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1 – 10 of over 5000Without having a shared operationalization of what constitutes a direct-to-consumer advertising (DTCA) exposure, it is impossible to accurately generalize findings about their…
Abstract
Purpose
Without having a shared operationalization of what constitutes a direct-to-consumer advertising (DTCA) exposure, it is impossible to accurately generalize findings about their effects. First, it needs to be established how the variables involved in exposures impact outcomes. This will allow for more accurate operationalizations.
Design/methodology/approach
A sample of 216 participants were recruited from Amazon’s Mechanical Turk and randomly assigned into one of four conditions to take an online survey. A 2 × 2 experiment (active/passive attention × low/high exposure) was conducted to determine if the level of attention, otherwise known as attentiveness, and the number of exposures impacted preferences for a fictitious prescription sleep aid.
Findings
Results indicated a significant difference among active and passive conditions such that active exposures resulted in stronger positive preferences.
Research limitations/implications
Studies using different operationalizations should not be aggregated for generalizations about the effects of DTCA of prescription drugs.
Originality/value
This paper urges researchers to clearly operationalize their definitions for “exposure” and to be hesitant about generalizing findings studies using different definitions.
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William F. Humphrey Jr, Debra A. Laverie and Shannon B. Rinaldo
The paper seeks to establish the effectiveness of social media advertising and participation by brands through incidental exposure. Using experimental design, in a social media…
Abstract
Purpose
The paper seeks to establish the effectiveness of social media advertising and participation by brands through incidental exposure. Using experimental design, in a social media environment, this paper aims to extend incidental exposure research in the context of social media.
Design/methodology/approach
This paper uses an experimental design with controlled image durations using MediaLab and DirectRT, allowing for precise image display times and randomization of screens. Participants were split between high-involvement and low-involvement product categories, and the brand choice exercise was administered in an on-screen experiment.
Findings
The paper provides support that incidental exposure influences brand choice. Further, it indicates that for low-involvement product categories, the type of social media exposure does not influence brand choice significantly between types. For high-involvement product categories, ads perform better than sponsored story executions; consumer-generated brand messages perform better than brand-generated messages; and the influence of reference group affects brand choice.
Research limitations/implications
This paper tests one social media environment using a desktop Web environment. Additional studies would be needed to test other social media environments and mobile technology.
Practical implications
The paper provides evidence that brands benefit by simply participating and advertising in social media, but the execution style matters to a greater extent for high-involvement product categories in influencing brand choice.
Social implications
Mere exposure to a brand message may influence consumers unknowingly. Repeated exposure as short as 5 s per viewing is related to increases in brand choice.
Originality/value
This paper extends research on incidental exposure and establishes a key positive brand outcome for practice and research, and it provides the first exploration on the outcome of incident exposure to brand messages in social media. The results suggest that social media and advertising by brands have positive impacts beyond traditional measures of success online.
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Artha Sejati Ananda, Ángel Hernández-García, Emiliano Acquila-Natale and Lucio Lamberti
The purpose of this study is to investigate the perceived exposure of fashion consumers to different types of fashion brands’ social media marketing (SMM) actions in social media…
Abstract
Purpose
The purpose of this study is to investigate the perceived exposure of fashion consumers to different types of fashion brands’ social media marketing (SMM) actions in social media, and its relationship with the intention to engage in electronic word-of-mouth (eWoM) behaviors.
Design/methodology/approach
The empirical study uses a survey conducted on a stratified random sample of 241 Indonesian members of fashion social media brand communities (SMBCs). The research design includes 19 types of SMM actions and 3 types of eWoM engagement behaviors, and investigates their relationship using point-biserial correlation.
Findings
Generation of intention to engage in “pass-on” and “endorsement” eWoM has different drivers and serves different purposes. The findings suggest that endorsement engagement is contingent on the consumer’s perceived exposure to marketing action stimuli, while pass-on engagement is driven by cognitive-inducing actions.
Research limitations/implications
This study extends current theory on SMM strategy and its relationship with eWoM engagement with a theoretically grounded conceptualization of eWoM engagement behaviors through the use of one-click social plug-ins.
Practical implications
The study offers guidelines for fashion brands to effectively design their SMM strategies by identifying specific drivers of consumers’ intention to engage in eWoM.
