1. Introduction
Emotions have been regarded in the marketing literature as key due to their great implications for consumer behaviors [
1,
2] and catalytic role in human acts/decisions [
2]. Two types are differentiated, positive and negative [
2]. Negative emotions, such as anger, fear and stress, have received less scientific attention despite their important implications for consumer behaviors [
3,
4,
5]. These emotions remain longer in consumers’ memories, negatively affecting their relationships with brands [
1,
6] and, therefore, harming the brands in economic and social terms.
This study examines extreme sports. An investigation is undertaken into the implications of negative emotions felt by ski and snowboard users influenced by comments made by other users on social media. The analysis of this context is of great interest for three reasons: first, the extreme sports sector is experiencing great growth in terms of the number of participants [
7,
8], with consequent, important social and economic impacts [
8]; second, extreme sports followers are considered highly affective due to the physical and mental challenges involved in the activities [
9,
10] so extending knowledge in terms of the behaviors they exhibit toward brands is of great scientific interest; third, e-commerce involving sports products has grown more than 300% in recent years [
11]. There is, thus, a need to understand the attitudes and behaviors of these users in online environments.
Social influences, specifically interpersonal influences, have been widely studied in the literature due to their impact on consumer behaviors [
12,
13,
14,
15]. There is significant academic interest in extending the understanding of these influences to other environments, such as social media [
14,
16,
17]. Online environments are useful sources of information for consumers because, in addition to allowing them to make their purchases agilely and quickly (user experience) [
16,
17], they provide data (e.g., social networks, reviews, websites, forums) posted by other consumers that permits them to know, with greater confidence, things about brands that companies do not transmit on their official channels [
11,
18,
19]. Previous studies, such as by Zhu and Zhang [
20], assessed the increase in video game sales based on previous positive ratings. Later, Moe and Trusou [
21] indicated that the number of co-commentaries made by reviewers increased if the product rating was negative. Likewise, Sridhar and Srinivasan [
22] proved that the influence of leaders’ opinions directly influenced the rating of the products based on the valence of the opinions. Consumers’ online experiences, and the information they obtain online, can influence their emotions [
19,
23,
24] through emotional contagion [
13], which can ultimately affect how they behave toward brands.
The present study aims to achieve the following four main objectives: (1) to analyze the effects of online social influence on negative emotions (stress, frustration, fear, anger, sadness and boredom); (2) to analyze the mediating role of symbolic incongruence between online social influence and negative emotions; (3) to understand the effect of negative emotions on the generation of negative brand customer engagement; and (4) to assess whether the experience level of extreme sports users has a moderating effect on negative brand behaviors in online environments.
These analyses make six important contributions to the literature: First, the understanding of emotional contagion theory is expanded by assessing the role of negative emotions (frustration, stress, fear, boredom, anger and sadness) on consumer behaviors [
4]. Second, knowledge of the concept of social influences and their effects on extreme sports users in a digital environment is extended [
16,
25]. Third, the mediating role of symbolic incongruence is evaluated, extending knowledge of reference group theory [
26] and self-congruence theory [
27]. Fourth, a further exploration of negative customer brand engagement, one of the main negative reactions to brands in online environments, is undertaken [
28,
29,
30,
31]. Fifth, the moderating effects of the level of expertise on the proposed relationships is assessed, thus extending understanding of moderating effects on negative brand–consumer relationships [
32]. Sixth, the results of the study can help the extreme sports industry understand the affective role of negative emotions felt by their target audience and to develop strategies to address the negative effects of online social influence [
33].
3. Methodology
A quantitative methodology was used, with structural equation modeling (SEM), to address the hypotheses/questions. A digital, structured questionnaire, based on the Google Form tool, attracted 400 responses from Spain-based ski and snowboard users over 18 years of age during the summer and fall of 2023. A non-probabilistic convenience sampling method (“snowballing”) was used because it offers great ease of access and/distribution to individuals with similar characteristics [
17]; in this case, ski and snowboard users. A pre-test (n = 10) was performed with ski/snowboard users to detect any problems in the questionnaire. Adjustments were subsequently made to ensure the scales were understandable.
