ASSOCIATION FOR CONSUMER RESEARCH Labovitz School of Business & Economics, University of Minnesota Duluth, 11 E. Superior Street, Suite 210, Duluth, MN 55802 Positive, Energetic Multisensory Stimuli: When Ads Can Hurt Your Brand Dhruv Grewal, Babson College Keith Wilcox, Columbia University, USA Nancy Puccinelli, University of Oxford, UK The effects of multi-sensory cues are often assumed to be static. This research demonstrates that cues that typically lead consumers to feel positive and upbeat, can create cognitive conflict among sad consumers that renders the stimuli difficult to process and leads to more negative brand attitudes. [to cite]: Dhruv Grewal, Keith Wilcox, and Nancy Puccinelli (2015) ,"Positive, Energetic Multisensory Stimuli: When Ads Can Hurt Your Brand", in AP - Asia-Pacific Advances in Consumer Research Volume 11, eds. Echo Wen Wan and Meng Zhang, Duluth, MN : Association for Consumer Research, Pages: 9-12. [url]: http://www.acrwebsite.org/volumes/1018748/volumes/ap11/AP-11 [copyright notice]: This work is copyrighted by The Association for Consumer Research. For permission to copy or use this work in whole or in part, please contact the Copyright Clearance Center at http://www.copyright.com/. Consumer Responses to Multisensory Inputs Rhonda Hadi, University of Oxford, UK Paper #1: Virtual Touch: How Computer Interfaces Impact Consumer Choice Hao Shen, Chinese University of Hong Kong, China Meng Zhang, Chinese University of Hong Kong, China Aradhna Krishna, University of Michigan, USA et al.), affective state (Puccinelli, et al.), and dispositional sensationseeking (Hadi, et al.). We are honored to have Rashmi Adaval, an eminent scholar specializing in affect, sensory information, and consumer judgments, as a discussant. Consistent with the conference’s “Vibrant Integration” theme, Dr. Adaval’s expertise and the progressive approaches from this session are sure to induce a lively discussion, and are likely to appeal not only to sensory researchers but also to researchers grounded in more traditional approaches to cognitive psychology and consumer behavior. Paper #2: Positive, Energetic Multisensory Stimuli: When Ads Can Hurt Your Brand Nancy M. Puccinelli, University of Oxford, UK Keith Wilcox, Columbia University, USA Dhruv Grewal, Babson College, USA Virtual Touch: How Computer Interfaces Impact Consumer Choice Paper #3: Boost the Brightness, But Turn Down the Volume: Cross-modal Compensation for Meta-Sensory Homeostasis Rhonda Hadi, University of Oxford, UK Lauren Block, Baruch College, USA Suresh Ramanathan, Texas A&M University, USA EXTENDED ABSTRACT In the digital world, purchase decisions and product choices are increasingly made on a variety of computer interfaces. For example, people can order take-out meals on their smartphone, ipad, laptop, desktop computer, etc. Some of these interfaces are touch-based (e.g., iPhone, iPad) whereas others are not (e.g., laptop, desktop computers). When using a touch-interface, consumers often make a choice by touching the image of the option they want; on a desktop, they typically indicate their choice by using a mouse to click. Will the act of choosing on different interfaces lead to differences in choices? This paper examines such a possibility. We focus our investigation on a binary context similar to the ones widely examined by prior researchers (Dhar & Wertenbroch 2000; Shiv & Fedorikhin 1999), that is, one alternative is affectladen (i.e., it elicits a strong positive affect, but has fewer positive cognitive associations; e.g., cheese cake) and the other is cognitively superior (i.e., it has better cognitive benefits, but does not induce strong positive affect; e.g., fruit salad). The pair of products is presented pictorially on an iPad or a desktop. We predict that choosing on an iPad (vs. a desktop) enhances the choice share of the affectladen alternative over the cognitively-superior one. People may mentally stimulate the expected interactions with an object upon seeing it (Elder & Krishna, 2011; Tucker & Ellis, 1998; Shen & Sengupta, 2012). For example, the sight of a soccer ball makes people mentally simulate the action of kicking it with their foot. Decades of dual-system models (Esptein, 1993; Loewenstein, 1996; Metcalfe & Mischel, 1999; Pham, 1998) have shown a key difference between the reason-based, more utilitarian alternative and the feeling-based, more hedonic one: Relative to the former, the latter induces a spontaneous action tendency within consumers to “grab it directly”. This is, when consumers reach out to touch an option by their hand on an iPad, this action is very similar to the action that they would spontaneously simulate in their mind upon seeing the image of a hedonic product (i.e., an impulse to grab it – Shiv & Fedorikhin 1999). Reaching out to touch the hedonic product on a touch-interface