Ben Marder

ORCID: 0000-0003-1641-2344
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About
Contact & Profiles
Research Areas
  • Digital Marketing and Social Media
  • Impact of Technology on Adolescents
  • Social Media and Politics
  • Consumer Behavior in Brand Consumption and Identification
  • Media Influence and Health
  • Technology Adoption and User Behaviour
  • Knowledge Management and Sharing
  • Customer Service Quality and Loyalty
  • Consumer Retail Behavior Studies
  • Digital Communication and Language
  • Privacy, Security, and Data Protection
  • Social and Intergroup Psychology
  • Media Studies and Communication
  • Psychology of Social Influence
  • Media, Gender, and Advertising
  • Virtual Reality Applications and Impacts
  • Gender, Feminism, and Media
  • Communication in Education and Healthcare
  • Mental Health and Patient Involvement
  • Family Support in Illness
  • Digital Games and Media
  • Migration, Ethnicity, and Economy
  • Opinion Dynamics and Social Influence
  • Hate Speech and Cyberbullying Detection
  • Job Satisfaction and Organizational Behavior

University of Edinburgh
2016-2025

Falmouth University
2018

University of York
2018

University of Bath
2011-2012

Generative AI technology is evoking both excitement and fear about its potential impact across a host of industries including advertising where it expected to have significant disruptive effect. This article utilizes the paradox lens explore implications text-to-text generative in form ChatGPT for industry. Drawing on 48 interviews with professionals, we identify three operational paradoxes which are associated conducting research, creativity, efficiency, one psychological related work...

10.1016/j.bushor.2024.05.002 article EN cc-by Business Horizons 2024-05-10

Tourists searching for information about destinations on online review sites are concurrently exposed to two different photograph aesthetics, professional (produced by destination managers) and amateur (generated travelers). While the former is glossy sharp, latter often grainy overexposed. Although aesthetics important factors in tourist decision making, effects of exposure both types remain largely unexamined. This research investigates how either singularly or combination, affect a...

10.1177/0047287519895125 article EN Journal of Travel Research 2019-12-30

This research offers insights into the efficacy of gamification in a failure-recovery context, that is, providing recovery through gamified experience. Using one field study and three online experiments across different contexts (i.e., retail, restaurant, gym, hotel), we show compensation offered spin-the-wheel game) can have positive effect on satisfaction. is mediated by perceived enjoyment game moderated customer choice, failure severity, level, time pressure. Specifically, find has when...

10.1177/10946705241307681 article EN cc-by Journal of Service Research 2025-02-15

Vicarious consumption of travel is ubiquitous. However little known about the psychological processes this initiates or potential for resultant behaviors beyond direct steps toward patronage. We address gap through developing and testing incidental vicarious model (IVTCM), which draws from well-established knowledge self-concept compensatory consumption. In context vicariously consuming idyllic vacation posts on Facebook, identifies following: individuals’ travel-related self-discrepancies...

10.1177/0047287518786465 article EN cc-by-nc Journal of Travel Research 2018-07-23

Improved employee collaboration and communication can be facilitated by social technologies that extend within beyond organisations. These have increasingly come to represented media sites, which are used workplace relationships across personal professional boundaries in a hybrid role. This presents opportunities risks as those collapsed. Using boundary management theoretical lens, we evaluate the associations of relationship initiation between colleagues at different levels organisations...

10.1111/ntwe.12103 article EN New Technology Work and Employment 2018-03-01

The problem of conflicting social spheres occurs when communications are simultaneously visible to multiple audiences within a network, as commonly on network sites (SNS). In this environment users may suffer from anxiety they worry that seen negative by certain be shared with those same groups. This issue rests four assumptions: (1) encompasses variety spheres, (2) believe being watched these (3) the differ in norms, standards and expectations hold about an individual (4) largely do not...

10.1109/hicss.2012.12 article EN 2012-01-01

Purpose Hedonic shopping is a growing phenomenon designed to enhance gamers’ virtual content experience with increasing economic significance, yet limited attention has been dedicated this area. Our study explores key hedonic motivations of and how value builds trust (trust in retailers) that enhances the intention pay for premium. Design/methodology/approach This research adopts mixed-methods approach. Study 1 qualitative; 19 semi-structured interviews were conducted game retail platform...

10.1108/itp-01-2023-0082 article EN Information Technology and People 2024-09-05
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