As to the sample’s demographic characteristics, 62% were men and 38% women; 40.9% were aged between 18 and 30 years, 44.4% were aged between 31 and 45 years, 13.7% were aged between 46 and 64 years and 1.7% were over 65 years of age; 80% of the sample said they were working, 12% were students, 5.2% were unemployed and 2.5% were retired. As to their levels of experience in the sports, two main groups are distinguished: “Experts”, with more than 10 years of experience in skiing and/or snowboarding (63%); and “Novices”, with less than 10 years of experience in skiing and/or snowboarding (37%).
Table 1 presents the data.
The questionnaire used 32 items (4 variables), measured on 5-point Likert scales, with 1 being “totally disagree” and 5 “totally agree”. Online social influence, a scale extracted from Fernandes et al. [
16], was the only variable considered in the present model as formative second-order. It is composed of the dimensions of evidential online influence (5 items), confirmational online influence (3 items) and experiential online influence (3 items). The remaining variables, considered as first-order reflective factors, are: symbolic incongruence (5 items), measured using the scale developed by Hegner et al. [
47]; negative emotions (frustration, stress, fear, boredom, anger and sadness) were measured using a single item, following Ruiz-Mafé et al. [
63] and Haj-Salem and Chebat [
46]; NCBE (10 items) was measured using the scale developed by Hollebeek et al. [
85]. All the items were slightly adapted to match the study context. A detailed description of the items used in the study can be seen in
Table 2.
3.1. Data Analysis and Results
Two main tools were used to examine the theoretical causal relationships in the model. First, RStudio was used to evaluate the model’s fit indexes. Second, SmartPLS (version 4.1.03) was used to evaluate the indicators and variables proposed in the model and the relationships between the variables that allow acceptance or rejection of the hypotheses.
First, the fit indexes were analyzed through a confirmatory factor analysis (CFA) to ensure that the model had no fit problems. For this, the following indexes were used: (i) χ
2 = 1639, df = 561,
p < 0.001, χ
2/df = 2.9; (Tucker–Lewis index) TLI = 0.944; (comparative fit index) CFI = 0.957; (root mean square error of approximation) RMSEA = 0.078; (standardized root mean square residual) SRMR = 0.071; (goodness-of-fit index) GFI = 0.958. Therefore, following the recommendations of Kline [
86] and Hair et al. [
87], it can be stated that the model has good fit.
Second, the reliability and convergent validity of all the factors were tested using Cronbach’s alpha (α), composite reliability (CR) and average variance extracted (AVE); the values were all within acceptable parameters [
87] (see
Table 2). Two items had to be eliminated from the negative customer brand engagement variable due to low loadings and convergent validity issues (AVE > 0.5) [
87]. Similarly, the above metrics did not analyze the online social influence construct, given that it is formative [
88].
The third step was to evaluate discriminant validity through the Fornell–Larcker criterion (see
Table 3). This requires that all AVE values be greater than their inter-construct correlations [
89]. This step is essential to verify that a variable is empirically different from other estimated variables in the proposed model [
87].
The hypotheses were all tested and accepted (see
Table 4). Online social influence was found to positively influence negative emotions (beta = 0.236 ***;
t-Stat = 5.162). The relationship between online social influence and symbolic incongruence was supported (beta = 0.256 ***;
t-Stat = 5.010), thus, H2a is accepted. Similarly, H2b was also accepted as symbolic incongruence had a positive influence on negative emotions (beta = 0.460 ***;
t-Stat = 11.114). Negative emotions were found to have a positive influence on negative customer brand engagement (beta = 0.468 ***;
t-Stat = 12.281), so H3 is accepted.
