CONSUMER REVIEWS. By Fresneda, Jorge E.;Gefen, David;Hill, Chelsey H. Journal of Electronic Commerce Research. 2026, Vol. 27 Issue 4, p312-334. 23p. Abstract :Existing research showed that voting the helpfulness of online reviews may not be the most appropriate measure of the quality of the information provided by those reviews. This paper suggests a new approach to rank online consumer reviews based on three variables of the relative information content of the textual portion of each review and the readability of that text, as reflecting how well the information is conveyed. The study shows the value of this approach over and above previous measures based on human votes. The study then extends that approach to the evaluation of the contribution of individual reviewers. The methodology was tested on 49,143 online reviews from three dissimilar product categories available on Amazon.com: appliances, computers, and luxury beauty. The implications of the proposed methodology and its potential applicability are discussed. | |||
| UNDERSTANDING HOW AND WHEN GAMIFICATION LEADS TO ONLINE SHOPPING: A NUDGE PERSPECTIVE. By Wang, Nan;Peng, Yuxing;Sun, Yongqiang Journal of Electronic Commerce Research. 2026, Vol. 27 Issue 4, p351-372. 22p. Abstract :The gamification design of e-commerce integrates game and shopping tasks to promote consumers` purchase behaviors. However, it often works inefficiently given the low conversion rate from game participants to product buyers. To better understand the relationship between gamification and purchase behaviors, this study identified two types of engagement, namely game part engagement and task part engagement, and highlighted the mediating role of task part engagement from a nudge perspective. An online survey with 234 consumers was carried out to validate the proposed hypotheses. The results suggested that the relationship between game part engagement and purchase intention was fully mediated by task part engagement, and this relationship was strengthened by task voluntariness. Further, game part engagement was found to be determined by two gamification affordances, e.g., achievement affordance and immersion affordance. This study advances theoretical understanding of the effectiveness of gamification design in e-commerce context by distinguishing task part engagement from game part engagement and theorizing the potential mediating and moderating mechanisms. | |||
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| News |
| Flipkart extends zero-commission policy to all fashion products, benefiting 90,000 sellers By Economic Times; July 8, 2026 |
| Amazon aims to raise $25 billion from bond sale By Economic Times; July 8, 2026 |
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