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1 – 10 of over 3000Yahui Zhang, Difang Wan and Leiming Fu
Media-effect refers to the phenomenon that stocks with no or low media coverage earn higher returns than stocks with high coverage. This paper aims to explore the existence of…
Abstract
Purpose
Media-effect refers to the phenomenon that stocks with no or low media coverage earn higher returns than stocks with high coverage. This paper aims to explore the existence of media-effect in China stock market and tests the two competing hypotheses explaining this phenomenon.
Design/methodology/approach
The authors construct a research sample based on a media-coverage event: the publications of lists of the most wealthy Chinese individuals; in addition, they identify the stocks of which listed firms are led by a controller who is recognized on the publicized lists. This paper uses event study methodology to test the existence of media effect in China A-share market. The authors employed propensity score matching (PSM) to construct a control group with same number of non-listed stocks. Then compared the returns of the two portfolios to test the risk premium hypothesis, and the abnormal trading volume and price reaction around the event date is explored to test the over-attention underperformance hypothesis.
Findings
Sampled stocks show significantly negative abnormal returns within the event period, but the matched control group formed by PSM shows no significant abnormal return, indicating that the risk premium hypothesis is not supported. Covered stocks show significantly magnified trading volume. The portfolio gains significant positive return before the event date but turns significantly negative afterward, which is consistent with the over-attention underperformance hypothesis.
Originality/value
This paper offers insights into media-effect in China stock market and provides empirical evidence explaining its existence.
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Jennie M. Hwang and Boris H.J.M. Brummans
Teachers have recently started to introduce wikis into their courses. However, comparatively few studies have looked at the actual experiences of students who are engaged in…
Abstract
Teachers have recently started to introduce wikis into their courses. However, comparatively few studies have looked at the actual experiences of students who are engaged in building a wiki community for a particular course. To address this limitation, this exploratory self-report study examined student experiences with using a wiki in an upper-level undergraduate course on media effects, their reflections on functioning as a member of this wiki community, and their overall satisfaction with taking this kind of a “hybrid” or “blended” course. Results show that students enjoyed learning about media effects by collaboratively building their wiki community, but were critical about the structure of the hybrid course.
Utkal Khandelwal and Trilok Pratap Singh
This study aims to establish two aspects: first, whether green advertising through multiple media (repetition versus reversal) generates a positive purchase intention than green…
Abstract
Purpose
This study aims to establish two aspects: first, whether green advertising through multiple media (repetition versus reversal) generates a positive purchase intention than green advertising with a single medium repeat one medium at different levels of product involvement (high versus low level). Second, whether a green advertisement presented through multiple media influences green message credibility, green advertiser credibility, green advertisement credibility, green brand credibility, green ad engagement, attitude toward the green brand and green purchase intention (GPI) than a green advertisement presented through single medium repetition under different level of product involvement, green advertising, media effects, consumer attitude, purchase intention and product involvement.
Design/methodology/approach
3 × 2 mixed factorial design is used to examine the audience exposure towards repetitive green ads on multiple media sources such as television, the internet and print. This has a more significant impact on environmental claims in terms of green message credibility, green advertiser credibility, green advertisement credibility, green brand credibility, green ad engagement, attitude toward the green brand and GPI compared to audiences exposed to the same ads on a single medium under high level and low level of product involvement.
Findings
The audience was exposed to several media situations, repeating green advertising, has a more significant impact on environmental claims in terms of green message credibility, green advertiser credibility, green advertisement credibility, green brand credibility, green ad engagement, attitude toward the green brand and purchase intention rather than for the audience who encounter a green ad with a high and low degree of product involvement in a single medium.
Originality/value
Only a few studies have measured media synergy effects, and to the best of the authors’ knowledge, no one has measured media effects on green advertisements. By examining different media combination effects of green ads on the audience, the knowledge of green marketing communication and its marketing strategies has been expanded.
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Modern conflicts are increasingly battles over images and ideas, as protagonists seek to shape audiences’ views by managing the information available through the media. The stake…
Abstract
Modern conflicts are increasingly battles over images and ideas, as protagonists seek to shape audiences’ views by managing the information available through the media. The stake are high: influencing public opinion in a desired direction can have tangible pay‐offs in economic and military terms and even – in the case of the Israel‐Palestine war – in territory. Against this background, the media war can be even more important than the shooting war. While each side in the Israel‐Palestine conflict alleges media bias in favour of the other, a theoretical perspective, the hostile media effect, illuminates seeming contradictions highlighted by these competing claims. While the Israelis are better resourced for public relations purposes than the Palestinians, a vigorous domestic critique of Israeli PR efforts illustrates the limits of PR and emphasises the fluid, “wicked” nature of problems that often face communication managers.