3.2. Mediation Analysis
To estimate the mediating effects of symbolic incongruence between online social influence and negative emotions (H2), we followed Hair et al. [
87]. First, the indirect effect between online social influence and negative emotions through symbolic incongruence was found to be significant. Second, the direct effect between online social influence and negative emotions was also found to be significant. Finally, the direction of the relationships was found to be all positive, and the VAF (variance accounted for) value was found to be 34% [
90]. This suggests there is complementary partial mediation [
87,
91]. Therefore, H2 is supported (see
Table 5).
3.3. Multigroup Analysis: Moderation of Level of Expertise
To identify any differences in the relationships proposed in the model between the “high-expertise” (>10 years of experience in snowboard/ski) and “low-expertise” (<10 years of experience in snowboarding/skiing) groups, a bootstrap-based multigroup analysis (PLS-MGA) was undertaken; this also sought to answer the research questions posed above.
Table 6 confirms the reliability, validity and discriminant validity of the “high-expertise” and “low-expertise” groups.
Table 7 shows that all the relationships proposed in the model are significantly positive for both groups. In addition, this table shows the results of the multigroup analysis; the following conclusions are highlighted:
There is no significant difference between the groups (high vs. low) in the relationship between online social influence and negative emotions (diff = −0.139; p = 0.138) (RQ1a).
There is a significant difference between the groups (high vs. low) in the relationship between online social influence and symbolic incongruence (diff = −0.198; p = 0.059) (RQ1b).
There is no significant difference between the groups (high vs. low) in the relationship between symbolic incongruence and negative emotions (diff = 0.066; p = 0.430) (RQ1c).
A significant difference was found between the groups (high vs. low) in the relationship between negative emotions and negative customer brand engagement (diff = −0.137; p = 0.087) (RQ1d).
4. Discussion and Conclusions
The present study contributes to the consumer behavior literature by providing further insights into the negative relationships established between brands and consumers in an online environment. The SOR model was used to explain the structure and global relationships of the model, confirming its good fit in online environments, in line with previous studies [
36,
37,
38,
39]. Furthermore, it was shown that online social influence and symbolic incongruence are the key stimuli (S) in the generation of the emotions frustration, stress, fear, boredom, anger and sadness, as negative organic responses (O) that create, in online contexts, negative customer brand engagement in ski and snowboard users (R).
It was shown that online social influence is a determining factor in negative brand-consumer relationships; that is, it has a positive effect on the generation of negative emotions in ski and snowboard users. These results are supported by emotional contagion theory [
52] and by the results of Joshi and Yadav [
64], and reaffirm that online social influence underlies negative consumer behaviors toward brands. Going deeper into the online social influence construct, the experiential online influence dimension (beta = 0.979;
p < 0.01) was seen to be more important than evidential online influence (beta = 0.848;
p < 0.01) and confirmational online influence (beta = 0.850;
p ≤ 0.01), indicating that the influence of the user’s browsing experience is more determinant in ski/snowboard users in terms of generating negative responses. These results are consistent with the results obtained by Ozuem et al. [
60], who concluded that negative interactions with digital technical elements (e.g., chatbot failures, ambiguous websites) related to brands generate negative experiences that evoke intense negative emotions toward the brands.
As to mediation, it was shown that symbolic incongruence had a mediating effect between online social influence and negative emotions, by confirming a complementary partial mediation; that is, 34% (VAF) of the relationship between online social influence and negative emotions is explained by symbolic incongruence. This contribution is of great scientific interest because the relationship between online social influence and symbolic incongruence had not, until now, been directly examined. It was shown that ski/snowboard users disassociate themselves from brands to improve their self-concept, which allows them to feel more acceptable to their reference groups. This conclusion is supported by both reference group theory [
26] and self-congruence theory [
27], confirming the singular profile of ski/snowboard users [
9,
10] and their attraction to the symbolic value of brands [
15], which directly affects negative emotional attitudes felt toward brands [
47,
67].
