PLACE IN RETURN Box to remove this checkout from your record. To AVOID FINES return on or before date due. MAY BE RECALLED with earlier due date if requested. DATE DUE I DATE DUE DATE DUE 5 W kw 8/01 enemas-p.15 ADVERTISING IN INTERACTIVE TELEVISION: HOW AUDIENCES’ INTERACTIONS WITH ADS AFFECT PERCEPTIONS OF PROGRAMS AND BRANDS By Joo-Hyun Lee A DOCTORAL DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Department of Advertising 2003 ABSTRACT ADVERTISING IN INTERACTIVE TELEVISION: HOW AUDIENCES’ INTERACTIONS WITH ADS AFFECT PERCEPTIONS OF PROGRAMS AND BRANDS By JOO-Hyun Lee Consumers are passively exposed to most commercials in a conventional television environment unless they take active steps to avoid them. On the contrary, interactive product placements (iPPL) in an interactive television (ITV) environment would deliver the advertising message only upon the consumer’s request. Traditional product placements (PPL) aim to put the audience in contact with the advertiser’s brand through simple exposures, so traditional PPL studies focus on the effect on the consumer’s memory. This dissertation recognizes that the iPPL can generate actual interactions from the consumer while watching the program, and examines how the iPPL and its interactive natures can change the audience’s consumption patterns of programs and the advertising effectiveness in an ITV environment. The primary purpose of this dissertation is to predict the types of products, programs, and audiences that would generate improved effectiveness of iPPL before ITV becomes widely diffused. In particular, this dissertation examines the audience’s involvement with product categories, involvement with the program, attitudes toward the program, and attitudes toward the characters in the program in relation to the audience’s attitude toward the brand and the interactions made to iPPLs. An experiment was conducted in a computer lab with 396 participants, and an interactive ITV interface created for the experiment was played on computer screens. The results indicate that a consumer with higher levels of involvement with a product category could recall more brands and demonstrated more active interactions with the iPPL compared to the consumers with lower levels of product involvement. This dissertation proposed that higher levels of involvement with a program will cause a lower amount of interactions and recalled brands, but the results show that the program involvement and the amount of interactions are positively associated. Consumers’ positive attitudes toward the program and a character in the program are found to be transferred to the attitude toward the brands. Consumers who demonstrated more active interactions with iPPLs showed a bigger increase in their levels of involvement with the program compared to the consumers who demonstrated less active interactions. Finally, structural equation models were analyzed to investigate the overall relationships of the variables. The results were specific to each particular brand and character. These findings have implications for advertisers and the current television industry. Copyright by JOO-HYUN LEE, 2OO3 DEDICATION TO the Lord, who started me on the way, led me to this place, and guided me all the way to this very moment. ACKNOWLEDGMENTS I would like to thank the professors in my dissertation committee, Dr. Bonnie B. Reece, Dr. Steven M. Edwards, Dr. Carrie Heeter, and Dr. Hairong Li, who have always been an invaluable resource, taking turns at being tough critic, sage counsel, and reliable friend. I have to deliver special thanks to Dr. Bonnie B. Reece, my advisor and mentor, for her unflinching supports and for carefully guiding me through all phases of my doctoral program. I thank Dr. Carrie Heeter for her invaluable comments and insightful discussions about the nature Of interactivity. I owe a debt of gratitude to Dr. Steven M. Edwards and Dr. Hairong Li, who, first as teachers and later as co-authors, taught me much Of what I know about interactive advertising today. I am grateful to my colleagues in the Mass Media Ph.D. Program for all their support and friendship. In particular, I would like to thank James for the hours he spent discussing life and research with me. I am also grateful to ZOO Hyun and his wife, Yoon-Keun, for the countless meals and help they provided. This research was financially supported by Dissertation Competition Grant from the American Academy of Advertising (AAA) and by Research Grant from the Ad Research in Korea. I would like to place on record my deep appreciation for Dr. Kristina Frankenberger, Chair Of the AAA Research Committee, and for Dr. WOO-Hyun Won, Editor of the Ad Renard) for the supports they provided, which made this dissertation possible. vi I cannot thank my family enough for their continued love and encouragement. In particular, I thank my parents and my brother, Sanghyun, for being patient cheerleaders from halfway around the world. I am deeply grateful to my wife Jounghae for always being there and pointing me forward when the going got tough, and for all the sacrifices she made Of her valuable time in order to facilitate the completion of my doctoral program. Vii TABLE OF CONTENTS LIST OF TABLES xi LIST OF FIGURES xiv Chapter 1. Introduction 1 1.1. Interactive Television (ITV) 2 1.2. Television Commerce (T-commerce) 3 1.3. The Purpose of the Study 4 Chapter 2. Interactive TV: Description, History, & Advertising 6 2.1. What is ITV? 6 2.2. History of Development 10 2.3. Forecast 15 2.4. Ads in ITV 17 2.5. Product Placements 19 2.6. Product Placements in ITV 25 Chapter 3. Involvement 27 3.1. Involvement in General 27 3.2. Involvement with Product Categories 30 3.3. Involvement with Programs 32 3.4. Attitude toward the Program and Characters 36 3.5. Gender 40 Chapter 4. Interactivity and Interaction 42 4.1. Interactivity - The Construct 44 4.2. Interactivity - Other Effects and Antecedents 48 4.3. Interactivity and Interaction 50 4.4. Value of Interaction 56 4.5. Interaction — Antecedents 58 4.6. Interaction — Consequences 62 Chapter 5. Methodology 66 5.1. Analysis Plan 66 5.2. Design and Sample 66 5.3. Development of the Stimulus Material 68 5.4. Procedure 73 5.5. Measurement 75 viii Chapter 6. Results 6.1. 6.2. 6.3. 6.4. 6.5. 6.6. 6.7. 6.8. 6.9. 6.10. 6.11. 6.12. 6.13. 6.14. 6.15. 6.16. 6.17. 6.18. 6.19. 6.20. 6.21 . Manipulation Check Sample Size and Composition Scale Reliability The Effects of Product Involvement on Interactions The Effects of Product Involvement and Attitude toward the Program on Recall The Effects of Program Involvement on Recall and Interactions The Effects of Attitude toward the Program on Interactions The Effects of Attitude toward the Program on Attitude toward Brands in the Program The Effects of Attitude toward the Characters (of the Program) on Interactions and Recall The Effects of Attitude toward the Characters on the Attitude toward Paired Brands The Effects of Gender on Interactions The Relationship between Recall and Interactions The Effects of Interactions on Changes in the Level of Product Involvement The Effects of Interactions on Changes in the Level of Program Involvement The Interaction Effects of Product Involvement and Program Involvement on Interactions (Study 1) The Interaction Effects of Product Involvement and Attitude toward Program on Interactions and Attitude toward Brands (Study 2) The Interaction Effects of Program Involvement and Attitude toward Program on Interactions and Attitude toward Brands (Study 3) The Interaction Effects of Attitude toward Program and Attitude toward Characters on Interaction and Attitude toward Brands (Study 4) The Interaction Effects of Product Involvement and Attitude toward Characters on Interactions and Attitude toward Brands (Study 5) Test of the Hypothetical Model and Structural Relations SEM: Results ix 78 80 80 80 83 84 85 86 89 91 93 93 94 95 96 98 102 105 115 124 128 78 Chapter 7. Conclusions and Discussion 7.1. The Role of Involvement in Advertising Effectiveness 7.2. The Role of Attitude in Advertising Effectiveness 7.3. The Relationship between Attitude and Involvement 7.4. The Role of Interactions in Program Consumption 7.5. Limitations and Suggestions for Future Studies 7.6. Conclusions and Implications APPENDIX A. Questionnaire for the Experiment APPENDIX B. Instruction for the Experiment APPENDIX C. Descriptive Statistics BIBLIOGRAPHY 131 133 136 136 140 144 149 165 177 182 131 Table 1. Table 2. Table 3. Table 4. Table 5. Table 6. Table 6.4.1. Table 6.4.2. Table 6.4.3. Table 6.5.1. Table 6.5.2. Table 6.6. Table 6.7. Table 6.8.1. Table 6.8.2. Table 6.8.3. Table 6.9.1. Table 6.9.2. Table 6.9.3. Table 6.9.4. Table 6.10.1. LIST OF TABLES Hypotheses Program used for the Main Experiment Summary of Product Information Embedded in iPPLs Experimental Procedure Manipulation Check of Program Involvement Product Involvement Descriptive Statistics and Reliabilities for Scales Used in the Study Descriptive Statistics on Product Involvement (BG) and Interactions Relationship between Product Involvement and Interactions Descriptive Statistics on Brand Recalls Relationship between Product Involvement, ApRog, and Recalls Interactions and Recalls in Program Involvement Conditions Relationship between APROG and Interactions Calculation of Interacted- and Non-interacted A3: Example AB Changes in Non-Interacted Brands: Statistical Significance Regression: Relationship between A3") and Ammo Descriptive Statistics on Character: ACHAR and Interactions Relationship between ACHAR and Interactions Descriptive Statistics on ACHAR and Recalls of Paired Brands Regression: Relationship between ACHAR (combined) and Recalls Descriptive Statistics on Character: ACHAR and Interactions xi 67 71 72 75 78 79 81 82 83 84 85 85 87 88 88 90 90 91 91 92 Table 6.10.2. Table 6.11. Table 6.12. Table 6.13.1. Table 6.13.2. Table 6.14.1. Table 6.14.2. Table 6.15. Table 6.16.1. Table 6.16.2. Table 6.16.3. Table 6.17.1. Table 6.17.2. Table 6.18.1. Table 6.18.2. Table 6.18.3. Table 6.18.4. Table 6.18.5. Table 6.18.6. Table 6.18.7. Table 6.18.8. Table 6.18.9. Table 6.18.10. Relationship between ACHAR and AB Amount of Interactions Across Genders Regression: Relationship between Interactions and Recalls Descriptive Statistics on Product Involvement Changes Relationship between Interactions and Product Involvement Descriptive Statistics on Program Involvement Changes Relationship between Interactions and Program Involvement Interactions Effects: Product Involvement x Program Involvement Attitude toward Program: Creating Conditions Interactions Effects: Product Involvement x Program Attitude Interactions Effects: Product Involvement x Program Attitude Interactions Effects: Program Involvement x Program Attitude Interactions Effects: Program Involvement x Program Attitude Attitude toward the Character: Creating Conditions Interactions Effects: APROG x ACHAR: Chandler Interactions Effects: APRQG x ACHAR: Rachel Interactions Effects: ApROG x ACHAni Ross Interactions Effects: APROG x ACHAR: Joey Interactions Effects: APROG x ACHAR: Monica Interactions Effects: APROG x ACHAR: Phoebe Interactions Effects: APROG x ACHAR: Chandler Interactions Effects: ApROG x ACHAR: Joey Interactions Effects: APROG x ACHAR: Monica xii 92 93 93 94 95 96 96 98 99 100 101 103 104 106 106 108 109 110 111 111 112 112 113 Table 6.18.11. Interactions Effects: APROG x ACHAni Phoebe Table 6.18.12. Interactions Effects: APROG x ACHAR: Rachel Table 6.18.13. Table 6.19.1. Table 6.19.2. Table 6.19.3. Table 6.19.4. Table 6.19.5. Table 6.19.6. Table 6.19.7. Table 6.19.8. Table 6.19.9. Table 6.19.10. Table 6.19.11. Table 6.19.12. Table 6.19.13. Table 6.21.1. Table 6.21.2. Table 6.21.3. Interactions Effects Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: Interactions Effects: :ApROG x ACHAR: Ross Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Product Involvement x ACHAR: Summary of the Results Initial Result: Inexpensive Appliance / Joey Initial Result: Kitchenware / Monica Initial Result: Dessert / Phoebe xiii Chandler Joey Monica Phoebe Rachel Ross Chandler Ross Joey Monica Phoebe Rachel 113 114 114 116 116 117 117 118 118 119 119 122 122 123 123 124 129 130 130 Figure 1. Figure 2. Figure 3. Figure 4. Figure 6.18.1. Figure 6.18.2. Figure 6.18.3. Figure 6.19.1. Figure 6.19.2. Figure 6.20.1. Figure 6.20.2. LIST OF FIGURES History of ITV Development Thumbnail of Stimulus Material: Step 1 Thumbnail Of Stimulus Material: Step 2 Thumbnail of Stimulus Material: Step 3 Interactions Effects: ApROG x ACHAR: Chandler Interactions Effects: ApRog x ACHAR: Rachel Interactions Effects: APROG x ACHAR: Ross Interactions Effects: Product Involvement x ACHAR: Chandler Interactions Effects: Product Involvement x ACHAR: Ross Hypothesized Model Tested Model xiv 14 68 69 70 107 108 109 120 120 125 127 Chapter 1. Introduction Television is a passive and one-way mass communication medimn that has been providing entertainment and information for millions of people around the world. However, television is changing and has recently started to become an interactive two- way communication platform. The interactive television (“ITV”) industry started to take shape in the late 1990’s. There are several factors that have facilitated the emergence of this new medium (or an “advanced” medium), but the important technologies that make up the medium’s foundation include computer hardware technologies, developments of telecommunication network atmosphere such as the Internet, large bandwidth that allowed the high speeds necessary for processing digital video, innovations in software technologies that eased the creation of digital contents, and digitization of broadcasting transmission (Swann, 2000). Various trials and errors from experiments on the medium during the last decade have provided many lessons. Furthermore, the content and applications developed early have showed that the concept is viable. Many ITV descriptions use various new technological innovations to illustrate the medium. But ITV can be simply explained as a convergence of the two sectors — the Internet, which is a telecommunication domain, and the traditional media-oriented television sector. This convergence offers interactive services to the audience via the television or computer. Consequently, the audience can use e-mail, browse the Internet, shop, seek information they want, and play games with their TV. Also, they can enjoy the very same services from their computer, bringing television into the monitor screen. There is no universally agreed upon definition of interactive television. It is even being called different names, such as enhanced television, advanced television, synchronized television, and so on. Nevertheless, people Share an agreement over the fiinctions that the medium may and will provide. In fact, some of them are already being used. For instance, the subscribers of Microsoft WebTV can play along with TV game shows. Time Warner offered its subscribers in New York City interactive ads (Swedlow, 2000). Little by little, the audience is becoming accustomed to the idea of interactive television or interactivity in television. The industry is also showing signs that it considers the medium to be serious and lucrative. For instance, more companies are now building divisions dedicated to broadband/ITV strategies, and Multiple System Operators (MSOs) began launching ITV network services to test new technologies, content, and the potential for television commerce (t-commerce) revenues (Swedlow, 2000). Even though they are not yet available on a massive scale, positive changes are occurring around the world to make this new medium a reality soon. 1.1. Interactive Television (ITV) What exactly is interactiVe television (ITV)? Is it the Internet via television? How is it different from the interactive services that are currently provided by the Digital Broadcast Satellite (DBS) and digital cable services? Is it different from HDTV? What benefits does it offer? These are the questions lingering over average consumers’ heads. Verifying this, a study conducted by In-Stat Group reported that the biggest obstacle facing ITV in North America was confusion over what exactly ITV is, and more importantly, what consumers want it to be (in Pastore, 2002). The issue regarding the confusion about the concept and definition of this new medium will be addressed in depth in the following chapter. Meanwhile, the functions of ITV may be simply described as any two-way, interactive services that are being offered to the audiences through the TV sets. In the ITV environment, the television works as a host of applications such as entertainment services (pay-per-view, video-on-demand, and games), information services (electronic program guides, local information, Internet access, and distance learning), t-commerce services (shopping, electronic catalogs, insurance, and banking), and other services (e. g., online voting). Consequently, an audience’s conventional experience with television will be greatly transformed. For example, people will be able to read more about the topic presented during a show, watch a show on the viewer’s own schedule, and purchase goods associated with a program using the aforementioned features. 1.2. Television Commerce (T—commerce) One reason that ITV is an attractive alternative is t-commerce (television commerce or TV-based e-commerce). Along with subscription fees and advertising sales, t-commerce is another important revenue generator for ITV. In fact, the industry believes t-commerce to be very viable, and many recent studies are introducing results that will only strengthen this belief. For example, Yankee Group (summarized in ITV Marketer, 2002) reported that digital TV is expected to surpass PC-based Internet penetration in Western Europe by 2005, leading to $17 billion in t-commerce revenues in Europe by 2006. OVUM (2000, in Pastore, 2000) predicted t-commerce revenue would be worth $45 million by 2005. Also, a study by TechTrends, Inc. showed that 46 percent of consumers are interested in t-commerce. It continues to report that one in three consumers showed an interest in TV-based banking and investing, and that the most likely users for t-commerce include premium cable and DBS subscribers, active online shoppers and frequent customers of home shopping channels (TechTrends, 2000). Also, the fact that more than 80 percent of the active audiences of home shopping channels are interested in t-commerce suggests positive ideas to QVC and HSN regarding their future in t-commerce atmosphere (Pastore, 2000). 1.3. The Purpose of the Study On the surface, the Viability of interactive television (ITV) seems to be obvious. However, the problems that the industry faces in developing and advancing ITV include: (1) lack of technology standards; (2) lack of research on the kinds of products and services for t-commerce that work best in an ITV environment; (3) advertisers’ lack of knowledge on ITV; and (4) difficulty in testing advertising due to a low number of installed set-top boxes. The current study aims to provide answers to some of these issues. Particularly, it examines how added interactivity to television will change (1) the way the ads are presented to the audiences and (2) the way the audiences respond to the ads. To examine these issues, the current study proposes a new ITV ad format — Interactive Product Placement (“iPPL”). iPPL refers to a type of advertising that are embedded in the programming. The biggest difference of iPPL from traditional product placements (PPLs) is that the iPPL would be designed to generate immediate actions of the audience (e.g., requesting more product information and purchasing). Traditional PPL focused on being recognized and perceived by the viewers, and thus many related studies examined the role of exposure on consumers’ memory. This dissertation examines the role of products exposure on memory, attitude toward the advertised brand, and consumers’ interaction with the ads. Other placement-related factors such as the consumer’s involvement level with the product class and the program, and their attitude toward the program or the elements in the program will be examined as well. Interactive commercials are just like traditional television commercials except that they will be able to provide fimher information upon request (i.e., click) or provide different versions according to the audience characteristics. Of course, there will be other types of ads in ITV, such as interactive commercials and interactive infomercials. The ads (and programs) from home shopping channels will also benefit from the added interactivity. However, the audiences are already experiencing a certain degree of interactivity without the ITV features in today’s commercials and home shopping channels (e. g., calling the number on the screen to purchase the product immediately). Therefore, this study concentrates on the interactive product placement (iPPL). Hence, the following chapter discusses ITV in more depth in terms of its concept, history, and its connection to the traditional television media environment. It will be followed by the discussions on ITV ads, including the analogy to the traditional product placement practices. Chapter 2. Interactive TV: Description, History, & Advertising 2.1. What is ITV? Some interactive services have already become common on many pay-TV networks, through digital cable TV operators, and to most DBS subscribers. However, these applications (e.g., Electronic Programming Guides and Video On Demand) that are currently available to audiences are insufficient to be considered an ITV. The potential of ITV functions has been described in many academic and industrial reports, but there is little agreement on the extent of interactivity that will be demonstrated to its audience. The individual viewers will be able to choose the ending of a program; or, for a lower level Of interactivity, the viewers will be able to select different camera angles of sports replays, or they will be able to see on-demand textual commentaries of certain players or plays. Likewise, it is believed that viewers will be able to click and see information about a certain product the character is using in a particular Show. The lowest level of interactivity will allow viewers to watch a program afier it has already been broadcast (i.e., delayed watch), and they will be able to pause and replay the Show, just as they can do using current digital recording technology, such as TiVO. Furthermore, audiences will be able to display program-related information on their TViscreen, as they can now using electronic programming guides (EPG) as a part of digital TV services. Undoubtedly, the possible advantages that interactive television can provide, or the priority of its features that audiences would seek, may vary greatly. What does it take to be an ITV? Although the current study places emphasis on the advertising in an ITV environment, information will first be presented on the medium’s contents, technology, and business model in an attempt to better understand the nature of advertising in ITV. Then, the history of developments and the technological specifications will follow. 2.1 .1. ITV: Contents The types of content in an ITV environment are endless. Prominent applications include a technologically enabled digital video-on-demand (VOD) and electronic programming guides (EPG). VOD services use digital Video server technology, lets the audience access the program database, and allows them to watch on their own schedule. Swedlow (2000) noted that VOD would also provide an attractive billing model to the program providers as its business model resembles that of the current pay-per-view industry. Other on-demand services besides VOD include digital Video recording (DVR). DVR is also called “personal video recording (PVR),” and it allows audiences to pause, rewind, and even digitally save programs in the storage device such as a hard disk to watch them whenever it is convenient for the Viewers. Although VOD is not fully available at the moment, DVR services are already available in the US. from providers such as TiVo and ReplayTV. The EPG is also available on digital cable and DBS systems. The EPG that appears on the television screen allows the audiences to navigate, search, and sort the programs by channel, time, type, and so on. Companies like Gemstar, TV Guide, GIST, ReplayTV, and TiVo are currently providing EPG service. Currently, the information in the EPG is presented only in a format set up by the service provider. However, it is expected that the EPG would work as a “TV portal” once the viewers become able to build their own program guide. Viewers will be also able to interact with the programs (e.g., quiz shows) or other audiences (e.g., via instant messaging, chat rooms, e-mails). They will be able to obtain further program-related information (including shopping options) directly on the television screen. Channels Specializing on various commercial services can be provided (e.g., shopping, e-mail, games, advertising, etc.), and public services such as distance learning and online voting will be also provided directly on the television screen (Jacobs & Dransfield, 1998). In terms of the Viewing experience, the menus and various options are designed to be presented in graphical boxes as we see in sports broadcasts today, or in separate fields such as those from CNN news where the main screen is reduced in one comer and various pieces of information (e.g., weather, stock, etc.) are displayed in other places. cc‘ss I WebTV now puts an icon on the screen to provide more information on an advertiser or a content provider. Swedlow (2000) predicts that such an interface will be used for the programs touting direct purchase of the related products. 2.1.2. ITV: Technologies and devices: Remote control is expected to be the primary input device. Other devices such as wireless keyboards or wireless mice are considered as inconvenient and thus expected to be secondary devices. To improve the convenience, a rudimentary version of the voice- activated remote control has been already introduced to the market (e. g., Hammacher Schlemmer, InVoca). Touch screens on televisions might also be used. Using personal data assistant (PDA)-types of devices to integrate remote control functions (and telephony) is also being tested. The chief device in an ITV environment will be the set-top box, which has been associated with the cable industry for a long time. The new boxes will carry microprocessors, memory, conditional access technology (i.e., storage device), and a connection to the network (Swedlow, 2000). Some ITV operators may choose to use server technology at the cable headend and let viewers download applications and contents from the server in order to prevent the set-top boxes from becoming obsolete because of technological developments in hardware. 2.1.3. ITV: Revenues: Subscription fees are an important revenue source. For instance, a report from In- Stat/MDR (in Barlett, 2002) predicted that the number of TV households using on- demand services (e.g., VOD) worldwide would increase from 1.3 million in 2001 to over 33 million in 2005, and that the revenues in North America would increase from $86 million to over $1.75 billion in 2005, which all suggest an optimistic future for ITV. On the contrary, some studies present less optimistic views on the subscription-based business models. For example, a study by TechTrends (2000) showed that only 1 in 17 consumers is willing to pay more than $3 for ITV services. It means that additional revenues will have to come from advertising. But for ITV, DVR may pose a threat to advertisers, since the device allows the viewers to easily skip commercials. T-commerce, on the other hand, will be another critical revenue generator. An example can be found from the service in the UK. BSkyB offers the service, called “Open,” to its DBS subscribers (Swann, 2000). During the 1999 holiday season, it provided a special channel for interactive home banking, grocery shopping, e-mail, games, and so on. As a result, Open reported more than $1 million in t-commerce sales. Although the sales have declined after the holiday season, there are two factors that could change that trend. First, its service did not include enhanced television capabilities by which viewers would have far more purchasing options. Second, the number of subscribers continued to increase afier the season, which forecasts a positive future of the service. Considering that more purchase options are made available, it is evident that t- commerce will play a pivotal role in an ITV business model. 2.2. History of Development 2.2.]. 1970’s — VBI and QUBE In the early 70's, the Vertical Blanking Interval (“VBI”) was used to send analog signals, which eventually carried closed captions in the US. and teletext in the UK. Teletext content included news headlines, sports scores, travel reports, movie reviews, weather, and so on. Later, US. companies used these signal to send out programming information for EPGs. In the mid-90’s, early developers of ITV platforms were already exploring new types of broadcasting over the VBI because of the low cost and an already established standard. Thus, broadcast data today still have to be transmitted over the VBI to digital set-top boxes or other data receivers. The history of these two-way set-top boxes started from QUBE, the first commercial ITV network (Swedlow, 2000). Developed by Warner cable in 1977, QUBE allowed Viewers to vote, select movies to watch, and play along with game shows. Although the services were rather basic, QUBE demonstrated that viewers not only wanted interactive features, bit would pay for them. 10 2.2.2. 1980’s — HDTV and Digital TV In the early 1980’s, HDTV was first proposed (MacInnes, 1994). Despite its superior image, many problems such as the degree of digital adoption, transmitting method, broadcast spectrum, and compression scheme arose. The FCC tried to forge an agreement regarding the controversy, yet failed to establish an international standard. In the meantime, the existing analog spectrum is being taken back from broadcasters and used for other data services such as mobile communications and datacasting. Such services may be added to digital signal transmissions, especially for HDTV. Currently, some HDTV programming is available in the U.S., but the high prices of digital TV sets are preventing them from being widely distributed (Swedlow, 2000). This lack of standard and the slow growth of usage are holding back manufacturers and program developers from making the hardware and sofiware for HDTV. AS a result, digital broadcasting is experiencing slow growth. On the other hand, digital broadcasting is experiencing rapid growth in Europe, and subscribers there can access the Internet, enjoy digital teletext, and engage in t-commerce (Greenspan, 2002; Jacobs & Dransfield, 1998). 2.2.3. 1990’s — Signs for emerging ITV Until the mid 1990’s, many developments occurred to make ITV a reality. Narrowcasting began and diverse channels have appeared over the analog networks around U.S. Computer technologies equipped the television and film industries the capability to digitally edit and produce work. The Internet made a widely distributed interactive multi-medium a reality, by which every individual became able to produce a Web site with rich content including audio and video. As a result, a new interactive media industry was born. 11 There have been many trials and errors as well. Among those, Time Warner launched an interactive service in 1994 and provided VOD, shopping, games, and EPG services to 4,000 households in Florida (Swarm, 2000; Swedlow, 2000). Although the high operational cost caused the project to be abandoned, some lessons were learned — the service itself should have been free to the audience, tiered pricing models did not work, and VOD was found to be a highly popular application. 2.2.4. Intercast and WebTV In 1995, Intel introduced “Intercast,” which was a TV tuner card bundled with software and the contents from NBC (Miller, 2001; Tedesco, 1996). Although it represented an example of interactive data and television content integrated under a single medium (i.e., PC), insufficient content made the product unsuccessful (Swedlow, 2000). In 1996, WebTV introduced a standalone set-top box with Internet service. One year later when WebTV was purchased by Microsofi, its three set-top box models not only featured two-way VBI broadcasting, but its content producers were able to use the services of various ITV databroadcasters to provide enhanced interactive services (McClellan, 1997; Swann, 2000). 2.2.5. ReplayTV and TiVO ReplayTV and TiVo launched their own standalone products in 1999 (Hale, 1999b). These products used hard drives to offer users DVR capabilities. Also, EPGS were already included in the service. Although the products have not been very successful, the DBS industry recognized the potential of these types of products, and has begun to offer similar services using its own set-top boxes. 12 2.2.6. Industry’s reaction - Enhanced TV and Synchronized TV How will the industry react to all of the technological developments, and what will they present as a standardized form of ITV service? Problems exist, especially in establishing an industry standard. However, Enhanced TV and Synchronized TV emerged as leading contenders concerning how ITV will progress. First, Enhanced TV represents a specific type of ITV. In its interface, the elements and data are transmitted Via the TV signal and then overlaid (not integrated) on the video broadcast. The Enhanced TV services currently provided by Wink Communications offers limited but still interactive choices to the audiences. The audiences can see a small icon on the TV screen like WebTV, and it can be clicked to provide further information (Hale, 1999a). It ranges from product information offered by the advertiser to the data from the Weather Channel (Swedlow, 2000). Second, Synchronized TV represents an Internet application, which may be described as an integration of the Web and TV (e.g., WebTV). Basically, anything in the Internet environment can be done in the Synchronized TV environment while the program is on air (Swedlow, 2000). Synchronized TV receives HTML data broadcasts that are synchronized with television programming. Applications can be downloaded from Web sites and its audiences can interact with other viewers, call for further information on the program, and use e-commerce capabilities provided by the advertisers. A company called WorldGate recently launched a relevant service - Go!TV — that allows “channel hyperlinking. (Swedlow, 2002)” A third technology called Hypervideo enables producers to embed “hotspots” inside a program (Sun Microsystems, 2001). The hotspots are clickable spots in the TV 13 screen to provide links to the Web, another program/channel, or to call up other elements in sync with the streaming video. However, they are different from the abovementioned “icons” in Enhanced TV, in that the icons generally stay in the same spot during the program while the hotspots can travel on the screen in sync with the program. Many companies and institutions including Digital Renaissance, Apple, Veon (now a part of Philips), and the MIT Media Lab have developed authoring tools for hypervideo, and they all provide embedded hotspots that will jump to another video segment, piece of text, audio clip, picture, or Web page (Swedlow, 2000). Altogether, the technology reinvents the concept of television as an interactive medium and suggests attractive applications to advertising and e-commerce industry. Figure 1 illustrates the history of ITV development. Figure 1. History of ITV Development Time Warner (F SN): VOD, EPG, shopping, and games in Florida 5% ‘< '5' H O .3. 