is thus more congruent with the impulse than using a mouse to click on a non-touch interface, leading to a greater choice share. We conducted five experiments to test our prediction. In Study 1 (N = 85), participants used either an iPad or a desktop to make a binary choice that was visually presented on the screen. The results were as predicted: Participants were more likely to choose cheesecake over salad when they made their choice on an iPad (95%) than on a desktop (73%; p <.01). Paper #4: Discussant Rashmi Adaval, Hong Kong University of Science & Technology, China SESSION OVERVIEW Consumers are continuously exposed to sensory cues, both in their environments (e.g., retail atmospheres) and while interacting with products (e.g., touching products). While it is well documented that sensory cues impact meaningful consumer behaviors, researchers have identified the need to more critically examine the mechanisms through which sensory cues exert their effects (Krishna, 2012). The proposed session addresses this call and advances sensory research by combining three papers that move research on sensory cues away from mere effect demonstrations and on to a more refined understanding of when and why sensory cues are relevant to consumers’ evaluations and behavior. Specifically, each of the three papers draws upon different supporting theories to explore the impact of various sensations (haptic, visual and auditory) on important marketing outcomes: product choice, product evaluations, and brand attitudes. The first paper examines the impact of a single-modality cue: haptics. Shen and colleagues find that touch interfaces (e.g., digital tablets) lead to more affect-laden (as opposed to cognitively-superior) choices when compared to non-touch interfaces (e.g., computer with a mouse). They find that this effect is driven by increased mental simulation. Puccinelli and colleagues demonstrate positive, energetic multisensory stimuli can elicit a negative reaction when they conflict with the emotional state of the consumer. This research demonstrates the dynamic nature of multisensory cues. Finally, Hadi and colleagues bring the session to a close by demonstrating that sensory exposure in one modality may trigger general sensory goals. These goals might be satisfied along other modalities, in order to aid in meta-sensorial homeostasis. All of these papers are in advanced stages of completion, with multiple studies run. Together, these papers highlight that there are many different nuanced processes through which sensory cues impact consumer responses. Particularly, they draw upon three different theoretical frameworks to explain the sensory effects: mental simulation (Shen, et al.), cognitive conflict (Puccinelli, et al.), and homeostasis (Hadi, et al.). Additionally, these papers explore distinct moderators to help define boundary conditions of these effects: depiction mode (Shen, 9 Asia-Pacific Advances in Consumer Research Volume 11, © 2015 10 / Consumer Responses to Multisensory Inputs Study 2 (N = 192) further demonstrated the effect of interface on reaction time. In that study, participants were told that after they saw any pair of pictures, they should choose the smaller picture as quickly as possible. After some practices, they went to the target pair (cheesecake vs. salad). We found that when participants made the choice on an iPad, they were quicker to make a choice when the cake (vs. the salad) was the correct response (p < .05), whereas this difference disappeared when they made choice on desktop (F <1). The interaction effect was also significant (p < .05). Study 3 (N = 132) further replicated our findings using similar stimuli (ice-cream vs. USB) and went a step forward to show that such an effect was not simply due to any other differences between an iPad or a desktop. Specifically, participants were assigned to three conditions: one on desktop and two on iPad. In the iPad conditions, half the participants made their choices by directly touching the pictures using their fingers (compatible with “grabbing the product directly”), whereas the other half made their choices by touching the pictures via an iPad touch pen (incompatible). As the latter iPad condition bears little resemblance to the mentally stimulated responses upon seeing a hedonic product, the choice of the hedonic product in this condition (58%) was similar to the desktop condition (60%) - both being significantly lower than the other iPad condition (80%; ps<.05). Study 4 then tested the predicted effect using a moderator. Since people typically use their dominant hand to grab the object they want, using the dominant hand to choose on an iPad might match their spontaneous impulse of grabbing the hedonic product, whereas using the non-dominant hand to do so, might not. We recruited only participants those who were