Originality/value
This study identifies sources of generation of eWoM engagement behavioral intention from a fine-grained analysis of marketing actions across various fashion SMBCs. Besides, it extends the applicability of the “mere exposure” effect to the SMM context. The research pioneers the study on fashion consumers’ eWoM engagement behaviors in Indonesia, a country with one of the largest social media populations.
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Sarah J. Kelly and Dymphna Van der Leij
The purpose of this paper is to examine the impact of alcohol sponsorship-linked advertising through esports upon young gaming audiences and how gaming behaviours affect…
Abstract
Purpose
The purpose of this paper is to examine the impact of alcohol sponsorship-linked advertising through esports upon young gaming audiences and how gaming behaviours affect advertising response.
Design/methodology/approach
A cross-sectional survey study was employed to examine the prevalence and nature of alcohol advertising in esports, and the impact of esports participation upon young audiences' consumption and preferences concerning alcohol. Survey data were collected from 976 young Australian gamers aged between 16 and 34 years (58.9% male) using online questionnaires.
Findings
Results revealed a vulnerability to alcohol sponsorship and advertising among 25 to 34-year-old and heavy gamer cohorts. As predicted, heavy gamers were more receptive to alcohol advertising in terms of awareness, preference and consumption while gaming than casual gamers.
Practical implications
This research advances theories of consumer behaviour and advertising exposure situated in a new landscape of converging virtual and real experiential marketing. It also provides much-needed evidence to guide marketing strategy to the next-generation audiences and regulation of new and burgeoning digital platforms. Our research also highlights a need for policy to address the burgeoning, largely unregulated nature of online gaming.
Originality/value
This research provides the first empirical evidence of the impacts of alcohol-linked sponsorship in esports upon young playing and streaming audiences. It informs marketing strategy and policy in relation to the rapidly growing, potentially vulnerable online competitive gaming audience.
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Lijie Zhou and Fei Xue
This paper aims to examine the effects of visual themes and view perspectives on users’ visual attention to brand posts on Instagram. The impact of visual attention on brand…
Abstract
Purpose
This paper aims to examine the effects of visual themes and view perspectives on users’ visual attention to brand posts on Instagram. The impact of visual attention on brand attitude and recognition is also explored.
Design/methodology/approach
The authors conducted a 4 (visual themes: customer-centric, employee-centric, product-centric and symbolic visuals) × 2 (view perspectives: first-person view vs third-person view) between-subject factorial eye-tracking experiment to explore their effects on viewers’ visual attention (fixation frequency and fixation duration), attitude toward the brand and brand recognition.
Findings
Results showed that, under a first-person view, participants spent the longest time viewing customer-centric images and paid the most attention to product-centric and customer-centric images. For images in the third-person view, product-centric images received the longest fixation duration and highest fixation frequency. Customer-centric image and product-centric image generated significantly higher amount of fixation duration and fixation frequency than the symbolic image, regardless of view perspective. Brand recognition was positively influenced by fixation frequency but not by fixation duration.
Originality/value
This study is an extended application of Aaker’s (1996) brand identity planning model in visual branding on Instagram. As the findings indicated, the effective use of visual strategies could lead to more positive responses toward the brand. By understanding how optical elements stimulate visual branding processing, marketing professionals will be able to improve information designing skills in visual-based social media platforms (such as Instagram).
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Giorgio P. De Marchis, José M. Reales-Avilés and María del Prado Rivero
This research aims to provide data and insights about the perception of commercial logos and to offer practical benchmark data useful to business organizations.
Abstract
Purpose
This research aims to provide data and insights about the perception of commercial logos and to offer practical benchmark data useful to business organizations.
Design/methodology/approach
The first study uses a pencil-and-paper survey to gather perceptual data about familiarity, subjective and objective visual complexity, aesthetic attraction, emotionality, number of colors and symbolic-social-status function of 142 brand logos. The second study uses a response time methodology to measure variables related to memory (i.e., cued recall and types of non-response).