5 ‘ O J t l4 2.3. Forecast Technological possibilities of ITV have been verified thus far. Marketing research has suggested that people would like to have ITV around them. Considering the definition of ITV, it might even be said that ITV is already here to some degree. On the other hand, the social adoption of the medium has been a different topic, and there are questions about whether ITV would be easily adopted by the general public (Jacobs & Dransfield, 1998; Lee & Lee, 1995). Jacobs and Dransfield (1998) assumed that ITV would be an integration of TV and the Internet, thus allowing more interactivity to the audiences. Although they concluded that ITV would be gradually integrated with the current television industry to reduce the consumer resistance and indifference, they noted that watching television is a group (e.g., family) activity, and thus consuming television and the Internet involve different patterns. For instance, unlike television, the Internet is considered as personal medium, and because of this difference, they argued that the public would not be interested in accessing the Internet using their TV sets. ITV industry also recognizes surfing the Web on television as a failed concept (Greenspan, 2002). Although not focused on browsing the Internet on television, Lee and Lee (1995) also examined people’s pattern of television watching, and suggested that, in order for ITV to be successful, people’s current patterns, motivation, and gratifications of television watching must be taken into account. They predicted that the audience would not always prefer interactivity in television because they usually would like to sit back and relax when they watch TV. Specifically, Lee and Lee (1995) noticed that people enjoy low-involvement as well as high-involvement viewing, and predicted that ITV will 15 hinder this pattern of TV watching to slow its adoption rate. Lee and Lee (1995) assumed that ITV would always require interactions and extra attention from the audiences. Considering that ITV provides only the capacity for more interaction and involvement, it may be anticipated that whether audiences pay more attention or not would depend upon the individual’s decision. That is, if they don’t want extra interaction, they can watch it like a conventional television. Second, Lee and Lee (1995) used the term “routinization” to describe people’s loyalty to certain programs. The study Showed that over 50 percent of those who chose a specific program responded that they almost always watched the program and knew that the program would be on at a particular time. The researchers also indicated that this pattern would be an obstacle to viewers exploring new types of programs that require interactivity and also to the programs seeking new audience groups. However, this type of challenge is not exclusive to ITV, but to all types of new programs. On the other hand, it may be expected that heightened involvement due to interactivity will produce less “grazing” activities, which generally describe the audience’s constant channel changing using a remote control (Eastman & Newton, 1995). Eastman and Newton (1995) Showed that most grazing occurred between programs rather than during programs. Third, relaxation has been considered an important benefit that the audience may get from traditional television viewing that does not demand interaction (Lee & Lee, 1995). It has been implied that it is for this reason that ITV will not be greatly appreciated. However, it must be noted that such benefit may not apply to all program types. For instance, the audience’s internal states (e.g., attitude, emotional state) toward watching television may vary across different program types. It is expected that the added 16 interactivity to the program would provide different features to the audience of different programs (e.g.., team statistics in sports programs, shopping options to dramas, etc.). Finally, conventional television is also known as a “storytelling medium,” and Lee and Lee (1995) doubt that ITV may have much to offer to this nature. This charge is related to ITV’s interactivity that might distract Viewers who are involved in an engrossing story and thus interferes with viewers’ need for low engagement uses of television as well. Again, it might be expected that this unwelcomed distraction would occur in only certain types of programs. Despite all these weakness, Lee and Lee (1995) predicted that commercials and infomercials would make strong use of interactive capabilities. Not all charges against ITV appear to be justified. It is certain that technology now advanced sufficiently for ITV to compete in the market. Determining whether consumers will prefer ITV services to current DBS, digital cable, or other similar services require further deliberation. Although the viability of ITV is an important topic that needs further discussion, it is not the focus of this study, and it will not be discussed further. The primary focus lies in examining the ITV ad effectiveness based on what has been known about the medium ’8 characteristics. It should be noted that because advertising will be a very critical revenue generator for the medium, it is important to understand how the ads will attract the audiences. 2.4. Ads in ITV Despite the facts that there is no pre-established universal standard for ITV technology and that there are no ITV ad formats that fully demonstrate the current ITV 17 technologies, the above discussions indicate that the ad format will allow real-time interactivity for the audience. However, there has been no academic research on the types of ITV ads or their effectiveness. Conventional TV commercials are expected to benefit from added interactivity. Stroud (2002) showed that the implementation of the interactive commercial in the UK. was successful in terms of the viewer’s evaluation or their response rates. However, one threat to the TV commercials comes from DVR, which allows the audience to skip over commercials in an instantly recorded program. Some people underestimate this threat comparing it with the threat of VCRs in 19805 that turned out to be minor. But unlike the VCR that has been mostly used to play rented videos, the primary purpose of DVR is instant recording and replaying, by which the commercials may easily skipped and “zipped (i.e., fast-forwarding through pre-recorded commercials)” Despite this forewaming, Swann (2000) predicts that the ITV will actually be favored by the advertisers because of the interactive shopping. Some examples of interactive shopping and interactive commercials can be found from the industry’s past experiments with commercials. For example, WebTV introduced the “Click-To-Video” ads, which are the banner ads that could be clicked by the WebTV subscribers. This banner ad let the audiences watch the TV commercial for the particular brand, and then eventually takes the audience to the advertiser’s Web site. Although this example features a banner- commercial-Web site direction due to the limitation of the WebTV’s unique characteristic, it shows what can be provided to the audience by interacting with a commercial. In an experiment in August 1999, RespondTV and Domino’s Pizza tested their interactive commercial and t-commerce application while sponsoring a Star Trek marathon in San l8 Francisco area. During the Domino’s commercials, a small icon was displayed on the screen with which the audiences could order a pizza by clicking it. 14% of the total subscribers actually ordered a pizza, and 96% of those who ordered responded that they would be inclined to order a pizza through the television again (Swarm, 2000). Commercials in the ITV atmosphere would provide audiences with further product information, an option for instant purchase, and a link to the advertiser’s Web site upon request. Regardless of the advertising formats, the overall direction of ITV advertising is headed toward strengthening t-commerce opportunities. Considering that a popular application of t-commerce in an ITV environment will be the audience purchasing goods through a TV screen during a Show, it may be expected that product information embedded in a program would work as an ad format in an ITV environment. This is critical particularly because that DVR technology offers Viewers a way to skip traditional TV commercials, which might decrease both the reach and frequency — assumptions on which conventional advertising models are based. This new situation calls for new types of advertising in ITV. This study presents interactive product placements as a potential new advertising format for the new medium. Also, the characteristics of this format will be discussed. 2.5. Product Placements TV commercials can be categorized based on the location in comparison with the programs (i.e., within a program, between programs). Widely used formats of advertising and other promotional practices in television include 15-, 30-, or 60-second commercials, infomercials, PPL, and sponsorships. Particularly, sponsorships (including end credits) 19 have not been considered as an advertising activity in a strict sense. But many sponsorships now appear in the form of a short commercials these days. The current study examines product placements in ITV. Product placements (PPL) have been a popular advertising practice in movies. In the recently released movie Minority Report, which depicts society in 2054, a number of today’s popular brands appear (e.g., BVLGARI, Lexus, Nokia, Gap). Characters in the Men in Black series have been wearing Ray Ban sunglasses, and the recent 007 movie series featured BMW as the “Bond Car.” It must be noted at this point that the term product placement is somewhat misleading as the practice always refers to a placement of specific brands. In this regard, many studies use the term “brand placement,” but this dissertation will use product placement as it is more commonly used in the industry. Steortz (1987, in Karrh, 1998) defined product placement as “the inclusion of a brand name product package, signage, or other trademark merchandise within a motion picture, television, or music video (p.22).” Adding the paid nature of the practice to the description, Balasubramanian (1994) defined product placement as “a paid product message aimed at influencing movie (or television) audiences via the planned and unobtrusive entry of a branded product into a movie (or television program, p.31).” Karrh (1998) extended its boundary beyond movies and television programs and defined it as “the paid inclusion of branded products or brand identifiers, through audio and/or Visual means, within mass media programming (p.33).” Product placement represents an advertiser’s attempt to overcome the difficult environments surrounding the television industry including increasing costs of commercials, cluttering messages due to competition, and audiences switching channels. 20 However, this practice is regulated by the Federal Communications Commission (FCC)’S sponsorship identification rules that apply only to the television programs made for television. Specifically, the rule states: When a standard broadcast station transmits any matter for which money, services, or other valuable consideration is either directly or indirectly paid or promised to, or charged or received by, such station, the station shall broadcast an announcement that such matter is sponsored, paid for, or furnished, either in whole or in part, and by whom or on whose behalf such consideration was supplied: Provided, however, That “service or other valuable consideration” shall not include any service or property fumished without charge or at a nominal charge for use on, or for an identification in a broadcast of any person, product, service, trademark, or brand name beyond an identification which is reasonably related to the use of such service or property on the broadcast (47 CPR. §73.1212, 1996). In short, television programs should reveal the sponsor if there have been any paid placements of brands for “more than a nominal” cost. Also, the rules describe that the placement can be allowed unless the placement appeared to be unreasonable. However, the sponsorship identification rules do not apply to the movies or movies broadcast on television, and thus advertisers can use a product placement strategy without being regulated. Consequently, product placement has been flourishing in the movie industry. The top five movies in 1990 featured more than 160 product placements (Colford & Magiera, 1991). Academic studies on product placement have been concentrated on the context of movies. Many studies indicated that audiences were positive toward product placement practices (Babin & Carder, 1996; DeLorme & Reid, 1999; Gould, Gupta, & Grabner- 21 Krauter, 2000; Gupta & Gould, 1997; Karrh, 1998; Nebenzahl & Secunda, 1993). The common reasons have been reported as enhancing realism, helping character development, and providing a sense of familiarity (DeLorme, Reid, & Zimmer, 1994; Nelson, 2002). That is, audience members validate their usage of the brand, their own identity, their interpretation of the character in the movie (or program) by comparing their brand usage to that of the character in the movie (or program). Marketers have also been favorable to the practice as it offers a captive audience with a greater reach than traditional advertisements, a way to show the brand in its natural environment, and a means of creating familiarity and even (indirect) celebrity endorsements for their product (Buss, 1998; Turcotte, 1995). Turcotte (1995) also noted low advertising clutter as another advantage of product placement. Furthermore, product placements represent an attractive source of financial support. As a result, the popularity of the practice, along with the accompanying price, has been rising. For example, Philip Morris paid $350,000 to place its cigarette brand in the 1989 movie License to Kill (Miller, 1990). Exxon paid $300,000 for a placement in Days of Thunder released in 1990 (Kanner, 1993). But Grover (2002) reported that Lexus paid $5 million in order to put its futuristic (and not even commercially available) vehicle in the recent movie Minority Report. Separate from that financial investment, Lexus also helped design the vehicle for the movie. Although the practice is not ubiquitous in the television industry, it is expected that its adoption might greatly benefit the producers, especially considering that television sponsorship was reported to support 25 percent of the total production costs of a program (Des Roberts, 1994, in d’Astous and Seguin, 1999). 22 As a result, usage of PPL has become increasingly popular. One sign of the growing popularity of the practice is the increasing size of the (product placement) agency groups in the US. and UK. (Curtis, 1996). It should be also noted that, despite the F CC’s regulation of television industry product placements, placements made through an agency may be able to bypass the regulation (Warner, 1995, in Karrh, 1998). McDonald (1996) reported that the television networks have received calls from the audiences asking where and how they could purchase the products placed in the programs. In 1999 NBC started using its Web site to let the audiences of Passions purchase jewelry and clothing appeared in the soap opera (Swann, 2000). Balasubramanian (1994) noted that product placement — a “hybrid” commercial practice - could stimulate more persuasion than traditional advertising through its combined capability of advertising and publicity, and implied celebrity endorsement. Generally, studies on the effects of product placement have reported some effects on audiences’ memory from placement. Law and Braun (2000) and Vollmers and Mizerski (1994) found that the placement increased the consumer’s memory of the placed brand. Law and Braun (2000) found that prominence of placement was also positively associated with high recall and recognition. Karrh (1994) found that brands in previously unfamiliar categories became more memorable by placement than brands that were already familiar. Some studies, on the contrary, have reported no impact on the consumer’s memory (e.g., Babin & Carder, 1986). Baker and Crawford (1995, in Karrh, 1998) also found that product placements affected consumers’ short-term purchase intention. However, Vollmers and Mizerski (1994) found no impacts of product placements on consumer attitudes toward the brand or the actor. Karrh (1994) also found that consumers’ evaluation of the brand 23 was not affected by the placement. Nebenzahl and Secunda (1993) noted that implicit placements in movies could generate negative ethical consumer concerns. Some studies examined the effect of product placement based on the modality. Generally, audiovisual placements were found to be most effective for higher recall and recognition rates, but the superiority between verbal and visual placement is uncertain. Paivio (1986) noted that the visual mediators were superior to the verbal mediators when they are not Simultaneously available. Verbal information is harder to be retained than visual information, which would imply that visual placement would be better recalled. Also, it may be related to the fact that visual-only placements are most common, and audiovisual placements are most expensive and hardest to achieve (Gupta & Lord, 1998). But the empirical evidence is inconsistent. Law and Braun (2000) showed that Visual placements generated higher recall than audio placement and that audio placement produced higher recognition than Visual placement. Avery and Ferraro (2000) found that brands that appeared verbally and those that appeared both verbally and visually at the same time (i.e., audiovisual) were portrayed more positively compared to those that appeared only visually. Similarly, Fischer (1996) found that a verbal mention of a brand generated higher recognition rate than visual placement. It is also supported by an industry practice. The Toronto Star (1991, in Karrh, 1998) reported that Walt Disney Company charged $20,000 for a visual-only placement, $40,000 for a verbal-only placement. This overall inconsistency might suggest that there is some other moderating factor in the effectiveness of product placements or that the effectiveness depends on the consumers’ individual differences. 24 There are implementational difficulties for the practice. First of all, advertisers have little control over the content of the program/movie, and consequently it is not certain‘whether their brand would appear in a positive or negative light. Second, measuring its effectiveness has been a problem. Along with the aforementioned studies, other academic research tested the effectiveness of product placement with memory- based measures such as recall and recognition (e.g., Brennan & Dubas, 1999; Pracejus, 1995; Russell, 1998; Weaver & Oliver, 2000). Law and Braun (2000) employed an implicit measure (i.e., effect of exposure on product choice indirectly) and differentiated it from explicit measures (i.e., common recall and recognition measures) to reduce the truth effect, mere exposure effect, and the false familiarity effect. Nevertheless, they were memory-based tests. In summary, product placements are becoming prevalent. However, there is little knowledge about whether they are effective and how to best measure their impact. The simple recall and recognition measures by themselves would not provide sufficient information regarding persuasion since they cannot predict attitude formation and change (e.g., Cacioppo & Petty, 1979; Greenwald, 1968; lnsko, Lind, & LaTour, 1976; Petty, Cacioppo, & Schumann, 1983). Moreover, the reliability and validity of attitude measures are better than those of memory-based measures (Clancy & Ostlund, 1976; Gibson, 1983). Therefore, potential moderating factors influencing the effectiveness of product placement need to be explored, using different measures. 2.6. Product Placements in ITV — iPPL 25 A recent survey conducted by Cahners In—Stat/MDR (2002, in Pastore, 2002, January 23) implies that most consumers are aware that direct purchase while watching a TV program (e.g., buying Jennifer Aniston's sweater while watching Friends) is going to be available in ITV (in Barlett, 2002). As such, embedding ITV ads along with other I- commerce information is expected to be implemented using aforementioned “hotspot” technology in HyperVideo and SMIL (Synchronized Multimedia Integration Language). The iPPL is expected to provide a new paradigm to the current product placement practices in television. Traditional studies on PPL have been concerned with copytest- related outcomes such as consumers’ memory or attitude. But the iPPL will add another important response as they can generate consumers’ direct purchase. Considering this added feature, Baker and Crawford’s (1995, in Karrh, 1998) finding on traditional product placement provided a critical implication. They found that a mere brand appearance might impact short-term purchase intention. Consequently, it is expected that the added options of instant purchase might lead to actual sales when combined with increased purchase intention. Some findings from past research product placement would be applicable to the iPPL. This dissertation examines the audience’s memory of advertised brands, attitudes toward the brands, and the actual interactions. As the potential factors, this dissertation examines the audience’s interaction with the iPPL, involvement with the programs and the product categories, attitude toward the program and the characters in the program. Main and interaction effects on audience response outcomes will be examined in the context of a sitcom. The following chapters will discuss previous studies with similar scopes and applicability to ITV. Hypotheses will be provided. 26 Chapter 3. Involvement 3.1. Involvement in General A number of definitions of involvement emphasize the concept of self-relevance — the degree to which a person perceives that concept (or the object) to be personally relevant (Celci & Olson, 1988; Petty & Cacioppo, 1981; Richins & Bloch, 1986; Zaichkowsky, 1985). The definitions of involvement are categorized into two groups. The first group of studies defines involvement as an individual state (e.g., Andrews, Durvasula, & Akhter, 1990; Johnson & Eagly, 1989; Gardner, Mitchell, & Russo, 1978; Mitchell, 1981). The second group views the construct as a part of the process (e.g., Greenwald & Leavitt, 1984; Krugman, 1967). Representing the first group’s View, involvement has been defined as “the motivational state induced by an association between an activated attitude and some aspect of self-concept” (Johnson & Eagly, 1989, p.293), “a situational state measured by the depth and quality of message-evoked cognitive responses” (Batra & Ray, 1983, p.309), and “an individual, internal state of arousal with intensity, direction, and persistence properties” (Andrews et al., 1990, p.28). On the other hand, Krugman (1965, 1967) defined it as the dimensions of a process that occurs during exposure to stimuli, and operationalized involvement as the amount of connections the person has between his/her own life and the stimulus. Greenwald and Leavitt’s (1984, p.591) definition states “the allocation of attentional capacity to a message source, as needed to analyze the message at one of a series of increasingly abstract representation levels.” 27 Celci and Olson (1988) highlighted the role of personal goals and values in determining the degree of personal relevance. Leigh and Menon (1987) defined involvement based on the level of attention and depth of processing. Unlike many studies that advocated unidimensionality of involvement (e.g., Evrard & Aurier, 1996; Zaichkowsky, 1985), Laurent and Kapferer (1985) and Kapferer and Laurent (1993) advocated that it consisted of several factors resulting in involvement profiles. However, later research supported the unidimensionality of the construct (Evrard & Aurier, 1996). Involvement is “one of the most important variables in consumer research” (Antil, 1984, p.203). It has been a popular topic as it has provided rich implications for the persuasion process among consumers (e.g., Krugman, 1965; Petty & Cacioppo, 1983; 1986; Celsi & Olson, 1988; Hoffman & Novak, 1996; Cho, 1999). Studies that View persuasion in terms of attitude change use involvement as a motivational factor in explaining the underlying cognitive processes (Chaiken, 1980; Petty & Cacioppo, 1979, 1981). Describing the relationship between motivation and involvement, Andrews et al. (1990) noted that, although the properties of involvement (i.e., intensity, direction, and persistence) are also properties of motivation, motivation represents a broader construct. Motivation facilitates involvement-related consequences (Petty et al., 1983; Wright, 1973) Explaining people’s attitude formation process, Petty and Cacioppo (1981, 1983) established the well-known elaboration likelihood model (ELM). This persuasion model focuses on the process of attitude formation or change, not the attitude per se, and it illustrates that the process is influenced by the level of involvement. The ELM suggests two distinct routes to attitude change — central and peripheral routes — when consumers 28 encounter persuasive communication. Petty and Cacioppo (1986) noted that a person’s motivation, ability, and opportunity to process message arguments determine the route Of elaboration. Change of attitude Via the central route occurs through a person’s attentive and deliberate processing of message-relevant information. It is consistent with the findings that comprehension, learning, and retention of relevant information are important factors in high involvement state (Bettman, 1979; McGuire, 1976). Attitude changes via the central route are also regarded as enduring and predictive of the person’s behavior (Cialdini & Petty, 1981; Petty & Cacioppo, 1980). On the other hand, the change of attitude via the peripheral route occurs by peripheral cues that are less relevant to the information. In the peripheral route, consumers do not process the message- relevant information intensively, and the changes in attitude are regarded as temporary and less predictive of behavior. In short, the ELM views attitude formation or change to be a result of the influence of central and/or peripheral cues. The level of involvement determines the importance of those central and peripheral cues. A person’s involvement state influences the person’s motivation to process the information (that is relevant to the stimuli). Consistently, involvement studies have noted that, in a high involvement state, individuals would pay more attention to the message (Gardner et al., 1978), experience deeper levels of information processing (Leigh & Menon, 1987), elaborate on the ad’s message (Petty & Cacioppo, 1986), produce self- generated thoughts (Greenwald & Leavitt, 1984), and have more “connections” to the message (Krugman, 1965). Supporting this View, Petty et al. (1983) found that the strength of argument quality had a greater impact in high involvement condition. However, studies have found that the level of involvement would not influence the 29 valence of attitudes. Andrews et a1. (1990) explained that whether the attitude is positive or negative would be determined by individual reactions to the stimulus elements. Likewise, Chattopadhyay and Nedungadi (1990) found no relationship between involvement and attitude toward the ad. Zaichkowsky (1985, p.342) defined involvement as “a person’s perceived relevance of the object based on inherent needs, values, and interests.” The object may refer to anything under the person’s consideration including a product class, an ad message, programs, or purchase intention. Most involvement studies in advertising focus on consumers’ involvement with the product category (e.g., Bloch, 1981; Bowen & Chaffee, 1974; MacInnins & Jaworski, 1989), advertising message (e.g., Greenwald & Leavitt, 1984; Laczniak & Muehling, 1993), and the program (e.g., Lord & Bumkrant, 1993; Tavassoli, Schultz, & F itzsimons, 1995). This dissertation examines the role of consumers’ involvement with product class and programs on advertising effectiveness. The following sections discuss these involvement types in detail. 3.2. Involvement with Product Categories Bloch (1982) defined product (class) involvement as a state in the relationship between consumer and product that reflects the amount of interest, arousal or emotional attachment evoked by the product in the consumer. Celci and Olson (1988) noted that the consumer’s involvement with a product (i.e., personal relevance of a product) is represented by the strength of the linkage between the consumer’s individual needs, goals, and values, and his/her product knowledge. Product involvement is considered to be a state that may affect or moderate “the means by which brand attitudes are formed or 30 changed” (Laczniak & Muehling, 1993, p.302). Evrard and Aurier (1996) found that product involvement was the most predictive factor of purchase behavior, and placed it in the center of the “person-object relationship.” Product involvement is considered to be an enduring involvement (e. g., Laczniak & Muehling, 1993). That means consumers’ level of involvement with the product is the state that affects consumer behavior on an ongoing basis (Bloch, 1981). On its relationship with advertising, Maclnnis and Jaworski (1989) described product involvement as being central in determining whether a consumer may be motivated and/or able to process the advertising message. Laczniak and Muehling (1993) explained advertising message involvement as a motivational state related to message processing. This process-related involvement, unlike product involvement, is considered to be situation-specific and transitory in nature. Product involvement influences advertising involvement and the individual’s processing of the message, and this process influences the formation or change of attitude toward the ad (Laczniak & Muehling, 1993). Consequently, consumers highly involved with a product find advertising messages for this product more personally relevant (Greenwald & Leavitt, 1984). They have a greater motivation to attend to and a heightened level of involvement with the advertising. In turn, high advertising involvement will generate higher attention to the message and more cognitive elaboration of the message (Gardner, 1985). However, the levels of involvement with a particular product may vary for different consumers (Bloch, 1981; Laurent & Kapferer, 1985; Longfellow & Celuch, 1993; Zaichkowsky, 1985). The difference in the involvement levels could be found from different consumers for the same product category or from the same consumer across 31 different product categories. In a high involvement condition, advertising message effectiveness is enhanced by central cues such as argument quality, relevance to the product, and relevance to the consumer’s beliefs. In a low involvement condition where consumers are less motivated or less able to exert much processing effort, use of peripheral cues such as celebrity endorsement, music, and advertising execution styles are believed to be more effective. Consequently, it is expected that the consumers will pay more attention to the ad messages and exert more efforts for comprehension when the product falls in a high involvement product category. De Pelsmacker, Geuens, and Anckaert (2002) reported positive relationships between the level of involvement and recall, which is consistent with the findings from other relevant studies (e.g., Cannon, 1982; Maclnnis & Park, 1991; Perry et al., 1997). Therefore, ITV audiences will attend to information about high involvement products more than that about low involvement products. Likewise, it is expected that they will be more likely to notice the iPPL of high involvement products than those of low involvement products. Therefore, it is hypothesized: H1. Consumers’ level of product involvement will be positively related to the interaction with the iPPL. H2. Consumers’ level of product involvement will be positively related to the recall of the advertised brand in the iPPL. 3.3. Involvement with Programs It was noted earlier that, for certain types of programs, interactive features of ITV may actually disturb the audience’s television watching experience because they would 32 demand unwanted interactions. For some program types, audiences will not want to be interrupted, and they would not welcome anything that would distract them (Lee & Lee, 1995). Therefore, it may be anticipated that, for certain types of programs, iPPL will generate fewer interactions since such actions will require a shift of focus from the program. This dissertation uses the audience’s level of involvement with the program to explain the effects of iPPL that might possibly vary across different program types. The principles of the involvement construct would be applied to program involvement as well. Like product involvement, audiences’ involvement with the program might also be considered as enduring. When considering the program as a product, the audience’s level of involvement with the program may influence the audience’s behavior regarding program (= product) consumption. But program involvement may Show different patterns of interaction effects on various consumer response outcomes, and may produce entirely different results in advertising effectiveness. Studies on the impact of program involvement on advertising effectiveness have produced opposite results. Some studies have found positive effects of program involvement on recall and attitudes (e.g., Singh & Churchill, 1987; Srull, 1983). On the other hand, other studies reported that high involvement generated negative effects on recall of commercials (e.g., Pavelchak, Antil, & Munch, 1988; Soldow & Principe, 1981) and attitude toward the ad (e.g., Soldow & Principe, 1981). Singh and Churchill (1987) focused on the concept of arousal in explaining a positive effect of program involvement. Similarly, Srull (1983) argued that arousal generated more vigilant and acute processing of information which in turn leads to an increase in memory. 