- Consumer Behavior in Brand Consumption and Identification
- Media, Gender, and Advertising
- Culinary Culture and Tourism
- Consumer Retail Behavior Studies
- Wine Industry and Tourism
- Fashion and Cultural Textiles
- Cultural Industries and Urban Development
- Anthropological Studies and Insights
- Art History and Market Analysis
- Religious Tourism and Spaces
- Public Spaces through Art
- Anthropology: Ethics, History, Culture
- Geographies of human-animal interactions
- Digital Games and Media
- Cross-Cultural and Social Analysis
- Migration, Ethnicity, and Economy
- Impact of Technology on Adolescents
- Nostalgia and Consumer Behavior
- Customer Service Quality and Loyalty
- Globalization and Cultural Identity
- Social and Cultural Dynamics
- Psychology of Social Influence
- Management and Organizational Studies
- Media Influence and Health
- Smart Cities and Technologies
University of Mendoza
2025
University of Notre Dame
2013-2024
Intel (United States)
2002-2022
Intel (United Kingdom)
1999-2022
University of Northern British Columbia
2011-2021
Michigan State University
2005-2013
University of Guelph
2010-2012
University of Illinois Urbana-Champaign
2010
National University of Ireland, Maynooth
2010
York University
2008
Journal Article The Sacred and the Profane in Consumer Behavior: Theodicy on Odyssey Get access Russell W. Belk, Belk Search for other works by this author on: Oxford Academic PubMed Google Scholar Melanie Wallendorf, Wallendorf John F. Sherry, Jr. of Research, Volume 16, Issue 1, June 1989, Pages 1–38, https://doi.org/10.1086/209191 Published: 01 1989 history Received: November 1987 Revision received: 1988
Retro brands are relaunched historical with updated features. The authors conduct a “netnographic” analysis of two prominent retro brands, the Volkswagen New Beetle and Star Wars: Episode I—The Phantom Menace, that reveals importance Allegory (brand story), Aura essence), Arcadia (idealized community), Antinomy paradox). brand meanings predicated on utopian communal element an enlivening paradoxical essence. management involves uneasy, cocreative, occasionally clamorous alliance between...
Journal Article Gift Giving in Anthropological Perspective Get access John F. Sherry, Jr. Search for other works by this author on: Oxford Academic PubMed Google Scholar of Consumer Research, Volume 10, Issue 2, September 1983, Pages 157–168, https://doi.org/10.1086/208956 Published: 01 1983 history Received: January Revision received: June
The phrase “fast fashion” refers to low-cost clothing collections that mimic current luxury fashion trends. Fast helps sate deeply held desires among young consumers in the industrialized world for fashion, even as it embodies unsustainability. Trends run their course with lightning speed, today's latest styles swiftly trumping yesterday's, which have already been consigned trash bin. This article addresses inherent dissonance fast consumers, who often share a concern environmental issues...
Journal Article A Naturalistic Inquiry into Buyer and Seller Behavior at a Swap Meet Get access Russell W. Belk, Belk Search for other works by this author on: Oxford Academic PubMed Google Scholar John F. Sherry, Jr., Jr. Melanie Wallendorf of Consumer Research, Volume 14, Issue 4, March 1988, Pages 449–470, https://doi.org/10.1086/209128 Published: 01 1988 history Received: 1987 Revision received: July
Journal Article A Sociocultural Analysis of a Midwestern American Flea Market Get access John F. Sherry, Jr. Search for other works by this author on: Oxford Academic PubMed Google Scholar Consumer Research, Volume 17, Issue 1, June 1990, Pages 13–30, https://doi.org/10.1086/208533 Published: 01 1990 history Received: February 1989 Revision received: October
Journal Article Speaking of Art as Embodied Imagination: A Multisensory Approach to Understanding Aesthetic Experience Get access Annamma Joy, Joy Search for other works by this author on: Oxford Academic PubMed Google Scholar John F. Sherry, Jr. Consumer Research, Volume 30, Issue 2, September 2003, Pages 259–282, https://doi.org/10.1086/376802 Published: 01 2003
Violent content video games such as Mortal Kombat and Doom have become very popular among children adolescents, causing great concern for parents, teachers, policy makers. This study cumulates findings across existing empirical research on the effects of violent to estimate overall effect size discern important trends moderating variables, Results suggest there is a smaller aggression than has been found with television violence aggression. positively associated type game negatively related...
Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural suburban school districts undergraduates at two universities the United States ( n = 1,242). They asked about their orientation to video games—the amount of time they played, motives for doing so, game types preferred—to better understand context which effects research might be organized. The conceptual schema this was uses-and-gratifications perspective. males sample played games twice weekly...
Market orientation is a foundation of marketing and increasingly important in other fields, such as strategic management. Research has identified the characteristics market-oriented organizations. However, how organizations change to become more market oriented received less attention. In this article, authors conduct an in-depth, longitudinal, multifirm investigation firms that have successfully created orientation. Grounded by in-depth understanding, they develop theoretical model explain...
This article describes an investigation of the American Girl brand that provides a more complete and holistic understanding sociocultural branding. Recent research on emotional branding, together with prior work brands’ symbolic nature their role as relationship partners, represents significant shift in way marketers think about brands management. However, full powerful emotionally resonant has been elusive, part because branding knowledge accumulated piecemeal lacks coherence integrity. In...
Journal Article Ludic Agency and Retail Spectacle Get access Robert V. Kozinets, Kozinets Search for other works by this author on: Oxford Academic PubMed Google Scholar John F. Sherry, Jr., Jr. Diana Storm, Storm Adam Duhachek, Duhachek Krittinee Nuttavuthisit, Nuttavuthisit Benét DeBerry-Spence of Consumer Research, Volume 31, Issue 3, December 2004, Pages 658–672, https://doi.org/10.1086/425101 Published: 01 2004
Consumer research has paid scant attention to public goods, especially at a time when the contestation between categorizing and private goods controlling is pronounced. In this multisited ethnography, we explore ways in which active consumers negotiate meanings about consumption of particular good, space. Using context street art, document four main ideologies space that result from interaction, both conflict common intent, urban dwellers artists. We show how can be contested as...
Market orientation is a foundation of marketing and increasingly important in other fields, such as strategic management. Research has identified the characteristics market-oriented organizations. However, how organizations change to become more market oriented received less attention. In this article, authors conduct an in-depth, longitudinal, multifirm investigation firms that have successfully created orientation. Grounded by in-depth understanding, they develop theoretical model explain...
The current study implements the drive theory of social facilitation to explain influence audience presence in video game play. This integration is an important one for research aiming understand experience play, as aspect play a relevant dimension technology often ignored on gaming experiences. finds significant positive association between non-gaming cognitive abilities (such hand–eye coordination and mental rotation ability) performance at first-person shooter. Data also support...