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1.
《广告杂志》2013,42(2):113-128
The popularity of stereoscopic 3-D technology is encouraging advertisers to adopt this format as a new advertising tool in diverse contexts. This research investigates the impact of nonglasses and glasses types of stereoscopic 3-D advertising, and proposes a theoretical model examining the role of presence in advertising effectiveness. Due to their power to increase presence, both stereoscopic 3-D advertising formats have a significantly stronger impact on diverse marketing variables than flat 3-D advertising. A structural equation model reveals the process through which presence affects advertising effectiveness by enhancing enjoyment and increasing perceived product knowledge. In addition, the moderating effects of novelty and cybersickness on presence are identified.  相似文献   

2.
This eye tracking experiment (N = 149) investigates the influence of different ways of disclosing brand placement on viewers’ visual attention, the use of persuasion knowledge, and brand responses. The results showed that (1) a combination of text (“This program contains product placement”) and a product placement (PP) logo was most effective in enhancing the recognition of advertising and that a logo alone was least effective; (2) this effect was mediated by viewers’ visual attention to the disclosure and brand placement; and (3) the recognition of advertising consequently increased brand memory and led to more negative brand attitudes.  相似文献   

3.
Abstract

This study examines such variables as program type, (drama vs. games). program time, viewing frequency, number of persons in the room, and the viewers sex as they affect the daytime television viewer's ability to recognize products which were (or were not) advertised on television programs viewed immediately prior to interviews conducted with a random sample of viewers from the Dayton, Ohio, metropolitan area. Results of this study indicate a number of statistically significant differences triggered by these variables-differences which have potentially large practical implications for television advertisers.  相似文献   

4.
In today's clutter of marketing communications, creative advertisements are capable of grabbing the viewers’ attention with the aim of conveying the product's key benefit claim (KBC). A proven technique for drawing attention to an ad and communicating a KBC is the use of a “remote conveyor” that is seemingly unrelated to the product (e.g., a dolphin and a sports watch for conveying its waterproofness). Drawing on associative memory theory, this article investigates the potentially antagonistic relationship between five “curiosity‐raising” (originality) and “benefit‐conveying” (effectiveness) properties of a sample of 167 conveyors for communicating the KBC of four different products. The conveyors were generated in a nominal brainstorming session with 20 MBA students. This article also provides real‐life examples to illustrate the role of the five conveyor properties in getting across the message creatively and effectively. Creatives and do‐it‐yourself advertisers alike can easily apply the outlined procedure for generating and selecting conveyors.  相似文献   

5.
The aim of this study was to explore whether identifiable victim and processing fluency effects would be confirmed in the context of a charity ad encouraging viewers to help a victim in need. The processing fluency was examined by both objective fluency data captured by eye movement and subjective experiences of processing fluency. An eye-tracking experiment (N = 197) found a message that was easy to process required little time to process. A one-way multivariate analysis of variance revealed that participants in the identified victim condition experienced a greater fluency. A victim’s sad face versus happy face caused viewers’ emotional contagion into the victim’s negative emotional state, and this negative affect guided information processing. The objective fluency was found to mediate the effect of viewers’ negative affect on their sympathetic state, which in turn led to a greater willingness to help the victim in need.  相似文献   

6.
Abstract

Individual viewing decisions have a direct impact on the media planning of television advertisers and, consequently, on the revenues of the major television networks. This paper represents an attempt to better understand these decisions. We use Nielsen people meter data to build a perceptual space for programs. That space is then used to develop models explaining viewers' decision to watch television and their choice of programming. The program-choice model is a clusterwise logit model which searches for segments with similar viewing preferences. A segment-level logit model is then used to model the on-off decision. These models can be used by advertisers and advertising agencies to understand the viewing audience better, and thus to help guide their advertising media placement decisions. The models can also help television networks design programs and program schedules that are more attractive to viewers (and thus advertisers).  相似文献   

7.
ABSTRACT

What do consumers need from a narrative? How can videographers satisfy those needs? Through semi-structured interviews with 55 Eurostar passengers from 14 countries, this film documents how people define narratives, why they need them, and how they experience the effects of need for narrative. The adjoining commentary contributes to the development of videography as an attractive method by introducing the videographer’s perspective and elucidating key story elements that can help satisfy viewers’ needs for narrative. The suggested approach maintains the vivid quality of videography and respects its methodological rigour, while increasing its effectiveness in close alignment with a consumer society that visual communication increasingly permeates. As such, the commentary and the film jointly unveil videographers’ etic and viewers’ emic use and evaluation of the videographic method.  相似文献   

