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1.
In contrast to past research that viewed affect as unidimensional, this study examines the effects of affect's two primary dimensions, pleasantness and arousal, on ad-based persuasion outcomes (attitude favorability) and processes (degree of elaboration, thought positivity). After assessing their naturally-occurring levels of pleasantness and arousal, subjects were exposed to a persuasive communication and assigned to an involvement (low/high) by message strength (low/high) design. GLM analyses revealed that higher pleasantness accentuated the typical involvement X message interaction on attitude favorability, and that higher involvement enhanced message elaboration only when accompanied by higher pleasantness. Path analyses further suggested that (1) higher pleasantness enhanced message elaboration under higher involvement but decreased it under lower involvement, (2) under higher involvement, both pleasantness and arousal positively impacted thought positivity, and, (3) higher arousal decreased message elaboration only for the weaker message. The importance and implications of a broader than unidimensional view of affect in persuasion are discussed. © 1997 John Wiley & Sons, Inc.  相似文献   

2.
Considerable research evidence has indicated that humour has a positive impact on attention but no consensus is reached with regard to the persuasive effect of humour in advertising. Two hundred and fifty-four university students were recruited to watch five television commercials and respond to a structured questionnaire in this study. Results show that humour secures attention getting while disrupts message processing. Humour enhances message persuasiveness when the moderating variable need for cognition (NFC) is controlled. Participants with low NFC are easier to be persuaded by humorous commercials than participants with high NFC do. It is also found that repeated exposure to the same humorous commercial does not harm its persuasive effect. Male audiences regard humorous commercials as more persuasive while female audiences are the opposite. The study provides guidelines for advertisers/advertising practitioners who would like to employ humour in their communication at the same time it draws ethical concerns towards the increased application of entertainment-coated persuasion.  相似文献   

3.
Past research identifies demand-related scarcity appeals and supply-related scarcity appeals as effective persuasive influences on consumer behavior. The present research uses a persuasion knowledge approach to examine the persuasiveness of demand- versus supply-related scarcity appeals in advertising messages. Study 1 shows that supply-related scarcity appeal ad messages are less likely to activate persuasion knowledge than demand-related scarcity appeal messages. Study 2 demonstrates that message specificity moderates this effect. In line with an elaboration likelihood model perspective, results show that stating the appeal in specific (versus vague) terms decreases the persuasiveness of supply-related scarcity appeal ad messages.  相似文献   

4.
This research seeks to reconcile inconsistent results obtained in prior framing research in prosocial persuasion contexts by proposing that the reference point (self or self‐other) invoked in a persuasive appeal moderates the impact of a particular message frame (positive or negative) on attitudes and behavioral intentions. Two experiments were conducted in which frame and reference point were manipulated in persuasive messages promoting either recycling or prevention of HPV, a sexually transmitted disease. The results indicate that in persuasive social contexts, negative frames may be most persuasive with self‐referencing appeals while positive frames work best when benefits to self as well as others are emphasized. This suggests that developers of prosocial communications should be cognizant of both the message frame and the reference point invoked in these messages in order to have maximum persuasion impact. © 2007 Wiley Periodicals, Inc.  相似文献   

5.
《Journal of Marketing Management》2012,28(17-18):1689-1709
ABSTRACT

This investigation adopts self-referencing as an underlying mechanism for measuring how question phrasing (problem versus benefit focus) in advertising may interact with consumer’s issue concern in determining the impact on persuasion. Research shows that issue-concerned participants were more strongly persuaded by a problem than a benefit-focused question. Those who demonstrated low concern about an issue exhibited exactly the opposite tendency. Self-referencing mediates the results. Furthermore, a variety of issue elements led to increased self-referencing and persuasion among issue-concerned participants. Emphasis on multiple benefits, however, reduced self-referencing and message influence for those low in issue concern. Finally, issue-concerned participants responded more favourably with a problem framed as perpetually unsolved, whereas for unconcerned participants, questions focusing on continued desires showed decreased persuasive effect.  相似文献   

