_, » ml. ‘ ,. ‘ ... n ;. l . n‘ . n . ,u ,, ... f v z .. 1 H u .v.. A A ‘ o ‘ ., 1,1 l .. “4. ‘n . . \ . _-. .. ‘ .‘i, .3 -. A» . . . r . fi, 2.. . . .v V , . ‘ Z 1 i .v . V . f , A P}. Lu Nun... . ‘ ,. I '4 ‘3 \ 1) k 'r . ‘IJ-L‘A’iC _ ‘ I] b ‘31 I to LIBRARIES MICHIGAN STATE UNIVERSITY EAST LANSING, MICH 48824-1048 This is to certify that the dissertation entitled INTERACTIVE SOCIAL AGENT AND SOCIAL PRESENCE EFFECTS ON INFORMATION PROCESSING AND PERSUASION presented by PAUL SKALSKI has been accepted towards fulfillment of the requirements for the Ph.D. degree in Communication 8\ ’30 ”AQ'E'M‘ Major Professor’s Signature ll 'qugcl Date MSU is an Affirmative Action/Equal Opportunity Institution n.---n-.-u-._---n--o-.-u-o-o-o-o----u--n-o-uco--u-n-u-rm:--o-o-o--o-o-o-o—o-o-n-o-a—u-o-n-o-o-o--u-o-c-u-o---. 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 DATE DUE DATE DUE 6/01 CZICIRC/DateDuetp65-p15 INTERACTIVE SOCIAL AGENT AND SOCIAL PRESENCE EFFECTS ON INFORMATION PROCESSING AND PERSUASION By Paul Skalski A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements -for the degree of DOCTOR OF PHILOSOPHY Department of Communication 2004 ABSTRACT INTERACTIVE SOCIAL AGENT AND SOCIAL PRESENCE EFFECTS ON INFORMATION PROCESSING AND PERSUASION By Paul Skalski This study applied the Heuristic-Systematic Model (HSM) to examine how interactive social agent technology affects social presence, message involvement, and information processing leading to persuasion. Two models were tested predicting that interactive media will increase both social presence and message involvement, which in turn were expected to affect subsequent information processing styles. Specifically, social presence was expected to increase heuristic processing and alter resultant attitudes and intentions (depending on source attractiveness). Message involvement was expected to increase systematic processing and lead to more favorable attitudes and intentions toward a health issue. A two-factor, between-subjects experiment was conducted (N = 125), with interactivity as the first factor (interactive or non-interactive social agent) and source attractiveness as the second (attractive or unattractive agent). The results of path analyses suggest that, as expected, interactivity increased social presence, and social presence related positively to heuristic processing, though this processing did not affect attitude or intention. Also as expected, message involvement had a positive influence on systematic processing, and this type of processing increased behavioral intention toward a blood pressure checkup. However, the predicted influence of interactivity on message involvement was indirect through its influence on social presence. The results are discussed in light of research on interactive media, social presence, and the HSM. Copyright by PAUL SKALSKI 2004 ACKOWLEDGMENTS Thanks to everyone who helped with this project, chief among whom stands Ron Tamborini, my advisor. His keen insight and hard work inspired me to get this done. I can’t think of a single word that captures my lofty view of Ron, so I’ll create a new one: wondersplentastic. Thanks also to my fabulous committee members, Chuck Atkin, Bradley Greenberg, and Sandi Smith, for their time and guidance on this project, and for giving me the chance to work with them during my time at MSU. These are experiences I will always remember fondly. Finally, thanks a bunch to Mom, for all of her help and support over the years, and Stacy Fitzpatrick, for encouraging me to not give up during crisis moments (or so they seemed) and answering the call when help was needed, among other things. iv TABLE OF CONTENTS LIST OF TABLES ................................................................................. vii LIST OF FIGURES ............................................................................... viii INTRODUCTION .................................................................................. 1 CHAPTER 1: LITERATURE REVIEW ........................................................ 4 The Heuristic-Systematic Model (HSM) ................................................ 4 Reconsidering the Role of Modality ...................................................... 7 The Role of Social Presence ............................................................... 8 Media Technology and Presence: Prior Work and Unanswered Questions ......... 10 Interactivity and Social Presence ......................................................... 12 Social Agent Technology and Persuasion ................................................ 14 CHAPTER 2: RATIONALE AND MODEL PREDICTIONS ............................... 17 CHAPTER 3: METHODS ........................................................................ 22 Overview .................................................................................... 22 Participants .................................................................................. 22 Procedure .................................................................................... 22 Measures ..................................................................................... 26 CHAPTER 4: RESULTS .......................................................................... 34 Descriptive Statistics ........................................................................ 