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1.
ABSTRACT

The present research explores how placing a brand name in the dialogue versus the narration of a fictional text (i.e. placement modality) affects brand attitude and purchase intention. Moreover, it studies the moderating role of need for cognition (NFC) and measures brand responses both immediately after exposure and two weeks later. As predicted, encountering a brand name in the dialogue as compared to in the narration of a story is associated with lower brand attitudes for readers with high NFC at both measurement points. Purchase intentions are similarly affected, but the effects are only significant at a delay. In contrast, brand evaluations of readers with low NFC are largely unaffected by placement modality.  相似文献   

2.
文章研究界定了产品性能型、公司道德型和道德引致产品性能型三类品牌负面曝光事件,引入消费者认知需求,运用自然实验法研究道德关联的两类品牌负面曝光事件对品类和竞争品牌溢出效应的差异性。研究结果显示对低认知需求者,道德引致产品性能型负面曝光事件对品类态度和竞争品牌购买意愿的负面溢出效应强于公司道德型事件;对高认知需求者,两类事件溢出效应没有显著差异;道德引致产品性能型负面曝光事件对低认知需求者品类和竞争品牌评价的影响大于高认知需求者,而公司道德型负面事件溢出对不同认知需求水平消费者的影响无显著差异。  相似文献   

3.
This paper investigates whether cosmopolitan individuals have a greater knowledge of brand origins compared to non-cosmopolitans. The moderating effect of need for cognition is tested. Additionally, this work tests whether the level of confidence in assigning a country of origin to a brand affects brand attitude. The results show that cosmopolitan individuals have significantly higher brand origin recognition accuracy scores than non-cosmopolitans. Second, an interaction is found between cosmopolitanism and need for cognition to impact the brand origin recognition accuracy. Third, when individuals are more confident about the origin of a brand, brand attitude increases.  相似文献   

4.
Studies examining the effects of advertising appeals have yielded conflicting results. Some have found that an emotional appeal is more persuasive than an informational appeal, while others have demonstrated the opposite. The objective of the current study was to explore a theoretical explanation for the conflicting results in advertising appeal research. The findings of this study support the theory that brand familiarity determines the effectiveness of advertising appeal. The study results additionally support the theory that attitudes toward the ad predict the consumer’s attitude toward the brand. In addition, the study found that brand familiarity moderates the strength of the relationship between ad attitude and brand attitude. Other aspects and the implications of these findings are discussed in this paper.  相似文献   

5.
The present research investigates how viewers' liking of an advertiser-funded television program (AFP) influences viewers' attitude toward the brand that sponsors the program and its main competitor through a field study at two points in time (Nwave1 = 529 and Nwave2 = 256). An AFP is a television program which is fully sponsored by and built around a sponsoring brand. We test how the perceived program-sponsor brand fit moderates the effect of program liking one week and one month after the program finale. Program liking positively impacts brand attitude for the sponsor, and this effect becomes weaker over time. Program-sponsor brand fit reinforces the positive effect of program liking on brand attitude, especially in the longer term. In the longer term, program liking of an AFP also positively impacts viewers' attitude toward the main competitor of the sponsor.  相似文献   

6.
Abstract

This study utilized data from two geographically separated cultures to investigate relationships involving antecedents to true brand loyalty. A relationship between the consumer's attitude toward the brand and a measure of expressed commitment was found to explain a significant percentage of the variance in commitment. A relationship between commitment and true brand loyalty also was found significant. Both relationships vary somewhat by product and culture. No evidence was found, however, suggesting that they could not be considered generalizable. The underlying components of brand attitude were found to vary by product and country. The culturally related differences-espe-cially those pertaining to the composition and meaning of the underlying components-have interesting managerial implications.  相似文献   

7.
Although brand placements are frequently associated with media characters within movies or TV series, and viewers are well known to relate to such characters, previous research has scarcely dealt with media characters’ influence on brand placement effects. Addressing this, two studies investigate the influence of parasocial interactions with media characters on perceptions of brands related to media characters. The first study applied a 1 × 2 between-subjects design, assuming that positively represented characters elicit greater parasocial interaction and, subsequently, more favourable brand attitudes compared with negatively represented characters. The results confirm the assumed indirect effect. A second study was able to replicate the first study's findings in a different setting and to introduce brand familiarity as an important moderator of the mediation found in the first and second study (moderated mediation). The underlying mechanism and implications are discussed.  相似文献   