33 Studies in the opposing position advocate negative effects of involvement on recall and attitude toward the ad. Their basic assumption is that television audiences use their cognitive capacity (i.e., attention and comprehension) in order to process the program and the capacity is limited. In addition, the limited capacity for cognitive processing also reduces the chance to form counterarguments (Petty & Cacioppo, 1986). This position is consistent with the aforementioned involvement principles that highly involved audiences would go through more intensive information processes (to process the program), which would result in lower elaboration on the commercials, and thus lower recalls and unfavorable attitudes. Maclnnis, Moorman, and Jaworski (1991) explained that even though audiences watching a highly involving program would have greater resources for attention in the beginning of a commercial, their opportunity (and ability) to process the ad would be less, as the resources would be focused on the program. Other studies have also found that high involvement programs led to less ad processing (Gunter, Fumham, & Beeson, 1997; Lord, Lee, & Sauer, 1994; Norris & Colman, 1992). Tavassoli et al. (1995) suggested the inverted U-shaped relationship in an attempt to reconcile the differences of two positions. They found that ad memory and attitude reached the peak when the consumers had moderate level of involvement with the program. However, they found that the peak of the inverted-U curve at lower level of program involvement, and it may be interpreted as an instance of the negative relationship for the most part of the involvement level. This dissertation uses the level of product involvement to reconcile the differences in the opposite positions. Lord and Bumkrant (1993) explained that program involvement must be viewed in the context of the ad’s inherent attention-engaging capacity and the 34 audience’s involvement in the message. Involvement with the advertising message is related to involvement with the advertised product. Product involvement might have been less important in previous studies on program involvement and recall, particularly because the program and the ads were presented separately on television. Therefore, the issue of divided capacity for information processes would have been less obvious in the context of separated presentation of the program and the commercials. Unlike ordinary TV commercials, the iPPL competes directly with the program for the audience’s information processing capacity. Because they would require audiences’ simultaneous processing of advertising and program information, the problem stemming from consumers’ limited cognitive resources might be maximized. Consequently, it is expected that audiences highly involved with the program would have less capacity to process the embedded iPPL, and that both interaction and brand recall would be negatively influenced. Therefore, it is hypothesized: H3. Consumers’ level of program involvement will be negatively related to the overall amount of interactions with the iPPLS. H4. Consumers’ level of program involvement will be negatively related to recall of the advertised brand in the iPPL. As described earlier, the level of involvement is not expected to influence the attitude valence. The interaction effect of program involvement and product involvement on recall and interaction will be investigated as well (Study 1). As previously noted, both the product involvement and program involvement are considered as enduring involvement. They are both relevant to the consumer’s (or audience’s) personal goals and 35 values. But they are anticipated to yield opposite results on consumers’ recall and interactions. This dissertation proposes that the strength of the involvement will determine the ultimate impacts on recall and interaction. Therefore, when the product involvement is stronger and perceived as more relevant to the consumer, they will pay attention to the product information in the iPPL even though the level of program involvement is also high. On the contrary, they will ignore the information of the highly involved product when they feel the program to be more relevant (or more important) than the product. 3.4. Attitude toward the Program and Characters 3.4.1. Attitude toward the program Media context has been considered as an important factor that may influence a person’s attention to and elaboration of advertising stimuli (De Pelsmacker et al., 2002) and advertising effectiveness (Derks & Arora, 1993; Perry et al., 1997). In reconciling conflicting theories and hypotheses regarding the effect of the appreciation on advertising effectiveness (e. g., cognitive capacity theory and affect transfer hypothesis), Norris and Colman (1992) explained the differences using media characteristics, and De Pelsmacker et a1. (2002) employed involvement as a moderating factor. Particularly, Norris and Colman (1992) recognized that, unlike the ads in print media, TV commercials could not be skipped easily. Therefore, the appreciation of the print medium context led to less ad processing, which resulted in reduced advertising effectiveness. On the contrary, television commercials have been thought to benefit from the carry-over effect of context appreciation. De Pelsmacker et al. (2002) also reported similar results with television 36 commercials that appreciation was positively related with recall and likeability of commercials. Considering the “skippable” and “inseparable” nature of the iPPL (i.e., the iPPL has to compete directly with the program content for the audience’s attention), it is suggested that the attitude toward the program would demonstrate similar effects as program involvement. Therefore, it is expected that the iPPL will receive less attention when the audience has a positive attitude toward the program content. However, the attitude toward the brand featured in the iPPL is expected to enjoy the carry-over effect, because the audiences would be exposed to the brand information only when they chose to View the information (i.e., voluntary exposure), and thus they will not be bothered by the advertising information. Therefore, it is hypothesized: H5. The attitude toward the program will be negatively related to recall of the advertised brand in the iPPL. H6. The attitude toward the program will be negatively related to interaction with the iPPL. H7. The attitude toward the program will be positively related to attitude toward the advertised brand in the iPPL. Audiences’ attitude toward the program will also be examined in relation to product involvement (Study 2) and program involvement (Study 3). Positive attitude toward the program is expected to lead to similar effects as high program involvement on brand recall and interaction with the ad because both represent the condition where audiences’ cognitive resources are occupied. As a result, audiences’ interactions with the iPPL and brand recall are expected to reach a peak when the attitude toward the program 37 is less positive and the level of product involvement is high. On the other hand, both recall and interaction are expected to reach the lowest level when the program generates a positive attitude and product involvement is low. However, consumers’ attitude toward the brand (AB) featured in the iPPL may show a different pattern, because the attitude toward the program (APROG) can exert positive effects on A3 while the product involvement would not influence AB. In short, ApRog may be regarded as a peripheral cue, and the impact oprRog will be greatest for low involvement products. This means that low involvement products placed in positive APROG programs would show most favorable A3, while this condition is expected to generate lowest level of brand recall and interaction with the iPPL. When APROG is combined with program involvement instead of product involvement, the consumer’s response outcomes are expected to show still another different pattern. In this situation, high involvement with the program is expected to yield a synergy effect on A3 when combined with a positive Apnog. Likewise, negative Apgog will have the worst effect on A3 when the audience is highly involved with the program. 3.4.2. Attitude toward the characters in the program Traditional communication theories such as balance theory (Heider, 1946) and the congruity hypothesis (Osgood & Tannebaum, 1955) may suggest other interesting relationships. Heider (1946) explained changes in attitude by people’s tendency to maintain a balanced state in the relationship between themselves, the communicator, and the message. For example, when a consumer has a positive attitude toward a character in a program (ACHAR) and when the character Shows positive attitude toward a brand, the consumer’s attitude toward the brand (AB) is likely to be changed or reinforced in a 38 positive direction. Given the attachment audiences may have with the program and its characters, and that the iPPL is likely to be implemented only for the products that are positively associated with the character(s), it is suggested that consumers’ AB, interaction with the iPPL, and brand recall may be favorably influenced. H8. The attitude toward the character will be positively related to the interaction with the paired iPPL. H9. The attitude toward the character will be positively related to the recall of the brand advertised in the iPPL. H10. The attitude toward the character will be positively related to the AB in the iPPL. The attitude toward the character is expected to demonstrate stronger impact on A3 than APROG because the relevance to the product would be greater for the character than for the program. For the audience, ACHAR is centered on the actor or the actress while APROG is centered on the program itself. When the audience has positive (or negative) attitudes toward both the program and the character, the recall and interaction are expected to be the highest (or the lowest). However, when positive (or negative) ACHAR is combined with negative (or positive) ApRoo, the strength of the attitude is expected to play an important role in the interaction effect on A3. That is, when the directions of ACHAR and Armor; are opposite, the AB will be affected by the stronger of the two other attitudes (Study 4). The attitude toward the character will be explored in relation with product involvement as well (Study 5). As with APROG, ACHAR is expected to work as a peripheral 39 cue in low involvement situations, and thus generate more positive (or negative) A3 for low involvement products according to the direction ofACHAR. On the other hand, although APROG is expected to inhibit audiences’ attention to the iPPL for both high- and low involvement products, ACHAR is expected to encourage attention for both high and low involvement products. This is because ACHAR will exert its influence by individual pairings with particular characters, and thus the more positive ACHAR will produce higher attention to the paired products. 3.5. Gender Different TV watching behaviors across the genders also suggest an interesting topic. Many studies on people’s remote control use have examined (1) who uses it more frequently, and (2) who has the control over the device (e.g., Copeland & Schweitzer, 1993; Greene, 1988; Krugman, Cameron, & White-McKeamey, 1995; Perse & Ferguson, 1993). Particularly, research suggested that men engaged in “zapping (i.e., changing channels during programs and/or at commercial breaks)” more frequent than women (Comwell et a1. 1993; F risby, 2001; Greene, 1988; Heeter, 1988; Perse & Ferguson, 1993). It might be interpreted that since men dominate the remote control (Copeland & Schweitzer, 1993), women would have little chance to use the device. But other studies showed that compared to women, men change channels more frequently between shows, during shows, and during commercial breaks (Heeter & Greenberg, 1985; Perse & Ferguson, 1993). In addition to many studies on zapping that discuss the audience’s ad-avoidance behaviors, Heeter (1988) implied that male audiences had less concentration on the 40 program(s). Particularly, males were (1) more likely to watch more than one program at the same time, (2) more likely to change channels just to see what else is on, (3) less likely to watch a program from beginning to end, and (4) less likely to watch the same program every week (Heeter, 1988). Similarly, Comwell et al. (1993) also found that males were more likely to change channels immediately after turning on the television set. On the other hand, it was reported that women are more willing to watch a program from beginning to end (Heeter & Greenberg, 1988), and that women tend to know better what they want to watch and what they will watch before turning on the television set (Heeter, 1988) Therefore, it seems reasonable to expect that males would less actively engage in the program content, but they would more actively interact with the iPPLs. Therefore, it is hypothesized that: H11. Male audiences will demonstrate greater amount of overall interactions with the iPPLs than female consumers. It is possible that certain program types or contents will be more favored by a particular gender (e. g., actions and sports favored by males). However, this dissertation will conduct a pretest to select a program that is not gender-biased in terms oprRoo. 41 Chapter 4. Interactivity and Interaction Although the construct “interactivity” has not always been clearly labeled as such, the idea existed in the form of feedback processes in traditional communication studies. The construct had been studied for some time (Weitz, 1978; Wright, 1973), but it was after the advent of many new media when interactivity became a widely popular topic for researchers. Those new media considered to have facilitated interactivity included teletext, video games, the Internet, and so on. In particular, the emergence of the Internet and the World Wide Web (“Web”) and the development of relevant technologies in the late 19903 have brought a variety of interactivity studies as the Internet has been understood to possess the capacity to feature full interactivity along with the multimedia content. When we focus on the interactivity concept from the perspectives of the (media) features, it can be argued that rapid deployment of new technologies has been increasing the level of interactivity within a medium. Furthermore, it might be argued that an element or a feature that was once regarded as very interactive may lose its innovativeness although they might be still interactive by definition. For example, use of multimedia and hypertextuality was considered interactive when the Web was first introduced (Newhagen & Rafaeli, 1996). But such elements are now very common in today’s online environment, and the audiences are familiar with even more “controllable” multimedia objects on the web such as volume controls or interactive flash animations. Therefore, adhering to certain interactive features in examining the effects of interactivity might be risky considering this rapidly changing environment, and it is suggested to focus on the heart of the (interactivity) construct that might be applied to different media 42 in different times. Chen (1984, p.284) stated that “looking beyond the technology of each new medium to its underlying content. . .will enable theoretical progress that does not stop at the borders of each new medium.” Some studies have pointed out that the interactivity features might be perceived differently to audiences, and examined the impact of the individual’s perceived interactivity (e.g., McMillan, 2000b; Newhagen, 1998; Wu, 1999). However, many studies still focus on the feature and try to examine its impacts on audience responses (e.g., Massey & Levy, 1999; Rice, 1984; Rogers, 1986). Despite the different focuses on interactivity, most studies assume audiences’ actual interactions as a given, and do not investigate the true nature of interaction. Based on previous studies on interactivity, this dissertation will examine the nature and the impacts of interaction. The following sections of this dissertation (1) revisit the various definitions, antecedents, and effects of interactivity described in previous studies, (2) present interaction as a distinct concept that might supplement interactivity in explaining various audience responses to the stimulus medium, and (3) propose some effects of interactions. Based on the previous definitions of interactivity and its dimensions of synchronicity, vividness, and social presence, Fortin (1997) classified various communication media along a continuum of their potential for interactivity. He described conventional television to be the least interactive among other media such as print, telephone, Internet, and conventional mail. However, ITV should be evaluated differently because of its various interactive features. 43 4.1. Interactivity -— The Construct Many studies from a variety of disciplines have defined and explained interactivity from different angles (Aldersey-Williams, 1996; Ha & James, 1998; Heeter, 1989, 2000; Hoffman, Novak, & Chatterjee, 1995; Neuman, 1991; Newhagen, Cordes, & Levy, 1995; Pavlik, 1996; Rafaeli, 1988; Rafaeli & Sudweeks, 1997; Rogers, 1986; Steuer, 1992; William, Rice, & Roger, 1988). However, some suggest that the construct still needs clearer conceptualization (Brody, 1990; Heeter, 1989; Morris & Ogan, 1996; Pavlik, 1996; Rafaeli, 1988). Interactivity is generally regarded as a characteristic of a communication system (Williams et al., 1988) or of a communication process (Chen, 1984; Rafaeli, 1988) or a combination of both (Heeter, 1986, 1989). Most definitions of interactivity are divided into two groups — feature-centered definitions and perception-centered definitions. In the beginning, researchers focused on the interactive features of a medium and presented feature-oriented definitions (e.g., Heeter, 1989; Rice, 1984), but later studies started to notice the effect of individuals’ perceptions of interactivity, and described the construct from the individual’s angle (e. g., McMillan, 2000b; Newhagen, 1998; Wu, 1999). This distinction between feature- and perception-oriented perspectives is important not only because they may have different effects but also because we need to keep in mind the fact that interactivity may vary within the same medium for different programs and within the same program for different users. For example, the Web is regarded as a highly interactive medium but some sites do not offer as much interactivity as others. Television is regarded as less interactive, but some audiences participate in interaction with programs that Offer such chances as call-in discussions, ARS (Audience Response 44 System) quiz shows, and so on. Similarly, Rafaeli (1990) noted that traditional mass media audiences are becoming more active in participation using letters to the editor and on-the-air talk shows. In short, feature-oriented descriptions cannot explain the individual audience’s different perception of the same medium. Following this approach, televisions are always less interactive than e-mails. Perception-oriented interactivity definitions would help describe the differences in individual audiences, but it would not be very helpful in categorizing the different media based on interactivity, and thus it would be less useful to examine the (interactivity) potential of the each medium. Despite these shortcomings, both perspectives provide some valuable insights in understanding the interactivity construct and in establishing the interaction construct. F eature-oriented perspectives have defined interactivity as the capability of new communication systems to talk back to the user (Rogers, 1986), and the extent to which communication reflects back on itself, feeds on, and responds to the past (Newhagen & Rafaeli, 1996), within the context of an ongoing communication exchange (Rafaeli, 1988). Therefore, interactivity refers to the extent that the later transmission of the message is related to the earlier transmissions (or exchanges) of messages. In other words, communication roles between sender and receiver must be interchangeable in order for full interactivity to occur (e.g., Williams et al., 1988). Also, synchronicity of exchanges is another characteristic of interactivity, but there is a general consensus that synchronicity alone does not make a necessary nor a sufficient condition for interactivity to occur (Fortin, 1997; Heeter, 2000). Heeter (1989) employed the concept of control from the feature’s perspectives, and pointed out that users with interactivity would have more 45 control over the information to which they wish to be exposed. Similarly, Neuman (1991) defined interactivity as a quality of electronically mediated communications characterized by increased control over the commtmications process by both the sender and receiver. In particular, Heeter (1989) regarded interactivity as a multi-dimensional concept based in the functions of the medium, and suggested that it is characteristic of the medium’s processes or feature. Using Heeter’s (1989) definition, Massey and Levy (1999) examined the level of interactivity in a Web site based on the presence of interactive features (e.g., e-mail links, chat rooms). McMillan (1998) and Ha and James (1998) also used Heeter’s (1989) definition, and identified additional interactive features of a Web site such as search engines, hit counters, games, registration forms, surveys, toll-free numbers, and so on. Newhagen and Rafaeli (1996) defined it as the extent to which communication reflects back on itself, feeds on, and responds to the past. Alba et al. (1997) defined it as a multi-dimensional construct, the key aspects of which include reciprocity in the exchange of information, availability of information on demand, response contingency, customization of content, and real-time feedback. Despite slight differences in feature-oriented interactivity definitions, they emphasize exchange and mutuality. These shared concepts is well expressed in Rice’s (1984) description of the role of new media and interactivity. He noted that new media “facilitate interactivity among users or between users and information” (Rice, 1984, p.35) On the other hand, Williams, Stover, and Grant (1994) emphasized the importance of understanding individuals’ uses of new media in the theory-building process. Newhagen, Cordes, and Levy (1995) highlighted the psychological dimension of 46 interactivity, which centered around the “sense” that communication participants have of their own and of the receivers’ interactivity. Some studies have explained interactivity using the concept of audience’s control (Ku, 1992; Rafaeli, 1988; Steuer, 1992; Spalter, 1996; Williams et al., 1988). Steuer (1992) emphasized the individual ’3 experiential aspect of interactivity, and defined interactivity as the extent to which users can participate in modifying the form and content. Spalter (1996) described interactivity as enabling users to control and choose the content. Newhagen (1998) argued that although the medium’s features may be important to facilitate interactivity, the way that individuals use a medium would explain the interactive process better. In short, the perception-oriented approach recognizes and emphasizes the possible differences in the level of interactivity perceived by different audiences for the same medium. Therefore, Wu (1999) focused on the perceived interactivity of web sites, and found that it was significantly related with people’s attitude toward the web site (AST). McMillan (2000b) also documented that interactivity resided largely in the user’s perception. She employed both feature- and perception-oriented interactivity and examined whether the features would influence user perception of interactivity but found a very weak relationship. But she found that both interactivity features and perceived interactivity had a positive influence on users’ attitude toward a web site (McMillan 2000b), yet the perception was a stronger indicator than the features (McMillan 2000a, 2000b) 47 4.2. Interactivity — Other Effects and Antecedents Studies that manipulated level of interactivity indicated a weak effect on learning (e.g., Bailey, 1992; Frazer & McMillan, 1996; Kettanurak, 1996;1(u, 1992; Shaw, Amason, & Belardo, 1993) or knowledge gain (Jaffe, 1996). However, Hoffman et al. (1995) argued that interactivity would let users actively engage in the communication process, and would help build the consumer-marketer relationship. Cho and Leckenby (1999) used the feature-oriented interactivity concept, and showed that higher interactivity was associated with favorable attitudes toward the banner ad and the advertised brand, and with the intention to purchase the brand. McMillan (2000b) explored the role of interactivity in explaining consumers’ behavioral responses (i.e., send e-mail to the Web site, tell others about the site, etc.), and found that only perception- oriented interactivity had a significant impact on the users telling other people about the Web site (McMillan, 2000b). Focusing on the control aspect of interactivity has yielded interesting results and implications. As mentioned earlier, many studies examined interactivity in terms of more user control (e.g., Ku, 1992; Heeter, 1989; Rafaeli, 1988; Steuer, 1992; Spalter, 1996). Considering that the individual’s feeling of being in control was found to increase self- efficacy beliefs (Bandura, 1977; Gist & Mitchell, 1992; Phillips & Gully, 1997; Tafarodi, Milne, & Smith, 1999), more controllability enabled by interactivity in a media environment would produce higher self-efficacy beliefs in a user. Increases in self- effrcacy level have been reported to result in better performance over a task (Bandura, 1982; Bandura & Adams, 1977; DiClemente, 1981; Lee & Edwards, 2002;Nah1, 1996). And consistent with the previous findings on the interactivity — AgT relationship (e.g., 48 McMillan 2000b; Wu 1999), increases in self-efficacy level were also found to generate more favorable A51 (Lee & Edwards, 2002). Therefore, it might be understood that higher level of the user control from higher interactivity leads to increased self-efficacy and favorable attitude toward the web site. The approach that focuses on the control aspect of interactivity, as well as on the aspect of a two-way communication, also suggests a relationship between interactivity and involvement. That is, by practicing an active control in a two-way communication process, users experience higher interactivity, and they may feel higher involvement with the object of interaction (i.e., person, medium, content, message). Participating in a two- way communication process means that the audience would be sending and receiving messages instead of passively receiving them. These exchanges of messages and facing chances to make decisions (or choices) would require greater attention of the participants, which would heighten the level of their cognitive involvement occurring in the communication process. However, it Should be noted that simply having a chance to interact and actually participating in the interactive communication process are different. Furthermore, it might be questionable whether only “having a chance” would increase the involvement level, especially when considering the possible differences between those who participated in the process by actively interacting and those who ignored the options and did not interact at all. In short, it is reasonable to anticipate that audiences who participated should experience higher involvement level than those who did not. But when considering the common descriptions of interactivity features and perception, it is noticed that neither can 49 actually explain this difference. The feature-oriented definitions will describe the situation (or the medium) as “interactive” because the users had chances (or options) to interact. The perception-oriented approach might describe that everyone in the situation perceived a similar level of interactivity, failing to distinguish those who interacted from those who did not. The only difference can be found from the people’s actual actions, and this issue will be discussed in the following sections in greater detail. 4.3. Interactivity and Interaction Regardless of different definitions and conceptualizations of interactivity — whether it is feature-oriented or perception-oriented, the interactivity construct centers on the basic notion of human actions, reactions, or interactions. Therefore, examining interactivity without taking an individual ’5 interaction into account would far less useful. Individual differences in the perception of interactivity are important, which is why many studies have examined the role of perceived interactivity as differentiated from interactivity features. But the individual differences in the level of engagement in actual interactions are also important. For instance, comparing audiences who interacted with the stimuli in a medium and participated in the communication process with those who did not could yield considerable differences in terms of their response outcomes such as degree of attention, comprehension, and resulting level of involvement. The reasons for the importance of interactions include: (1) a medium presents different interaction conditions where the different amounts of interactivity might be selected by its audiences (e.g., Laura and George both wanted call the radio station to participate in a quiz, but only Laura could call because George had to go to the bathroom. ), (2) the amount of 50 perceived interactivity might vary for different audiences with the same medium (e. g., George only knows how to send and receive e-mails, while Laura is running an online virtual community), (3) different audiences may have different levels of tendency to interact with the medium (e. g., George would never buy anything from the Home Shopping Channel, but Laura would buy anything that seems reasonably priced. ). In a similar vein, Heeter (1989) also noted that different media systems require different levels of user activity. She pointed out that although users are always active with media to some extent, some users are more active than others and some media are more interactive than others. For example, e-mails are regarded as both highly interactive and non-interactive depending on a user. Conventional television and radio are regarded as non-interactive mass media, but some audiences enjoy interactivity by participating in live discussions. Of course, this does not deny that there are differences in the level of interactivity across different media. However, few studies have tried to distinguish interaction from interactivity, or examined the role of interaction in consumer information processing. Before proceeding with the interaction conceptualization, let us briefly review another classification of interactivity — person interactivity and machine interactivity. Steuer (1992, p.84) explained machine interactivity as “the extent to which users can participate in modifying the form and content of a mediated environment.”He also emphasized the role of media (in a model of mediated communication) as a facilitator of person-to-person interaction by noting that media serve as a “conduit” in which message senders and receivers could interact. Hoffman and Novak (1996) Viewed interactivity in terms of “feedback,” and explained that a computer-mediated environment enables users to communicate through 51 the medium (i.e., person interactivity) and to provide or interactively access media content (i.e., machine interactivity). Hoffman and Novak (1996) state that interactivity could be through the medium (emphasizing the hmnan communication process mediated by machine — person interactivity) or with the medium (and users interact with the content — machine interactivity). Media features are central in machine interactivity since they would directly enable the interactivity. The machine would play the role of a communicator. On the other hand, the features would be less important in person interactivity, where they would only facilitate human interactions. The machine performs only as a mediator. Excluding the unmediated interpersonal communication (that is not the focus of this study), it can be said that the machine (or the medium) always plays a certain role — a communicator or a mediator. It can be noted that the above descriptions on person and machine interactivity are not just about the medium’s interactive features or user perceptions. Although it was not clearly stated, the descriptions focus on the aspect of actual interactions occurring among users and between users and media. At this point, it would be worth pointing out the difference between interaction and interactivity: interactivity features and perception characterize the machine (i.e., medium)’s elements and hurnan’s feeling, respectively. But interaction refers to a behavior-oriented communication process whether it is between people or between people and media. In order to examine the role of interaction and discuss the degree of a medium’s interactivity based on the medium’s potential (not features) to generate interaction, a clearer conceptualization of interaction would have to be presented. 