right-handed (N = 226). Participants were either instructed to use their right or left hand to choose between pictures of two types of food on the screen. As predicted, when they used their right hand to choose, they were more likely to choose a cupcake over blueberries on an iPad (69%) than on a desktop (52%, p = .07). However, when they used their left hand to make their choice, such a pattern was not observed (35% vs. 48%, p = .16). The interaction effect was significant (p = .02). In addition, we also demonstrated that our effect in right hand condition was mediated by the increased desire to reach toward the hedonic food. Study 5 (N = 224) examined whether our predicted effect held only when the products were presented pictorially. This is because that prior evidence only shows a strong link between “vision” and “action” such that the visual depiction of an object can activate the mental simulation of interacting with the object, but not so strong between the name of the objects and the mentally simulated responses (Tucker & Ellis, 1998). As expected, when the two options were visually presented on the screen, participants were more likely to choose an ice-cream cup over a corn cup on an iPad than a desktop (71% vs. 51%, p = .03). However, when the two foods were verbally presented (i.e., their names were shown), such an effect disappeared (60% vs. 69%, respectively, n.s.). The interaction effect was significant (p = .02). Taken together, the results of five experiments provide converging evidence for our prediction. These findings advance the current literature of mental simulation, affect-cognition choice conflict, and have rich implications in the new area concerning the influence of different digital interfaces on consumer behavior. Positive, Energetic Multisensory Stimuli: When Ads Can Hurt Your Brand EXTENDED ABSTRACT Sensory experience is often assumed to be static. This research demonstrates the dynamic nature of sensory experience, in particular, the moderating role of consumer emotional state. While positive, energetic stimuli generally make consumers feel positive and upbeat, there are conditions under which the reverse occurs. From a managerial perspective, there is a growing paradox within media: while ads remain uniformly positive and upbeat, the media content they sponsor grows increasingly negative. Eleven out of the top 25 programs are negative (Schneider 2013). By comparison, only about 10% of the top programs from 1990-1999 where negative (TV.com 2013). The negative emotions engendered by media content are likely to affect consumers since emotions have been shown to influence judgment and decision-making (Adaval 2001; Cohen & Andrade 2004; Raghunathan & Pham 1999). However, it is less clear how consumers experiencing a negative emotion, such as sadness, will respond to positive marketing communications. One perspective argues that people want to feel good so they will seek ways to uplift themselves when they are feeling down (Zillmann 1988), suggesting that consumers experiencing negative emotions should respond favorably to positive marketing communications. Nevertheless, there is evidence that people experiencing negative emotions often avoid activities that might improve their affective state (Erber, Wegner & Therriault 1996). For instance, people frequently choose to listen to sad songs instead of happy songs when they are sad (Cohen & Andrade 2004). Similarly, consumers often prefer negative salespeople over positive salespeople when they are experiencing sadness (Puccinelli 2006). Thus, a better understanding of how and why people experiencing negative emotions respond to positive sensory cues can help managers improve on the execution of their marketing strategies. We argue that because the experience of sadness is characterized by a preference for inactivity (Rucker & Petty 2004), sad consumers experience conflict when exposed to positive, energetic content. Consequently, they find the experience of watching such content more difficult, making them more likely to avoid watching it compared to positive content that is less energetic. Additionally, we propose that the same conflict from watching highly energetic commercials will not be observed among consumers experiencing a neutral affective state or another negative emotion not characterized by deactivation (e.g., anger) because such states are not characterized by a preference for inactivity. While highly energetic positive commercials may not be inherently difficult to watch, we show that sad consumers find such commercials difficult because the characteristics of the commercial conflict with their emotional state. Four studies were conducted to test this theory. In Study 1 (N = 94), we induced sadness or a neutral affective state using a video clip before having participants watch a positive commercial