8.
9.
ABSTRACT

Despite the increasingly favorable environment enjoyed by product placement, the question of whether this technique produces stronger behavioral effects than conventional advertising remains largely unexplored. Based on the transportation-imagery model, we hypothesized that, among users of well-established products, promotional stimuli produce stronger effects on brand choice when integrated into movies than when presented as independent ads, while among nonusers, no differences are expected. Our hypotheses were confirmed in a field experiment that compared the effects of a Coca-Cola placement within the movie Ways to Live Forever with the same Coca-Cola stimulus shown as a usual commercial.  相似文献   

10.
文章根据互动和非互动划分社群成员参与程度的高低,通过两个实验探究了在不同产品类型和品牌熟悉度的情境下,在线品牌社群成员参与程度对其社群认同的影响差异。研究发现:对于搜索品,社群参与程度较低时,其社群认同更强;对于体验品,社群参与程度较高时,其社群认同更强。另外,对于低熟悉度品牌,产品类型的调节作用仍然存在。但对于高熟悉度品牌,无论是搜索品还是体验品,社群参与程度较高时,其社群认同更强。最后,文章为企业在线品牌社群管理提出了营销建议。  相似文献   

11.
This study investigates viewer recognition of brands placed in films, according to film genre, gender, and previous viewing experience. A sample of 137 moviegoers watched 12 film clips representing three popular genres (action, comedy, and drama) and reported their recognition of brand placements. Results suggest that brand recognition is more common in drama films. Previous viewing experience and gender did not make significant differences in brand recognition. It is suggested that brand placements require more public relations research.  相似文献   

12.
The primary goal of our study is to explore cross-national differences in attitudes and perceptions about product placements, after investigating measurement invariance. Our cross-national focus includes three countries that have not been compared previously: Finland, Italy and the USA, which differ significantly in terms of the evolution/maturity of product placement markets, regulatory structures and cultural contexts. Motivated by earlier studies, we investigate the cross-national measurement invariance of scales to measure four research constructs related to the product placement domain (attitude toward credibility of advertising, attitude toward advertising-in-general, attitude toward placement-in-general and attitude toward regulation of placements). Our research also extends earlier work focused on similar constructs from a cross-national perspective. Results from multi-group analyses using a structural equation modeling approach indicate important and statistically significant differences in latent means between the three countries for all four constructs of research interest. Substantive explanations of these differences and their implications for future practice and research are discussed.  相似文献   

13.
The current research examined effects of the “social information” feature in Facebook news feed ads, in relation to personal relevance and brand familiarity. Ads with social information did not always lead to more favorable advertising and brand perceptions. However, interaction effects were found among social information, personal relevance, and brand familiarity, in terms of attitude-toward-the-ad and purchase intention. Social information could help create more favorable advertising responses for unfamiliar and low-relevance brands.  相似文献   

14.
Although good logos are essential for creating brand awareness and brand equity, the effects of logo design features have not been tested empirically. Extending previous findings regarding the effects of design complexity and exposure in advertising to the field of brand logos, two experiments tested the effects of logo complexity and exposure on brand recognition and brand attitude. It was hypothesized that logo complexity moderates the effects of exposure on logo recognition and brand attitudes, such that exposure increases recognition and positively impacts brand attitudes in particular for complex logos. Experiment 1 (N = 68) tested the effects of six unfamiliar logos on recognition (in milliseconds) in a 2 (logo design complexity: simple vs complex) × 2 (logo exposure: one vs four) mixed design. Experiment 2 (N = 164) tested the effects of eight familiar logos on logo recognition and brand attitudes in a 2 (complexity: simple vs complex) × 2 (logo exposure: well-established vs recently established) within-subjects design. Findings showed that increases in exposure led to an increase in brand recognition and to more positive attitudes in particular for complex brand logos, suggesting short-term benefits for simple brand logos, and long-term benefits for complex logos.  相似文献   