The knowledge of negative emotions (frustration, stress, fear, boredom, anger and sadness) is expanded in terms of their significant impact on ski and snowboard users in digital environments [
19,
23,
43]. Stress stands out from the other emotions, which is in line with previous studies [
57,
92] which examined online environments, in that it is a key factor in generating negative engagement.
The main negative reaction identified in the model, negative customer brand engagement, was seen to be influenced by negative emotions. This result is consistent with engagement theory [
76] from a negative perspective, and with the results of previous studies that argued that emotions are antecedents of negative engagement in digital environments [
31,
50,
72].
Finally, the answers to the research questions expand the knowledge of the moderating effect of level of expertise on consumer behaviors [
77,
78,
79,
80], and confirm that it is a variable that brands should consider when developing their affinity strategies and approaches to users in online environments. Similarly, the singular profile of the ski and snowboard user [
10,
57] was examined, and it was confirmed that this profile can alter decision-making processes regarding the consumption of, and affinity for, a brand.
Therefore, the results of the study showed two significant differences from the relationships proposed in the model. First, in line with Sohail and Awal [
78], Burke et al. [
93] and reference group theory [
26], it was confirmed that level of expertise has a moderating effect on the relationship between online social influence and symbolic incongruence; that is, online social influence has a significantly greater impact on symbolic incongruence for the “low-expertise” group due to their the lack of knowledge of the field. This lack makes novices more susceptible to the recommendations of groups they consider references and increases their motivation to belong to “experts” groups, which would help them improve their level of skill and their self-image. Second, in line with Mireie and Gibson [
9], Burke et al. [
93] and Yildiz-Durak et al. [
84], an important difference was found between negative emotions and negative customer brand engagement; that is, the group considered “low-expertise” was more affected by this relationship than was the “high-expertise” group; this is because “novices” have a lower “locus of control”; that is, they are more impulsive on an emotional level.
5. Implications
5.1. Theoretical Implications
The present study offers interesting contributions to the consumer behavior literature. Specifically, it examines, in depth, the negative role of social influences exerted by online information sources on the emotional state of ski/snowboard users; that is, they evoke negative behaviors toward brands. This theoretical approach is supported by the SOR model which, despite its important implications for consumer behaviors [
3,
4,
30], has rarely been examined in the literature from a negative perspective in online environments [
37,
67].
At the level of social influence, to the best of the authors´ knowledge, this study may be the first to apply the construct proposed by Fernandes et al. [
16], which brings together, in a single variable, the most important factors that can influence users in online environments. In addition, this study is one of the few [
60,
64] to examine the social influences on consumers’ negative emotions as a predictor of their negative behaviors toward brands. In doing so, it confirms the good fit of emotional contagion theory in this relationship. This result is consistent with the findings of Joshi and Yadav [
64], who found that past experience strongly influenced e-WOM behaviors; that is, active anti-brand behaviors in online environments. Another important contribution is the finding about the mediation of symbolic incongruence between online social influence and negative emotions; this confirms that social influences can create negative emotional states, in the consumer, that can affect brands. This is supported by both reference group theory [
26] and self-congruence theory [
27].
In addition, the negative emotions analyzed in the present study contribute to a broader understanding [
4,
43,
94] of frustration, stress, fear, boredom, anger and sadness and their effects on ski/snowboard users in an online environment. The results confirm their involvement in negative consumer effects, with the emotion of stress being the most important of the six emotions assessed, in line with other studies such as Siu et al. [
92] and Monasterio et al. [
57] or Iranzo-Barreira et al. [
94].
Regarding the main reaction identified in this study, negative customer brand engagement is postulated to be a negative response in online environments, which is predicted by the emotions frustration, stress, fear, anger and sadness [
28,
50,
72,
89,
92] (boredom is a complementary emotion that should also be taken into account). Thus, the study results support engagement theory [
76]. In addition, this relationship confirms that ski/snowboard users, negatively influenced by online information sources, act against brands by posting negative comments, reviews or reactions [
38,
64]. This represents a high economic and reputational risk for companies.