that was either high or low energy. We show that people experiencing sadness spend less time watching the positive, high energy commercial compared to a positive low energy commercial (p < .05). The tendency to avoid the high energy commercial was not observed for people in a neutral affective state. Study 2 (N = 80) demonstrates that people experiencing sadness have less favorable attitudes (p < .01) and marginally less favorable behavioral intentions (p < .10) toward an advertiser after watching a positive high energy commercial by the advertiser compared to a positive low energy commercial by the advertiser. Studies 3a (N = 154) and 3b (N = 178) provide Asia-Pacific Advances in Consumer Research (Volume 11) / 11 evidence that the difficulty viewing high energy content by those experiencing sadness is due to a preference for inactivity. Specifically, we show that the effect of sadness on the difficulty of exposure to positive, high energy cues is attenuated when people are primed with an action goal, that reduces people’s preference for inactivity (Study 3a interaction p = .001; Study 3b interaction p < .05). Additionally, we demonstrate that the same aversion to high energy cues is not observed when people are in a neutral affective state (Study 3a) or experience another negative emotion not characterized by deactivation (i.e., anger; Study 3b). Studies 3a and 3b suggest that the phenomenon generalizes to the broader media context. Finally, Study 4 (N = 197) was a field study on Hulu (hulu.com) to demonstrate that sad consumers perceive positive, high energy commercials to be more difficult to watch than low energy commercials (p < .05). This research makes several contributions. This research demonstrates that under certain conditions, consumers can find positive stimuli difficult to process, choose to reduce their exposure to the stimulus, and exhibit more negative attitudes towards the stimulus. Specifically, when consumers are sad they respond more negatively to positive, upbeat stimuli which may cause positive, upbeat ads to backfire. Boost the Brightness, But Turn Down the Volume: Cross-modal Compensation for Meta-Sensory Homeostasis EXTENDED ABSTRACT While much of marketing practice seems to stem from the basic tenet that more sensory stimulation is better (Lutz & Lutz 1978), research has documented the potential risks of sensory overload (Baker 1984; Malhotra 1984; Morrin & Chebat 2005; Soars 2009), and the importance for individuals to achieve and maintain relatively homeostatic levels of sensory stimulation (Berlyne 1960; Steenkamp & Baumgartner 1992). Everyday observation suggests that we do indeed seek balance within each sensory mode. When music is too loud (quiet), we lower (increase) the volume. We dislike food that is too bland or too spicy. However, no research has examined whether over-stimulation in one sensory mode (e.g., audition) may lead individuals to compensate by seeking reduced stimulation in other sensory modes (e.g., vision or olfaction). In this research we demonstrate that this may be the case: when individuals are exposed to sensory stimuli sufficiently above their optimal homeostatic level in one sense, they may seek to compensate across other sensory dimensions in an effort to achieve meta-sensory homeostasis. Individuals often face fluctuations in their external environment that may originate from natural sources (e.g., changing weather) or marketing-driven sources (e.g., music in a retail store). In response to such variations, we have a tendency to regulate our internal environment to ensure stability- a dynamic, iterative process known as homeostasis (Jänig 2008; Marieb & Hoehn 2007). While this is often done via automatic physiological processes, research suggests that decision-making can also function as a homeostatic process (Bechara, Damasio & Damasio 2000; Paulus 2007). Specifically, our brains encourage behavioral homeostasis via state-dependent alterations of hedonic perception, by signaling pleasure or aversion towards stimuli depending on our internal state and corresponding homeostatic needs, and we are accordingly led to make decisions that promote stability (Cabanac 1971; Rolls 2005, Paulus 2007). For example, if an individual is exposed to a sub-optimally cold environment, she will be motivated to seek warmth and will make decisions to help achieve that warmth goal. This homeostasis-driven decision-making account is consistent with optimal stimulation level (OSL) theory, which posits that if environmental stimulation is too low (high), individuals will attempt to increase (decrease) stimulation (Berlyne 1960, 1974; Steenkamp & Baumgartner 1992). Within the sensory domain, research has demonstrated the existence of optimal levels of visual (Berlyne 1971), auditory (Knöferle et al. 2012) and olfactory (Doty et al., 