34 Interactivity Induction Check .............................................................. 37 Descriptive Statistics for Model Variables ............................................... 38 Evaluation of Models ........................................................................ 39 Post-Hoe Analyses .......................................................................... 45 Models Accounting for All Thoughts ..................................................... 51 Models with Recognition Memory Measures ............................................ 56 CHAPTER 5: DISCUSSION ..................................................................... 60 Interactive Media and Social Presence ................................................... 60 The Effect of Social Presence on Heuristic Processing ................................ 61 Message Involvement and Systematic Processing ...................................... 62 The Effect of Systematic Processing on Behavioral Intention ........................ 63 Implications of Revised Models ........................................................... 64 Limitations ................................................................................... 67 Conclusion ................................................................................... 72 REFERENCES ...................................................................................... 74 APPENDICIES ...................................................................................... 79 vi LIST OF TABLES Table 1: Descriptive Statistics ..................................................................... 34 Table 2: Zero-Order Correlations between Study Variables .................................. 35 Table 3: Descriptive Statistics for Variables in Attractive-Source Model .................. 39 Table 4: Descriptive Statistics for Variables in Unattractive-Source Model ............... 39 Table 5: Zero-Order Correlations Used to Calculate Parameter Estimates in Model ...... 42 Table 6: Zero-order Correlations Used to Calculate Parameter Estimates in Model. . 43 vii Figure 1: Figure 2: Figure 3: Figure 4: Figure 5: Figure 6: Figure 7: Figure 8: Figure 9: LIST OF FIGURES Expected relationships for attractive and unattractive source ..................... 16 Results for attractive source ............................................................ 42 Results for unattractive source ......................................................... 43 Results for revised attractive-source model .......................................... 46 Results for revised unattractive-source model ....................................... 49 Results for attractive-source model with additional paths ......................... 53 Results for unattractive-source model with additional paths ...................... 55 Results for attractive source model with recognition memory measures ........ 57 Results for unattractive source model with recognition memory measures. 58 viii Introduction The astounding growth in the past decade of computerized media technology such as the Internet and virtual reality has generated a great deal of interest in the potential for such devices to affect persuasion (e.g., Fogg, 2003). These technologies promise to surpass the persuasive success of traditional media like television through unique features that allow users to exert greater control over communication processes. The most prominent of these features is interactivity. Today’s computer-based technologies give users the ability to interact with mediated people and objects in a manner conducive to the experience of presence, or “the perceptual illusion of nonmediation” (Lombard and Ditton, 1997). Understandings of presence are central to logic explaining the effects of many new technologies, and have been recently applied to research on persuasion in computer-generated virtual environments (e.g., Grigorovici, 2003; Li, Daugherty, & Biocca, 2002). However, few studies have addressed the role of presence in new media persuasion situations involving mediated sources. Given the important role of source characteristics in prior research on media persuasion, its potential influence on persuasion in new media is difficult to overlook. A focus on characteristics of source has played a substantial part both in traditional persuasion research, and, coincidentally, in the design of new media hardware and software. In the former, a sizeable body of literature in persuasion has accumulated about the effects of such source characteristics as credibility, liking, perceived similarity, and physical attractiveness (see O’Keefe, 2002 for a review). When these characteristics are perceived, sources are generally believed to have stronger effects on persuasion. In the latter case, consideration of source attributes is a central feature of research on new technologies such as videoconferencing systems and virtual reality (VR) technology. These machines are being designed to bring people in remote locations “together” through communication media, or what some refer to as creating a sense of social presence. Social presence, simply understood as the feeling of being “with” another mediated being, has become a major concern among developers of new media technology