Finally, an important contribution relates to the results obtained for the moderating effects of level of expertise: (i) knowledge of the moderating effects of expertise on consumer behaviors is extended [
32], confirming that the consumer´s profile alters his/her attitudes and behaviors toward brands; (ii) there is no moderating influence between online social influence and symbolic incongruence and negative emotions; (iii) the “low-expertise” group is more influenced by online social influences and their emotional states are more predictive of negative customer brand engagement behaviors.
5.2. Managerial Implications
This study makes important recommendations for the extreme sports industry that should be considered in the design of their online environment strategies.
Brands should seek to neutralize the stimuli that produce, in their consumers, bad experiences and negative perceptions, due to the social influences present in online environments. It is essential that brands consider the browsing experience of users as they explore websites and social networks. Their websites and mobile apps should have a clear design and appear congruent with their consumers’ symbolic values. In terms of web experience, it is recommended that the consumer´s product search can be performed with as few clicks as possible, and that they can obtain all the product information they want in a clear, reliable and uninterrupted manner. Similarly, in terms of symbolic value, brands should seek to emphasize the values that increase their customers’ self-concepts, especially for those with little experience in sports. This will mean avoiding sponsorships that may conflict with their values (e.g., if the brand identifies with environmental values). If the brand identifies with environmental values, it should associate itself with companies with strong environmental positioning, try to use elements in online environments (e.g., websites/social networks) that help the consumer feel identified with the brand (e.g., use professional and creative language and high-quality images/videos) and carry out corporate actions that show affinity with the target audience (e.g., arrange free meetings with elite skiing and snowboarding athletes).
In addition, the study demonstrates the importance of negative emotions in generating negative customer brand engagement. For this reason, it is essential that brands invest in detailed, regular monitoring of the main negative emotions that are expressed in information sources, using specialized software. It is recommended that brands use this information to contact, in a personalized way, those users who have expressed the most damaging emotions (especially stress and anger) and seek to alleviate their affective dissatisfaction. The study results suggest that brands should place more importance on those users considered “newbies”, given that they are more susceptible to negative emotions and, therefore, will have a greater predisposition to act against the brand.
Another recommendation is that brands should stimulate positive comments in the sources of information that express most opposition to the brand. This may have a contagion effect. To this end, they might carry out promotional activities that encourage engagement, for example, by giving gifts to the brand’s most loyal customers in exchange for reviews or reactions to the brand. It is important that company managers undertake actions to stimulate positive engagement in an organic way, to ensure that users will not see their promotions as artificial, which would generate distrust and boost negative emotions against the brand.
6. Limitations and Future Lines of Research
This study has some limitations that open avenues for future research. A convenience sample was used, so the results should not be generalized. It would be interesting, in future studies, to apply an experimental methodology to compare online versus offline influence. The study considered only level of expertise as a moderator. It would be interesting to consider other moderators, such as age, gender and economic level, and to examine a third group in the multigroup analysis (e.g., (a) no experience, (b) beginner experience, (c) advanced experience). The study focused exclusively on the sports sector, so it would be interesting to extend the approach to other contexts, to contrast its conclusions (e.g., gastronomy, tourist destinations, fashion). The work considered only symbolic incongruence as a mediator in the model, so an interesting future line of research would be to include functional incongruence to assess which of the two aspects is more important for online consumers in their anti-brand actions. Although the work examines important negative emotions, its scope could be broadened; thus, future studies might include intense emotions, such as shame and hate, in their models, to explore their implications for consumer behaviors in online environments. Finally, future studies could explore new influences on consumers; for example, it would be interesting to examine the influence of AI on the emotions of online users, both from a positive and negative perspective.