6.
In line with Kang and Herr's work (2006), this research questions the ELM's contention that celebrity credibility serves foremost as a peripheral element in a persuasive communication context. Nevertheless, in a different light to the Kang and Herr's ‘either-central-or-peripheral-role’ of a source characteristic, this research advances that celebrity credibility plays concomitantly central and peripheral roles in a persuasive message context depending on product involvement and brand-purchase motive. Particularly, this research uses the notions of ‘source internalization’ and ‘source identification’ (Kelman, 1961) to theorize that source credibility can have a concomitant dual role (peripheral and central) in a persuasion context. More precisely, this research investigates the interactive effects of source identification and internalization with product involvement as well as brand-purchase motives on consumers' attitudes and intentions. Source internalization is predicted to have persuasive effects in the contexts of high-involvement as well as informational products. Source identification is predicted to have persuasive effects in the context of low-involvement as well as transformational products. The findings of two experiments show that celebrity credibility acts through only a single route (i.e., only internalization has persuasive effects) uniformly across different product involvement levels and brand-purchase motive types. We interpret these results with the lens of the ‘match-up’ hypothesis (Kamins, 1990).  相似文献   

7.
This article illustrates that haptic touch, the sensation of gaining and sending information through the hand, can improve mobile retailing advertisements’ effectiveness. To date, (haptic) touch has been predominantly thought of as a sensation only possible for physical retail settings, with limited theoretical or empirical evidence of its existence in mobile retailing advertising in the current literature. This study presents a model which includes interactivity, value, involvement, brand attitude and purchase intentions in a singular model for the first time. The model is comparatively examined across haptic touch (n = 303) versus non-haptic touch (n = 359) conditions using structural equation modelling (SEM) multi-group test of invariance. The findings demonstrate haptic touch improves the experience of advertisements and this strengthens purchase intentions, whereas for the non-haptic touch condition, results demonstrate the actual brand being advertised should be leveraged to increase purchase intentions. These findings present a new theoretical perspective that haptic touch is now a sensation which can be engaged in mobile and digital retail settings and provides an important foundation for future research.  相似文献   

8.
Although it is well known that sex and humour can help sell products, hardly any research has examined whether there is something particular about sexual advertisements that makes them more persuasive than other appeals. The present research proposed an empirically robust way to test the persuasiveness of different emotional appeals (sex, humour, control) by matching them on pleasure and arousal levels. Two experiments (N = 162; N = 301) examined the combined persuasive effects of different levels of pleasure (moderate, high) and arousal (moderate, high) for sexual and nonsexual appeals. Study 1 used a 3 (appeal: sexual, humorous, control) × 2 (pleasure level: moderate, high) between-subjects design. Study 2 employed a 2 (appeal: sexual, control) × 2 (arousal level: moderate, high) × 2 (pleasure level: moderate, high) design. The main dependent measures were attitudes towards the ad, attitudes towards the brand, and purchase intentions. The results showed that highly pleasant ads increased persuasion regardless of arousal and content, and that sexual appeals outperformed nonsexual appeals only under conditions of moderate pleasure and high arousal.  相似文献   

9.
Although thousands of advergames are directed at children, little is known about how advergames affect children and whether this persuasive process differs from traditional advertising formats. Investigating the underlying persuasive mechanism, Study 1 shows that, for TV advertising, persuasion knowledge drives the persuasive effects while, for advergames, persuasion is mainly driven by the attitude toward the game. Adding advertising cues to the advergame does not increase persuasion knowledge but does diminish the positive attitude toward the game effect, influencing behavior indirectly. Study 2 demonstrates that, for an advergame, the persuasive mechanism does not differ between a commercial versus a social persuasive message.  相似文献   

10.
This study postulates that people's beliefs about their own susceptibility to persuasion efforts can influence advertising effects. It thus represents the first explication of the process by which self-beliefs determine advertising effects, through their influence on the subjective experience of the ease of being persuaded. Integrating three research streams (metacognition, persuasion knowledge, and cognitive correction), the current study proposes a model of three influence patterns, which are contingent on whether people perceive the advertising message to be high in manipulative intent and whether people are motivated to be accurate in their judgments. If advertising messages are low in manipulative intent, such that the persuasion seems acceptable, susceptibility self-beliefs influence people's attitudes toward the advertised products or issues (i.e., expected effects). If advertising messages are high in manipulative intent, such that persuasion seems unacceptable, people exhibit suppression (no effects) if they have weak accuracy motives, but they exhibit overcorrection (opposite effects) if they are strongly motivated to be accurate. Five studies test these predictions and reveal some demographic characteristics associated with self-beliefs about susceptibility to persuasion. The findings thus have important implications for advertising practitioners.  相似文献   