because it is believed to enhance the effectiveness of mediated interpersonal and group interactions. According to this logic, as social presence increases, so does the influence of source cues on outcomes of source exposure. Since social presence has the ability to improve social exchanges and strengthen source cue effects (Lombard & Ditton, 1997; Skalski, 2004), technology developers are interested in identifying features that increase the potential for social presence. One of the most striking examples of an application thought capable of enhancing social presence is social agent technology. Social agents are defined here as computer software programs that both perform functions in an “intelligent” way (e.g., helping users on their own initiative) and possess the ability to interact with humans in a social way (Lieberman & Selker, 2002; Thorisson, 1996). One well known example of a social agent is Clippy, the animated paperclip assistant in Microsoft’s Word program. The idea behind social agents such as Clippy is to support computer users by allowing them to obtain information through (personal) human-like channels instead of (impersonal) machine-like channels. Research on HCI argues that humans, as a result of evolution, are already hard-wired to respond to computers as people (Reeves & Nass, 1996), and social agents facilitate this natural inclination. Social agents can also be used as instruments for persuasion, though this avenue has received little attention from scholars to date. Huang (1999) discusses the potential for social agents to positively affect persuasion in health contexts based on their interactivity and ability to convey a sense of social presence. He argues that animated computer characters such as social agents foster a sense of involvement, leading to more careful information processing and positive change in attitude and intention. While Huang’s work is mostly non-theoretical and lacks empirical support, related findings from studies employing the Heuristic-Systematic Model (HSM) (Eagly & Chaiken, 1993) offer evidence consistent with this claim. Skalski (2004) suggests that source cues can affect information and attitude change by prompting heuristic or systematic processing of persuasive messages. Moreover, he argues that this effect should be enhanced by characteristics of presence-inducing technology such as vividness and interactivity. The present study attempts to extend recent work examining the effects of new media on persuasion within the HSM framework by looking at how interactivity and social presence affect information processing and persuasion in a health context. Specifically, it will look at social presence with a social agent. Social agents, by virtue of their ability to interact with computer users, are proffered to instill a greater sense of social presence than non-social agents (e. g., media sources that do not respond to the user). Subsequently, social presence is expected to affect the systematic and heuristic processing of information in a persuasive message to influence resulting attitude and behavioral intention regarding health issues. Chapter 1 Literature Review The Heuristic-Systematic Model (HSM) Persuasion refers to any attempt to reconfigure belief, intention, attitude, and/or behavior (Shavitt & Brock, 1994) The HSM has played a central role in recent research on persuasion by explicating the underlying mental processes responsible for these changes. Like the Elaboration Likelihood Model (ELM) (Petty & Cacioppo, 1981), the HSM is a dual-process model of persuasion. It identifies two concurrent modes of social information processing--heuristic and systematic--and attempts to specify conditions that trigger or govern each (Todorov, Chaiken, & Henderson, 2002). Systematic processing a “comprehensive, analytic orientation to information processing in which perceivers access and scrutinize a great deal of information for its relevance to their judgment task” (Eagly & Chaiken, 1993, p. 326). Heuristic processing is thought of as a “more limited mode of information processing that requires less cognitive effort and fewer cognitive resources than systematic processing” (p. 327). This type of processing involves focusing on a subset of available information that enables the use of simple decision rules (i.e., cognitive heuristics) to reach decisions. One thing that separates the HSM from other dual-process models, such as the ELM, is the notion that heuristic and systematic processing can co-occur and simultaneously exert an impact on judgments (Chen & Chaiken, 1999). This is one reason why many (including this author) prefer the HSM over the ELM. Instead of processing modes occurring one at a time and having an “either-or” effect, the HSM allows processing modes to work together for or against persuasive outcomes. For example, heuristic processing may work against the use of systematic processing when the implications of message arguments (systematic information) are ambiguous and bias targets toward the use of heuristic cues to guide their judgments. For example, if a message about blood pressure has unclear arguments about the importance of getting a checkup, individuals may be swayed by a negative source cue (e. g., unattractiveness) away from having a favorable attitude or