52 Heeter (2000) conceptualized interactivity while taking interaction into account as well, and it provided a valuable starting point for the interaction conceptualization. Primarily, she suggested that the concept of “interaction” would encompass a wide range of internal responses of the audience to include thinking, feeling, attention, interpretation, intention, and so on. In the beginning, she included every human action with an object in the interaction boundary, and as a result, Web users’ Simple mouse movement, data inquiry, along with their cognitive/affective responses were interpreted as interactions (Heeter, 2000). Then, Heeter (2000) limited the interactions to the actions physically observable to separate the concept from such internal processes as perception, motivation, emotions, and so on. She noted that those internal dimensions of interaction were “not subject to direct observation,” drew a line between interaction and other (internal) responses, and defined interaction as “an episode or series of episodes of physical actions and reactions of an embodied human with the world, including the environment and objects and beings in the world (Heeter, 2000).” However, this dissertation proposes to further refine Heeter’s (2000) interaction definition. According to her definition, television audiences’ flipping channels can be understood as an interaction. Also, a magazine reader’s particular reading habit can be interpreted as an interaction since it is observable. But these types of interactions have a limited capacity to explain the medium ’5 interactivity (or interaction-generating potential), although they are related to personal characteristics and tendency (to interact). Therefore, it would be helpful to find a way to systematically differentiate these types of interactions from other types as calling or writing back to the message sender. Simply speaking, 53 channel flipping actions and particular reading habits can be said to reflect how an audience consumes, processes, and reacts to the stimuli provided by the medium. These activities might not be sufficient to be labeled as an interaction — rather, they are closer to “reactions.” Thus, the attempt of the current study to refine Heeter’s (2000) interaction concept starts from distinguishing interaction from reaction. The Merriam-Webster dictionary describes interaction as a “mutual or reciprocal action or influence” or “to act upon one another: ” Reaction is defined as “the act or process or an instance of reacting (which is “to respond to a stimulus”); a response to some treatment, situation, or stimulus, and; bodily response to or activity aroused by a stimulus.” Interestingly, the heart of Heeter’s (2000) interaction conceptualization — the observable nature — is found under the description of reaction. And it should be noted that the interaction definition describes mutuality. A similar clue for the differentiation (of interaction from reaction) can be sought from many interactivity definitions, which emphasize the aspect of Mo-way communication. Rafaeli’s (1988) definition of interactivity is based on the “responsiveness” of a counterpart in the communication process. He noted that for a communication to be firlly interactive, the sender-receiver roles must be interchangeable. From this, the current study proposes a refined conceptualization of interaction using the concept of interchangeability, and it is stated as “observable physical actions an audience performs in response to messages (content) provided through a medium which alter the content being provided and/or which communicate with the sender (publisher), either synchronously or asynchronously.” 54 The mutuality in the context of communication exchange was established with the new conceptualization, but there is still one more issue that calls for a further investigation. As mentioned earlier, certain interactions (e.g., channel flipping) are different from other interactions (e.g., writing back to a magazine), and the new definition by itself falls short in fully explaining the difference as it includes both the publisher and the medium for the communication counterpart to which the feedback can be sent. The answer may be found from the aforementioned rationales of person interactivity and machine interactivity. Talking back to a publisher or sending information in a Web site may be understood as a function of person interactivity as the audience’s interaction would reach the original message sender. The communication counterpart for this kind of interactions would be a person or an organization. This type of interaction embodies higher interchangeability, and can be labeled as the “human interaction (with person or organization)” On the contrary, the interactions like channel flipping, reading habits, recording a program, or increasing the volume represent the interactions that hardly ever reach the sender, and they can be understood as a function of machine interactivity. Usually, it involves no human communication counterpart, and the world is oblivious to this interaction. This type of interaction illustrates interaction with the medium or content and can be labeled as the “content interaction.” Both types of interactions share the core of the interaction definition, roles interchangeability, that is provided in this study. The only difference between these types of interactions is in the communication counterpart — (medium-mediated) person versus the medium itself. 55 4.4. Value of Interaction Stewart and Ward (1994) recommended that advertising studies should change the focus from analyzing media stimuli (and their impact) to exploring the way audiences interact with the media. The new definition presented in this study will provide a means to more closely associate the concept of interaction with that of interactivity, and will allow us to use interaction concept as a means to examine media interactivity and the advertising effectiveness. For example, an advertisement’s simple exposure to the consumers has been believed as one of the key objectives for advertisers. It has also been echoed by current industry practices that employ popup ads and by current online advertising pricing policies that are based on reaches and frequencies. However, it should be noted that more fundamental goals of advertisers are to take the audiences to the advertiser’s web site, or to generate sales from the ad efforts. In other words, it can be argued that the more important goal is to generate consumers’ interactions with the ads. Interaction represents the audience is goal of the as well. That is, an individual audience member’s (series of) interactions in media use may be interpreted as (re)actions to achieve his or her goal of the media usage. The interactivity of a medium must be designed in a way that can help audiences achieve their goal, and the content providers and designers of a medium should first consider the reasons for audiences’ medium usage. As Heeter (2000) describes, “designers try to make obvious to the human what actions are possible at any time, and what affordances are available within an application.” Of course, the designers should also try to produce favorable responses from the audiences even though the responses might be unobservable(e.g., positive A51). It should be noted that interactions might be the results ofthose unobservable reactions. For instance, 56 continuing interactions might be a results of the positive A57, whereas exiting the web site might be a Sign of the negative AST. Audiences View affordances based on their own goals, and every audience member has a goal. Although a person may appear to be browsing a Web site without any specific purpose, the person’s behaviors and the goal can be understood as killing time (which may be achieved by entertaining contents). A person’s goals may be classified into cognitive-driven / affect-driven goals, or information-oriented / entertainment-oriented goals. However, no interaction would be aimless. Cooper (1999) advocated this View and emphasized the design focusing on individual goals. Earlier in this chapter, interaction was defined as having physical observability and interchangeability of the sender-receiver roles. For a concept to be used in comparison with other constructs, it should be measurable. The unit of analysis for interaction may have different forms for different media. For television and radio audiences, writing a letter to the station can be an example of interaction. For Web site Visitors, clicking toward or away from certain web elements could be regarded as an interaction. Despite the differences, the behavioral patterns and accompanied goals would be similar across different media. One possible way to categorize these patterns would be position them in a avoidance—acceptance dimension. Interactions of complete avoidance would include closing a web browser window, clicking away from a web site, ignoring an e-mail, changing a channel, and turning off the equipment. The complete acceptance would include clicking into the web pages, saving the content for later, bookmarking, and increasing volume of the television set. Similarly, interactions could be classified based on the time of media consumption — live consrunption of content (e. g., click/volume 57 increase), delayed consumption (e.g., save/record), and avoided consumption (e.g., closing a browser window). Because the web is computer-based and generally considered to be more interactive than other mass media, the interactions in the online environment have a unique characteristic - ease of measurement. The interactions on the Internet can be represented by the clicks. Chatterjee, Hoffman, and Novak (1998) used Visit duration and the number of pages visited as possible measure of consumer interaction with Web sites and banner ads. But, the Visit duration in Web sites may be problematic when used alone. Audiences’ time spent in viewing Web sites encompasses the number of pages viewed. Besides, this measure can easily suffer from confounding variables such as the speed of connection, individual differences in comprehension rate, and the particular situation in which the person is browsing the web sites (e.g., concentrating on the content vs. doing something else at the same time). Although Visit duration might be suitable for some experimental studies conducted in a computer lab, it would not be an appropriate measure of interaction for most of the cases. Instead, the number of web pages Visited by an audience member, the number of clicks made to the hyperlinks (including ads), or the individual click made on a certain hyperlink may be recommended as safer measures of online interactions. The next section will discuss (1) what makes audiences interact and (2) what is caused by the interaction in the context of ITV. 4.5. Interaction — Antecedents Examining the effect of interactivity perceptions in an interactivity process, McMillan (2000a) found that consumers’ positive attitudes toward the Web site would 58 better predict their subsequent actions than their interactivity perceptions would. Considering that McMillan (2000a) and Wu (1999) found that that consumers’ perceived interactivity affected their AST, it means that the impact of perceived interactivity on the actions is mediated by the Ag. McMillan (2000b) also found that the direct influence of interactivity perception on consumers’ future actions was only partial and mostly limited. However, the conceptual difference between consumers’ actions used in McMillan (2000a, 2000b) and the interaction has to be noted. McMillan’s (2000a, 2000b) actions referred to those that were favorable reaction to the Web site (e.g., telling about the Web site and purchasing from the site), whereas the interaction in the current study is rather neutral in its nature. It was discussed earlier that interactions may represent audiences’ avoiding or accepting tendency with the stimulus. The audience’s actions could be predicted by attitude because both variables were measured based on their favorability — good vs. bad. Therefore, a direct application of McMillan’s (2000a, 2000b) rationale might be problematic as it did not include the negative (inter)actions. Also, consumers do not have to be favorable to the Web site in order to interact. Although they might not like the Web site (e.g., online shop with a bad interface), they will still interact (e.g., purchase a product or browse for further information) when they find a reason to interact (e.g., cheap price). In short, the interaction will not occur only because someone likes the Web site. Rather, it will occur when someone sees a certain benefit in making the interaction. Other possible reasons that would make it difficult to use the attitude as an interaction precursor is the fact that interactions occur on very specific elements within Web sites (e.g., chat rooms, ads, contents in need, etc.). Each element can affect the overall level of the audience’s A51 based on the audience’s purpose of the web browsing, but the overall 59 A51 will not be able to clearly explain whether the audience would interact with a specific element. Although the role of attitude might be unimportant in explaining interaction, examining the effect of interactivity perception and features on interaction may suggest closer relationship because the interactivity construct originates from the basic principle of interaction. Specifically, it is anticipated that the audience’s interactivity perception and interactivity features in media would increase the chance that the audience would interact. However, it is unlikely that the features and perception would cause the interaction behaviors. If there is a well, people will come and drink. But it is difficult to say that the well itself is the reason for people’s drinking. Its presence will increase the chance of drinking from that site, but few will drink water only because there is a well. In other words, the well does not represent the cause of the action. It is thirst that drives the action. Interactivity features and perception only function as a well. They may increase the chance of interaction, but they are not the cause. Why do people interact? It is to fulfill their needs. Bumkrant and Sawyer (1983) recognized that the level of involvement is determined by people’s need for information and the meaningfulness of the message content. Therefore, this study recommends that it would be safer to assume that the interactivity features and perception facilitate interaction and increase consumers’ chance to interact, rather than representing the cause of interaction. Other factors that would possibly increase the chance to interact are consumers’ cognitive intensity in processing information. For example, it is reasonable to expect that the more attention the consumer pays to the stimulus or the medium, the more likely the consumer is to show interactions. 60 As mentioned earlier, Novak, Hoffman, and Yung (2000) used the concept of flow and described that consumers’ experience of flow under Web environment would make the consumers involved in their navigation activity. They further explained that it would let them more focus on the interaction, which they conceptualized as the “exploratory behavior.” They found a significant influence of consumer experience of flow on their exploratory behavior in their initial model establishment (Novak et al., 2000). However, the measures and operationalization of interaction used in the studies examining flow and Web site interaction (Berthon & Davies, 1999; Cho, 1999; Novak etal., 2000) seem to be different from the interaction conceptualization in the current dissertation. They measured people’s intention to click (Cho, 1999) and intention to revisit the Web (Berthon & Davies, 1999). Also, one might argue that the exploratory behavior used in Novak et al. (2000) may not correctly represent interaction as they measured users’ general tendency in online navigation. None of them employed an action-based interaction measure. The intention-based measures even differ from their likeliness to click. The intention to click would partly explain the likeliness to interact, but it must be noted that intention-based measures were mostly used to measure the consumer’s intention in a direction that is favorable to the advertiser/publisher. Considering the neutral nature of the proposed interaction concept, the intention measures would not provide a perfect fit either for the chance of interaction or interaction per se. Finally, Cho and Leckenby (1998) attempted to explain consumers’ banner- clicking activity by investigating its underlying motivation, and presented advertising values motivations (i.e., information/entertainment/usefulness), advertising characteristics motivations (i.e., attention-Icuriosity-generating), and user characteristics 61 motivations (consumer needs/involvement/learning motivation). From the above discussion, it is reasonable to expect that the consumers’ involvement with the product category would be a factor that would increase the likeliness of interaction. This is also consistent with the hypotheses described in H1 and H2. 4.6. Interaction — Consequences When consumers are aware of the advertiser’s Web site, interaction with Web sites was found to generate positive images for brands (Consumer Experience Probe, 1996, in Chaterjee etal., 1998). Similarly, Cho and Leckenby (1998) argued that consumers’ interaction with messages or advertisers was likely to generate active and intensive information processing, which in turn would result in more favorable consumer attitudes and behaviors. They showed that consumers’ intention to click was positively related to the attitude toward the banner ad and the advertised brand (Cho & Leckenby, 1998) Generally, interactivity studies assume that a reciprocal and two-way communication is a commonly desired trait in media. Interactivity definitions also assume the audience desires interacting with others (e.g., people, media, etc.), emphasizing exchange and mutuality. However, these assumptions are not shared by everyone. For example, Ha and James (1998) criticized them to be unrealistic, and proposed that individual differences in communication needs should be considered. Also, while assessing the potential of interactive television, Lee and Lee (1995) pointed out that individuals’ different needs in using a medium must be considered before providing interactivity and noted interacting with a medium might be considered disturbing for 62 certain content contents or audiences. Likewise, Neuman (1991) argued that audiences might prefer not having to interact although having a choice of interactivity would be beneficial. It might be true — interaction (or more specifically, having to interact) may be annoying. This may be related to the consumers’ involvement with the program, which was accordingly hypothesized to have negative relationship with their interaction (H3). Interactions may intensify a person’s information processing (Cho & Leckenby, 1998). Then, how will interaction operate to make the process more intense? This dissertation investigates the change in individual’s level of involvement as a possible consequence of interaction. How can a person’s interaction with an object make him or her more involved? Does anyone experience increased levels of attention, interest, and involvement with an object after making an interaction? It is possible. For example, when someone picks out for his/her favorite contestant during watching Fox’s American Idol, and votes for the contestant using the provided 1-800 number, it would generally make the person pay more attention to the result and more involved with the program (e. g., more wanting that contestant to win the match) compared to those who did not make such an interaction. Similarly, voting on an issue in a Web site might generate similar effects. These can be also explained by the audience’s investment of the time, money, or cognitive resources. Involvement studies have recognized that the high involvement state produces higher level of attention, deeper information process, and more self-generated thoughts (Gardner et al., 1978; Greenwald & Leavitt, 1984; Leigh & Menon, 1987). Zaichkowsky’s (1985) definition states “a person’s perceived relevance of the object based on inherent needs, values, and interests (p.342).” An object refers to anything under 63 the person’s consideration including a product class, an ad message, or purchase intention. When regarding interaction (i.e., physical action) as an object, the above definition will read that a person highly involved with the interaction will feel the interaction to be more relevant to his or her needs and values. Likewise a person will feel the interaction to be less relevant to their needs and values when the person has low involvement with the interaction. Considering that a person’s most interactions would be generated from recognizing his/her own needs and that it is an effort to achieve own goal, most interactions can be described as the outcomes of at least medium level of involvement. In addition, these high involvement interactions would reflect high level of consumer attention and more intensive information process. From this, one can speculate that consumer’ high involvement interactions will occur more often when the interactions are with high involvement the product (in H1). In addition, when considering an interaction reflects an effort to fulfill ones need, the (continuing) interactions would not only reflect the involvement levels of an object, but it might also reinforce the level of involvement when the course of interaction is not significantly interrupted by other factors such as unsatisfactory results. It may be justified by the following two rationales. First, the (series of satisfactory) interactions will (I) produce self-generated thoughts because of the nature of interaction in two-way communication, (2) require more attention to the stimuli and the communication process as the individuals practice active control, and thus (3) consumers will elaborate on the messages provided and experience deeper levels of processing. Second, flow studies note that flow is characterized by a sequence of responses facilitated by machine interactivity (Novak et al., 2000) and describe that users will experience flow when they perceive a balance between their skills and the challenges of the interaction (Novak et al., 2000). Novak et al. (2000) explained that consumers experiencing flow during online navigation are “acutely involved in the act of online navigation (p.6).” As a result, it is expected that the online audience’s interactions will increase the level of product involvement. Also, because the interactions with the iPPL represent the interactions with the program itself, it is expected to increase the level of program involvement (Study 5). However, the increased involvement level of the program will be situational involvement because the interactions with the iPPL or the information gathered by the interactions are not intrinsic to the program or the program information. Therefore, it is hypothesized: H12. Interaction with an iPPL will be positively related with the recall of the advertised band in the iPPL. H13. Interaction with an iPPL will increase the consumer’s involvement with the product featured in the iPPL. H14. Interaction with the iPPL will increase the consumer’s situational involvement with the program. 65 Chapter 5. Methodology 5.1. Analysis Plan The six independent variables in this dissertation include the audience’s product involvement, program involvement, attitude toward the program (ApRoo), attitude toward the character (ACHAR), gender, and number of interactions. The five dependent variables are brand recall, interactions, attitude toward the advertised brand (AB), (enduring) product involvement, and (situational) program involvement. The hypotheses are tested using regression analyses and t-tests, and these analyses are followed by the tests of interaction effects of the independent variables in five separate studies. Table 1 illustrates the list of hypotheses to be tested, the interaction effects to be examined, and the associated analytical techniques. Each study will used a 2 x 2 factorial design. Specifically, Study I examined the impacts of product and program involvement. Study 2 and 3 examined the effects of attitude toward the program, combined with product and program involvement, respectively. Study 4 and 5 examined the effects of attitude toward a character, combined with attitude toward the program and product involvement, respectively. Finally, Study 6 will examined the effects of gender and attitude toward a character. 5.2. Design and Sample Computer lab experiments were conducted for this study. For the experiment, a total of 396 undergraduate college students were recruited from courses at a large midwestem university in the US. The courses were campus-wide electives so that the 66 participants could represent a variety of majors. Participants were randomly assigned to one of two program involvement conditions (high vs. low), and each condition was arranged to contain similar number of male and female participants to avoid uncontrolled gender effects. Table 1. Hypotheses Independent Variable Dependent Variable Method H1 Product Involvement Amount of Interactions Regression H2 Product Involvement The Number of Recalled Brands Regression H3 Program Involvement Amount of Interactions Hotelling’s T2 H4 Program Involvement The Number of Recalled Brands Hotelling’s T2 H5 Attitude toward Program The Number of Recalled Brands Regression H6 Attitude toward Program Amount of Interactions Regression H7 Attitude toward Program Attitude toward Brand Regression H8 Attitude toward Character Amount of Interactions Regression H9 Attitude toward Character The Number of Recalled Brands Regression H10 Attitude toward Character Attitude toward Program Regression H11 Gender Amount of Interactions T-Test H12 Amount of Interactions The Number of Recalled Brands Regression H13 Amount of Interactions Changes in Product Involvement Regression H14 Amount of Interactions Changes in Program Involvement Regression 31 Product Involvement x Amount of Interactions Two-Way Mixed Program Involvement ANOVA 52 Product Involvement x Amount of Interactions Two-Way Mixed Attitude toward Program Attitude toward Brand ANOVA 33 Program Involvement x Amount of Interactions Two-Way Attitude toward Program Attitude toward Brand Between ANOVA S4 Attitude toward Program x Amount of Interactions Two-Way Attitude toward Characters Attitude toward Brand Between ANOVA SS Product Involvement x Amount of Interactions Two-Way Mixed Attitude toward Characters Attitude toward Brand ANOVA 67 5.3. Development of the Stimulus Material A 25-minute episode of a popular sitcom — Friends — was used for the experiment. Interactive television (ITV) interface was established on the computer screen to enable interactivity of the program. First, the program was digitized, and optimized to fit the resolution of the computer screen (800 by 600 pixels). Interactive Product Placements (iPPLs) used in this study and accompanying interactive features were produced and embedded using Macromedia Flash. The digital video recording (DVR, or personal video recording — PVR) feature that allows audiences to record and replay the program was not established due to technical limitations. However, pause and replay functions were included. To demonstrate iPPL functions, a small icon was placed in the bottom-right corner of the screen (Figure 2). Figure 2. Thumbnail of Stimulus Material: Step 1 Under normal viewing conditions, a clickable icon is placed in the comer of the screen. 68 A click on the icon displayed multi-tiered product information. For example, a participant who was interested in the jacket worn by a character could click the icon to display a small transparent menu that contained the list of the available products within a particular scene (Figure 3). Figure 3. Thumbnail of Stimulus Material: Step 2 i l a , ' 1:0,. mm --« in v... M] ...... 1.1 a... ifin Iva-lo! 80 .0 ‘9'” IMO“ can hummus: When the icon is clicked, the list of available products (along with the pictures) in the scene is displayed. When the participant found the item of interest was included in the list and clicked the item, further product information was displayed in a new window (Figure 4). A purchase button was included in the interface design. However, clicking the button would display a small dialogue box in which the viewer was told that the button is not fully functional in the experiment. 69 Figure 4. Thumbnail of Stimulus Material: Step 3 D ”O. no". came to I man porn. in! hack-d “In When a particular item is clicked, the detailed product information is displayed. The products available for the iPPLs were changed as the scenes (e.g., living room, restaurant, etc.) changed. Table 2 shows the detailed information from the episode used for the experiment, including its scenes and embedded product information. To select the products for the experiment, all items appearing in the program were listed. The final products for the experiment were selected using two criteria. First, products paired with a character were clearly being used or held by a single character. Second, brand information such as a brand name or a logo was not visually or verbally available in the program. This was to control possible effects of verbal or visual endorsement. 70 Table 2. Program used for the Main Experiment Episode #408: Chandler in a Box 8:13.16 Dur.l Place Character Product Brand Price 1 0:56 Joey’s Apt Joey Sweater Gap $35.00 Jeans Arizona Jeans $43.00 Phone Panasonic $19.99 2 0:45 Title NO iPPLs 3 4:03 Rachel’s Apt Rachel Tableware Target $4.50 Sweater J .Crew $58.00 Skirt Eddie Bauer $42.00 Ross Sweater Polo Ralph Lauren $109.00 Monica Kitchenware Crate &Barrel $15.00 Chandler Shirt American Eagle $39.00 4 1:36 Rachel’s Apt 2 Phoebe Shirt The Limited $60.00 Ross Beverage Impulse $9.00 3 Pants Tommy Bahama $55.00 Chandler Jeans Calvin Klein $49.50 5 1:07 Joey’s Apt No iPPLs 6 0:50 Cafe Chandler Coffee Starbucks $1.00 7 0:50 Eye Doctor No Products 8 1:41 Joey’s Apt Background Sofa IKEA $649.00 Recliner La-Z-Boy $430.00 Board Office Max $29.99 CD Rack WalMart $19.95 9 1:15 Eye Doctor No iPPLs 10 6:44 Rachel’s Apt No iPPLs 11 1:51 Balcony No iPPLs 12 3:00 Rachel’s Apt Background Sofa Art Van $350.00 Background Tableware Pottery Barn $14.99 Phoebe Dress DKNY $1 89.00 Phoebe Dessert Sara Lee $3.50 13 0:30 Balcony No iPPLs 1 Duration 2 Same place in different time frames 3 Price is for a 6-pack Next, the level of involvement for each product was considered. Existing literature on product involvement (e. g., Ratchford, 1987; Weinberger & Spotts, 1989) were used to categorize general involvement levels for each product. Consequently, 24 71 products were selected, 15 of which represented high-involvement products and 9 of which represented low-involvement products. Table 3 has more information regarding the brands and product categories. Table 3. Summary of Product Information Embedded in iPPLs Product Brand Product Product Character Category Involvement Shirt American Eagle Clothes High Chandler Pants Calvin Klein Clothes High Chandler Coffee Starbucks Beverage Low Chandler Shirt Abercrombie & Fitch Clothes High Monica Jeans Banana Republic Clothes High Monica Mug Cup Crate & Barrel Kitchenware Low Monica Sweater Gap Clothes High Joey Jeans Arizona Jeans Clothes High Joey Telephone Panasonic Electronics Low Joey Shirt The Limited Clothes High Phoebe Dress DKN Y Clothes High Phoebe Dessert Sara Lee Food Low Phoebe Shirt J .Crew Clothes High Rachel Skirt Eddie Bauer Clothes High Rachel Mug CuL Target Tableware Low Rachel Sweater Polo Ralph Lauren Clothes High Ross Pants Tommy Bahama Clothes High Ross Energy Drink Impulse Beverage Low Ross Sofa (Big) IKEA Furniture High Background Sofa (Small) Art Van Furniture High Background Recliner Chair La-Z-Boy Furniture High Background CD Rack WalMart Home Accessory Low Background Bulletin Board Office Max Home Accessory Low Background Pasta Bowl Pottery Barn Tableware Low Backggound As mentioned above, no particular brand was visually appeared or verbally mentioned in the program. In order to increase the external validity of the study, brand names were selected from existing brands instead of assigning artificial brand names. The individual image of each product (as shown in Figure 3 and Figure 4) had to match its 72 actual appearance in the program. Therefore, each image was carefully created with computer graphic software to make it look exactly the same as the one that was shown in the program. Finally, each product was priced based on the actual prices of similar products in the market. Currently, a participant has to click twice to View the product information (i.e., icon and list). Instead of clicking an icon, Viewers should be allowed to click directly on the products as they are appearing in the program. However, such an interface has not been fully developed in the ITV industry, and due to the technological limitation, the use of an icon is reported as being a more viable option in the industry for the time being (Swedlow, 2000). 