Findings
The paper offers insights into the relationship of relevant symbol-related variables. Emotional arousal correlates positively to aesthetic attraction and cued recall, and negatively to symbol knowledge. Emotional arousal and social reputation correlate weakly. Business organizations should be interested in knowing how users rate the emotions of their own and other organizations’ isotypes. Familiarity correlates negatively to response times, and positively to proper cued recall, aesthetic attraction and self-assessment manikin emotional scale. The subjective measure of complexity and the measures related to emotions correlate. Surprisingly, no correlation exists for the objective measure of complexity with emotion. The results could indicate that an unknown effect of mere exposure of complexity exists. The study found no correlation between visual complexity and variables related to memory.
Practical implications
Values of performance are needed to interpret business excellence. Data presented as supplementary file can be used for benchmark brand-logo relevant aspects. Also, the study suggests measuring the emotional value of logos, especially strength, as it is a predictor of recall. Moreover, companies with a socially reputed logo should try to create an emotional link to it. Repetition and likeness are two ways to improve emotional ratings. Therefore, the study suggests organizations to assure that their target likes their logo. As more complex logos are considered more attractive, the authors would recommend organizations to test logos with different degrees of complexity.
Originality/value
This study is the first that offers normative logo data that can be used by practitioners as a benchmark of logo performance. Moreover, it promotes future research as it confirms and disconfirms previous findings and offers some new insight on brand research.
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Ty Abernathy, Carolyn Adams-Price and Tracy Henley
Prescription drug advertisements are commonly seen in magazines and on television. Many drug ads are targeted toward older adults, who tend to use more medications and suffer from…
Abstract
Purpose
Prescription drug advertisements are commonly seen in magazines and on television. Many drug ads are targeted toward older adults, who tend to use more medications and suffer from more chronic conditions. Nonetheless, the effectiveness of such advertising remains uncertain. The aim of this paper is to compare implicit and explicit memory for drug ads in older and younger adults.
Design/methodology/approach
Older adults typically perform more poorly than young adults on explicit memory tasks, but not on implicit memory tasks. The current study measured implicit memory with an incidental ratings exercise and an indirect test of preference; explicit memory was also measured with intentional studying and a direct test of recognition. The study was a 2 x 2 mixed experimental design with one between-participants variable and one within-participants variable. The between-participants variable was age group (older vs younger adults) and the within-participants variable was implicit and explicit memory. The memory test measures were the outcome variables of the study.
Findings
The results showed no age difference for implicit memory for drug ads, but an age difference was found for explicit memory for the ads. The implicit memory manipulation succeeded in demonstrating that drug ads are persuasive, suggesting that a complete assessment of advertising effectiveness should include a test of implicit memory.
Research limitations/implications
The fact that age differences were not found for implicit memory, but were found for explicit memory, is not surprising.
Practical implications
The study is of theoretical significance because it contributes to cognitive aging research and examines memory within an everyday context. The study is of practical significance because pharmaceutical companies spend vast amounts of money on prescription drug advertisements that may or may not be effective with older adults. The component of this study that may be most important is that the results expanded everyday memory research to another applied context using an implicit memory measure, and the indirect test of memory demonstrated that the prescription drug advertising was effective.
Originality/value
Although the findings were consistent with previous research, the study focuses on the real-world context of direct-to-consumer advertising for prescription drugs. Given that older adults have poorer explicit memory than younger adults, but not poorer implicit memory, it is particularly important for advertisers to use implicit memory measures when assessing advertisements aimed at older adult consumers. Marketers of pharmaceutical drug companies must remain aware that the memory abilities of their potential customers are extremely variable, and in some cases, limited.
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Jonathan A. Jensen, Patrick Walsh, Joe Cobbs and Brian A. Turner
The purpose of this paper is to investigate how simultaneous use of devices such as personal computers, tablets and smartphones impacts the sponsors that receive brand integration…
Abstract
Purpose
The purpose of this paper is to investigate how simultaneous use of devices such as personal computers, tablets and smartphones impacts the sponsors that receive brand integration during the broadcasts. Advances in technology now allow fans to consume broadcasts of televised events almost anywhere via personal computers, tablets and smartphones. These devices are also frequently utilized as “second screens” to communicate with fellow consumers on social media, access additional content or otherwise multitask during televised consumption.