intention toward a checkup. If the implications of processing modes are congruent, however, the two can have an additive effect on attitude and intention (Todorov, Chaiken, & Henderson, 2002). This might happen, for example, when a positive source cue (e. g., an attractive person) is added to a persuasive message, in which case the message content and heuristic source cue might exert a greater impact on persuasion than either of the two elements separately. As these examples demonstrate, several different types of processing-based outcomes are possible within the HSM framework, giving the model more explanatory power than the ELM and similar dual-process models (see Chen & Chaiken, 1999, for a discussion). The choice of HSM processing mode(s) depends on both motivational and cognitive factors (Trumbo, 2002). On the motivational side, Todorov, Chaiken, and Henderson (2002) identify variables such as personal message relevance, need for cognition, and task importance as factors affecting processing. For example, when a message has high personal relevance to receivers, receivers should process more systematically, since they are more motivated to possess the contained information. The present study is primarily interested in the role of message involvement as a motivational factor. Message involvement, a variable often examined in ELM research (simply as involvement), is defined as a state of focusing on and paying careful attention to a communication message (Andrews, Durvasula, & Akhter, 1990). When this happens, it should lead to an increased motivation to scrutinize messages using cognitive mechanisms characteristic of systematic processing. Thus, message involvement is expected to increase systematic processing and affect subsequent persuasive outcomes in a predictable and meaningful manner. Though both systematic and heuristic processing are capable of influencing attitude and intention, several studies demonstrate that systematic processing produces greater attitude persistence and attitude-behavior consistency than heuristic processing (Chaiken, Liberman, & Eagly, 1989). As a result, systematic processing is generally considered more valuable than heuristic processing, making it key to the success of a persuasive message. On the cognitive side, the primary determinant of processing mode is a person’s ability to process information. Since systematic processing demands more cognitive resources, Chaiken and Eagly (1993) believe that it might be constrained or disrupted by situational or individual factors that reduce processing ability. These can include distraction, time pressure, and communication modality (Todorov, Chaiken, & Henderson, 2002), the latter of which is of central importance here. When stimulus-rich modalities such as TV are used to communicate a message, they can foster more heuristic processing than less rich modalities such as print. This influence is expected to occur because the additional stimuli in the more complex modalities can disrupt cognitive ability by pulling attention away from persuasive message arguments and toward heuristic information (e.g., the visible source of the message). The concept of modality has long been used to account for the role of media in HSM-based persuasion. However, the usefulness of this concept has recently been challenged due to the emergence of highly vivid and interactive forms of new media technology that obscure simple modality-based distinctions. The present study attempts to refine these obsolete conceptions by showing how modality-based effects can be better explained as resulting from features of media technologies (e.g., interactivity) that facilitate the experience of presence. Reconsidering the Role of Modality Modality is a term used to represent the different types of transmission channels through which a message is communicated (e.g., print, audio, video). HSM scholars have long considered modality as something that affects the way individuals process persuasive information (e.g., Todorov, Chaiken, & Henderson, 2002; Eagly & Chaiken, 1993). The assumption has been that media providing visual or audio cues consume greater cognitive resources than those providing only print, leading targets to process information based more on heuristic cues than systematic consideration of message content. The belief that audio-visual media exposure leads to more heuristic processing is based primarily on a study by Chaiken and Eagly (1983) conducted before the HSM was formally stated. In the study, subjects were presented with a persuasive message through one of three modalities: print, audiotape, or videotape. In addition, the message was delivered by either a likable or unlikable communicator. The results showed that the likable communicator was more persuasive in the audio and video modalities (than through print), whereas the unlikable communicator was more persuasive in the print modality (than through audio or video). It was concluded that the video and audio modalities enhanced the salience of communicator information, leading those characteristics to exert a stronger impact on persuasion. However, more recent research offers a different understanding of the processes leading to these outcomes. Part of this reconsideration stems from ambiguity in understandings of modality