5.4. Procedure Since existing brands were used, this study employed a pretest-posttest experimental design to measure changes in participants’ attitude toward the brands. To avoid the priming effect and reduce their fatigue, participants’ existing attitude toward the brands was measured two to three days prior to the main experiment. In the beginning of the posttest experiment, participants received a brief introduction to the overall experiment, which was followed by the measures of their initial (enduring) product involvement and (enduring) program involvement. Participants were then led to the computer screen where they were instructed about the use of the ITV interface created for the experiment. To reduce the novelty effect, participants were forced to go through a short practice session. The material for the practice session was very similar to that of the main 73 stimulus material, except that it was made from a different episode of Friends. Six products were embedded in the 4-minute, single-scene practice material. Brand names were selected deliberately so that they would not overlap with the brands appearing in the main program. During the practice, participants were encouraged to click the icon and buttons to make themselves familiar with the ITV interface. After the practice session, the participants in the treatment condition received information intended to increase their program involvement, whereas the participants in the control group received none. A modified version of Wright’s (1973, 1974) manipulating was used. First, some background information about the program was provided to the participants in the treatment group. Second, they were told that large cable companies (i.e., AT&T Broadband and Cox Communication) were about to launch a test market project in their local area in which the participants would find the exact same interface being used. Finally, the participants were told that they would be asked to answer to certain questions regarding the storyline of the program when the program was over. In order to maximize the effect of manipulation, the participants were told that two participants who could provide most correct answers would win a cash prize. As another device to minimize the novelty effect, all participants were strictly instructed that they should interact only with products they find to be of interest. Also, they were told that their activities on the computer screen (e.g., clicking a product, moving a mouse pointer) would be recorded by computer software. Although their activity was not “recorded,” the information about the products clicked by each participant was saved in a local database for later analysis. 74 Participants watched the program wearing headsets so that other participants would not interrupt or distract them. When the program was over, participants went through a brief distracting task, which will be followed by the measure of brand recall. Next, in a separate questionnaire, participants were measured for other variables. Upon completing the questionnaire, they were debriefed and dismissed. Table 4 illustrates the experiment’s overall procedure. Table 4. Experimental Procedure Steps Treatment Group Control Group 1 Initial measure of attitude toward brand (2 to 3 days prior to the main experiment) Introduction to the experimental procedure Measure of initial product & program involvement On-screen instruction on the experimental interface Practice session (4 minutes) On-screen treatment of . None program Involvement Main stimulus material (25 minutes) Involvement and Brand Recall measure ©00QQUIJ>UJN Other measurement including second measure ofAB (in a separate questionnaire) 5.5. Measurement 5.5.1. Measure of Involvement All measures used in this study were adopted from previous studies in similar domains, and they used seven-point scales to facilitate further analysis in structural equation modeling. To examine the changes in the involvement levels, audiences’ enduring involvement with a product category was measured twice — before and after watching the program. Product involvement was measured with 7-point semantic 75 differential scales, which were modified from the personal involvement inventory developed by Zaichkowsky (1994). The scales had five items that were anchored by ,3 6" ’9 66 ,9 ‘6 “important/unimportant, Interesting / boring, relevant / irrelevant, exciting/ unexciting,” and “means a lot to me / means nothing.” 5.5.2. Measure of Attitude Audience members’ attitudes toward the program and toward each character were measured with a semantic differential scale from MaeKenzie and Lutz (1989). The five items were anchored by “good / bad,” “pleasant / unpleasant,” “favorable / unfavorable,” “appealing / unappealing,” and “attractive / unattractive.” The same scale was used to measure the audience’s attitudes toward each brand appearing in the study. However, as there are 24 brands that needed to be measured, the attitude toward the brand (AB) scale was modified to a 3-item scale to maintain the overall length of the questionnaire at the reasonable level. Attitudes toward each brand and the program were measured twice in order to see the changes in their degrees before and after the experiment. As mentioned earlier, the attitude toward each brand was measured two to three days prior to the main experiment. 5.5.3. Measure of Recalls and Interactions Participants’ unaided recall of advertised brands was measured using an open- ended question, which asked them to indicate for which brands they had seen an iPPL during the program. Finally, the data for the audience’s actual interactions with a particular iPPL was collected with computer software. The interaction with an iPPL was operationalized as an event in which a participant opens the final product information 76 window (as shown in Figure 4). Therefore, clicking the icon to open the list of available items (as in Figure 3) was not regarded as an interaction with an iPPL. The stimulus material was programmed to save each interaction made by a participant for the brand name and the order of interaction(s). 5.5.4. Demographics At the end of the questionnaire, participants were asked to provide some personal information, such as gender, age, race, and class level (i.e., freshman, sophomore, etc.). 5.5.5. Manipulation Check For a manipulation check, participants’ level of involvement with the program was measured to examine whether the participants in the treatment group showed a higher level of involvement. This scale, with five 7-point semantic differential items, was identical to the scale that was used to measure participants’ level of product involvement. Program involvement was also measured twice — once before the experiment and again after the program ended. 77 Chapter 6. Results 6.1. Manipulation Check A t-test was performed to examine whether the participants in the treatment group demonstrated higher levels of program involvement than those in the control group. Unexpectedly, the t-test indicated that there were no significant differences between the two groups (t (393) = 1.210, p > .05). The results, in Table 5, show that both groups were above the midpoint of the scale. As the variance of the program involvement was small, the program involvement was trichotomized using a median split and the middle third was removed. In further analyses, only the responses that fell into the high— and low- involvement group were used (N = 289). Table 5. Manipulation Check of Program Involvement Initial Analysis N Mean Std. Dev. t (if p Treatment Group 198 5.4061 1.2947 -1 .210 393 .227 Control Group 197 5.2475 1 .3108 Trichotomized N Mean Std. Dev. t df p High Involvement 149 6.5171 .3667 -27.664 287 .000 Low Involvement 140 3.9386 1.0731 A total of 24 brands, in eight different product categories, were employed for the iPPLs embedded in the stimulus material. The product categories included clothes, furniture, inexpensive electronic goods, home accessories, tableware, kitchenware, beverage, and dessert. As mentioned earlier, clothes and fumiture were selected to 78 represent high involvement products, while the rest of the categories were representing low involvement products. Although this classification was based on previous literature (e.g., Ratchford, 1987; Weinberger & Spotts, 1988), participants’ level of involvement with the above product categories were measured because the typologies from the aforementioned literature were based on non-student samples. One-way within-subjects analysis of variance (ANOVA) was performed and the result is shown in Table 6. Table 6. Product Involvement Std. Product Categories Mean Deviation N Clothes 6.143 .900 288 Furniture 5.237 1.067 288 Telephones (Inexpensive electronics) 5.015 1.328 288 Beverages 4.993 1.124 288 Home Accessories 4.937 1.295 288 Kitchenware 4.369 1 .249 288 Tableware 4.176 1.185 288 Desserts 3.846 1 .473 288 df MS F p Product Involvement/Within-Subjects 7 146.90 144.61 .00 Although the differences in product involvement across the categories were significant, the result showed a different pattern from Ratchford (1987) and Weinberger and Spotts (1988). Specifically, inexpensive electronic goods, home accessories, and beverages were found to have moderate-to-high levels of involvement; and kitchenware and tableware showed medium levels of involvement. Desserts were found to have a low level of involvement as expected. Based on the above results, product involvement was treated as a continuous variable in further tests of hypotheses. 79 6.2 Sample Size and Composition A total of 396 usable questionnaires were collected for data analysis. However, following the trichotomization from the above manipulation check on program involvement, 107 responses in the middle were discarded, and 289 were used for further analyses. The final sample consisted of 192 females (66.4%) and 97 males (33.6%). The average age of the participants was 20.5 years, and whites (non-Hispanic) represented 72.3% of the overall participants. Finally, they consisted of 51 freshmen (17.6%), 61 sophomores (21.1%), 115 juniors (39.8%), and 62 seniors (21.4%). One hundred forty- nine participants were assigned to the high program-involvement group and 140 were assigned to the low-involvement group. 6.3. Scale Reliability The reliabilities of each construct were assessed using Cronbach’s alpha. All of them indicated high levels of reliability ranging from .86 to .97 to indicate that the scales used in this study had adequate internal consistency and were appropriate for further analyses. Table 6.3 summarizes each scale with its source and reliability. 6.4. The Effects of Product Involvement on Interactions The first two hypotheses (H1 and H2) tested the impact of participants’ level of product involvement on the amount of interactions and recalled brands, respectively. Separate bivariate regression analyses were employed to test the hypotheses. Here only background products and brands that are not paired with particular characters were selected for the analysis because participants’ attitude toward certain characters might 80 Table 6.4.1. Descriptive Statistics and Reliabilities for Scales Used in the Study Variables Subscale Alpha Subscale Alpha Overall . Items Alpha 1n Scale Program Time 1 .9476 Time 2 .9472 .9501 5 Involvement Attitude Time 1 .9636 Time 2 .9661 .9649 5 toward the Program Product Tableware .861 5 Clothes .885 1 .8911 5 Involvement"I Beverages .8751 Home Acc. .9237 Telephones .8922 Desserts .9314 Furniture .871 7 Kitchenware .8885 Attitude Chandler .9 l 99 Joey .9089 .9180 5 Toward Character Monica .9200 Phoebe .9173 Rachel .9120 Ross .9296 Attitude J.Crew .9530 IKEA .9705 .9492 3 toward the Brand* Gap .9361 Art Van .9499 Eddie Bauer .9177 La-Z-Boy .9512 Banana Republic .9582 Target .9502 American Eagle .9581 WalMart .9694 Arizona Jeans .9112 Office Max .9387 Tommy Bahama .9324 Pottery Barn .9682 The Limited .9627 Crate & Barrel .9641 DKNY .9455 Panasonic .9298 Sara Lee .9371 Abercrombie .9679 Impulse .9423 Calvin Klein .9439 Starbucks .9649 Polo .9576 Mean Std. Deviation Interactions 3 .9343 3 .73 1 3 Recalled Brands 1.6125 2.1234 * Product Involvement and Attitude toward a brand were also measured twice. Listed alphas for individual brands and product categories Show the average alpha scores of Time 1 and Time 2. have influenced the amount of interactions and recall along with their product involvement. Therefore, the product involvement with fumiture, home accessories, and tableware were examined in relation to the interactions and recall of those categories. (See Table 3 for information on background products and brands.) Hypothesis 1 posited that participants who have higher level of involvement with a particular product category would demonstrate a higher amount of interactions with iPPLs featuring brands of that product category. To test this, the amount of interactions with the brands in each product category (i.e., fumiture, home accessories, tableware) was regressed on the product involvement on each category. The results are summarized in Table 6.4.2 and 6.4.3. They indicate that participants’ level of involvement was positively associated with the amount of interactions in all three product categories, and thus Hypothesis 1 was supported. Table 6.4.2. Descriptive Statistics on Product Involvement (BG) and Interactions Involvement Interactions“ Product Category Mean Std. Deviation Mean Std. Deviation Furniture 5.2433 1.0698 1 .5017 1 .1400 Home Accessories 4.9375 1.2926 .9481 1.0479 Tableware 4.1813 1.1868 .4429 .5181 " Three furniture brands, two home accessory brands, and one tableware brand were used in the study, and the listed amount of interactions represent the average amount of interactions per each brand to ease comparison. Table 6.4.3. Relationship between Product Involvement and Interactions Independent Variables: Product Involvement Dependent Variable: Amount of Interactions Std. Adjusted Std. Error of Product Category Coefficients t df R2 R2 the Estimate p Furniture .509 10.007 287 .259 .256 .9832 .000 Tableware .540 10.864 287 .291 .289 .4369 .000 Home Accessories .385 7.071 287 .148 .145 .9687 .000 82 6.5. The Effects of Product Involvement and Attitude toward the Program on Recall Similarly, only background products and brands were analyzed in testing the relationship between product involvement and the number of brands recalled (Hypothesis 2). However, the levels of product involvement in three product categories were averaged, and tested in relation to the combined amount of recalls of the six brands that belong to the three product categories. As seen in Table 6.5.1, the overall amount of recall was small and most participants reported no recalls of those background brands. Table 6.5.1. Descriptive Statistics on Brand Recalls Mean Std. Deviation Recall: Background Brands .8028 1.0438 Recall: All Brands 1.6125 2.1234 Product Involvement: BG Catigories Combined 4.7874 .9338 Hypothesis 2 posited that participants who have higher level of involvement with a particular product category would recall more brands that appear in iPPLs of that product category. Also, Hypothesis 5 posited that participants with more positive attitude toward the program would recall more brands. These hypotheses were tested with multiple regression, and the overall number of recalled brands in the three baCkground product categories was regressed on the combined product involvement of each category and participants’ attitude toward the program. The results are summarized in Table 6.5.2. Participants’ level of involvement was found to be positively associated with the number of brands recalled (R2=.079; p<.01). Although the strength of the association is weaker than that of Hypothesis 1, the result shows that Hypothesis 2 was supported. On the contrary, the results indicate that participants’ attitude toward the program is not 83 significantly related with the recall (i.e., significance of coefficient >.05). From this, Hypothesis 5 was rejected. Table 6.5.2. Relationship between Product Involvement, Ammo, and Recalls Dependent Variable: Amount of Recalled Brands Independent Std. Sig. Adzj. Std. Error of Variable Coefficients t (if Coeff. R2 R the Estimate p Involvement“ .269 4.498 286 .000 .079 .073 1 .0494 .000 Attitude-Program .036 .602 .548 * Involvement with the product categories that incorporate background brands 6.6. The Effects of Program Involvement on Recall and Interactions Hypothesis 3 and Hypothesis 4 posited that participants who report higher levels of involvement with the program would show fewer interactions and brands recalled, respectively. As mentioned earlier, program involvement was trichotomized and the conditions at the two ends (high vs. medium) were compared to test these hypotheses. Again, only the background brands were taken into the analyses. Multivariate analysis of variance was performed on the amount of interaction and recalled brands, and Hotelling’s T2 was examined as it is not acceptable to use separate t- tests on possibly correlated dependent variables (Tabachnick & F idell, 2000, p, 20). The Hotelling T2 statistics provide a single overall test of the group differences on two separate dependent variables — amount of interactions and recalled brands. The results are summarized in Table 6.6. The results indicated that the differences were significant. However, they were not in the predicted direction. Participants in the high program involvement condition demonstrated higher levels of interactions (M=3.41) than those in the medium-level 84 condition (M=2.34). Likewise, participants in the high program involvement condition recalled more brands (M=.93) than those in the medium-level condition (M=.66). Therefore, both Hypothesis 3 and Hypothesis 4 are rejected. Table 6.6. Interactions and Recalls in Program Involvement Conditions Dependent Program Std. Wilks’ Approx Variables InV. Mean Dev. t Sig.t Lambda F df Sig. F Interactions High 3.409 2.125 -2.2009 .029 .923 11.937 286 .000 Medium 2.343 1 .700 Recall High .933 1 .101 -4.6938 .000 Medium .664 .964 6.7. The Effects of Attitude toward the Program on Interactions Hypothesis 6 posited that participants with more positive attitude toward the program (Apaoo) would show fewer interactions with iPPLs. To test the relationship, the amount of interactions with background brands was regressed on the attitude toward the program. Table 6.7 summarizes the results. Table 6.7. Relationship between Apnoc and Interactions Independent Variables: Attitude toward the Program Dependent Std. Adjusted Std. Error of Variable Coefficients t df R2 R2 the Estimate p Interactions .175 3.009 287 .031 .027 1.9723 .003 The results indicate that participants’ attitude toward the program was positively associated with the amount of interactions with background brands. However, the direction of the association indicates that it is positively related, which means that a more 85 positive attitude toward the program resulted in a higher number of interactions. Furthermore, the ApRog was not found to be a major predictor for the amount of interactions (Adjusted R2=.027), which implies that the relationship is not highly meaningful. Although the association was statistically significant, Hypothesis 6 could not be supported. 6.8. The Effects of Attitude toward the Program on Attitude toward Brands in the Program Hypothesis 7 tested the affect transfer hypothesis (Mitchell & Olson, 1981; Shimp, 1981) — particularly the influence of participants’ attitude toward the program (Apnoo) on the attitude toward the brands (AB) appearing in the program. Unlike the previous analyses that used only background brands, this analysis was conducted on all 24 brands appearing in the program. Because existing brand names were used in the stimulus material, the changes in A3 (A32 - Am: the difference between the second measure ofAB and first measure ofAB) were examined for the analysis. Also, the changes in A3 of the non-interacted brands were not taken into the analysis. It should be noted that the participants were exposed to the brand information only when they interacted with the corresponding iPPLs. This means that the participants who did not interact with the iPPL of “Brand A” had no means to find out whether the “Brand A” appeared in the program. Consequently, it is reasonable to expect that the difference between the A32 and A31 of non-interacted brands should not be statistically significant. To test this relationship and hypothesis, participants’ interaction responses had to be recoded. Interacted brands and non- 86 interacted brands varied for every single participant. That is, participant A could have interacted with brands A, C, and D, while participant B could interact with brands C, E, and F. Therefore, for each participant, all brands were grouped into either “interacted” or “non-interacted” brands. Next, the first A3 measures of those “interacted (A31 1)” and “non-interacted (A3Nu)” brands were calculated one by one for each participant, and the same was done for the second measure of A3 (i.e., A312 and A3332) Finally, the difference between A32 and A131 (i.e., changes in A3) for both interacted brands (A313) and non- interacted brands (A3333) were calculated based on those newly calculated values, and used for further analyses. The Table 6.8.1 illustrates this process. Table 6.8.1. Calculation of Interacted- and Non-interacted A3: Example Brand A Brand B Brand C Brand D Mean A31 A132 A80 A131 A82 ABD A31 A32 A13D A81 A32 A80 A31 A32 ABD Participant 1 2 3 5 2 4 4 0 6 7 l 5 6 7 1 4.5 5.5 1.0 Interacted Interacted Non-interacted Non-interacted Participant 2 4 l 6 .. 6 0 ,, 5 5 0 5 7 ,2 2 4 g 2 4.5 5.5 1.0 Non-interacted Non-interacted Interacted Interacted A}: Measure 1 A9: Measure 1 Ag: Difference Participant 1 AB" = (3 + 4) / 2 = 3.5 A312 = (5 + 4) / 2 = 4.5 A3“) = 4.5 - 3.5 = 1.0 ABN11=(6 + 5) / 2 = 5.5 ABNIZ = (7 + 6) / 2 = 6.5 Age") = 6.5 - 5.5 =1.0 Participant 2 AB“ = (5 + 2) / 2 = 3.5 A312 = (7 '1' 4) / 2 = 5.5 ABID = 5.5 - 3.5 = 2.0 ABNII =(6+5)/2= 5.5 ABh_ll_2=(6+ 5)/2= 5.5 Am =5.5-5.5=0.0 In the above example, the mean scores of all A3 changes (A33) are equal for both participants. However, the difference between the two participants can be found when calculating interacted and non-interacted brands separately, and it turns out that Participant 2 showed more improvements in A3 over interacted brands compared to Participant 1. 87 As mentioned earlier, A31 is assumed to be equal to A32 if the brand was not interacted with. To test this assumption, a one-sample t-test was performed using the changes in A3 scores for the non-interacted brands, and the result (Table 6.8.2) indicates that the difference was not significant. In testing Hypothesis 7, participants who did not make any interactions at all were eliminated from this analysis. It is because, by definition, the participants with no interactions are not expected to demonstrate any changes in A3. This decreased the total number of participants to 242. Finally, to test Hypothesis 7, the differences in attitude toward the interacted brands (A313) were regressed on the participants’ attitude toward the program (A3303). Table 6.7.3 summarizes the results. The results indicate that participants’ attitude toward the program was positively associated with the changes in their attitude toward the interacted brands (A313). Therefore, Hypothesis 7 was supported. Table 6.8.2. A3 Changes in Non-Interacted Brands: Statistical Significance Std. Min" Max“ Mean Dev. Median Mode t (If 1 A33") -1.3667 1.2698 .0402 .3799 .0401 .0000 1.606 229 .1 10 Table 6.8.3. Regression: Relationship between A313 and Amos Independent Variable: Changes in Attitude toward the Interacted Brands (A3313) Dependent Std. Adjusted Std. Error of Variable Coefficients t df R2 R2 the Estimate p APROG .491 8.660 236 .241 .238 .6148 .000 88 6.9. The Effects of Attitude toward the Characters (of the Program) on Interactions and Recall The next two hypotheses (H8 and H9) tested the impact of participants’ attitude toward each character on the amount of interactions and recalled brands. Separate bivariate regression analyses were employed to test the hypotheses. However, in these analyses, only the brands that are paired with particular characters were selected because the interactions or recalls of unpaired brands (i.e., background brands) would be free from the effects of participants’ attitude toward characters. (See Table 3 for information on brands paired with particular characters.) Hypothesis 8 posited that participants who have a positive attitude with each character (ACHAR) would demonstrate a higher number of interactions with iPPLs paired with each character. To test this, the number of interactions with the iPPLs paired with each character (i.e., Chandler, Joey, Monica, Phoebe, Rachel, and Ross) was regressed on the attitude toward each character. The results are summarized in Table 6.9.1 and 6.9.2. The results indicate that in most cases (except for one character, Joey) participants’ attitude toward the character was positively associated with the amount of interactions. The results partially support Hypothesis 8. However, it should be noted that the effect sizes were relatively small. The adjusted R2 ranged from .014 (Ross) to .218 (Rachel). But when excluding Rachel, the range of the adjusted R2 reduces to .014 to .099 (Chandler). Although these are weak, they are still stronger than the relationship between the attitudes toward the program and the amount Of interactions (Adjusted R2 = .027, see Table 6.7). This illustrates that although both attitudes could not explain much of the audience’s amount of interactions, the attitude toward the character is a better predictor. 89 Table 6.9.1. Descriptive Statistics on Character: A03“; and Interactions Number of ACHAR Interactions Characters Paired iPPLs Mean Std. Dev. Mean Std. Dev. Chandler 3 5.9856 1.0807 .2215 .6662 Joey 3 5.7780 1.0984 .5848 .9170 Monica 3 5.8047 1 .0755 .4583 .8462 Phoebe 3 5.5356 1.2469 .6159 .9545 Rachel 3 6.3453 .7980 1.1869 1.3918 Ross 3 5.6287 1.1895 .4948 .9687 Table 6.9.2. Relationship between ACHAR and Interactions Independent Variables: A3333 Dependent Variable: Amount of Interactions Std. Adjusted Std. Error of Characters Coefficients t df R2 R2 the Estimate p Chandler .320 5.714 287 .102 .099 .8704 .000 Joey -.114 -1.947 287 .013 .010 .6630 .052 Monica .204 3 .531 287 .042 .038 .8298 .000 Phoebe .277 4.879 287 .077 .073 .9188 .000 Rachel .469 9.006 287 .220 .218 1.231 1 .000 Ross .130 2.224 287 .017 .014 .9621 .027 Hypothesis 9 posited that participants with a positive attitude toward each character would show more recalled brands paired with each character. Similarly, only paired brands were analyzed in testing Hypothesis 9, but the number of recalled brands was collapsed into a single score (i.e., the number of recalled brands paired with any characters) because most participants could recall nothing when each character’s brands were separately examined. (see Table 6.9.3.) Also, as in testing Hypothesis 7, participants who did not make any interactions at all were eliminated from this analysis. It was because the participants who did not make any interactions were not expected to recall any brands. This reduced the total number of participants to 242. 90 To test Hypothesis 9, the combined amount of recall was regressed on the participants’ combined attitude toward the characters. The results are summarized in Table 6.9.4, and it was found that the relationship was not significant. Therefore, Hypothesis 9 is rejected. Table 6.9.3. Descriptive Statistics on A33“; and Recalls of Paired Brands Mean Std. Deviation Median Mode ACHAR (Combined) 5.9491 .7388 Recall: Paired Brands .9545 1.9201 .00 .00 Table 6.9.4. Regression: Relationship between Acmn (combined) and Recalls Indgpendent Variable: ACHAR (combined) Dependent Std. Adjusted Std. Error of Variable Coefficients t df R2 R2 the Estimate p Recall .000 .003 240 .000 -.004 1 .9241 .998 6.10. The Effects ofAttitirde toward the Characters on the Attitude toward Paired Brands As with Hypothesis 7, Hypothesis 10 tested another instance of the affect transfer hypothesis, but in this case the influence of participants’ attitude toward each character (ACHAR) on the attitude toward the paired brands (A3) was examined. As mentioned earlier, the changes in attitude toward brands were used because existing brands were used in this study. Also, paired brands (excluding background brands) were taken into the analysis again, and participants who did not interact at all were not examined. A series of bivariate regression analyses were performed to test the hypotheses. Table 6.10.1 shows 91 the descriptive information regarding participants’ attitude toward brands paired with each character, and Table 6.10.2 shows the result of the hypothesis testing. The results indicate that in most cases (except for one character, Phoebe) participants’ attitude toward the character was positively associated with the attitude toward the paired brands. Therefore, Hypothesis 10 was partially supported. When comparing the effect sizes in Table 6.10.2 (i.e., Adjusted R2 ranging from .023 to .084) to that in Table 6.8.3 (Adjusted R2 = .238), it can be found that the consumers’ A3303 is a better predictor than ACHAR in explaining the changes in their A3. Table 6.10.1. Descriptive Statistics on Character: Acrmr and Interactions Number of A3* Characters Paired iPPLs Mean Std. Dev. Chandler 3 .2824 .6819 Joey 3 . 2679 .6862 Monica 3 .2006 .6162 Phoebe 3 .0744 .7847 Rachel 3 . 1646 .6514 Ross 3 .3147 .7279 * A3 represents the changes in A3 between the first measure and second measure. Table 6.10.2. Relationship between A0333 and A3 Independent Variables: ACHAR Dependent Variable: Changes in A3 Std. Adjusted Std. Error of Characters Coefficients t df R2 R2 the Estimate p Chandler .297 4.816 240 .088 .084 .6526 .000 Joey .163 2.564 240 .027 .023 .6784 .011 Monica .199 3.145 240 .040 .036 .6051 .002 Phoebe .108 1.683 240 .012 .008 .7817 .094 Rachel .257 4.1 1 8 240 .066 .062 .6309 .000 Ross .218 3.464 240 .048 .044 .71 18 .001 92 6.11. The Effects of Gender on Interactions Hypothesis 11 posited that male audiences would show more interactions with the embedded iPPLs than female participants. To test this, all interactions (i.e., interactions with paired brands and background brands) were examined, and a t-test was performed to see if male participants and female participants showed different amounts of interactions. Table 6.11 shows the result, and it shows that male participants and female participants did not show significant differences in terms of the amount of interactions. Therefore, Hypothesis 11 was rejected. (Interestingly, females actually had a higher mean than males, so if the differences had been significant, Hypothesis 11 would still be rejected.) Table 6.11. Amount of Interactions Across Genders Mean Std. Deviation t df p Male 3.3505 2.6287 -1.899 287 .059 Female 4.2292 3.7570 6.12. The Relationship between Recall and Interactions Hypothesis 12 posited that participants’ amount of interactions and the number of recalled brands would be positively correlated. To test this, interactions and recall on all brands (i.e., background and paired) were examined, and the number of recalled brands was regressed on the amount of interactions. The results show that the Hypothesis 12 was supported (R2 = 239, p=.00). (see Table 6.12.) Table 6.12. Regression: Relationship between Interactions and Recalls Std. Adjusted Std. Error of DV Coefficients t (If R2 R2 the Estimate p Recall .489 9.506 287 .239 .237 1.8551 .000 93 6.13. The Effects of Interactions on Changes in the Level of Product Involvement Hypothesis 13 posited that participants’ interactions with iPPLs would increase their level of involvement with product categories with which they interacted. Interactions with all brands (i.e., background and paired) were examined. Also, since the relationship focuses on the effect of interactions on involvement change, the changes between two product involvement measures were examined. (Note that the product involvement was measured twice.) Each of eight product categories was tested. Table 6.13.1 shows the descriptive nature of changes in product involvement in those categories, and the results are in the opposite direction from what was expected in the hypothesis. That is, most categories except tableware show decreased levels of involvement. Eight separate bivariate regression analyses were performed to examine their significance, and the results are found in Table 6.13.2. Table 6.13.1. Descriptive Statistics on Product Involvement Changes Product Categories Measure 1 Measure 2 Difference (Mean) Std. Deviation Clothes 6.1459 6.1400 -.0059 .5278 Furniture 5.2433 5.2275 -.0157 .8649 lnexp. Electronics 5.0146 4.7640 -.2507 .9002 Beverages 4.9933 4.8907 -.1026 .8048 Home Accessories 4.9375 4.9152 -.0223 1.0618 Kitchenware 4.3779 4.2794 -.0984 1.0045 Tableware 4.1813 4.3910 .2097 .9343 Desserts 3.8457 3.7162 -.1295 .5544 The results indicate that the changes in product involvement were significant in only three categories (i.e., clothes, furniture, and tableware). However, clothes and furniture displayed decreases in involvement. Besides, considering the increase in 94 tableware was only marginal (p = .041), it can be interpreted that Hypothesis 13 is rejected. Table 6.13.2. Relationship between Interactions and Product Involvement Product Std. Adjusted Std. Error of Categories Coefficients t df R2 R2 the Estimate p Clothes .161 2.766 287 .026 .023 .5218 .006 Fumiture .156 2.675 287 .024 .021 .8558 .008 Inexp. Electronics .006 .104 287 .000 -.003 .9018 .918 Beverages .056 .952 287 .003 .000 .8049 .342 Home Accessories .045 .728 287 .002 -.002 1.0626 .467 Kitchenware .060 l .013 287 .004 .000 1 .0044 .3 12 Tableware .120 2.054 287 .014 .01 1 .9292 .041 Desserts .091 1.545 287 .008 .005 .8737 .123 6.14. The Effects of Interactions on Changes in the Level of Program Involvement Finally, Hypothesis 14 posited that participants’ interactions with iPPLs would result in increased level of involvement with the program. The difference between two program involvement measures (i.e., Program involvement measure 2 - Program involvement measure 1) was regressed on the amount of interactions. Again, all interactions within the program (i.e., interactions with background and paired brands) were examined. Table 6.14.2 shows the result, which indicates that the amount of interactions was significantly related with the increase in the program involvement (R2 = 210, p=.00). Therefore, Hypothesis 14 was supported. 95 Table 6.14.1. Descriptive Statistics on Program Involvement Changes Measure 1 Measure 2 Difference (Mean) Std. Deviation Program Involvement 4.9232 5.2680 .3448 .4913 Table 6.14.2. Relationship between Interactions and Changes in Program Involvement Dependent Std. Adjusted Std. Error of Variable Coefficients t df R2 R2 the Estimate p Program .458 8.734 287 .210 .207 .4374 .000 Involvement 6.15. Interaction Effects of Product Involvement and Program Involvement on Interactions (Study 1) In addition to the above hypotheses, interaction effects were tested as well. First, the roles of two different involvements (i.e., involvement with product categories and the program) on interactions were examined. Based on the hypotheses, involvement with a certain product category was expected to increase the amount of interactions with iPPLs of the corresponding category, whereas the involvement with the program was expected to decrease the overall amount of interactions. The purpose of examining the interaction effect of both involvement types was to test which involvement type would have a greater effect on the amount of interactions. However, the results from the hypothesis test showed that participants’ involvement with the program also had a positive relationship with the amount of interactions. (See Hypothesis 3.) 