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Experiential product placements in Virtual Environments:

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Title: Experiential product placements in Virtual Environments:


1
Experiential product placements in Virtual
Environments
Presence, information processing and advertising
effectiveness
  • Dan Grigorovici
  • Pennsylvania State University
  • ICA 2003 Presence Panel

2
Roadmap
  • IVE as invisible persuasive medium
  • Persuasive effects of presence via physiological
    (arousal) cognitive moderators (depth level
    of processing)
  • Application to persuasion advertising
  • Commercial messages
  • Product placements

3
Background
  • Two-step theoretical model of persuasion-related
    effects is proposed1
  • More presence ? more arousal and affect ? impact
    on depth of processing (user more likely
    to process information affectively, more
    implicitly and heuristically)
  • Effect of making the user less aware of an
    embedded persuasive message ? moderating effect
    on various advertising-related outcomes less ad
    recall, but more positive brand attitudes and
    favorable purchase intentions.
  • Product placements more effective than blatant
    advertisements
  • 1 Grigorovici, D. (2003), Persuasive effects of
    presence in Immersive Virtual Environments, in G.
    Riva, F. Davide W. Ijjsselsteijn (Eds.), Being
    There concepts, effects and measurement of user
    presence in synthetic environments (Emerging
    Communication Book Series, Vol. 5) (pp. 191-208).
    Amsterdam, the Netherlands IOS Press.

4
Research objectives
  • 1. empirical testing of an original model of
    cognitive effects of presence on persuasion
    (applications in advertising effectiveness,
    persuasive arguments, etc.)
  • 2. establishing a link between form
    content-based presence and persuasion models
    (ELM, HSM)
  • 3. empirical testing validating standardized
    presence scales using SEM (ITC-SOPI IPQ Witmer
    Singer)

5
Methods Study 1-pretest
  • N of observations 248
  • Sample size 31 undergraduate students
  • 24 worlds varying in
  • VE content arousal (high, medium, low)
  • scene type (outdoor, indoor)
  • sound (yes, no)
  • interactivity (yes, no)
  • random order and world viewing sequencing was
    performed

6
Methods Study 2
  • 2 (task type) x 2 (VE content type) x 2 (3D ad
    type) x 4 (3D Ad product type) x 2 (3D Ad brand
    name) x 2 (product type) x 4 (3D Site ID) mixed
    design
  • task type and VE content type
    between-participants variables
  • 3D ad type, ad product type, ad brand name,
    product type and 3D site ID within-participants
    variables
  • Eight 3D-VRML immersive Web pages 4 high
    arousal, 4 low arousal (pretested in Study 1)
  • N 240 undergraduate students
  • Stimuli

7
Methods Study 2
  • Independent variables
  • task type categorical, 2 levels
    experiential-navigation, search-selection
  • VE content arousal ordinal, 2 levels high and
    low
  • 3D ad type categorical, 2 levels a 3D product
    placement, vs. same 3D on a billboard
  • 3D ad product type categorical, 4 levels soda
    can, car, cell phone, solar panel
  • Dependent variables
  • Presence
  • ITC-SOPI
  • IPQ Sense of Presence Questionnaire
  • Cognitive capacity
  • skin conductance response (SCR), heart-rate (EEG)
    and secondary task reaction time (RT) measures
    throughout the test period
  • Attention
  • via Skin Conductance Response (SCR) measurement,
    as well as through Electrocardiogram (ECG)

8
Methods Study 2
  • Dependent variables
  • recall and recognition memory
  • memory for the 3D content was also assessed
    post-test with free and cued recall as well as
    recognition memory items included in the
    post-test questionnaire.
  • attitude towards the site
  • ad awareness
  • eight recognition items, each with four
    multiple-choice, closed-ended response
  • free recall
  • attitude towards the ads
  • ten 7-point Likert scale items derived from
    Machleit and Wilson (1988)
  • attitude towards the brands (advertised in the 3D
    ads)
  • three 7-point Likert scale items used by Muehling
    and Laczniak (1988)
  • purchase intention three-item, 7-point Likert
    scale
  • attitudes towards environment scale
  • navigation patterns (movement speed and routes
    followed, stop timestamps, etc.) tracked in
    real time

9
Preliminary Results
  • Spatial presence factor of ITC-SOPI positively
    predicts arousal level F (1,230)142.34, plt.0001
  • When controlling for engagement, main effect of
    spatial presence on arousal is not significant
  • Main effect of previous VR experience on spatial
    presence not significant
  • Main effect of gender on spatial presence,
    engagement, naturalness non significant
  • Main effect of gender on negative FX
    F(1,230)78.60, plt.0001

10
Preliminary Results
  • Validation of ITC-SOPI, using first order CFA
    (Lisrel)
  • Original model fits our data poorly, since Chi
    square (df1184)4930.14, p0.0 Chi square/df
    4.16 (gt3) RMSEA0.14 (90 CI 0.14, 0.14) gt
    recommended 0.05 AGFI0.41 CFI0.89 SRMR0.29
    ECVI30.53, with 90 CI 29.4131.47 (while ECVI
    for saturated model11.04)
  • Suggested model modification
  • Correlating SpPres-Eng SpPres-Natural
    Eng-Natural
  • Chi square (df1181)5767.66, p0.00 Chi
    square/df4.88 RMSEA0.13
  • Correlating error covariances between several
    observed variables from the initial ITC-SOPI
  • The factors of ITC-SOPI are not
    independent/mutually exclusive
  • Analysis of the physiological data (SCR, ECG)
    secondary reaction time measures
  • currently on going

11
Preliminary Results
  • Validation of ITC-SOPI, using first order CFA
    (Lisrel)

12
Discussion pattern of findings
  • 1. Results from ITC-SOPI CFA suggest the need for
    further refinement of the scale using SEM
  • 2. The engagement factor from ITC-SOPI presence
    scale seem to make an important contribution
    above and beyond the remaining 3 factors in the
    overall sense of presence ratings
  • When controlling for engagement level, main
    effect of arousal on presence is not significant
  • 2. When highly arousing, AD-related variables
    (Aad, Ad recall, etc.) do not show significant
    effects for product placements but they do for
    billboards (due to the nature of the
    ad-presentation) however, BRAND-related
    variables (brand perceptions, purchase intention,
    etc.), show significant positive effects for
    product placements, but not for billboards
  • 3. The reverse is true for the low arousing VE
    content
  • 4. Data analysis for the ELM-type persuasive
    argument manipulation is on going (expected
    findings similar to those at 3 4 above),
    which would confirm our model of cognitive
    effects of presence

13
Applications
  • Is there a distinction between product placements
    and classical advertisements in IVE?
  • NO, same 3D object can be both
  • Task type differentiates between them

14
Further research (on going)
  • Study 3
  • 3 x 2 x 2 between participants design
  • Task type 3 levels (navigation, search,
    cognitive)
  • Immersion level high, low (fishtank VE,
    ImmersaDesk, CAVE)
  • Stereoscopy (presence, absence)
  • Expected findings
  • Study 4
  • Classic ELM persuasive argument manipulation in
    an environmental context 2 (presence) x 2
    (argument strength) mixed design
  • Expected findings
  • Significant interaction
  • Study 3 4 currently in the design stage
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