as a concept. The usefulness of “modality” as a way to distinguish media influence is becoming increasingly problematic due to technological advancements that have occurred in recent years (Skalski, 2004). The problem stems from the fact that traditional technologies vary along several dimensions, and this variance occurs not only between modalities but also within single modalities. For example, today’s televisions vary widely in terms of screen sizes, from as small as a wristwatch face to as large as the wall of a room. Similarly, many newer televisions, such as HDTV sets, display more realistic and higher-resolution images than a traditional TV (Dupagne, 2002). In this manner, there is considerable variance, within and across different modalities, along media attributes likely to account for differences in outcomes of persuasive messages. Importantly, these differences are accentuated in new media like VR and the Internet that offer the ability to interact with media content. Such changes in technology call for new concepts to account for the effects of media on information processing, persuasion, and other outcomes of exposure. Of central importance to the present study is the concept of presence, particularly as it applies to social-message sources. The Role of Social Presence Though this article began by defining presence as “the perceptual illusion of nonmediation,” (Lombard & Ditton , 1997), current work explicates presence in far deeper layers of dimensionality and meaning. In a recent article on the concept, Lee (2004) defines presence as “a psychological state in which the virtuality of experience is unnoticed” (p. 32) and identifies three subtypes, in line with earlier work (Biocca, 1997). The first, physical presence (aka telepresence; Steuer, 1995), involves feeling present in a mediated environment or with virtual objects. The second, social presence, involves feeling present with another (Biocca, Harms, & Burgoon, 2003). The final type, self presence, occurs when technology users perceive a virtual self as an actual self (Lee, 2004). The second subtype, social presence, is particularly relevant to research concerned with the effects of source-delivered persuasive messages. In the context of mediated communication, contemporary drinking about social presence can be traced to the work of Short, Williams, and Christie (1976), who defined the concept as “the degree of salience of the other person in [an] interaction and the consequent salience of the interpersonal relationships” (p. 65). Importantly, this definition suggests that social presence is more than just a dichotomous “here or not” judgment and instead exists along a continuum affected by individual perception and communication technology. The work of Short et al. on social presence has been adopted by scholars interested in comparing the appropriateness of different forms of media for types of social interaction (e.g., Rice, 1993; Walther, 1996). Ultimately, it seems concerned with the best ways to use media for social purposes. Recent work on social presence has taken a more user-centered approach (vs. technology-centered approach) consistent with contemporary notions of presence as a psychological state (Lombard, 2000; Lee, 2004). In contrast to the work of Short et al. which focuses on user perceptions of a medium’s ability to make others salient, this work examines the actual perceived salience of others based on attributes of communication media (Nowak, 2001). As a result, development of current social presence “theory” focuses on two fundamental issues: (1) the technology question, i.e., how do changes in properties of media interfaces affect social presence, and (2) the psychological question, i.e., how do humans attribute social presence to mediated representations (Biocca, Harms, & Burgoon, 2003). In line with this recent thinking, this study adopts the definition of social presence by Lee (2004), who refers to it as “a psychological state in which virtual (para-authentic or artificial) social actors are experienced as actual social actors in either sensory or nonsensory ways” (p. 45). According to Lee, social presence occurs when technology users lose awareness of either the para-authenticity of mediated human sources or the artificiality of nonhuman social actors. In a videoconference, for example, social presence would occur if a person appearing in video form (a mediated human source) was thought of as a being in the same room. However, social presence can also occur in response to “nonhuman social actors” such as animated virtual characters when a person perceives the nonhuman social actor as real and present in the same location. As Lee’s definition implies, social presence is mainly a function of individual perception. However, the role of technology in creating a sense of presence must not be overlooked. Examination of technology’s role in this process shows how the concept of modality can be reconsidered in presence-related terms. Media Technology and Presence: Prior Work and Unanswered Questions Presence has been mainly thought of as a likely outcome of exposure to advanced media technologies such as virtual reality (VR). However, it can be felt in response to any medium, ranging from print to television to the Internet. Steuer (1995) identifies two dimensions along which communication technologies vary in their potential to induce presence: vividness and interactivity. Vividness, according to Steuer, refers to “the ability 10 of a technology to produce a sensorially rich mediated environment” (p. 41). For example, an increase in screen size and resolution on a television would make the technology more vivid. Interactivity refers to “the degree to which users of a medium can influence the form and content of the media environment” (p.41). For example, an increase in the number of the features of a website that can be manipulated would increase interactivity. The dimensions of vividness and interactivity shift the focus research in this area from the use of the single categorical-level construct of modality to the use of two continuous variables that distinguish characteristics of technology. Notably, the dimensions of vividness and interactivity are consistent with a human- centered presence approach, since each dimension is discussed in terms of how it might affect the sensio-motor functions of users. In line with contemporary new-media scholarship (e.g., Steuer, 1995; Li, Daugherty, & Biocca, 2002), Skalski (2004) replicated parts of Chaiken and Eagly’s (1983) experiment and extended this work by reconsidering modality in terms of variance in media vividness and resulting feelings of social presence. To manipulate vividness, Skalski exposed subjects to a videotaped, source-delivered persuasive message on a small-screen, medium-screen, or large-screen television (with a print message included as a control). He then measured subjects’ levels of experienced social presence, information processing, and attitude toward the position of the message. Results were consistent with explanations that vividness increased social presence, as expected, and that social presence affected both systematic and heuristic processing leading to attitude. These explanations are challenged, however, by an alternative hypothesis suggesting that the observed change in social presence was driven mainly by the difference between the print 11 and television conditions, instead of by the screen-size induced vividness. Skalski concluded that by itself, the screen size manipulation used in his study was not a strong enough to provide a convincing test of the effects of social presence, especially through a relatively non-interactive medium like television. To address these concerns, Skalski suggested that a replication manipulating media interactivity would provide a better test of the extent to which the social presence- inducing dimensions of technology can influence heuristic and systematic processing and cause subsequent change in intention and behavior. This study would not only be the first attempt to examine the extent to which interactivity affects the heuristic and systematic processing of persuasive-message content, but it would also add to growing body of research investigating new media’s ability to stimulate social presence and the alter the outcomes of mediated persuasion effort. Given the abundance of interactive media now in existence, the role of this type of technology in persuasion remains an important unanswered question in efforts to understand how media affects the processes suggested by the HSM. Attempts to examine this question might begin by determining whether or not interactivity with a source can increase social presence and source-based heuristic processing to affect attitude change. However, any attempt to answer these questions requires a detailed understanding of interactivity. Interactivity and Social Presence Interactivity is a key distinguishing feature of many newer media technologies, including video games and the Internet. Interactivity generally refers to the degree to which a machine can respond to a user and a user can respond to a machine. In other words, interactivity might be thought of as the extent to which a user can be a receiver 12 and sender instead of just a receiver (Vorderer, 2000). According to Heeter (1989), the most interactive media are those which respond to the needs and characteristics of users, in human-like fashion. Media that respond with natural, human-like responses should create a stronger sense of social presence because these types of responses come closer to what users would get through face-to-face interaction, the mode of interaction believed to be the standard for communication exchanges (Durlak, 1987). Thus, people who use media that allow them to interact with a source are expected to feel a greater sense of social presence than those who passively absorb source-communicated information. One explanation for this comes from recent work emphasizing interactive behavior, i.e., behavioral engagement, as a determinant of social presence (Biocca, Harms, & Burgoon, 2003). Behavioral engagement can include face-to-face talking, text chatting (perhaps considered a new media manifestation of talking), and a host of other nonverbal communication behaviors (see Burgoon & Hoobler, 2002, for a discussion of nonverbals). Looking at such a wide variety of interactive behaviors is a rather recent development in empirical work exploring the link between interactivity and social presence. Prior to the mid-1990s, most social presence research dealt with limited, low- bandwidth interactive media, thereby limiting engagement to text-based verbal behavior and a narrow range of nonverbal behavior (Biocca, Harms, & Burgoon, 2003). In recent years, the possibilities for behavioral engagement have expanded considerably. High- bandwidth web sites, immersive VR technology, computer games, and other new technological developments have opened up a variety of new-media interaction forms with the potential to create strong social—presence experiences. One such recent development, and the focus of this research, is social-agent technology. 