96 Nevertheless, the interaction effect of program involvement x product involvement was examined. A mixed analysis of variance (ANOVA) was conducted because program involvement was a between-subj ect variable and product involvement was a within-subject variable. Interactions were examined only for background brands, excluding interactions with brands paired with a particular character. First, the amount of interaction with particular product categories had to be calculated based on the product involvement. As mentioned earlier, three product categories were used for background brands, and they were furniture (3 brands), home accessories (2 brands), and tableware (1 brand). Among these, furniture (M = 5.24) and home accessories (M = 4.94) were combined into high involvement product, whereas tableware (M = 4.18) was categorized as a low involvement product. The high involvement product category had five brands, thus, to ease the comparison, the amount of interactions per brand was calculated for high involvement products. Next, mixed ANOVA was conducted. Table 6.15 shows the results. Interaction effects were not found between program- and product involvement. Moreover, the results show that the main effect of product involvement was not significant either. This is an interesting finding because the earlier test of Hypothesis 1 indicated a positive relationship between product involvement and the amount of interactions (Table 6.4.2). It should be noted that simple regression analysis was employed to test Hypothesis 1 (i.e., Effects of Product Involvement on Interactions). However, in examining the interaction effect the amount of interactions was dichotomized to those in high involvement products and low involvement products, and the mean scores were compared. The non-significant result of the main effect of product 97 involvement can be explained by the loss of variance of product involvement that occurs in this dichotomization process. Table 6.15. Interactions Effects: Product Involvement x Program Involvement Dependent Variable: Amount of Interactions with Background Items Std. Independent Variables Mean Deviation N High Involvement High Inv. with .568 .385 149 Program Products Low Inv. with .401 .322 140 Program Low Involvement High Inv. With .550 .538 149 Program Products Low Inv. With .329 .471 140 Program Mean Independent Variables df Square F p Product Involvement (Within-Subjects) 1 .30 2.22 .137 Program Involvement (Between-Subjects) 1 5.46 21.77 .000 Product x Program Involvement l .11 .81 .368 Error 287 .13 6.16. The Interaction Effects of Product Involvement and Attitude toward Program on Interactions and Attitude toward Brands (Study 2) The interaction effects of product involvement x attitude toward the program on the amount of interactions and attitude toward brands were tested. Earlier results of hypothesis testing showed that product involvement was positively related with the amount of interactions (Hypothesis 1), attitude toward the program was positively related with the amount of interactions (Hypothesis 6) and with the attitude toward brands (Hypothesis 7). To test the interaction effect, only background brands were examined. 98 Furniture (3 brands) and home accessories (2 brands) were used for the high involvement products, and tableware was used for the low involvement product. The mean scores of attitude toward brand in each product involvement condition were calculated for analysis. Next, attitude toward program was trichotomized for the analysis as the participants demonstrated generally positive attitude toward the program. (See Table 6.16.1 for descriptive statistics.) With the middle group eliminated, there were 202 responses available for this analysis. Table 6.16.1. Attitude toward Program: Creating Conditions Attitude Scores . . . . . " Mean Median Condrtromng Criteria N Attitude toward 5.8683 6.20 Highly Positive“ M = 7.0 101 Program Med-Positive 5.7 < M < 7.0 87 Less Positive" M < 5.7 101 * used for conditioning ** Total N = 289 With these newly created attitude toward program conditions (Highly Positive vs. Less Positive) and product involvement categories, a mixed ANOVA was conducted again as the product involvement was a within-subject variable. Table 6.16.2 summarizes the results of the product involvement x attitude toward the program interaction effect on the amount of interactions. 99 Table 6.16.2. Interactions Effects: Product Involvement x Program Attitude Dependent Variable: Amount of Interactions with Background Items Std. Independent Variables Mean Deviation N High Involvement Highly Positive A3303 .514 .377 101 Products Less Positive A3303 .406 .305 101 Low Involvement Highly Positive A3303 .475 .540 101 Products Less Positive A3300 .307 .464 101 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) 1 .48 3.34 .069 Program Involvement (Between-Subjects) 1 1.93 8.48 .004 Product x Program Involvement 1 .09 .64 .425 Error 200 .14 The interaction effects on the amount of interactions were not found between product involvement and attitude toward the program. Next, the same interaction effect (i.e., product involvement x attitude toward the program) was examined on the changes in the attitude toward the brands in iPPLs (A32 - A31: the difference between the second measure of A3 and first measure of A3). Product involvement was not hypothesized to affect the valence of attitude toward the program. However, the affect transfer hypothesis predicts that the positive or negative attitude toward the program would be reflected in the attitude toward the brands placed in the program. The purpose of examining this interaction effect was to see in which product involvement condition (i.e., high vs. low) the affect transfer hypothesis would be more strongly identified. Another mixed ANOVA was conducted. As in testing Hypothesis 7 (i.e., effect of attitude toward program on attitude toward brands), the participants who made at least one interaction were taken into the 100 analysis because those who did not interact with iPPLs were not assumed to show any significant changes in attitude toward brands. Test of Hypothesis 7 employed all 24 brands in this analysis. However, the changes in attitude toward background brands were examined in testing the Product Involvement x Program Attitude interaction effect. It was to control for the possible effects from attitude toward each character. Table 6.16.3 shows the results of the interaction effect analysis. Table 6.16.3. Interactions Effects: Product Involvement x Program Attitude Dependent Variable: Changes in Attitude toward the Background Brands Std. Independent Variables Mean Deviation N High Involvement Highly Positive A3300 — .015 .639 89 Products Less Positive A3303 .165 .642 75 Low Involvement Highly Positive A3303 .127 .703 89 Products Less Positive A3303 .267 1.047 75 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) l 1.21 2.29 .132 Program Attitude (Between-Subjects) 1 2.08 3.21 .075 Product x Program Attitude 1 .03 .07 .799 Error 162 .53 No interaction effect was found. However, the main effect of the attitude toward the program (A3303) suggests an interesting finding. Although not statistically significant Q) = .075), the mean scores of changes in attitude toward brands (A3) show that the changes were greater in less positive A3303, suggesting a negative relationship between A3303 and A3. This is opposite to the findings in Hypothesis 7, where A3303 was found to have a positive relationship with A3. Also, the participants with highly positive A3303 101 showed a decrease in A3 of high involvement products (M = -.015). It was not statistically significant, but it suggests another interesting implication. 6.17. The Interaction Effects of Program Involvement and Attitude toward Program on Interactions and Attitude toward Brands (Study 3) The interaction effects of program involvement x attitude toward the program on the amount of interactions and attitude toward brands were tested by two-way ANOVA. Results from Hypothesis 3 and 6 showed that the amount of interactions was positively related with program involvement and attitude toward the program, respectively. The between-subjects attitude toward the program conditions (i.e., highly positive vs. less positive) and program involvement conditions (i.e., high vs. low) created previously were used. Also, only background brands were examined. First, the interaction effect was examined on the participants’ amount of interactions. The results in Table 6.17.1 show that no interaction effect was found. Likewise, the results indicate that the main effect ofAPROG was not significant. In fact, attitude toward the program (A3300) was found to have a positive relationship with the amount of interactions (Hypothesis 6). This conflict of results might be explained by the loss of variance ofAPROG that occurred in the trichotomizing process. That is, the effect OprRoo was tested with a simple regression analysis in testing Hypothesis 6 and yielded a significant but weak relationship (R2=.031). The trichotomization process ignores the variance oprRoo in the same condition and consequently the main effect could have produced non-Significant results. The above results also indicate that A3303 has a 102 negative relationship with the amount of interactions in low program involvement condition. However, this relationship was not found to be statistically significant. Table 6.17.1. Interactions Effects: Program Involvement x Program Attitude Dependent Variable: Amount of Interactions Std. Independent Variables Mean Deviation N High Program Highly Positive A3300 3.20 2.109 91 Involvement Less Positive A3303 2.67 1.506 6 Low Program Highly Positive A3303 2.00 .943 10 Involvement Less Positive A3303 2.34 1.609 95 Mean Independent Variables df Square F p Program Involvement 1 25.654 6.916 .009 Program Attitude 2 6.265 1.689 .187 Program Involvement x Program Attitude 2 2.586 .697 .499 Error 283 3.709 The interaction effect of program involvement x attitude toward the program on the changes in attitude toward brands was also tested. Results from Hypothesis 7 showed that attitude toward brands was positively related with attitude toward the program. On the other hand, program involvement is not hypothesized to be related with the valence of attitude toward brands. The purpose of examining this program involvement x attitude toward the program interaction effect was to see in which program involvement condition (i.e., high vs. low) the affect transfer hypothesis would be more strongly identified. Another two-way ANOVA was conducted, but no interaction effect was found. Table 6.17.2 illustrates the results. 103 Table 6.17.2. Interactions Effects: Program Involvement x Program Attitude Dependent Variable: Changes in Attitude toward the Background Brands Std. Independent Variables Mean Deviation N High Program Highly Positive A3303 .0542 .5636 91 Involvement Less Positive A3303 .4630 .6292 6 Low Program Highly Positive A3303 -.4722 .5588 10 Involvement Less Positive A3303 .1941 .6250 95 Mean Independent Variables df Square F p Program Involvement 1 2.897 8.521 .004 Program Attitude 2 2.335 6.870 .001 Program Involvement x Program Attitude 2 .355 1.044 .353 Error 283 .340 Another problem from the above results is that the program involvement and the program attitude were too closely related. Note that this relationship was not hypothesized and not tested because the program involvement would not affect the valence of the attitude. The relationship is found from the sample size in each cell. (see Tables 6.17.1 and 6.17.2.) Both program involvement and attitude toward the program were trichotomized, and the participants in the two extreme ends were taken into the analyses. Consequently, participants were similarly distributed in high (N = 149) and low (N = 140) involvement conditions. Likewise, participants were similarly distributed in positive (N = 87) and less positive (N = 101) A3303 conditions. Nevertheless, most participants ended up in either high-involvement / highly-positive A3303 or low- involvement/less-positive A3303 condition because the involvement and attitude were closely related. 104 6.18. The Interaction Effects of Attitude toward Program and Attitude toward Characters on Interaction and Attitude toward Brands (Study 4) The interaction effects of attitude toward the program (A3300) x attitude toward the character (ACHAR) on the amount of interactions and attitude toward brands were tested. Three conditions for attitude toward character (i.e., highly positive vs. moderately positive vs. less positive) were created for each of the six characters by trichotomizing participants’ responses on A3333 (Table 6.18.1). To test the interaction effect, paired brands with particular characters were examined. Three brands were paired with each character, and the aggregated amount of interactions was used for analysis. First, a series of two-way ANOVA was performed on ACHAR of each character to examine the A3300 x ACHAR interaction effect on the amount of interactions. Earlier results of hypotheses showed that attitude toward the program and toward five of six characters were positively related with the amount of interactions (Hypotheses 6 and 8). Table 6.18.2 shows the interactions effect for Chandler, and a significant result was found. The results show that the amount of interactions increases as the attitude toward the character improves. Generally, the amount of interactions is greater when A3300 is less positive. However, the result shows that when the level ofACHAR is moderate, participants with more positive A3303 demonstrated greater amount of interactions. A post hoc test revealed that in both A3303 conditions, participants with highly positive attitude toward Chandler (ACHAR) showed more amount of interactions than those with moderately positive and less positive ACHAR. 105 Table 6.18.1. Attitude toward the Character: Creating Conditions Attitude Scores Character Mean Median Conditioning Criteria N Chandler 5.7780 6.00 Highly Positive M > 6.4 97 Moderately Positive 99 Less Positive M < 5.4 93 Joey 5.9856 6.40 Highly Positive M > 6.6 104 Moderately Positive 79 Less Positive M < 5.8 106 Monica 5.8047 6.00 Highly Positive M > 6.4 99 Moderately Positive 85 Less Positive M < 5.4 104 Phoebe 5.5356 5.80 Highly Positive M > 6.2 97 Moderately Positive 90 Less Positive M < 5.2 102 Rachel 6.3453 6.60 Highly Positive M > 6.8 105 Moderately Positive 78 Less Positive M < 6.2 106 Ross 5.6287 6.00 Highly Positive M > 6.2 106 Moderately Positive 80 Less Positive M < 5.2 103 All 5.8464 6.00 Highly Positive M > 6.30 90 Characters Moderately Positive 107 Less Positive M < 5.54 92 Table 6.18.2. Interactions Effects: A3300 x ACHAR: Chandler Dependent Variable: Amount of Interactions Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR 4.3077 3.6382 52 A3300 Moderately Positive ACHAR 4.2286 3.5817 35 Less Positive ACHAR 2.2857 2.2336 14 Less Positive Highly Positive ACHAR 4.9130 2.3532 23 A3303 Moderately Positive ACHAR 2.5217 2.4096 23 Less Positive ACHAR 2.3273 2.8025 55 Mean Independent Variables df Square F p Attitude toward the Program 2 12.971 1.332 .266 Attitude toward the Character 2 155.745 15.989 .000 Program Attitude x Character Attitude 4 28.505 2.926 .021 Error 280 .340 106 Figure 6.18.1. Interactions Effects: A3303 x Acrmr: Chandler Less Positive ' A ,' PROG Highly Positive APROG . Less Positive Moderately Highly Positive ACH AR POSIIIVC ACHAR ACH AR Attitudes toward Rachel and Ross were also found to have a significant interaction effect. Specifically, the pattern of interaction effect of Rachel was identical to that of Chandler. However, the pattern for Ross was found to be different. The amount of interactions was found to be decreasing as ACHAR improves from less positive to moderately positive. However, the main effects oprROG and ACHAR were found to be non-significant in the case of Ross. A post hoc test for Rachel’s case indicated that in both A3303 conditions, participants with highly positive attitude toward Rachel (Acrwr) showed more interactions than those with moderately positive and less positive ACHAR. For Ross, the difference in the amount of interactions between highly positive ACHAR and less positive ACHAR was found to be significant in a post hoc test. Tables 6.18.3 and 6.18.4 and Figures 6.18.2 and 6.18.3 show the corresponding results. 107 Table 6.18.3. Interactions Effects: A3303 x A3333: Rachel Dependent Variable: Amount of Interactions Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR 4.5690 3.5100 58 A3303 Moderately Positive ACHAR 4.2963 3.5281 27 Less Positive ACHAR 1.4375 2.1899 16 Less Positive Highly Positive ACHAR 5.6111 2.7470 18 A3303 Moderately Positive ACHAR 2.6250 2.6344 24 Less Positive ACHAR 2.2881 2.4357 59 Mean Independent Variables df Square F P Attitude toward the Program 2 2.250 .244 .784 Attitude toward the Character 2 236.809 25.684 .000 Program Attitude x Character Attitude 4 25.545 2.771 .028 Error 280 9.220 Figure 6.18.2. Interactions Effects: A3300 x AC3“: Rachel Less Positive " A ,' PROG Highly Positive APROG Less Positive Moderately ACHAR Positive ACHAR 108 Highly Positive ACHAR Table 6.18.4. Interactions Effects: A3303 x A0133: Ross Dependent Variable: Amount of Interactions Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR 4.0000 3.8957 52 A3303 Moderately Positive ACHAR 3.7333 2.9587 30 Less Positive ACHAR 4.4211 3.2543 19 Less Positive Highly Positive ACHAR 3.8261 2.6398 23 A3303 Moderately Positive ACHAR 2.4783 2.8102 23 Less Positive ACHAR 2.8000 2.8441 55 Mean Independent Variables df Square F p Attitude toward the Program 2 23.490 2.229 .110 Attitude toward the Character 2 18.833 1.787 .169 Program Attitude x Character Attitude 4 27.009 2.563 .039 Error 280 10.537 Figure 6.18.3. Interactions Effects: A3300 x AC3“: Ross Highly Positive APROG Less Positive ACHAR POSIIIVC ACHAR Vess Positive Moderately Highly Positive ACHAR Attitudes toward the remaining three characters (i.e., Joey, Monica, and Phoebe) were also examined. However, no significant interaction effects were found in relation to the attitude toward the program. Tables 6.18.5, 6.18.6, and 6.18.7 show the results. 109 Table 6.18.5. Interactions Effects: A3300 x AC3“: Joey Dependent Variable: Amount of Interactions Std. IndQendent Variables Mean Deviation N Highly Positive Highly Positive ACHAR 4.0615 3.5350 65 A3303 Moderately Positive ACHAR 3.8929 3.3592 28 Less Positive ACHAR 3.8750 4.1209 8 Less Positive Highly Positive ACHAR 3.0000 2.5820 7 A3303 Moderately Positive ACHAR 2.6667 2.4976 15 Less Positive ACHAR 3.0127 2.9066 79 Mean Independent Variables df Square F p Attitude toward the Program 2 13.694 1.247 .289 Attitude toward the Character 2 3.693 .336 .715 Program Attitude x Character Attitude 4 2.348 .214 .931 Error 280 .340 Table 6.18.6. Interactions Effects: A3303 x A3333: Monica Dependent Variable: Amount of Interactions Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR 4.2453 3.7360 53 A3303 Moderately Positive ACHAR 4.0556 3.3205 36 Less Positive ACHAR 2.7500 2.8644 12 Less Positive Highly Positive ACHAR 4.0000 2.8868 19 A3303 Moderately Positive ACHAR 3.7059 3.2358 17 Less Positive ACHAR 2.4615 2.5744 65 Mean Independent Variables df Square F p Attitude toward the Program 2 2.497 .238 .788 Attitude toward the Character 2 71.220 6.788 .001 Program Attitude x Character Attitude 4 3.311 .316 .867 Error 280 10.491 110 Table 6.18.7. Interactions Effects: A3303 x Aw“: Phoebe Dependent Variable: Amount of Interactions Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACT-TAR 3.8246 3.2685 57 A3303 Moderately Positive ACHAR 4.6452 3.9034 31 Less Positive ACHAR 3.2308 3.2918 13 Less Positive Highly Positive ACHAR 3.6364 28026 11 A3303 Moderately Positive ACHAR 3.4000 2.8357 30 Less Positive ACHAR 2.6167 2.7867 60 Mean Independent Variables df Square F p Attitude toward the Program 2 8.597 .791 .455 Attitude toward the Character 2 16.765 1.542 .216 Program Attitude x Character Attitude 4 5.093 .468 .759 Error 280 10.874 Similarly, the interaction effects oprROG x ACHAR on the changes in attitude toward paired brands were tested on each character. Earlier results from testing hypotheses showed that attitude toward the program and toward five of six characters were positively related with the changes in attitude toward paired brands (Hypotheses 7 and 10). To test the interaction effects, the mean scores of attitude toward the paired brands were used for analysis. Another series ofANOVA was performed. However, significant interaction effects were not found from any of the six characters. Tables 6.18.8 to 6.18.13 show the results from the tests. 111 Table 6.18.8. Interactions Effects: A3303 x A3333: Chandler Dependent Variable: Changes in Attitude toward Brands Paired with Chandler Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR .1872 .4385 52 A3300 Moderately Positive ACHAR .3513 .3904 35 Less Positive ACHAR -.1323 .4676 14 Less Positive Highly Positive ACHAR .3427 .6055 23 A3303 Moderately Positive ACHAR .3070 .5283 23 Less Positive ACHAR .0347 .5067 55 Mean Independent Variables df Square F p Attitude toward the Program 2 .192 .950 .388 Attitude toward the Character 2 2.016 9.976 .000 Program Attitude x Character Attitude 4 .212 1.048 .383 Error 280 .202 Table 6.18.9. Interactions Effects: A3303 x Am“: Joey Dependent Variable: Changes in Attitude toward Brands Paired with Joey Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR .1936 .4586 65 A3300 Moderately Positive ACHAR .2288 .4630 28 Less Positive ACHAR .1481 .3564 8 Less Positive Highly Positive ACHAR .4921 .7631 7 A3303 Moderately Positive ACHAR .1510 .6084 15 Less Positive ACHAR .1411 .5154 79 Mean Independent Variables df Square F p Attitude toward the Program 2 .060 .280 .756 Attitude toward the Character 2 .529 2.471 .086 Program Attitude x Character Attitude 4 .185 .864 .486 Error 280 .214 112 Table 6.18.10. Interactions Effects: A3303 x A33“: Monica Dependent Variable: Changes in Attitude toward Brands Paired with Monica Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR .1704 .4864 53 A3300 Moderately Positive ACHAR .3080 .3695 36 Less Positive ACHAR .0046 .4450 12 Less Positive Highly Positive ACHAR .1795 .6683 19 A3303 Moderately Positive ACHAR .4541 .5002 17 Less Positive ACHAR .0881 .5053 65 Mean Independent Variables df Square F p Attitude toward the Program 2 .120 .576 .563 Attitude toward the Character 2 1.404 6.735 .001 Program Attitude x Character Attitude 4 .103 .493 .741 Error 280 .208 Table 6.18.11. Interactions Effects: A3300 x Aw“: Phoebe Dependent Variable: Changes in Attitude toward Brands Paired with Phoebe Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR .1850 .4635 57 APROG Moderately POSIIIVC ACH AR .3286 .391 9 31 Less Positive ACHAR .0429 .4336 13 Less Positive Highly Positive ACHAR .0168 .5528 11 A3303 Moderately Positive ACHAR .2555 .7301 30 Less Positive ACHAR .1501 .4353 60 Mean Independent Variables df Srprare F p Attitude toward the Program 2 .137 .644 .526 Attitude toward the Character 2 .900 4.242 .015 Program Attitude x Character Attitude 4 .197 .926 .449 Error 280 .212 113 Table 6.18.12. Interactions Effects: APROG x Aqua: Rachel Dependent Variable: Changes in Attitude toward Brands Paired with Rachel Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR .1702 .4481 58 Amos Moderately Positive ACHAR .3384 .4438 27 Less Positive ACHAR .0730 .4314 16 Less Positive Highly Positive ACHAR .3090 .5330 18 A9300 Moderately Positive ACHAR .4158 .5286 24 Less Positive ACHAR .0223 .5228 59 Mean Independent Variables df Square F p Attitude toward the Program 2 .059 .293 .746 Attitude toward the Character 2 1.598 7.879 .000 Program Attitude x Character Attitude 4 .194 .955 .433 Error 280 .203 Table 6.18.13. Interactions Effects: Apnoc x Acmut: Ross Dependent Variable: Changes in Attitude toward Brands Paired with Ross Std. Independent Variables Mean Deviation N Highly Positive Highly Positive ACHAR .1850 .4919 52 Apgog Moderately Positive ACHAR .2938 .3923 30 Less Positive ACHAR .0916 .4001 19 Less Positive Highly Positive ACHAR .1655 .6390 23 Apxoo Moderately Positive ACHAR .3820 .3758 23 Less Positive ACHAR .0775 .5544 55 T Mean independent Variables df Square F p Attitude toward the Program 2 .017 .082 .922 Attitude toward the Character 2 .865 4.113 .017 Program Attitude x Character Attitude 4 .170 .810 .520 _Error 280 .210 114 6.19. The Interaction Effects of Product Involvement and Attitude toward Characters on Interactions and Attitude toward Brands (Study 5) In testing the product involvement x attitude toward characters interaction effect, paired brands were used in mixed analysis of variance (ANOVA). To do this, the amount of interactions and attitude toward particular product categories had to be calculated based on the product involvement. Six product categories were used for paired brands, and they were clothes (12 brands), beverages (2 brands), inexpensive electronic goods (telephone, 1 brand), tableware (1 brand), kitchenware (1 brand), and food (dessert, 1 brand). Among these categories, clothes (M = 6.14) were used for high involvement products, and kitchenware (M = 4.37), tableware (M = 4.18), and food (M = 3.85) were used for low involvement products. Inexpensive electronic goods and beverages, which were found to show moderate level of product involvement, were discarded from the analysis. The high involvement product category had 12 brands, and the low involvement category had three brands. To ease the comparison, the amount of interactions per brand was calculated for high and low involvement products. Finally, a series of mixed ANOVA was conducted to test the product involvement x attitude toward characters interactions effect on the amount of interactions. Tables 6.19.1 to 6.19.6 show the results for each character. No interaction effects were found on the amount of interaction. 115 Table 6.19.1. Interactions Effects: Product Involvement x Aw“: Chandler Dependent Variable: Amount of Interactions with Paired Items with Chandler Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .239 .201 97 Products Less Positive ACHAR .134 .169 93 Low Involvement Highly Positive ACHAR .247 .364 97 Products Less Positive Acmn .140 .227 93 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) 1 .01 .1 l .738 Attitude toward Character (Between-Subj ects) 1 1.08 13.33 .000 Product x Program Involvement 1 .00 .00 .958 Error 188 .05 Table 6.19.2. Interactions Effects: Product Involvement x Aann: Joey Dependent Variable: Amount of Interactions with Paired Items with Joey Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .220 .205 104 Products Less Positive Acmuz .138 .171 106 Low Involvement Highly Positive ACHAR .221 .370 104 Products Less Positive ACHAR .223 .324 106 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) l .20 3.59 .059 Attitude toward Character (Between-Subjects) 1 .16 1.61 .206 Product x Program Involvement 1 .18 3.33 .069 Error 208 .05 116 Table 6.19.3. Interactions Effects: Product Involvement x Am“: Monica Dependent Variable: Amount of Interactions with Paired Items with Monica Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .231 .216 99 Products Less Positive ACHAR .119 .142 104 Low Involvement Highly Positive ACHAR .259 .377 99 Products Less Positive ACHAR .154 .245 104 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) 1 .10 2.06 .153 Attitude toward Character (Between-Subjects) 1 1.21 14.35 .000 Product x Program Involvement .00 .03 .865 Error 201 .05 Table 6.19.4. Interactions Effects: Product Involvement x Am“: Phoebe Dependent Variable: Amount of Interactions with Paired Items with Phoebe Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .214 .187 97 Products Less Positive ACHAR .142 .180 102 Low Involvement Highly Positive ACHAR .216 .333 97 Products Less Positive ACHAR . 1 80 .3 10 102 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) 1 .04 .83 .362 _ Attitude toward Character (Between-Subjects) 1 .29 3.29 .071 Product x Program Involvement 1 .03 .63 .427 Error 197 .05 117 Table 6.19.5. Interactions Effects: Product Involvement x Aqua: Rachel Dependent Variable: Amount of Interactions with Paired Items with Rachel Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .295 .201 105 Products Less Positive Acmm .097 .135 106 Low Involvement Highly Positive ACHAR .270 .379 105 Products Less Positive ACHAR .138 .260 106 Mean Indegendent Variables df Square F p Product Involvement (Within-Subjects) 1 .01 .14 .705 Attitude toward Character (Between-Subjects) 1 2.87 33.41 .000 Product x Program Involvement l .12 2.44 .120 Error 209 .05 Table 6.19.6. Interactions Effects: Product Involvement x Am“: Ross Dependent Variable: Amount of Interactions with Paired Items with Ross Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .202 .184 106 Products Less Positive ACHAR .146 .184 103 Low Involvement Highly Positive ACHAR .217 .353 106 Products Less Positive ACHAR .191 .297 103 Mean _Independent Variables df Square F p Product Involvement (Within-Subjects) l .09 1.83 .178 Attitude toward Character (Between-Subjects) 1 .17 1.93 .166 Product x Program Involvement 1 .02 .45 .502 _Error 207 .05 118 Table 6.19.7. Interactions Effects: Product Involvement x Aw“: Chandler Dependent Variable: Changes in Attitude toward Brands Paired with Chandler Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .294 .534 97 Products Less Positive ACHAR .040 .516 93 Low Involvement Highly Positive ACHAR -.073 .696 97 Products Less Positive ACHAR -.087 .917 93 Mean Independent Variables df Square F J) Product Involvement (Within-Subjects) 1 5.79 17.07 .000 Attitude toward Character (Between-Subjects) 1 1.70 2.85 .093 Product x Program Involvement 1 1.37 4.03 .046 Error 207 .34 Table 6.19.8. Interactions Effects: Product Involvement x Aqua: Ross Dependent Variable: Changes in Attitude toward Brands Paired with Ross Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .292 .553 106 Products Less Positive ACHAR .118 .559 103 Low Involvement Highly Positive ACHAR —.126 .634 106 Products Less Positive ACHAR -.038 .908 103 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) 1 8.64 25.67 .000 Attitude toward Character (Between—Subj ects) 1 .19 .33 .565 Product x Program Involvement l 1.79 5.33 .022 Error 207 .34 119 Figure 6.19.1. Interactions Effects: Product Involvement x Am“: Chandler High Inv. Product 0 (No Changes in A3) 0 .................. ’ LOW Inv. Product Less Positive Highly Positive ACHAR ACHAR Figure 6.19.2. Interactions Effects: Product Involvement x Acnxn: Ross High Inv. / PTOdUCt 0 (No Changes in A3) ’ ........ --------- Low Inv. Product Less Positive Highly Positive ACHAR ACHAR Next, another series of mixed ANOVA was conducted to test the product involvement x attitude toward characters interactions effect on the changes in the attitude toward paired brands. Attitudes toward only two characters (i.e., Chandler and Ross) 120 were found to have a significant interaction effect. Above Tables 6.19.7 and 6.19.8 and Figures 6.19.1 and 6.19.2 show the results. The above results indicate that the interaction effect was only marginally significant with attitude toward Chandler (p = .046). Nevertheless, the main effect of product involvement with both characters was found to be significant, and it showed that the changes in attitude toward paired brands of low involvement products were negative (which means the attitude declined by being exposed to the stimulus). The relationship between product involvement and the changes in attitude toward brands was not examined in hypotheses tests. Furthermore, the main effects of attitude toward characters were not found to be significant. Consequently, the above results would only be interpreted that for certain characters the ACHAR had a stronger impact on the changes in A3 for high involvement products than low involvement products. Supporting this interpretation, no significant interaction effects were found in relation to the attitude toward the remaining four characters (i.e., Joey, Monica, Phoebe, and Rachel). The results for the remaining four characters are illustrated in Tables 6.19.9 to 6.19.12. Although significant interaction effects were found from two characters (i.e., Chandler and Ross), it is difficult to conclude that the significant results are truly meaningful because (1) the significant relationships were found from only two characters among the six, (2) the significant relationships were only marginally significant (p = .22; .46), and (3) the patterns of significant interaction effects did not correspond to each other. Therefore, the significant results from the Product Involvement x ACHAR interaction effects would be hard generalize. 