8.
《国际广告杂志》2013,32(3):579-604
Three studies investigate the moderating role of divided attention in the relationship between thematic (in)congruency between a web page and a web ad, and evaluations of and click intention towards the embedded web ad. The first study establishes the traditional priming effect in sequential web page – web ad exposure. Study two manipulates viewers’ opportunity to divide their attention when simultaneously exposed to a web page and a web ad, and Study three measures divided attention by means of gaze jumps in a simultaneous exposure situation. In the case of simultaneous exposure to a web page and a web ad, a congruency effect occurs when there is little opportunity to divide the attention between the web page and the ad, and when there are few gaze jumps between the web page and the web ad. In these cases, web ads that are thematically congruent with the web page result in more positive responses. This effect reverses when there is more opportunity to divide the attention between the web page and the web ad, and when the number of gaze jumps is high: web ads incongruent with the web page lead to more positive responses. Undivided attention benefits web ads that are congruent with the web page in which they are embedded, but divided attention benefits those that are incongruent with the web page.  相似文献   

9.
ABSTRACT

Visual imagery provides aesthetic experiences for viewers, and viral advertising films address viewers’ experience of movement which has not been analysed. Developing visual analyses, this study uses phenomenological approaches and the concept of kinaesthetic empathy, defined as the ability of viewers to react to movements, also in film. It considers Chinese Wei movies (“microfilms” or viral advertising films) with reference to examples by Audi and Swarovski as representatives of China's post-socialist marketing culture. Women in these films are presented as “in motion,” yet still are often delimited by traditional gender stereotypes. These films are potentially ambivalent ideological carriers that encourage women to reinvent themselves through consumption within traditional gender roles but may also suggest the pursuit of different experiences as movement is abstract, transitory and cannot be commodified.  相似文献   

10.
Abstract

Process tracing data help researchers understand how yellow pages advertisement characteristics influence consumer information processing behavior. In a laboratory experiment eye movement data were collected while consumers chose businesses from telephone directories. Consumers scan listings in alphabetic order. Their scan is not exhaustive. As a result, some ads are never seen. Consumers noticed more than 93% of the quarter-page display ads but only 26% of the plain listings. They perceived color ads before ads without color, noticed more color ads than noncolor ads, and viewed color ads 21% longer than equivalent ads without color. Also, they viewed 42% more bold listings than plain listings. Consumers spent 54% more time viewing ads for businesses they ended up choosing, which demonstrates the importance of attention for subsequent choice behavior.  相似文献   

11.
Advertising clutter and declining audience attention means advertisers need pretesting to ensure the effectiveness of their advertisements. This study uses, for the first time, a variable‐resolution display to measure viewers’ visual attention to advertising. The display features only the part of an ad that corresponds with the observer's eye gaze with high acuity, whereas the resolution of the other parts reflects the decline in spatial resolution of the human visual system. Participants keep the highest resolution area aligned with their foveal vision using manual cursor movements. In accordance with neuroscientific theory, recorded cursor movements parallel the eye gaze patterns observed in a control group. However, unlike tracking eye movements, the instrument offers a simple, unobtrusive, low‐cost, and time‐efficient way to measure the effectiveness of visual advertising. The results encourage the use of goal‐directed manual pointing movements to indicate attentional signals generated in the brain.  相似文献   

12.
Abstract

In a survey of hockey and volleyball players, the number and nature of sports injuries, the percentage of players taking injury-preventive measures (warming up before and cooling down after playing and the use of gum-shields and knee caps) and the main reasons for taking these measures have been assessed by self-reports in a questionnaire. The questionnaire for hockey players was answered by 635 respondents, the questionnaire for volleyball players by 711 players. For both hockey players and volleyball players, an incidence of about 500 injuries per 1000 players per year was found. Almost all volleyball players warmed-up before the last game played and 86% wore knee caps. About 25% of all hockey- and volleyball players took part in cooling down after this game. A gum-shield was used by 25% of the hockeyplayers. Surprisingly, players who took part in cooling down appeared to have a higher number of injuries than those who did not.  相似文献   

13.
PurposeMarketing research mainly uses self-reported method to record respondents' perceptions of creativity, and while self-reported method has its own merits, there exists some critique, particularly in terms of its ability to adequately capture the influence of message appeal on creativity. This paper studies how viewers’ responses to message appeals in social media advertisement compare in terms of self-reported responses versus responses taken through a neurophysiological method of Electroencephalograph (EEG).MethodologyTwo social media advertisements are displayed through a laboratory experiment to 17 subjects observing the subjects' neurophysiological reactions as well as their self-reported responses with regard to the commercials’ emotional, informational, and brand-related content.FindingsResults show that neurophysiological method offers unique details about emotional appeal, which the self-reported method fails to reflect. Furthermore, the neurophysiological measure identifies differences across the two target commercials in the emotional content part, which again are not identified through the self-reported method.OriginalityThis paper advances advertising research in social media literature by comparing content evaluation within advertisement through neurophysiological and self-reported measure. These findings have implications for marketers to use and measure message appeals in advertisement on social media to influence consumer response.  相似文献   

14.