13 Social Agent Technology and Persuasion Social agents are autonomous software “creatures” that possess some interaction “knowledge” as a result of programming, and can therefore engage in social interaction with people on some level (Thorisson, 1996). According to Kay (1984), the idea for the agent originated from John McCarthy and Oliver G. Selfridge at MIT in the mid-19505. They viewed agents as “soft robots” living in computers that could carry out actions for humans and ask for help or advice when needed, in human terms. But their vision was not realized until very recently, thanks to advances in computing speed and power and corresponding increases in artificial intelligence. As mentioned in the introduction, the most well know example of an agent is probably Clippy, the animated helper in Microsoft’s Word program who debuted in 1997. Clippy is the embodiment of many characteristics associated with agents, such as having a cartoon-like form and communicating both verbal and nonverbal information to help humans. While Clippy was not well received by many users (and has since been “fired” by Microsoft, as part of a publicity stunt), social agents are beginning to emerge as key players in the information revolution. They now provide customer support for companies like Microsoft and Symantec and are even being used to route and schedule warplanes on aircraft carriers (Koprowski, 2003). In addition, researchers are beginning to explore their potential as a tool for persuasion. Social agents might be useful in persuasion and other contexts for several, interconnected reasons. Numerous research findings demonstrate that people will respond to computers as if they were real people. Reeves and Nass (1996) conducted a fascinating series of 35 studies that recreated social and natural experiences with media taking the 14 place of people. They found that, almost without fail, people responded to media as if the technologies were human. When a computer asked a person to evaluate it, for example, the person gave a more polite response to the computer than when a third party asked about the computer. When a computer flattered a person, the person responded positively to the flattery. This all happened despite the known fact that the computers were just “hardware and wires.” Reeves and Nass explain these odd reactions as being a result of people not being evolved to twentieth century technology. The human brain evolved in a world where only humans displayed social behaviors. When computers display these behaviors, humans cannot help but respond as if the computers are people. Social agents help to exploit this natural tendency by “putting a face” on physical objects. Social agents are also helpful because they can perform tasks for humans at low cost and in user- friendly fashion (Lieberman & Selker, 2003). Once an agent is programmed, it can communicate fast and trusted information just as if the information was communicated by an actual human source. This makes them particularly valuable to companies and organizations looking to provide information. And since agents interact with users and offer behavioral engagement, they should stimulate social presence, making them particularly valuable from the standpoint of information processing and persuasion (Huang, 1999). The present study attempts to extend Skalski’s (2004) work on social presence and persuasion by stimulating social presence through varying forms of social agent- produced interactivity instead of screen-size produced vividness. This is done by using a social agent in place of a human videotaped source and manipulating the degree of interactivity found in the social agent. Use of an interactive agent is expected to instill a 15 higher level of social presence than that observed in Skalski’s one-way persuasive communication exchange. If Reeves and Nass (1996) are correct in their belief that people tend to respond to computers as if they were human, social agents should help to exploit this natural tendency by “putting a face” on computer technologies. The study will test two models (one with an attractive source and the second with an unattractive source) positing that interactivity increases both social presence and message involvement. Message involvement and social presence are expected to affect both heuristic and systematic processing leading to changes in attitude and intention. A description of predicted relationships in the two separate models is combined and shown in Figure 1 below. The relationships are discussed in more detail in the rationale section that follows. Figure 1. Expected relationships for attractive and unattractive source + Social ' +/-Heuristic Presence Processing (“UH + Attitude Interactivity Intention + Message ' +Systematic + Involvement Processing Note. Path signs show model predictions. Signs in parentheses are for the attractive-source model only. Signs in brackets are for unattractive-source model only. Signs with no parentheses apply to models for both source types. 