121 Table 6.19.9. Interactions Effects: Product Involvement x ACHAR: Joey Dependent Variable: Changes in Attitude toward Brands Paired with Joey Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .317 .538 104 Products Less Positive ACHAR .158 .538 106 Low Involvement Highly Positive ACHAR —.021 .748 106 Products Less Positive ACHAR —.010 .863 103 Mean Independent Variables df Square F L Product Involvement (Within-Subjects) 1 6.72 19.19 .000 Attitude toward Character (Between-Subjects) 1 .58 .99 .322 Product x Program Involvement 1 .76 2.16 .143 Error 208 .35 Table 6.19.10. Interactions Effects: Product Involvement x Am“: Monica Dependent Variable: Changes in Attitude toward Brands Paired with Monica Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .264 .539 99 Products Less Positive ACHAR .098 .524 104 Low Involvement Highly Positive ACHAR —.090 .808 99 Products Less Positive ACHAR —.066 .775 104 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) l 6.79 20.59 .000 Attitude toward Character (Between-Subjects) 1 .51 .88 .350 Product x Program Involvement 1 .92 2.80 .096 Error 201 .33 122 Table 6.19.11. Interactions Effects: Product Involvement x Am“: Phoebe Dependent Variable: Changes in Attitude toward Brands Paired with Phoebe Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .259 .517 97 Products Less Positive ACHAR .154 .455 102 Low Involvement Highly Positive ACHAR —.l39 .642 97 Products Less Positive ACHAR —.098 .831 102 Mean Independent Variables df Square F p Product Involvement (Within-Subjects) l 10.49 33.41 .000 Attitude toward Character (Between-Subjects) l .10 .21 .644 Product x Program Involvement l 1.79 .53 .194 Error 1 97 .3 1 Table 6.19.12. Interactions Effects: Product Involvement x Amour: Rachel Dependent Variable: Changes in Attitude toward Brands Paired with Rachel Std. Independent Variables Mean Deviation N High Involvement Highly Positive ACHAR .310 .481 105 Products Less Positive ACHAR .061 .552 106 Low Involvement Highly Positive ACHAR -.072 .678 105 Products Less Positive ACHAR —.154 .755 106 Mean Independent Variables df Square F P Product Involvement (Within-Subjects) 1 9.36 30.75 .000 Attitude toward Character (Between-Subjects) l 2.88 6.00 .015 Product x Program Involvement .74 2.42 .121 Error 209 .30 123 So far, this chapter tested the hypotheses using different approaches. Some relationships were examined on background products and some on paired brands. Some excluded the responses from those who did not make any interactions and some included all participants. Table 6.19.13 summarizes the approaches and methods used in the analyses thus far, and presents the results. Table 6.19.13. Summary of the Results H I IV DV Items 2 Participants Method Result Table 1 Product Inv. Interactions Background All Regression Supported 6.4.2 2 Product Inv. Recall Background All Regression Supported 6.5.2 3 Program Inv. Interactions Background All Hotelling’s T2 Rejected 6.6 4 Program Inv. Recall Background All Hotelling’s T2 Rejected 6.6 5 APROG Recall Background All Regression Rejected 6.5.2 6 APROG Interactions Background All Regression Rejected 6.7 7 Amos Changes in AB All 3 All Regression Supported 6.8.3 8 ACHAR Interactions Paired Interacted Regression P. Supported 4 6.9.2 9 ACHAR Recall Paired 3 Interacted Regression Rejected 6.9.4 10 ACHAR Changes in AB Paired Interacted Regression P. Supported 4 6.10.2 l 1 Gender Interactions Background All T-test Rejected 6.1 I 12 Interactions Recall All All Regression Supported 6. 12 13 Interactions Product Inv. All All Regression P. Supported ‘ 6.13.2 14 Interactions Program Inv. All All Regression Supported 6.14.2 I Hypothesis number 2 Products or brands used for analysis 3 Only interacted brands were examined. " Partially supported. 6.20. Test of the Hypothetical Model and Structural Relations The overall relationships among the variables were tested by a structural equation model (SEM). Bollen (1989) suggested that SEM provides a better description of the structure of constructs because it simultaneously tests the relationships among the constructs and it shows how existing relationships may change and additional relationships may emerge. In testing the hypotheses, the manipulation of the participant’s 124 involvement with the program failed, and the variable was trichotomized. As a result, only 289 out of 396 participants were available for subsequent analyses. However, for SEM analysis those conditions were collapsed, and the level of involvement with the program was used as a continuous variable so that all 396 participants would be available for inclusion in the testing. The hypothesized relationships are presented in a model in Figure 6.20.1. Figure 6.20.1. Hypothesized Model Product Involvement 2 Interaction ] Plroduct t 1 Pro nvo vemen Involvement 2 Program ................ 43. Brand Involvement 1 Recall Attitude: Character Attitude: Brand ——> Positive Relationship Attitude: Program 1 .................... ’ Negative Relationship It should be noted that while testing hypotheses different criteria were employed in choosing brands and products for dependent variables. That is, only background brands 125 were analyzed in testing certain hypotheses and paired brands were used for the others. Sometimes, participants who did not make any interactions were removed from the analysis, and sometimes only interacted brands were used. It is not feasible to conduct an SEM analysis and examine the overall relationship of the variables when the variables have different characteristics. Therefore, in an attempt to integrate these different aspects of variable relationships, the SEM analysis focused on only one paired brand from each character. Each character was paired with three brands — two articles of clothing and one other product. A brand (or an item) for analysis was selected so that the product category of that item would not be paired with any other characters. In other words, the brand to be used for SEM should be the only item in the product category. If another character is paired with an item of the same category, it means the “Product Involvement Measure 1 4) Amount of Interactions —) Product Involvement Measure 2” relationship might be breached. For example, if a participant did not interact with the item paired with the character in question but instead interacted with the other item (under the same category) paired with another character, (s)he might still demonstrate increased level of interactions or product involvement, while this increase would not be explained by the model because the participant’s amount of interaction would not represent the interaction made with the other item. Only three brands met the criterion described above (i.e., single item in a product category), and they were kitchenware (paired with Monica), low-priced appliance (with Joey), and dessert (with Phoebe). Consequently, three separate analyses were conducted. The relationships that were rejected in the hypotheses test were not examined in the SEM 126 analysis. Multiple-group analysis could not be conducted because the participants saw all three characters and brands (and thus cannot be divided into different groups). Figure 6.20.2 illustrates the tested model. Figure 6.20.2. Tested Model Product Involvement 2 Attitude: Character Product Interaction l I t 1 Program nvo vemen ’ Involvement 2 Program ’ Brand Involvement l , Recall Attitude: Character Several differences are identified. First, all relationships are expected to be positive based on the initial findings. Second, gender was removed from the model. Such relationships as “Attitude toward the Program -) Recalls” and “Attitude toward the Character -9 Recall” were also removed as they were rejected in hypothesis tests. On the other hand, relationships between “Product Involvement —> Interactions and Recall,” “Attitude toward the Character —) Interactions,” and “Interactions —> Product Involvement” were examined in the model because they were only partially supported/rejected from the previous tests. Finally, Attitude toward the Brand was 127 removed from the model. Testing the impacts of ACHAR and Apnoo on the changes in AB employed responses only from interacted participants because it was not reasonable to expect affect transfer to occur from those who could not see any brand information. The proposed SEM analysis would employ both interacted and non-interacted participants, and any changes in attitude toward the brand among those non-clicked participants would not be explained by the model. Since it would pose a threat to the model’s overall validity, the relationships regarding Attitude toward the Brand variable were not examined. As a result, the tested model focused on the antecedents and consequences of audience interactions with the ad. 6.21. SEM: Results AMOS 4.0 was used to examine the model (Figure 6.20.2). This model did not include the relationship between attitude toward the character and the amount of interactions because the relationship was rejected from the earlier hypothesis test (see Table 6.9.2). Tables 6.21.1, 6.21.2, and 6.21.3 show the initial results from analyzing the model for Joey’s low-priced appliance, Monica’s kitchenware, and Phoebe’s dessert, respectively. Only a few number of coefficients were found to be statistically significant. In particular, the model for Joey’s low-priced appliance showed no significant relationships (Table 6.21.1), the model for Monica’s kitchenware showed only three significant relationships (Table 6.21.2), and the model for Phoebe’s dessert showed only two significant relationships (Table 6.21.3). 128 Furthermore, the goodness-of-fit indices indicated poor fit of the overall models with the GFIs ranging from .735 to .809. The modification indices in AMOS were examined to seek further improvements of the models. It was found that the suggested changes fiom the modification indices were not consistent for the models for the three characters. Therefore, it was concluded that there were no results that could be generalized. Table 6.21.1. Initial Result: InexpensiveAppliance / Joey IVs DVs Unstd. S.E. Std. p Coeff. Coeff. Program Involvement 1 Interactions .007 .014 .026 .608 Product Involvement 1 Interactions .030 .017 .093 .079 Attitude-Program Interactions -.017 .020 -.044 .392 Interactions Program Involvement 2 .106 .080 .030 .185 Interactions Product Involvement 2 .016 .118 .005 .893 Good-of-fit Indices x2 1511.303 (N=396, df=288) p .000 Joreskog-Sorbom Goodness of Fit Index (GFI) .809 Adjusted Goodness of Fit Index (AGFI) .767 Bentler-Bonett Normed Fit Index (NF 1) .858 Tucker-Lewis Index (TLI) .867 Incremental Fit Index (IF I) .882 Comparative Fit Index (CF I) .882 Root Mean Square Error of Approximation (MSEA) .104 129 Table 6.21.2. Initial Result: Kitchenware / Monica IVs DVs Unstd. S.E. Std. p Coeff. Coeff. Program Involvement 1 Interactions -.008 .015 -.026 .608 Product Involvement 1 Interactions .065 .020 .173 .002 Attitude-Program Interactions .041 .021 .098 .048 Attitude-Character Interactions .080 .024 .173 .001 Interactions Program Involvement 2 -. 122 .072 -.038 .092 Interactions Product Involvement 2 .211 .114 .075 .063 Good-of-fit Indices x2 2123.949 (N=396, df=427) p .000 Joreskog-Sorbom Goodness of Fit Index (GFI) .735 Adjusted Goodness of Fit Index (AGFI) .692 Bentler-Bonett Normed Fit Index (N F1) .823 Tucker-Lewis Index (TLI) .840 Incremental Fit Index (IF I) .854 Comparative Fit Index (CF I) .853 Root Mean Square Error of Approximation SRMSEA) .100 Table 6.21.3. Initial Result: Dessert / Phoebe IVs DVs Unstd. S.E. Std. p Coeff. Coeff. Program Involvement 1 Interactions -.017 .018 -.047 .352 Product Involvement 1 Interactions .065 .019 .177 .001 Attitude-Program Interactions .017 .025 .034 .501 Attitude-Character Interactions .001 .027 .002 .964 Interactions Recalls .308 .019 .632 .000 Interactions Program Involvement 2 .021 .062 .008 .729 Interactions Product Involvement 2 .146 .090 .049 .106 Good-of-fit Indices x2 2111.692 (N=396, df=457) p .000 Joreskog—Sorbom Goodness of Fit Index (GFI) .742 Adjusted Goodness of Fit Index (AGFI) .702 Bentler-Bonett Normed Fit Index (N F1) .845 Tucker-Lewis Index (TLI) .863 Incremental Fit Index (IF I) .874 Comparative Fit Index (CPI) .874 Root Mean Square Error of Approximation SRMSEA) .092 130 Chapter 7. Conclusion & Discussion 7.1. The Role of Involvement in Advertising Exposure The primary purpose of this research was to investigate the effect of involvement on advertising effectiveness. In particular, consumers’ levels of involvement with the program and the products in ads were examined in relation to their interactions with the ads. The role of consumer involvement has been studied in a few studies on interactive advertising (e.g., Cho & Leckenby, 1998; Cho & Leckenby, 1999; Ilfeld & Winer, 2002), and they have found that consumers are more likely to interact with an ad that features a product of high involvement. The current research has found a consistent result. Three product categories (i.e., furniture, tableware, and home accessories) were examined, and the participants who felt higher levels of involvement with a product were found to demonstrate more interactions with the product’s ad. The role of a different involvement type—involvement with the program—was also examined. Previous studies have yielded conflicting results regarding the effect of program involvement on advertising effectiveness. Some studies contended that the cognitive capacity of audiences with higher levels of involvement with the program would have fewer resources available to process the ad, and thus the involvement would have a negative impact on advertising effectiveness (e.g., Pavelchak et al., 1988; Soldow & Principe, 1981). On the other hand, others argued that higher levels of involvement engender arousal, which would generate more acute processing of surrounding information (e.g., Singh & Churchill, 1987; Srull, 1983). 131 The current research posited that, because the iPPLs in the interactive television (ITV) interface appear during the program, higher levels of program involvement would inhibit the program’s audience from interacting with the embedded ads. However, the result (Table 6.6) showed that the amount of interactions were greater for those with higher program involvement. Therefore, the aforementioned arousal approach (e. g., Singh & Churchill, 1987; Srull, 1983) was found to be more valid in the case of iPPL in ITV. That is, when a consumer feels more involved with the program, (s)he would . concentrate more on the program and experience higher levels of arousal. Explaining the role of flow in online audience behavior, Novak et al. (2000) showed that increased arousal generated heightened attention, which eventually led to the increased exploratory behavior of the web users. In other words, the audience’s high program involvement could produce more attention to the program and to its surrounding information, and it might have generated more interactions. This does not necessarily mean that the hypothesized negative relationship (between program involvement and interactions) would always be invalid. The basics of the “limited cognitive capacity” rationale employed in the Hypothesis 3 and Hypothesis 4 are believed to be valid. For example, when a consumer is extremely involved with the program (i.e., at certain points during the program), the consumer would not be able to divert his/her attention to surrounding information. But when the program does not require the complete attention of the audience, the higher levels of the involvement with the program could increase the audience’s levels of interest in the program’s adjacent information as well, which will make the audience pay more attention to the information. It should be noted that the current research used a situational comedy (or a sitcom) for the 132 experiment. Unlike some movies, television programs are not asking their audience to pay full attention from the beginning to the end. There are commercial breaks, and television programs are usually produced in a series. This suggests several interesting implications. First, particular points or plots during the program might show a positive or negative relationship between program involvement and the amount of interactions. As described earlier, the audience might not have enough cognitive capacity to pay attention to the program’s atmospheric stimuli. The particular points of the program might be different times during the program (e. g., beginning, middle, end) or different points of the audience’s interest during the program (e. g., scenes of vapid moment vs. tense moments). Second, it can be speculated that the audience did not have to divide processing capacity in this research because the program was paused while participants interacted with iPPLs. In other words, participants could interact with the ads without missing much of the storyline. Finally, considering that a movie is produced for a captive audience who is expected to stay in a theater and pay full attention throughout its duration, the negative relationship between program involvement and the interactions might be found better in movie reruns or movies made for television compared to ordinary television programs. 7.2. The Role of Attitude in Advertising Effectiveness This research examined two different types of attitudes—attitude toward the program (ApRog) and attitude toward the character (ACHAR)—in relation to the amount of interaction and brands recalled. Consumers’ positive attitude toward the program was expected to decrease the amount of interactions because the iPPL would compete directly 133 with the program’s content for the audience’s attention. The rationale of this expectation is as follows. Exposures to commercials in conventional television are rather mandatory unlike the ads in print media. Previous studies (e.g., De Pelsmacker et al., 2002; Norris & Colman, 1992) recognized that this skippable nature of advertising exposure (i.e., ad exposure is not mandatory) reduces advertising effectiveness. Because the consumers were exposed to the iPPLs placed in ITV on a voluntary basis, it was hypothesized that the positive attitude toward the program would demonstrate similar effects as high program involvement, and thus the positive attitude would negatively affect the amount of interactions. The results found in the current research showed that the relationship was in fact positive. That is, when the audience had a positive attitude toward the program, the audience paid more attention to the program, which could have resulted in increased interactions. Although the result was statistically significant, it should be noted that the effect size was relatively small (Adjusted R2 = .027, Table 6.7), meaning that the relationship is very weak at best. On the contrary, the attitude toward the program was found to have a positive relationship with the changes in attitude toward the brand, supporting the affect transfer hypothesis (e.g., Mitchell & Olson, 1981; Shimp, 1981). The impact of the attitude toward the program was found to be much stronger on the changes in attitude toward the brand (R2 = .23 8) than on the amount of interactions. Consumers’ attitude toward the character in the program was also hypothesized to have a positive influence on the amount of interactions. This relationship was separately examined on the six characters in the program, and significant relationships were found in five characters (excluding Joey). However, it should be noted that even the remaining 134 one character showed marginally non-significant relationship (p = .052). The strength of the significant relationship in the five characters was relatively weak, with the adjusted R2 ranging from .014 to .218. However, when comparing the effect size of the attitude toward the character on the amount of interactions to that of attitude toward the program on the amount of interactions (Adjusted R2 = .027), it is found that the attitude toward the character is more effective in increasing the audience’s interactions with the iPPLs. However, it should be noted that the strength of both attitudes (toward the character and the program) was weak. Attitude toward the character was also found to have a positive relationship with the changes in attitude toward the brand in most cases. Again, significant relationships were found in only five characters (excluding Phoebe). The strength of the significant relationship in the five characters varied but they were weak. The adjusted R2 ranged from .023 to .084; see Table 6.10.2. From this, it can be found that the attitude toward the program has a greater impact on the changes in the attitude toward the advertised brand than does the attitude toward the character. In interpreting the above results, a couple of issues have to be discussed. First, it is not certain what characteristics in a character affect the relationship between the attitude toward a character and the amount of interactions and the changes in attitude toward a brand. As described earlier, the strength of the relationships varied and significant associations were found from only five of the six characters. Because this research employed an existing television program and well-known characters, individual characteristics were not controlled for. This will be discussed again in the following sections. 135 7.3. The Relationship between Attitude and Involvement Basically, the level of involvement should not influence the valence of attitudes (Andrews etal., 1990; Chattopadhyay & Nedungadi, 1990). However, involvement is believed to affect or moderate the process by which an attitude is formed or changed (Laczniak & Muehling, 1993). The current research found that these two seemingly different variables, particularly involvement with the program and attitude toward the program, had a similar positive impact on consumers’ interactions with embedded iPPLs. Because product involvement also had a positive effect on the consumer’s interactions with iPPLs, interaction effects among the three variables were suspected. However, no significant relationships were found (see Table 6.15, 6.16.2, and 6.17.1). 7.4. The Role of Interactions in Program Consumption A number of studies on advertising effectiveness in online media (e. g., Internet) have focused on the importance of interactivity, which is characterized as an attribute of a medium or consumers. They examined interactivity based on an assumption that the audience favors interactivity and thus the interactive features in a medium are also preferred by the audience. Accordingly, those previous studies have found that interactivity generated positive outcomes in terms of advertising effectiveness. However, the weakness in concentrating on interactivity is that interactive features or perceptions can always change with the introduction of new technologies. The “positive interactivity” assumption benefited from the advent of the Internet, which is believed to be the first mass medium that embodied fiill interactivity. Although 136 the existence of interactive features would be helpful to the audience, it is questionable whether the audience would always find those interactive features desirable. A few studies have pointed out this problem (e.g., Lee & Lee, 1995). Currently, the online audience is taking advantage of interactivity largely because the interactivity helps in achieving their goals (e.g., finding information, etc.). But when the interactivity becomes more common and typical features in other mass media, it is questionable whether the audience would still prefer interactivity. For example, the novelty effect might wear off and the audience’s perceptions of interactivity might change. When considering that consumers’ perceptions of interactivity might become less favorable and that the “positive interactivity” assumption might be violated, the positive role of interactivity should be reconsidered. In this regard, this dissertation proposed to use the audience’s interactions (as opposed to the features or perceptions of interactivity) as a unit of analysis in examining advertising effectiveness. In particular, the audience’s interactions with the embedded ads represented a measure of advertising effectiveness in this dissertation. Moreover, the interactions were used to describe a factor that might affect the audience’s media consumption experience. Media consumption experience would include the level of involvement the audience feels with the program or the product featured in the ads. Conventional media consumption experience can be characterized as a passive experience by a passive audience. Therefore, advertising effectiveness in mass media has been commonly measured by memory, attitude, and purchase intention. However, actual interactions made by the audience would be a more accurate measure in ITV environment. 137 Interactions would measure reach and frequency of the ad with greater accuracy; and, in addition, they would represent voluntary exposure to the advertiser’s message. This voluntary nature of interactions was expected to affect the audience’s situational level of involvement with the program. The audience interaction has been studied as a consequence. However, not many studies have examined the variable as an antecedent, and it would be due to the fact that no mass media have possessed the capability to allow the audience to interact with the ads and consume the content of the medium simultaneously. In this sense, investigating the influence of interactions on program-related variables would be unique and critical in the ITV environment because, unlike conventional mass media, ITV is one of the very few media where audience can interact with ads and consume the media content at the same time. In testing hypotheses, it was found that the audience’s involvement could be changed as a result of interactions. In particular, more interactions were found to increase the audience’s situational involvement with the program (Table 6.14.2). It means that the interactions made by the audience could actually increase his/her level of involvement with the program, rather than interfering with the audience’s understanding of the program and thus decreasing the involvement. However, three issues call for further discussion. First, the nature of the program involvement affected by audience interactions is only situational. The current study proposed that interactions would increase the program involvement because the interactions would represent increased attention to the communication process due to practicing active control. However, this increased involvement level (with the program) is situational because the interactions with the embedded ads would not be intrinsic to the program itself. 138 Second, although it is believed that the interaction would generally increase the audience’s involvement, the impact might vary for different types of programs. A sitcom was examined in this research. But it can be argued that certain programs (e.g., game shows, educational programs) might ask the audience to invest more cognitive resources than other programs (e. g., sitcoms, music videos) would do. Finally, the cyclical process might be also considered. That is, this research has found that the audience’s (intrinsic) program involvement increased the amount of interactions, and that the interactions increased the audience’s (situational) program involvement. Although the two types of involvement are different from each other (i.e., intrinsic vs. situational), an upward spiral process can be suspected within this involvement-interactions-involvement relationship. If such a spiral process exists, it would resemble online flow experience because flow experience is determined by the audience’s level of control (Hoffman & Novak, 1996), and experienced by people who are deeply involved (Lutz & Guiry, 1994) and focuses entirely on the interaction (Novak et al., 2000). Flow in an online navigation has also been described to make the audience intensively concentrated on the navigation activity, which would make the audience highly involved with the navigation activity (Novak et al., 2000). Unlike program involvement, consumers’ involvement with the product was not found to be affected by their interactions with the ads. All eight product categories were examined and significant relationships were found in only three categories (i.e., clothes, furniture, and tableware). Although the relationships were positive, product involvement was found to have decreased in most product categories, and the effect sizes were relatively small. The adjusted R2 ranged from .011 to .023; see Table 6.13.2. In this 139 regard, it can be argued that product involvement is not affected by the amount of audience interactions. This may be due to the fact that, compared to involvement with the program, product involvement is closer to the intrinsic involvement that is not easily changed by situational factors. Finally, no significant difference in the amount of interactions was found between female and male consumers in the current study. It should be noted that the large standard deviation could be responsible in this non-significant result (see Table 6.11), and that female participants actually demonstrated more interactions with the iPPLs than males. This is contrary to what was expected in the Hypothesis 11. Based on previous studies on gender differences in television watching behaviors, it was expected that males would show more interactions than females. Those previous studies examined people’s television watching behaviors in general, whereas a particular program was used in this dissertation. Therefore, the findings in the current research can be interpreted that female consumers can be reached as well as male consumers by using iPPLs. However, it should be noted that certain factors regarding program types (e.g., sitcoms, soap operas, game shows, etc.) or product categories employed for the iPPLs could have affected female participants’ decision to interact with the ads. 7.5. Limitations and Suggestions for Future Studies The current research has several limitations. First of all, it should be noted that the research was conducted using a single laboratory experiment on college students. Although there were initially 396 participants, only 289 were examined for most of the analyses in this research and the number of participants was smaller in some analyses. In 140 order to provide more generalizable results to the advertisers and marketers, this research needs to be replicated on a larger scale with a non-student sample. Second, the interface of interactive television was presented to the participants on a computer screen instead of a television. This constraint was unavoidable due to the technological limitations. However, considering that operating a computer mouse while watching a computer screen and operating a remote control while watching a television may provide different experience to the audience, the external validity of this research might be somewhat limited. Third, the stimulus material in this research employed an existing television program, which was already well known to the participants. This was due to the financial constraints in producing a new TV show. Using an existing program caused several problems. For example, its storyline could not be controlled, and thus the appearance order of the iPPLs could not be controlled. The audience’s tendency to interact with a certain iPPL might have been affected by the characteristics of the footage in which the iPPL is embedded (e.g., IPPLs might draw less attention when placed in a tense moment). This possible impact of could not be examined because of the lack of control over the storyline. Fourth, the overall involvement and attitude toward the program were very high and favorable (Skewness: Program involvement = -.812; Attitude toward the program = - 1.559). This is also due to the use of an existing program that was already very popular. In addition, participants’ attitude toward characters was also very favorable (Table 6.9.1). However, the favorable attitude toward characters was predicted because the current research had to select a program that featured well-known characters. Another problem 141 regarding the characters in the program was that there were too many characters appearing in the program. This might have scattered the audience’s attention, which could have reduced the number of brands recalled and the interactions. Finally, the overall number of the recalled brands was rather small (M = 1.69). This means that, when a single brand or a single product category was examined, most participants could not recall any brands at all. The low amount of recalled brands may be partly due to the fact that there were too many brands (i.e., n = 24) appearing in the stimulus material. Moreover, the amount of interactions was relatively low. The mean score for the amount of interaction was 4.04, which indicates that the participants viewed an average of four brands during the program. The participants were specifically instructed during the experiment to interact with the iPPLs only when they thought it was necessary. Although this instruction was designed to maximize the reality and minimize the novelty effect, it might have decreased the amount of interactions. On the other hand, the low level of interactions might predict what would happen when ITV becomes a reality. No matter what the cause of low level of interactions was, this low level of interactions made it difficult to examine its relationship with other variables because most participants reported no interactions when a single brand or product category was examined. For example, when the amount of interactions with a kitchenware item was examined (Table 6.22.1), 324 participants (81.8%) reported no interaction. The fact that all structural equation models have failed to provide significant relationships among variables might be explained by the low amounts of interactions and recalled brands. Future studies on the advertising in interactive television should consider the above issues. To lessen the above problems that arose from using an existing program 142 (i.e., failed manipulation on program involvement, positive attitudes, and the large number of brands and characters in the program), future studies might use a short segment of a program for an experiment, as opposed to using a whole episode. F urtherrnore, other variables that were not employed in this research should be considered. By employing various involvement and attitude variables, this research attempted to predict the advertising effectiveness in the ITV environment. However, some relationships tested in this research called for firrther investigation. For example, the audience’s attitude toward a character was found to affect the amount of interactions with the iPPLs paired with the character. Also, the audience’s attitude toward a character was found to be related with their changes in the attitude toward brands featured in iPPLs. But the results showed that the strength of the relationship varied in different characters. Certain characteristics in a character (e. g., credibility, attractiveness, self-identification, etc.) might be responsible, so further investigation is needed. Also, the future studies on interactive advertising should focus more on the actual interactions than the features or perceptions of interactivity. Unlike previous studies on interactive advertising, this dissertation recognizes that interactivity might not always be perceived as positive. Interactive features are described only as a device that would increase the chances of interaction, not representing the true causes of interactions. In this dissertation, people’s purposes in using a particular medium or content were posited as a fundamental indicator of interactions, and (unlike interactivity) interactions were portrayed as a relatively neutral construct. Therefore, future studies need to examine this relationship in more details, and further indicators of interaction need to be explored. I43 The difference between a character and an actor (or an actress) also needs to be investigated. Many studies have examined the relationship between the source characteristics and the advertising effectiveness (e.g., Goldsmith, Lafferty, & Newell, 2000; Gotlieb & Sarel, 1991; Ohanian, 1991). However, most of them focused on consumers’ perceptions of the actor while not considering the story of the program or the media vehicle in which the actor appears. Popular actors and actresses appear in a number of different programs playing different characters. For example, Courteney Cox (who stars in Friends as Monica) appeared in 30 movies and TV shows. Kevin Bacon starred in 48 movies and TV programs (excluding talk shows). When celebrities endorse a product fiom outside the program, consumers’ perceptions of the actor alone, not the character, could explain the advertising effectiveness. But when the advertising occurs in the program, as in the case of iPPL, the perceptions of the actor might be insufficient because the perceptions of the actor would be affected by the characteristics of the program and of the character the actor is playing. Therefore, in addition to the perceptions of actors and actresses, characters need to be studies further. Next, the variables used in this research are not exhaustive, and there might be other variables that could complement the proposed model. For example, different types of programs might affect the advertising effectiveness. As Lee and Lee (1995) projected, the audience may not prefer having to interact with a television program. This tendency to interact might vary in different programs. Therefore, this research should be extended to test other program types than sitcoms. Considering that ITV will bring enormous changes in the advertising environment, the importance of identifying and investigating various factors that might affect advertising effectiveness in ITV cannot be overrated. 