11.
Tactile input plays a key role in consumers' evaluation of products' substance properties. Utilization of haptic interfaces and force feedback devices that enable consumers to feel and manipulate three‐dimensional (3D) virtual products is a promising but under‐explored area in marketing and consumer behavior research. This study investigated 3D virtual touch created by Novint Falcon haptic interfaces and its impacts on consumer behavior in the interactive marketing of automobiles. It was hypothesized that consumers' instrumental Need for Touch (NFT) plays a significant moderating role in haptic interfaces. Results from a 2 (nature of tactile stimuli: haptic input with force feedback versus no force feedback) × 2 (haptic orientation: high NFT versus low NFT) full factorial between‐subjects experiment indicated that consumers high in instrumental NFT evaluate products more positively, enjoy the test‐driving experience more, and show stronger brand–self connection when there are force feedback haptic stimuli as opposed to when there is no force feedback. Theoretical and managerial implications of the study are discussed. © 2011 Wiley Periodicals, Inc.  相似文献   

12.
The integrated and highly involving nature of advergames has led to criticism and concern among academics and caretakers. It is assumed that children are highly susceptible to persuasion via advergames, but empirical evidence is scarce. Therefore, this study examined the effects of three factors typically associated with advergames: brand prominence, game involvement, and (limited) persuasion knowledge on cognitive and affective responses. An experiment among 7 to 12 year old children (N = 105) showed that brand prominence and game involvement influenced children's responses, while persuasion knowledge did not. Brand prominence led to increased brand recall and recognition, whereas game involvement led to more positive brand attitudes. The effect of game involvement was mediated by game attitude, indicating that children are susceptible to affective mechanisms induced by the game. Crucially, our results demonstrate that brand prominence evokes cognitive responses, while game involvement leads to affective responses. Finally, our study revealed that persuasion knowledge (i.e. knowledge of the commercial source of the game and its persuasive intent) did not influence cognitive or affective responses to the brand or game. This implies that even if children understand the game's commercial and persuasive nature, they do not use this knowledge as a defense against the advergame's effects. This study has important theoretical and practical implications regarding the influence of new marketing techniques on children.  相似文献   

13.
Abstract

This research examined how consumers responded to different print advertisements for a green laundry detergent. Hypotheses based on the salience literature were developed and tested in a laboratory experiment. One group considered a “green” appeal which emphasized the environmental attributes of the product. Another group considered a “non-green” appeal which emphasized the cost-saving attributes of the product. We measured each subject's involvement with the environment. Our results showed that for those highly involved with the environment, there were no significant differences in purchase intent, attitude toward the ad, and support arguments between appeals. However, for those less involved with the environment, the green appeal was significantly more persuasive than the non-green appeal in terms of the same variables.  相似文献   

14.
By applying the functional matching effect to the domain of cause-related marketing (CRM), this study examined the conditions under which the CRM message matching to attitude bases would elicit greater persuasion. In this study, a matched (or mismatched) CRM message is represented by the ad message featuring an argument that matches (or mismatches) consumers' primary motivation for purchasing the product supporting a social cause. Using a before-and-after experimental design, the perceived message quality and consumer skepticism about CRM practices were tested as moderators of the relationship between the functional matching of arguments and persuasion. This study assessed persuasion by measuring attitudes toward the CRM ad and the brand, and purchase intention. As expected, the functionally matched message appeared to generate greater persuasion when the argument was perceived to be strong. Additionally, low skeptics showed more favorable responses to the matched message compared to high skeptics. Theoretical and managerial implications were discussed to enhance the persuasiveness of CRM messages.  相似文献   