15.
Brand placements are omnipresent in video games, but their overall effect on brand attitudes is small and varies substantially between studies. The present research takes an evaluative conditioning perspective to explain when and how brand placements in video games influence brand attitudes. In two experiments with a 3D first-person video game, we show that only brands encountered during positive in-game experiences benefit from the placement, but not those encountered during negative in-game experiences. Building on the cognitive processes underlying evaluative conditioning, we also show that brand attitudes largely depend on the memory for the pairing of a brand with positive/negative in-game experiences. Pairing memory and thus also evaluative conditioning effects increase when players attend to the pairing of brands and positive/negative experiences, for example, when such pairings are a central part of the game's storyline. Overall, our findings show that evaluative conditioning and its cognitive mechanisms can be utilized to explain and predict advertising effects in applied settings, such as brand placements in video games.  相似文献   

16.
ABSTRACT

This current study explores how stereoscopic three-dimensional (3-D) dimensionality affects the process by which viewers’ memory of brand names embedded in a soccer game is formed compared to the memory process in traditional 2-D display. To this end, we conduct two studies: a qualitative observation using an eye tracker; and an experiment to identify the difference and similarity of the viewing process across these two display technologies. Statistical test results reveal that sports involvement enhances viewers’ attention to a sports game, which is moderated by game enjoyment and negative viewing experience generated from the media features. Most importantly, it is found that as viewers pay more attention to a sports game in stereoscopic 3-D display, they are less likely to remember the brands embedded in the stadium, while the opposite is found in 2-D display. More findings and implications are discussed in the discussion section.  相似文献   

17.
Brand biographies trace a brand's evolution to position it as an underdog (i.e., passion and determination that lead to success despite limited resources) or a topdog (i.e., success based on abundance of resources) brand. This study examines how consumers’ risk perceptions associated with brand choice influence brand biography effects. It demonstrates that when perceived risk associated with brand choice is low, consumers process brand biographies narratively, experience greater narrative transportation into underdog (vs. topdog) brand biographies, and evaluate the underdog brand more favorably. When perceived risk associated with brand choice is high, consumers respond more positively to topdog (vs. underdog) brand biographies, due to topdog brands’ greater perceived ability to reduce risk. The topdog effect observed at higher levels of perceived risk reverses, however, when consumers have the opportunity to process the brand biography before receiving high risk information, as this allows for narrative transportation into the brand biography. This study contributes to research on moderators of brand biography effects and suggests that perceived risk should play a role in marketers’ decision to emphasize underdog or topdog characteristics in brand biographies.  相似文献   

18.
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   

19.
SUMMARY

CRM is an effective tool for differentiating brands and for obtaining emotional positioning among consumers. However, an utilitarian use of this tool might be counteractive. This research aims to better understand the effect of CRM on attitude towards the brand. For this purpose, Pepsi's CRM campaigns in Spain have been analyzed. Results show that, unexpectedly, CRM campaigns might lead to adverse effects as a result of the mercantilist abuse of the concept of solidarity.  相似文献   

20.
The aim of the present study was to examine two main questions regarding Indonesian consumers. First, what are the brand origin recognition accuracy (BORA) scores for both foreign brands and local brands among Indonesian consumers? Second, are socio-economic characteristics (education and income/spending), international experience (international travel and foreign language expertise), and demographic factors (age and gender) related to consumers’ brand origin recognition accuracy? The present research follows BORA procedures in the selection of 88 brands (44 foreign and 44 local brands). Questionnaires were distributed both offline and online, with 138 respondents participating offline and 163 people responding online. The BORA scores for both foreign and local brands among Indonesian consumers were relatively low (28.79% and 53.85%, respectively). BORA was also related to socio-economic characteristics, international experience, and age. In addition, men demonstrated higher BORA levels for foreign brands than women did. Most consumers were unable to differentiate brand origins because of the use of foreign languages for the brand names. Therefore, the foreign branding strategy of using languages of other countries (e.g., English, Chinese, Japanese, and so forth) that have positive images for particular product categories could be effectively employed in Indonesia.  相似文献   

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