144 Finally, legal perspectives of iPPL must be investigated. Unlike product placements (PPL) in movies, product placement in television is more severely regulated by the Federal Communications Commission (F CC)’s sponsorship identification rules. However, it should be noted that the nature of conventional PPL is forced exposure, whereas the exposures to an iPPL is always voluntary. In this regard, application of existing rules should be reevaluated, and studies on this regulatory aspect will greatly contribute to the growth of iPPL practices. 7.6. Conclusions and Implications A conventional television audience is passively exposed to commercials even though the audience did not choose to be exposed. Therefore, possibilities always exist that the audience is watching a commercial they do not like. This means the simple exposure-based measures like reach and fi'equency are not correctly reflecting whether consumers liked or disliked the ad. On the contrary, the advertising in ITV, especially iPPL, delivers the advertising message only when the audience requests. Therefore, the advertiser would become able to deliver more information without being intrusive or annoying. Also, the voluntary nature of the advertising exposure is expected to increase the advertising effectiveness among those exposed. The current research examined factors that would affect the effectiveness of iPPLs before ITV becomes widely diffused. For this study, the audience’s involvement with product categories, involvement with the program, and attitudes toward the program and its characters were examined. Consistent with previous studies on advertising and product involvement, the current research has found that higher levels of product involvement 145 generated more interactions with the ad. Although product involvement was found to increase the audience’s interactions with the embedded iPPLs, it does not mean that the actual purchases will also rise. The findings from this study are strictly confined to the audience’s attention and interactions with the brand. Higher levels of program involvement were also found to increase the amount of interactions with the ad. It can be interpreted that the arousal triggered by high levels of program involvement caused heightened levels of the audience’s processing of the information in the program. Consumers’ positive attitudes toward the program and a character were found to be transferred to the attitude toward the brand. Particularly, the attitude toward the program was found to have a stronger impact on the attitude toward the brand. It implies that certain programs and characters will be preferred by advertisers. For advertisers, these results provide an answer to the question as to which character and program they should select for their brands. In particular, the results from testing Hypotheses 6 and 8 indicate that consumers’ attitudes toward the character were more effective in generating their interactions with the paired iPPLs. On the other hand, the results from the Hypotheses 7 and 10 show that consumers’ attitudes toward the program were more effective in improving their attitudes toward the brands featured in the iPPLs. These results provide valuable tips to advertisers. That is, when an advertiser’s primary purpose is to generate consumers’ interactions with the ad or to increase their awareness with the brand, the advertiser should pair the ad with favorable characters. On the contrary, when the advertiser’s primary goal is to improve consumers’ attitudes toward the brand, consumers’ attitudes toward the particular program should be considered rather than the attitude toward particular characters in the program. 146 Although this result might be helpful for advertisers in selecting particular media vehicles for their ads, it might pose a threat to the producers and stations of certain types of programs. For example, advertisers’ preference for certain programs or characters over others might expand the gap between popular programs and unpopular programs, especially considering that the iPPL has a capability to generate direct sales. Finally, audience members who interacted with iPPLs more actively showed a bigger increase in their levels of involvement with the program than those who demonstrated lesser amounts of interactions. Considering that program involvement represents more intensive consumption of the program, this result implies that the interactions within an ITV program can positively affect the audience’s evaluations and consumption patterns of the program. Interactive television is expected to bring about a number of changes to the current media industry including the relationship between advertisers and producers. For instance, advertisers’ influence on the program might increase because advertisers will not only prefer particular programs for their ads, but also they will want to place their ads in their preferred places paired with preferred characters. Consequently, the program formats are anticipated to endure dramatic changes because the stations and the producers might want to secure as many opportunities for iPPLs to host as many advertisers as possible. This dissertation provides an idea as to how the iPPL in ITV, unlike the passive commercials in conventional television environment, can change the audience’s consumption patterns of programs and ads. When color televisions were first introduced to the public, the industry had to experience a huge revolution in terms of its program 147 planning, make-up, lighting, and so on. When the iPPL becomes widely accepted, not only the program content but also the diversity of programs could be affected. Specifically, this dissertation describes that the iPPL can deliver the advertising information only when it is wanted by the audience. Therefore, ITV and the iPPL provide benefits to both audiences and advertisers. Audiences will benefit because they will not be interrupted by unwanted and possibly intrusive commercial messages while they watch a program, and yet they will be able to examine the information of the products of their interest. Advertisers will benefit because the audience’s voluntary exposures to the ads will promise a means to deliver their ads more efficiently and generate direct sales. IPPLs will also provide media planners with more opportunities to improve their media mix. For example, media planners would be able to choose particular programs or characters based on whether the purpose of the advertising is to generate sales or to increase interactions. In summary, advertisers, producers, and stations all need to prepare from the various perspectives for the changes ITV and iPPL might bring about. 148 APPENDIX A. QUESTIONNAIRE FOR THE EXPERIMENT Pretest for Attitude toward Brands Following questions ask your feeling about certain brands. 1.]. Crew: J.CREW bad good pleasant unpleasant unfavorable favorable I.2. Gap: “1' bad good pleasant unpleasant unfavorable favorable 1.3. Eddie Bauer: agrees/away Bad good Pleasant unpleasant Unfavorable favorable 1.4. Calvin Klein: .5 ”A, y m 1 bad good pleasant unpleasant unfavorable favorable 1.5. Abercrombie & Fitch: \1..-a....~..1.ie .\ I ”.11 bad good pleasant unpleasant unfavorable favorable 1.6. Polo Ralph Lauren: .3“, Bad . good ........... Pleasant unpleasant Unfavorable favorable 1.7. Banana Republic: {swam RIM 11.31-“ bad good pleasant unpleasant unfavorable favorable 1.8. American Eagle Outfitters: bad ' ° ' ' good pleasant unpleasant unfavorable favorable 1.9. Arizona Jeans: bad pleasant unfavorable 1.10. Tommy Bahama (Men’s Clothing): Bad : pleasant unfavorable 1.11. Limited: bad pleasant unfavorable 1.12. DKNY (Women’s Clothing): bad ° : pleasant unfavorable 1.13. Sara Lee (Frozen Dessert): bad ° ° pleasant unfavorable 150 good unpleasant favorable unpleasant favorable Limited good unpleasant favorable DKNY good unpleasant favorable good unpleasant favorable 1 .14. Impulse (Beverage): bad pleasant unfavorable 1.15. Starbucks: bad pleasant unfavorable 1.16. IKEA (Furniture): bad pleasant unfavorable 1.17. Art Van Furniture: bad pleasant unfavorable 1 .18. La-Z—Boy (Recliners): bad pleasant unfavorable 1.19. Target (for Kitchenware): bad pleasant unfavorable 1.20. WalMart (for Home Acce Bad Pleasant Unfavorable ssories. e.g., message boards, CD 151 W good unpleasant favorable good unpleasant favorable @ good unpleasant favorable M good unpleasant favorable LA‘QBOY good unpleasant favorable Gunner good unpleasant favorable rmks): WW good unpleasant favorable 1.21. OfficeMax (for Home Accessories. e.g., message boards, CD racks): bad pleasant unfavorable 1.22. Pottery Barn (Kitchenware, Tableware, etc.): Bad Pleasant Unfavorable 1.23. Crate & Barrel (Kitchenware, Tableware, etc.): Bad pleasant unfavorable 1.24. Panasonic: bad pleasant unfavorable good unpleasant favorable good unpleasant favorable d goo unpleasant favorable W good unpleasant favorable Thank you. You will have to fill out another set of questionnaire when you come to the main experiment. Please mark your calendar, and arrive 152 five minutes prior to the experiment. Posttest for Other Measures Thank you for participating in the experiment. The purpose of this study is to ' examine audiences’ responses to “Interactive TV.” Please read carefully before you start the questionnaire. Based on your own perception, make each item a separate and independent judgment. Work at fairly Q'gh speed through this questionnaire. Do not worry or puzzle over individual items. It is your first impressions, the immediate feelings about the items that we want. On the other hand, please do not be careless, because we want your true impressions. Here is how you are to use these scales. Place your check mark or circle according to how closely your perception is related to one or the other end of the scale. CD Question Example 1 How important are your parents in choosing a computer? Unimportant : ‘/ : : : : : Important (1) Question Example 2 Strongly Strongly Disagree Agree I am familiar with the Intel commercial. I 2 3 4 5 6 0 Important Please do not skip questions. Also, never put more than one check mark or circle on a single scale 153 2.1. To me Tableware is: important boring relevant exciting means nothing 2.2. To me Clothing is: important boring relevant exciting means nothing 2.3. To me Beverages are: important boring relevant exciting means nothing 2.4. To me Home Accessories are: important boring relevant exciting means nothing (e.g., plates, bowl, etc.) (e.g., jackets, pants, etc.) (e.g., soda, juice, etc.) 2.5. To me Telephones (not mobile phones) are: important boring relevant exciting Means nothing 154 unimportant interesting irrelevant unexciting means a lot to me unimportant interesting irrelevant unexciting means a lot to me unimportant interesting irrelevant unexciting means a lot to me (e.g., CD racks, message boards, etc.) unimportant interesting irrelevant unexciting means a lot to me unimportant interesting irrelevant unexciting means a lot to me 2.6. To me Frozen Dessert Products are: important boring relevant exciting means nothing 2.7. To me Furniture is: important (e.g., dining table, sofa, etc.) boring relevant exciting means nothing 2.8. To me Kitchen Gadget Products are: important boring relevant exciting means nothing 2.9. To me “Friends” (NEC sitcom) is: important boring relevant exciting means nothing bad pleasant unfavorable appealing unattractive (e.g., frozen pies, cakes, etc.) unimportant interesting irrelevant unexciting means a lot to me unimportant interesting irrelevant unexciting means a lot to me (e.g., coffee mugs, plates, etc.) unimportant interesting irrelevant unexciting means a lot to me unimportant interesting irrelevant unexciting means a lot to me good unpleasant favorable unappealing attractive This is the end of the Ste . Do NOT turn the page over. Now, please follow the instructions on your screen. 155 Please fill out the rest of the questionnaire ONLY WHEN the program is over. The following items are about your feeling while watching the show. Please describe your feeling by placing check marks on the scales given below. 3. Thinking when I was watching the show, Friends was: important : : : : : : unimportant boring : : : : : : interesting relevant : : : : : : irrelevant exciting : : : : : : unexciting means nothing : : : : : : means a lot to me bad : : : : : : good pleasant : : : : : : unpleasant unfavorable : : : : : : favorable appealing : : : : : : unappealing unattractive : : : : : : attractive 156 F ollowin uestions ask about our feelin about each character in Friends. 7.]. Chandler is: Matt LeBlanc 7.3. Monica is : Courteney Cox Arquettc 7.4. Phoebe is: Lisa Kudrow 7.5. Rachel is: Jennifer Aniston bad pleasant unfavorable appealing unattractive bad pleasant unfavorable appealing unattractive bad pleasant unfavorable appealing unattractive bad pleasant unfavorable appealing unattractive bad pleasant unfavorable appealing unattractive 157 good unpleasant favorable unappealing attractive good unpleasant favorable unappealing attractive good unpleasant favorable unappealing attractive good unpleasant favorable unappealing attractive good unpleasant favorable unappealing attractive 7.6. Ross is: bad : : : : : : good pleasant : : : : : : unpleasant unfavorable : : : : : : favorable ‘ - appealing : : : : : : unappealing 13"“ semimm" unattractive : : : : : : attractive 8. Please list all brands you remember seeing during the show (Friends). (Note: Please write down brands. not products. For example, Chevrolet, IBM, and Timex are brands. Cars, computers, and watches are NOT.) This is the end of the Step 2. Before proceeding to the next page, 3T0 P please take off the first 6 pages of this questionnaire and submit them to the researcher. 158 Now, think when you were watching the program in the experiment. Please indicate the degree you agree or disagree to the following statements. 10.1. To me Tableware is: important boring relevant exciting means nothing 10.2. To me Clothing rs: important boring relevant exciting means nothing 10.3. To me Beverages are: important boring relevant exciting means nothing 10.4. To me Home Accessories are: important boring relevant exciting means nothing 10.5. To me Telephones (not mobile phones) are: important boring relevant exciting Means nothing (e.g., plates, bowl, etc.) (e.g., jackets, pants, etc.) (e.g., soda, juice, etc.) 159 unimportant interesting irrelevant unexciting means a lot to me unimportant interesting irrelevant unexciting means a lot to me unimportant interesting irrelevant unexciting means a lot to me (e. g., CD racks, message boards, etc.) unimportant interesting irrelevant unexciting means a lot to me unimportant interesting irrelevant unexciting means a lot to me 10.6. To me Frozen Dessert Products are: important boring relevant exciting means nothing 10.7. To me Furniture is: important boring relevant exciting means nothing 10.8. To me Kitchen Gadget Products are: important boring relevant exciting means nothing (e.g., dining table, sofa, etc. (e.g., fi'ozen pies, cakes, etc.) unimportant interesting irrelevant unexciting means a lot to me ) unimportant interesting irrelevant unexciting means a lot to me (e.g., coffee mugs, plates, etc.) unimportant interesting irrelevant unexciting means a lot to me Following questions ask your feeling about certain brands. I l .1 . JCrew: bad pleasant unfavorable 11.2. Gap: bad pleasant unfavorable 160 jCREW’ good unpleasant favorable good unpleasant favorable 11.3. Eddie Bauer: Bad Pleasant Unfavorable 11.4. Calvin Klein: bad pleasant unfavorable 11.5. Abercrombie & Fitch: bad ' pleasant unfavorable 11.6. Polo Ralph Lauren: Bad ' Pleasant Unfavorable 11.7. Banana Republic: bad ° pleasant unfavorable 11.8. American Eagle Outfitters: bad \\11‘1\'1‘ \\1“\(.11(11 11‘11111{.\ pleasant unfavorable l 1.9. Arizona Jeans: bad pleasant unfavorable 161 , War-tr good unpleasant favorable “'1! 1’ ---., good unpleasant favorable \11111 mmlm 111-. 11 good unpleasant favorable OOOOOOOOOOO good unpleasant favorable 15,\\1\..\=\ m H 131,19; good unpleasant favorable good unpleasant favorable ARIZONA unpleasant good favorable 11.10. Tommy Bahama (Men’s Clothing): Bad : pleasant unfavorable 11.11. Limited: bad pleasant unfavorable 11.12. DKNY (Women’s Clothing): bad : : : pleasant unfavorable 11.13. Sara Lee (Frozen Dessert): bad : ' pleasant unfavorable 1 1.14. Impulse (Beverage): bad : pleasant unfavorable 1 1.15. Starbucks: bad pleasant unfavorable 11.16. IKEA (Furniture): bad ' pleasant unfavorable 162 [19001019 ago/tam I good unpleasant favorable Limited good unpleasant favorable DKNY good unpleasant favorable Jame» good unpleasant favorable Inc-0v M good unpleasant favorable good unpleasant favorable good unpleasant favorable 11.17. Art Van Furniture: bad pleasant unfavorable 1 1.18. La-Z-Boy (Recliners): bad ° pleasant unfavorable 11.19. Target (for Kitchenware): bad ° pleasant unfavorable [H Van good unpleasant favorable LAaaov good unpleasant favorable Gunner good unpleasant favorable 11..20 WalMart (for Home Accessories. e. g, message boards, CD racks): mam-r Bad Pleasant Unfavorable good unpleasant favorable 11 .21. OfficeMax (for Home Accessories. e. g., message boards, CD racks): @ bad pleasant unfavorable 11.22. Pottery Barn (Kitchenware, Tableware, etc.): Bad . . . . . Pleasant Unfavorable 11.23. Crate & Barrel (Kitchenware, Tableware, etc.): Bad pleasant unfavorable 163 good unpleasant favorable 1'1111111311111\ good unpleasant favorable good unpleasant favorable 1 1.24. Panasonic: M bad : : : : : : good pleasant : : : : : : unpleasant unfavorable : : : : : : favorable Finally, we would like to get some information about you. Please mark the appropriate answer. 1. What is your gender? Male Female 2. What is your age? (Write) 3. What is your grade level? Freshman Sophomore Junior Senior Graduate 4. What is your ethnic background? __ American Indian or Alaskan Native _ Asian, Asian American, or Pacific Islander _ Black or African American _ Mexican, Mexican American or Chicano __ White (non-Hispanic) __ Other, please specify: This is the end of this questionnaire. Thank you for your time and cooperation! Please leave this questionnaire in front of the monitor. 164 APPENDIX B. INSTRCTION FOR THE EXPERIMENT Instruction for Participants in All Program Involvement Conditions (High and Low) Instructions for Practice Stage: Page 1 of 6 The following paragraphs contain very important instructions regarding this experiment. Please read this information carefully. Shortly, you will be watching a 3-minute TV program, which has been prepared to make you familiar with the interactive television (ITV) interface and to let you practice its features using a computer. This ITV interface is not yet commercially available in the U.S., although it is available in many European countries. The main idea of the ITV is to allow the television audience to interact with the program contents. In the following practice stage of the experiment, you will be watching a 3-minute segment of a popular sitcom - Friends. There is some product information embedded in the program. The idea is that audiences will be able to get additional information about the products appearing in the program, or even purchase them, through the simple operation of their remote control. This function has been activated in the ITV interface in this experiment. Therefore, during both the practice session and the main experiment, you will be able to access product information by clicking your mouse instead of using a remote control. The next pages will show you the interface in more details. GO TO THE NEXT PAGE 165 Instructions for Practice Stage: Page 2 of 6 Although you will be watching a program on this computer screen instead of a television set, the program will look exactly the same as it would in an ordinary situation, except for one thing. In the bottom-right corner of the screen, you will sometimes find a rotating blue icon “®_"
Icon in the screen at. \ Icon is rotating When the icon is on the screen, it means that the icon is clickable and that there is product information available for you to see by clicking the icon. GO TO THE NEXT PAGE 166 Instructions for Practice Stage: Page 3 of 6 When you watch the show, assume that you have noticed a product that interests you (e.g., clothes worn by a character), and that there is the icon on the screen. If you click the icon, the program will pause, and the list of available products will pop up (Figure 2). If the product that interested you is not included in the list, you can close the list simply by clicking the Close (Down-Arrow) button. The program will resume. —> H 1 ~ £41.... '“ 1e; I fail r. r~ 11“ ‘- 4—j‘ . ......... ‘ ‘ i n 'w. um y \ \ I '1‘ NBC-(5'7-
Product List GO TO THE NEXT PAGE hoods 167 Instructions for Practice Stage: Page 4 of 6 If the product that interested you is included in the list, click on the product name. A small box that contains detailed product information will pop up. This is called a “product information box." (Figure 3) - ~91 - : , it ‘3 mil .1 ‘ ,1 - r 1‘ More Information Button . a that!“ M1. CNI' Mal _ In Ion-ls 2 no“ rut-tur- Product Details turn "-1 portion Jx ' . - .- :' ' — . cur-m - y .4 .,4- :4, .. .4- . ’4 if. J44 71:24 ":4 , 4 {Ire—nee Closrng Button Prevrous Menu Button I ‘ q a NBCIOH
Product Information Box You will notice that the product information box has several buttons such as [Save for Later], [More Product Information], [Buy], [Previous Menu], and [X] (Close). Because this is an experiment, the [Save for Later] and [More Product Information] buttons have been deactivated. That is, these two buttons CANNOT be clicked. GO TO THE NEXT PAGE 168 Instructions for Practice Stage: Page 5 of 6 Unlike the [Save for Later] and [More Product Information] buttons, the [Buy] button is clickable. However, the [Buy] button is only partially working. Because this is a test, clicking this [Buy] button does not mean that you are actually purchasing the product or paying for the product. However, we want you to click the [Buy] button fl ou feel that ou mi ht want to urchase the roduct if the interface were real. (Figure 4) The [Previous Menu] button will close the product information box and re-open the list of the available products. And finally, the [X] (Close) button will close the product information box and resume the program so you can continue watching it. \ ,1 .4 'GbiuNBCxort:
Product lnforrnation Box: Disabled Button(s) GO TO THE NEXT PAGE 169 Instructions for Practice Stage: Page 6 of 6 Now, you are ready to proceed to the 3-minute practice session. Please put your headset on if you haven’t already done so. You don’t have to use the keyboard. The mouse will be your input device. During the practice session, please interact with the products as much as you want because the purpose of this session is to let you get used to the interface. If you have any questions about the interface, please raise your hand now and let the research administrator know. OthenNise, you may click the button below and start the practice. BEGIN THE PRACTICE 170 Instruction for Participants in the High Program Involvement Condition (After Practice) Instructions for Main Expgriment: Page 1 of 4 We hope you enjoyed the practice session. Now, you are about to begin the main experiment. Before we let you start, we’d like to tell you a few more things. First of all, this main experiment is different from the practice session in several ways. (1) The length of the program is approximately 25 minutes. (2) Product information will not be available all of the time. You will find information only when the icon “CD" is rotating on the screen. (3) _Y_gr_1r movements on the computer screen willpe recordeg by computer software. You are not being recorded by a camcorder. Only your on-screen activities will be recorded; for example, clicking, opening/closing windows, and moving the mouse pointer. It is extremely important that you act as if you were watching a real ITV program in the real world. In other words, we ask you to not can every single product embedded in the prggram. Please open the product information only when you think the product interests you. GO TO THE NEXT PAGE 171 Instructions for Main Exmriment: Page 2 of 4 The program you will be watching for the main experiment is a different episode of Friends. As mentioned earlier, you will watch the whole 25 minutes of the show. The episode is #408, “The One With Chandler in a Box.” In case you haven’t watched the show for a while, or for those who do not know about this program very well, here is the synopsis of this episode. In previous episodes, Chandler became attracted to Kathy (guest star Paget Brewster), who was then dating Joey. Despite the guilt, Chandler’s feelings got deeper, and so did Kathy's feelings. One day, Chandler kissed her, and she dumped Joey. Chandler confessed, but Joey felt betrayed. In this episode, Joey is still upset at Chandler about Kathy. Joey tries to get over it but can't, and decides to move out... until he and Chandler stumble upon a way for Chandler to make it up to him—spending most of Thanksgiving day in a box. Monica injures her eye but doesn't want to have to see Richard (former boyfriend) again; she arranges to see the on-call doctor, who turns out to be very cute... and Richard's son. She invites him over to their Thanksgiving dinner. The gang decides to do secret Santa for each other; Ross torments Rachel about always exchanging gifts, until she can't stand it and shows him all the stuff she saved from their relationship. GO TO THE NEXT PAGE 172 Instruction for Main Exgriment: Page 3 of 4 Beginning in March 2003, AT&T Broadband and Cox Communications will implement this Interactive Television interface in a nationwide test market using their digital cable service. Several cities in California, Georgia, Michigan, Florida, and Connecticut have been chosen for the testing, and the Greater Lansing area is included. A set-top box for this application will be rented at a low price. The purpose of this experiment is to see how audiences react to the interface. Therefore, when the show ends, you will be asked to evaluate the overall episode. You will also be asked about some of the details of the episode. Answers to the questions are all included in the show. If you pay enough attention to the program, you will be able to answer the questions. We encourage you to pay attention to the program. Two participants who provide the highest number of correct answers will be rewarded with a cash prize. GO TO THE NEXT PAGE 173 Instructions for Main Expgriment: Page 4 of 4 Now, you are about to begin the main experiment. Again, we ask you not to view every product embedded in the program during the experiment. Just act like it is a real situation - open the product information only when you find the product interesting, and click the [BUY] button only when you think you might actually buy the product if it were a real-world situation. Once the experiment begins, you are not allowed to ask any questions or talk to anybody. So, if you have any questions concerning this experiment, please raise your hand now and let the research administrator know. Otherwise, click the below button, start the experiment, and have fun. BEGIN THE EXPERIMENT 174 Instruction for Participants in the Low Program Involvement Condition (After Practice) Instructions for Main Exppriment: Page 1 of 2 We hope you enjoyed the practice session. Before we let you start the main experiment, we’d like to tell you a few more things. First of all, this main experiment is different from the practice session in several ways. (1) The length of the program is approximately 25 minutes. (2) Product information will not be available all of the time. You will find information only when the icon “( i )” is rotating on the screen. (3) Your movements on the computer screen will be recorded by computer software. You are not being recorded by a camcorder. Only your on-screen activities will be recorded; for example, clicking, opening/closing windows, and moving the mouse pointer. It is extremely important that you act as if you were watching a real ITV program in the real world. In other words, we ask you to not ogn even single product embedded in the prpgram. Please open the product information only when you think the product interests you. GO TO THE NEXT PAGE 175 Instructions for Main Experiment: Page 2 of 2 Now, you are about to begin the main experiment. The program you will be watching for the main experiment is a different episode of Friends. As mentioned earlier, you will watch the whole 25 minutes of the show. The episode is #408, “The One With Chandler in a Box.” Again, we ask you not to view every product embedded in the program during the experiment. Just act like it is a real situation - open the product information only when you find the product interesting, and click the [BUY] button only when you think you might actually buy the product if it were a real-world situation. Once the experiment begins, you are not allowed to ask any questions or talk to anybody. So, if you have any questions concerning this experiment, please raise your hand now and let the research administrator know. Otherwise, click the below button, start the experiment, and have fun. BEGIN THE EXPERIMENT 176 APPENDIX C. DESCRIPTIVE STATISTICS Composition of the Samples as a Whole N 396 Age Mean 20.61 Std. Deviation 2.27 Median 20.00 Gender Male 134 (33.8%) (%) Female 262 (66.2%) Ethnic Background (%) American Indian or Alaskan Native 2 (.5%) Asian, Asian American, or Pacific Islander 54 (13.6%) Black or African American 28 (7.1%) Mexican, Mexican American or Chicano 14 (3.5%) White (non-Hispanic) 288 (2.8%) Other 10 (2.5%) Class Level (%) Freshman 66 (1 6.7%) Sophomore 89 (22.5%) Junior 147 (37.1%) Senior 93 (23.5%) 177 Sample Composition by Conditions: High Program Involvement Condition Conditions: Program Involvement High Low N (%) 289 149 140 Age Mean 19.99 21.14 Std. Deviation 1.46 2.64 Gender Male (%) Female 22 (14.8%) 127 (85.2%) 75 (53.6%) 65 (46.4%) Ethnic Background (%) American Indian or Alaskan Native Asian, Asian American, or Pacific Islander Black or African American Mexican, Mexican American or Chicano White (non-Hispanic) Other 1 ( .7%) 14 (9.5%) 5 (3.4%) 6 (4.1%) 121 (81.8%) 1 (.7%) None 26 (18.6%) 16 (11.4%) 6 (4.3%) 89 (62.9%) 4 (2.9%) Class Level (%) Freshman Sophomore Junior Senior 34 (23.0%) 33 (22.3%) 60 (40.5%) 21 (14.2%) 16 (11.4%) 28 (20.0%) 55 (39.3%) 41 (29.3%) 178 Summary of Audience’s Interactions with iPPLs: By Product Category Interactions Product Category Itemsl Mean Std. Median (Ratez) Deviation Clothes 12 2.197 (18.3%) 2.251 2 Furniture 3 1.502 (50.1%) 1.140 0 Inexpensive Electronics 1 .134 (13.4%) .438 0 Beverages 2 .692 (34.6%) .989 0 Home Accessories 2 .948 (47.4%) 1.948 0 Kitchenware 1 .210 (21.0%) .471 0 Tableware 2 .374 (18.7%) .744 0 Desserts 1 .248 (24.8%) .560 0 N = 396 l The number of items in the category 2 Mean divided by the number of overall items in the category Summary of Audience’s Interactions with iPPLs: By Paired Characters Interactions Product Category Itemsl Mean Std. Median (Ratez) Deviation Chandler 3 .606 (20.2%) .939 0 Joey 3 .215 (7.2%) .638 0 Monica 3 .467 (15.6%) .837 0 Phoebe 3 .664 (22.1%) 1.014 0 Rachel 3 1.192 (39.7%) 1.366 0 Ross 3 .508 (16.9%) .974 0 N = 396 I The number of items paired with the corresponding character 2 Mean divided by the number of overall items in the category 179 Summary of Audience’s Interactions with iPPLs: By Brands Interactions Brand Name No. of Mean Std. Median Items Deviation Abercrombie & Fitch 1 .114 .341 0 American Eagle 1 .139 .431 0 Arizona Jeans 1 .046 .232 0 Art Van 1 .447 .660 0 Banana Republic 1 .144 .411 0 Calvin Klein 1 .058 .265 0 Crate & Barrel 1 .210 .471 0 DKN Y 1 .308 .588 0 Eddie Bauer 1 .450 .719 0 Gap * 1 .035 .222 0 IKEA 1 .217 .491 0 Impulse 1 .283 .552 0 J.Crew *"‘ 1 .571 .758 0 La-Z-Boy 1 .230 .560 0 Limited, The 1 .109 .384 0 Office Max 1 .182 .435 0 Panasonic 1 .134 .438 0 Polo Ralph Lauren 1 .159 .485 0 Pottery Barn 1 .202 .455 0 Sara Lee 1 .248 .560 0 Starbucks l .409 .736 0 Target 1 .172 .473 0 Tommy Bahama 1 .066 .303 0 WalMart 1 .404 .710 0 N = 396 "‘ Item with the lowest amount of interactions " Item with the highest amount of interactions I80 Frequencies of Audience’s Interactions with iPPLs N 396 Mean 4.040 Median 3 Mode 3 Std. 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