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Kofi D. Benefo and Baffuor K. Takyi
Shows, in detail, how many African countries have concentrated on prevention of HIV through changing their citizens sexual behaviours with Ghana being spotlighted. Posits that…
Abstract
Shows, in detail, how many African countries have concentrated on prevention of HIV through changing their citizens sexual behaviours with Ghana being spotlighted. Posits that Ghana is at the mid‐stage of the epidemic and uses data to explain this. Uses tables to show the lack of knowledge, by the citizens of Ghana, to AIDS prevention. Concludes that this study has tried to resolve two major problems in AIDS prevention: 1, specific nature of items of knowledge and behaviour influenced by mass media; and 2, neglecting control for exposure to interpersonal communication channels, thereby playing an important part in AIDS information provision omission.
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Hanna Lee, Yingjiao Xu and Anne Porterfield
The purpose of this study was to investigate the relationship between consumers' perceived media characteristics, telepresence, attitudes and adoption intention towards augmented…
Abstract
Purpose
The purpose of this study was to investigate the relationship between consumers' perceived media characteristics, telepresence, attitudes and adoption intention towards augmented reality (AR)-based virtual fitting rooms (VFRs). Additionally, the mediating effect of telepresence was examined.
Design/methodology/approach
Data were collected from 352 university students and analysed using structural equation modelling.
Findings
Empirical results suggest significant positive influences of media characteristics, including perceived interactivity and augmentation, on telepresence, which, in turn, influenced attitudes and adoption intention towards AR-based VFRs. Also, telepresence mediated the relationship between media characteristics and consumers' attitudes.
Research limitations/implications
Data for this study were collected based on the subjects' one-time experience with a particular AR-based VFR. Therefore, the generalisation of the findings may be limited.
Practical implications
An important implication is that the enhancement of rendering interactive and augmented features is crucial for adoption of AR-based VFRs considering the key role of interactivity and augmentation in inducing telepresence, attitudes and adoption intention.
Originality/value
The paper empirically tested the importance of unique media characteristics, telepresence and attitudes in consumers' adoption of AR-based VFRs through the lens of the theory of interactive media effects.
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Abstract
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The main objective of this chapter is to explore the potential and applicability of framing, a multidisciplinary and multiparadigmatic ‘metatheory’ of sense-making through…
Abstract
The main objective of this chapter is to explore the potential and applicability of framing, a multidisciplinary and multiparadigmatic ‘metatheory’ of sense-making through communication, or media effects specifically, in guiding higher education research. To reach this objective, the author first synthesized theoretical discussions on framing in different disciplines, collated the core concepts developed around the framing concept and developed a universal framing process model, to be applied with the introduction of a theme and the selection of research paradigms. Following that, the author provided an overview of the application of the framing concept in higher education research and explored the potential application of the model to guide and coordinate framing research in the field.
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Proposes to argue that current assumptions about media effects in videogames fail to take into account the variety of messages and potential effects embedded in games.
Abstract
Purpose
Proposes to argue that current assumptions about media effects in videogames fail to take into account the variety of messages and potential effects embedded in games.
Design/methodology/approach
A survey of the game “Grand Theft Auto III” and a short, illustrative, review of “videogames as learning” perspectives.
Findings
Even a game such as “Grand Theft Auto III”, pilloried for its anti‐social messages and assumed negative behavioral effects, reveals a significant number of positive social messages.
Research limitations/implications
This paper only illustrates the conflicting nature of media effects assumptions – both positive and negative. It does not attempt to provide an exhaustive review of or context for either the subject‐matter or the research area.
Practical implications
The perspective presented provides a warning to educators intent on assuming positive learning benefits (effects) of the videogame medium just as it argues against a simple reading of videogames as negative media by groups seeking to censor games.
Originality/value
This is the first paper to identify the underlying assumptions of both the “videogames as learning” and the “videogames as social danger” camps as both sharing the same conceptual framework.
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