基本情報
- 所属
- 学習院大学 経済学部 経営学科 教授
- 学位
- 博士(商学)(慶應義塾)修士(マーケティング)(関西学院)
- J-GLOBAL ID
- 201701011510579910
- researchmap会員ID
- B000280647
研究分野
1経歴
7-
2026年4月 - 現在
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2020年4月 - 2026年3月
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2022年4月 - 2023年9月
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2022年9月 - 2023年3月
委員歴
2-
2023年6月 - 現在
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2018年4月 - 現在
受賞
8-
2023年5月
論文
26-
Journal of Research in Interactive Marketing 1-26 2026年10月20日 査読有りPurpose This paper examines when virtual luxury access with lower acquisition difficulty is perceived as comparable with physical ownership and is associated with lower immediate offline perceived brand luxury. Design/methodology/approach Seven online scenario experiments draw on construal level and equity theories. They vary or measure perceived realism, the contrast between two images, the scenario emphasis on possession and rarity comparisons, imagined prior ownership, and virtual acquisition difficulty. Findings Virtual democratization was not uniformly associated with lower perceived brand luxury. When comparison cues were weak, the negative indirect association through perceived unfairness weakened or became positive; an auxiliary study suggested a possible playfulness pathway. Higher reported perceived realism was associated with a stronger negative indirect association through perceived unfairness. The unfairness pattern varied with prior ownership, whereas the perceived reduction in scarcity was broader. The contrast between the two images yielded a pattern consistent with psychological proximity and perceived fit between the virtual and physical products but did not isolate visual realism. The scenario emphasis on possession and rarity comparisons was more directly associated with perceived unfairness. In Study 5, which held the image and scenario constant, average and low-cost access were associated with larger declines in perceived brand luxury than premium access. Practical implications Luxury brands should assess comparability before matching virtual products to physical icons or widening access. More realistic representations may be associated with stronger comparison, but the contrast between the two images does not establish visual realism as causal. Distinct virtual lines, more demanding access, and benefits for physical product owners warrant testing. Originality/value This paper treats metaverse luxury democratization as a question of how access is designed. It examines how programmable scarcity, acquisition difficulty, perceived realism, and other comparison cues relate to immediate offline brand judgments involving perceived unfairness.
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Journal of International Consumer Marketing 1-12 2026年6月30日 査読有り
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Marketing Intelligence & Planning to appear 2026年6月10日 査読有り筆頭著者責任著者Purpose This study aims to investigate how choice sets influence consumers' sequential health product choices. We examined how their composition (homogeneous vs mixed) affected consumers' perception of hedonic value in a prior health product and their subsequent health choices, considering consumption timing and consumers' age differences. Design/methodology/approach We used a scenario-based experimental design with two studies. Study 1 (n = 196) examined whether choice set type (mixed vs homogeneous) affected perceived hedonic value and subsequent choices. Study 2 (n = 431) replicated Study 1 and added consumption timing (same vs different) as a factor, using a 2 × 2 between-subjects design with mediation analysis. Findings Health products chosen from a mixed choice set were perceived as lower hedonic than those from a homogeneous set, decreasing preference for health products in subsequent choice situations when consumption timing was the same. However, with different consumption timing, mixed choice sets better promote sequential health choices. These effects were stronger among younger consumers (aged 20–43 years). Originality/value The originality lies in identifying choice sets as marketing interventions that influence sequential health choices. Previous research focused on one-shot decisions; this study uniquely reveals how choice set composition in prior health choice situations affects perceived hedonic value and subsequent health choices, bridging marketing with sequential choice psychology.
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Psychology & Marketing 2024年7月 査読有りAbstract This study explores how the scarcity of virtual products in virtual gaming spaces influences brand evaluation in the real world. While previous studies suggest that scarcity in virtual spaces can enhance brand value, the mechanisms and conditions under which this effect occurs (e.g., the characteristics of virtual spaces, consumer traits, and stimulus). Drawing on insights from scarcity research on physical products, we propose that the effects of scarcity may stem from the expectation of impression management. We developed a model that incorporates insights from physical product scarcity research with the unique aspects of virtual spaces and consumer characteristics. Through four studies, we discovered that the effect of supply scarcity in enhancing brand evaluation is pronounced when the space is online and when consumers have a high level of social presence. Furthermore, in cases where social presence is not high, encounters with others wearing scarce products were found to enhance the scarcity effect. Companies can enhance brand evaluation by strategically using virtual product scarcity in online gaming, particularly when targeting consumers with high social presence or creating opportunities for players to interact with others wearing scarce items.
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International Journal of Marketing & Distribution 5(2) 17-35 2022年12月 査読有り
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Psychology & Marketing 39(4) 797-808 2022年4月 査読有り筆頭著者責任著者
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Proceedings of the European Marketing Academy, 49th (62912) 2020年5月 査読有り
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Asia-Pacific Advances in Consumer Research 12 4-7 2018年12月 査読有り筆頭著者責任著者
MISC
8-
INFORMS Marketing Science Conference (Proceedings) 2017年6月
書籍等出版物
2講演・口頭発表等
14-
Association for Consumer Research 2025 Annual Conference 2026年9月25日
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Association for Consumer Research 2025 annual conference 2025年10月10日
教育業績(担当経験のある科目)
14共同研究・競争的資金等の研究課題
11-
日本学術振興会 科学研究費助成事業 2024年4月 - 2027年3月
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日本学術振興会 科学研究費助成事業 若手研究 2023年4月 - 2027年3月
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日本学術振興会 科学研究費助成事業 基盤研究(B) 2021年4月 - 2024年3月
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日本学術振興会 科学研究費助成事業 基盤研究(B) 2021年4月 - 2024年3月
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日本学術振興会 科学研究費助成事業 若手研究 2019年4月 - 2023年3月