Design/methodology/approach
An initial study served to test the applicability of the theoretical framework of a dual coding theory in this new context, followed by a 3 × 2 between-subjects design utilized to advance understanding of the influence of second screens on brand awareness of the sponsors of televised events.
Findings
Results demonstrated that both brand recognition and recall were reduced by second screen activity across nearly all audio or visual consumption experiences. Further, while second screen use in an audiovisual setting did not interfere with consumers’ ability to recognize brands, indicating they were able to multitask and were not distracted, it inhibited their ability to recall brands from memory. This result provides evidence that second screen use may interfere with elaborative rehearsal and reduce cognitive capacity.
Practical implications
Given that marketers are investing more resources than ever to achieve brand integration during televised events, these findings suggest that brands face challenges in achieving a requisite return on their investments.
Originality/value
This study represents the first empirical investigation of the impact of consumers’ use of second screens in the academic literature, and has important implications for the sponsors of televised events.
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Andinet Worku Gebreselassie and Roger Bougie
The purpose of this paper is to explore the application of advertising variation and repetition strategies in the context of communicating about social issues in least developed…
Abstract
Purpose
The purpose of this paper is to explore the application of advertising variation and repetition strategies in the context of communicating about social issues in least developed countries (LDCs).
Design/methodology/approach
Study 1 used a between-subjects experimental study using 106 students which were exposed to either the varied advertising condition (a negative appeal followed by a positive appeal or vice versa) or repetition condition (two negative appeals). In Study 2, a total of 111 students from Tilburg University and 95 students from Addis Ababa University participated in the study. A random ordering of experimental envelopes assigned the students to one of the following message order conditions (negative appeal–positive appeal, negative appeal–negative appeal, positive appeal–positive appeal and positive appeal–negative appeal).
Findings
Study 1 shows that for many social issues, an advertising variation strategy (a negative appeal followed by a positive appeal) is more effective than an advertising repetition strategy (two negative appeals) in terms of recall. Study 2 builds on these findings by differentiating between taboo and non-taboo issues. This distinction is important because many social issues, such as HIV, domestic violence and child abuse, for instance, are taboo in LDCs. Interestingly, the findings of Study 1 are reproduced for non-taboo issues but not for taboo issues. If an issue is a conversational taboo in a certain culture, then an advertising repetition strategy that only uses positive appeals is more effective than an advertising variation strategy.
Research limitations/implications
The use of students as participants may be a limitation of both studies. Because the reactions of students to specific message appeals may be age-related, concerns regarding the generalizability of the findings are justified.
Originality/value
Overall, the results of this paper provide useful information to social advertisers on when and how to use different types of advertising strategies in LDCs.
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Manfred Bruhn and Matthias Holzer
The purpose of this paper is to extend sponsorship literature by investigating the role of the fit construct and perceived sponsorship portfolio size for event sponsorship…
Abstract
Purpose
The purpose of this paper is to extend sponsorship literature by investigating the role of the fit construct and perceived sponsorship portfolio size for event sponsorship success. To analyze the sponsor–event fit in more detail, the authors draw on the network perspective and, as a consequence, split the sponsor–event fit into two constructs: the sponsor–artist fit construct and the sponsor–event organizer fit construct. Then, a model is developed and tested that examines the effect of these two constructs and perceived sponsorship portfolio size on sponsorship success.
Design/methodology/approach
The model is tested with data from 330 visitors to two different concerts in Switzerland. Real events with non-student samples are examined. The data are tested using Mplus 6.0 structural equation modeling.
Findings
Results report that the sponsor–artist fit, the sponsor–event organizer fit and perceived sponsorship portfolio size are important drivers of attitude toward the sponsor. Moreover, sponsorships that cause positive attitudes toward the sponsor are found to enhance willingness to pay a price premium and purchase intention.
Practical implications
This paper reveals that it is important for sponsorship managers to correctly consider the fit construct and perceived sponsorship portfolio size for sponsorship success. Additionally, the tested model provides an instrument for measuring sponsorship effectiveness.
Originality/value
The current paper reveals new results by investigating the impact of the sponsor–artist fit and the sponsor–event organizer fit on sponsorship success. Furthermore, the current research paper is the first to analyze the effects of a sponsorship portfolio which is not limited to one sponsorship category on sponsorship success.
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