15.
The present research builds upon the touch literature to show that the salience of haptic product attributes related to product surface texture (smooth, rough) and weight (light weight, heavy weight) influence consumer product impressions. We propose that haptic cue congruity across texture and weight drive consumer product impressions depending on a consumer's need for touch (NFT). We show that high autotelic‐NFT consumers who touch for sensory pleasure enjoyed the incongruity between smooth texture and heavy weight haptic cues, and consequently showed favorable evaluations towards exciting brands. In contrast, low autotelic‐NFT consumers prefer the anticipated match between smooth texture and light weight haptic cues, which conformed to their expectation about the nature of a sophisticated brand personality. Further, we show how the interactive effect of haptic attributes and a consumer's autotelic‐NFT on willingness to purchase is mediated by product personality. Implications for theory and practice are discussed.  相似文献   

16.
Emotion in marketing communication is important because it influences the manner consumers process information. Using emotional appeal ads, a between-subjects experiment was conducted to examine the role of forewarning of persuasive intent, affect intensity, and prior attitude. Results indicate that forewarning of persuasive intent of the advertiser had negative attitudinal effects on the dependent variables regardless of experimental conditions. Forewarning of persuasive intent had negative attitudinal effects even among participants who had positive attitudes toward the company, and those who had high affect intensity. Results also indicate that participants who already had negative attitudes toward the brand were not influenced by ad-induced affect.  相似文献   

17.
Message framing readily lends itself to marketing communication and advertising persuasion strategies. However, past research yields contradictory and inconsistent predictions as to whether positive or negative frames are more persuasive. This study examines the most appropriate message framing to present to consumers in print advertisements for health care products. Two experimental studies are conducted to investigate the moderating effects of product functions: perceived innovativeness and perceived risk on the processing of framed advertising messages. Findings of Study 1 indicate that messages for familiar products should be framed differently depending on perceived product functions (prevention vs. detection), but gain‐framed messages are more persuasive for both new prevention and detection products. Results of Study 2 suggest that a mixed‐framed message (combining gain and loss) could enhance message effectiveness only when subjects have prior experience. Similar to the role of product function, product perceived risk is found to moderate the framing effects on message effectiveness. © 2007 Wiley Periodicals, Inc.  相似文献   

18.
Narratives are a persuasive platform that evokes processing distinct from other message formats. Story-ending valence is a component common to all stories and can influence how individuals respond to and are persuaded by the story. The current work examines how ending valence of a cautionary story, a popular type of narrative that delivers a warning to the audience, influences story-consistent beliefs through a process of global reflection or understanding of the overall story message. Across three studies, we find a positive story ending enhances reflection on the message meaning and, subsequently, enhances story-consistent beliefs.  相似文献   

19.
The current research shows that the persuasive impact of messages can be maximized if their framing is matched to where target consumers are in their decision making process at the time they evaluate the message. Results from two experimental studies show that consumers who are in the predecisional phase of decision making are more likely to be persuaded by messages framed using psychologically distant orientation (i.e., focusing on the future or targeting a distant other), whereas consumers who are in the postdecisional phase are more likely to be persuaded by messages using psychologically close orientation (i.e., focusing on the present or targeting a close other). Evidence of the process through which these effects occur is provided by showing that consumers in a pre- versus postdecisional mindset identify their actions in terms of the actions?? high- versus low-level identities, respectively.  相似文献   

20.
《Journal of Retailing》2019,95(4):186-203
This research investigates situations in which frontline employees deliberately restrict customers’ access to touch products on display (active interpersonal haptic blocking), and how this understudied form of sensory blocking may increase customers’ downstream purchasing. While previous research examines the benefits of increased product touch, we temporarily block touch for specific products in display areas and then investigate the subsequent impact on customer behavior. Through four studies, including a retail field experiment, we find that when an employee asks a customer not to touch a product on display, this initiates a serial mediation process which: (1) engenders feelings of psychological reactance that result in (2) increased compensatory touching of subsequently encountered products to counterbalance a loss of sensory freedom, and (3) increased spending and purchasing once the customer leaves the reactance-inducing encounter. Effects are moderated by socioeconomic status (SES) and need for touch (NFT) whereby psychological reactance was significantly stronger for high SES customers with a moderate or high NFT when actively blocked. Results also demonstrate that active interpersonal haptic blocking does not result in more negative attitudes toward retailers, thus retailers might consider implementing this counterintuitive practice to encourage downstream sales.  相似文献   

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