In this paper, drawing on feminist film criticism, cultural theory, and reader response criticism, I discuss the consumption experience of viewing in the context of the analysis and interpretation of Hollywood films that represent gay characters. I then discuss various films in light of these concepts: The Boys in the Band from the 1970s, Cruising from the 1980s, and several films from the “Gay 90s” including Philadelphia and In & Out. Portrayals of gay men have changed dramatically over the years: from those of lonely, sad, and self‐loathing queens to dangerous and perverse leathermen to the very positive and seemingly affirming representations in 1990s films. A theoretical interpretation‐in the form of a typology of scopophilic pleasures‐is offered to further an understanding of these filmic portrayals and the consumption pleasure viewers may derive from watching.  相似文献   

15.
The number of television channels available to viewers is increasing in many countries. Results for large US cities which already have numerous over-air TV channels show a Double Jeopardy pattern whereby a channel with a small market share not only reaches fewer viewers, but is also watched less by those viewers it does reach. Whatever the size of channel, those watching it in a given week typically devote less of their viewing time to it than to the other competitive channels. The implications for television are discussed.  相似文献   

16.
Although gamification has received considerable attention from both researchers and practitioners, its influence on consumers remains ambiguous. This paper proposes that a negative process through decreased attention and a positive process through increased enjoyment explain the effects of gamification on different outcome variables. Study 1 examines these two processes and gamification’s downstream consequences on purchase intention and product information recognition. For purchase intention, the two processes operate in parallel and produce a null effect of gamification. For product information recognition, only the negative process emerges, resulting in a negative effect of gamification. Studies 2 and 3 focus on the negative effect of gamification on product information recognition and show that the negative effect disappears in gamification designs that link the game elements with meaningful information about the product (Study 2) or make consumers aware of the distraction potential of game elements (Study 3). The studies’ findings provide managerial insights into why not all gamification endeavors yield the desired results; they also specify two boundary conditions (i.e., meaningfulness and disclosure) that may help managers avoid potentially detrimental effects of gamification.  相似文献   

17.
ABSTRACT

Antoine Hennion is a Professor of Sociology at the Centre de Sociologie de l’Innovation (Mines-Paris Tech, PSL/CNRS). He has been researching taste and cultural practices through a pragmatic lens for three decades. He has developed an original and impactful theoretical framework bridging the Actor-Network Theory to Cultural Studies. More precisely, he reconceptualized the notions of mediation and attachment. Antoine Hennion has explored various empirical settings, including music, wine, and sports. More recently, he has contributed to a large research project on migration. His books and academic articles have had an impact on Sociology, and are getting greater attention in consumer research.  相似文献   

18.
One of the main challenges facing the mobile game industry is an alarming level of satiation, that is, a decline in user engagement and consequently in ad viewing, spending, and retention. Satiation lowers users’ CLV to an extent that renders acquisition from the likes of Facebook and Google untenable, driving game publishers to cross-promote, that is, sell and swap users among themselves. We model this cross-promotion as first, a screening mechanism, in that the fact of playing a game indicates specific preferences that might be suitable to an exchange with similar games; and second, as a resetting mechanism that enables the swapped users to reset their engagement in the new game, thus rendering the swap or sell beneficial to both buyer and seller. We show that there exists an optimal level of satiation with a game, and with this level, we show the conditions under which the game publisher cross promotes, and when it does, what the conditions are for selling rather than swapping. We extend the analysis to the case in which advertising costs and conversion rates are related; explain why they might be negatively correlated, and show that our main results still hold.  相似文献   

19.
《国际广告杂志》2013,32(2):377-396
This study investigates the effect of 3-D product visualisation on attitude accessibility and attitude confidence, two non-evaluative dimensions of attitudes that have not been studied in previous research. The experiment analysed two versions of a website (3-D vs 2-D), in which the capacity to interact with the product has been manipulated. The results show that consumers’ brand attitudes formed via an interactive 3-D product are more accessible and held with greater confidence, in comparison with those formed via the product presented in a static 2-D mode. The study also reveals the mechanism underlying such influences – that is, the enhanced perceived diagnosticity and mental imagery, as well as their interaction, account for the effect of 3-D product visualisation on the strength of brand attitude.  相似文献   

20.
This study focused on the effects of game-product congruity and product placement proximity on advergame players’ brand memory, brand attitude, game enjoyment, and future intention to play. A 2 (congruity) × 2 (proximity) repeated-measures experiment was used. Results revealed that players’ implicit memory improved for congruent games only. Explicit memory measures also showed signs of improvement for brands in the congruent/central game condition. Surprisingly, it appears that the incongruent/peripheral game condition produced the best results overall with the smallest negative attitude change, the most game enjoyment, and the highest intention to play again in the future. These contradictory findings suggest to brand marketers who design advergames to be careful when combining multiple game featurescongruity and proximity) within a single advergame because this strategic move may provide optimal brand memory while also producing the opposite desired effect for attitude toward the brand, game enjoyment, and intention to play.  相似文献   

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