1984) stimulation. Thus the majority of research on sensory OSL has examined the construct within independent sensory modes. However, perception is fundamentally multisensory (Krishna 2012), and one area of the brain (the insular cortex) is responsible for integrating multimodal sensory inputs (Wheeler 2003). Accordingly, cross-modal correspondences exist between the sensory modalities (e.g., haptic and auditory sensations influence taste perceptions, Krishna & Morrin 2008; Spence et al. 2013). While research suggests that cross-modal congruency is generally favorable (Holmes & Spence 2005), the synaesthetic quality of sensory inputs should also imply that if input in one modality exceeds an individual’s optimal level and she is unable to quell input in that modality, she may seek to reduce inputs in alternative modalities. This notion of homeostasis-driven, cross-modal compensation is precisely the phenomenon we propose in this research. In Study 1 (N = 95), we randomly assigned participants to a condition based on a 2 (music valence: unfavorable vs. favorable) x 2 (music volume: low vs. high) between-subjects design. Music valence was manipulated by playing music that pretested as either unfavorable or favorable, and music volume was manipulated by pre-adjusting the volume of the stereo system in the lab. While being exposed to the music, participants evaluated a series of (nonauditory) products that differed in sensory intensity. We found that when the music played was unfavorable and high in volume, participants showed a greater preference for products low in sensory-intensity (e.g., mild food, unscented products, visually-simple objects) as compared to products high in sensory-intensity (e.g., spicy food, scented products, visually-complex objects). This suggests that the unfavorably high auditory stimulation led to a reduced desire for stimulation in other modalities. A follow-up study followed the same procedure, but included a condition in which individuals were able to adjust the music volume to their liking before evaluating products. This study demonstrated that when individuals are able to regulate within the disturbed modality, they no longer show the tendency to compensate across other modalities. Our first two studies suggest that if we are exposed to aboveoptimal environmental sensations in one modality, we may seek decreased sensory input across other modalities. Interestingly however, sensory inputs also contain semantic meaning, due to their common associations with experiences (e.g., cinnamon is a “warm” scent and mint is a “cool” scent, Krishna, Elder, & Caldara 2010). In fact, cross-modal congruence can be assessed by the consistency of the semantic associations among sensory characteristics and has been shown to impact behavior (Holland, Hendriks, & Aarts 2005). If this is the case, then according to our earlier theorizing, we should expect the cross-modal compensation phenomenon to additionally apply across conceptual dimensions. Thus in Study 3 (N = 130), we wished to examine if above-optimal levels of an environmental sensation would lead individuals to compensate along the same dimension but in other sensory modes. We manipulated the temperature of the laboratory (between 64-91°F) to create a variety of conditions that would lead to variations in thermal comfort. Participants indicated the extent to which they wished the room was colder, and then indicated their current desire for products that varied in terms of conceptual temperature (e.g. conceptually cold products included mint-flavored gum and Piano Jazz music, while perceptually warm products included cinnamon-flavored gum and Latin Salsa music). We found that individuals who wished the room was colder were 12 / Consumer Responses to Multisensory Inputs more likely to show preference for the conceptually cool (vs. warm) products than those individuals who did not want the room colder. In this research, we uncover a cross-modal compensation phenomenon, by demonstrating that when individuals are exposed to sensory stimuli sufficiently above their optimal homeostatic level in one sense, they may seek to compensate other sensory modes, either in terms of intensity or across a conceptual dimension. This research has important implications for marketers targeting consumers within contextual and dynamic environments. Future studies will measure arousal to examine its role in the underlying process and explore the moderating role of dispositional sensation-seeking. Discussant Drawing upon the findings across these three papers, we will discuss comparative as well as overarching issues pertaining to the antecedents of well-being. Comments and suggestions from the audience will be sought so as to enhance the session’s interactivity and the discussion’s overall quality.
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