16 Chapter 2 Rationale and Model Predictions This study is designed to demonstrate how interactive sources can affect social presence, information processing, and persuasion within the HSM framework. The model includes six paths connecting interactivity to attitude and intention. To date, no research has attempted to connect interactivity to the HSM, despite rapid growth in the use of interactive technology for persuasion (Fogg, 2003). While both vividness and interactivity are identified as central determinants of presence (Steuer, 1995), only vividness has been connected to the HSM. Skalski’s (2004) research indicates that vividness can increase social presence and shape subsequent information processing that leads to and attitude change. However, the fact that the effect of vividness on social presence was generally weak raises questions about the likelihood that considerably stronger effects of social presence might result from technology that are highly interactive. Because interactive media more closely match real-life social interactions than passive media, a medium with an interactive social agent should create a stronger sense of social presence than a medium with a passive social agent (i.e., one that does not interact with the user). This should be evident in increased amounts of social presence: PATH 1: An interactive social agent will stimulate a higher level of social presence than a non-interactive social agent. In the only scholarly work to date exploring the social presence and persuasion effects of social agents, Huang (1999) discussed the potential for interactivity to affect persuasive outcomes in a health communication context. Several empirical studies have 17 demonstrated a positive link between interactivity and desired outcomes of health communication messages (e.g., Street & Manning, 1997; Street & Rimal, 1997). Though most of this work has looked at the type of interactivity created by hyperlinked Web pages, Huang believes that social agent-based interactivity will have a similar effect. Like the interactivity in Web pages, Huang expects that the interactivity of social agents will increase message involvement. When users are able to actively shape the manner in which information is presented, the information should engage them more than when they see a non-interactive message. In this sense, the type of message involvement talked about by Huang is the same as the concept of involvement discussed in the HSM and ELM literatures (e.g., Petty & Cacioppo, 1981; Eagly & Chaiken, 1993), making it an important mediating variable in this study: PATH 2: An interactive social agent will stimulate more message involvement than a non-interactive social agent. The message involvement and social presence generated by an interactive agent should have direct effects on information processing. Message involvement is expected to increase motivation to process, while social presence decreases ability. Though Skalski (2004) found paths from social presence dimensions to both heuristic and systematic processing, the high levels of presence anticipated in the present study are expected to lead specifically to more source-related thinking (i.e., heuristic processing). This follows from expectations that a disruption of cognitive resources (or a constraint on ability) should occur since more attention is called to the source. As such, social presence is expected to affect heuristic processing. When subjects feel they are “with” a source, the source information should create a stronger “mental model” or impression of the entity l8 (Biocca, Harms, & Burgoon, 2003) and affect heuristic processing. The direction of heuristic processing will be dependent on the nature of the source. If the source is attractive, an increase in positive source thoughts will be observed. If the source is unattractive, an increase in negative source thoughts is expected: PATH 3: Social presence will relate positively to source-related heuristic processing, with positive thoughts occurring in response to an attractive source and negative thoughts occurring in response to an unattractive source. Message involvement, to the contrary, should facilitate systematic processing. As suggested by Huang (1999), when media users become more involved in a media experience as a result of interactivity, they should become motivated to pay more attention to message arguments, fostering greater systematic processing. While this effect of interactivity might seem at odds with the idea that interactivity-induced social presence will lead to more heuristic processing, the HSM does specify that heuristic and systematic processing can co-occur, as mentioned earlier (Chaiken & Maheswaran, 1994). Skalski (2004) suggests that this could be one of those instances: PATH 4: Message involvement will relate positively message-related systematic processing. Notably, the model does not contain paths from social presence to systematic processing or from message involvement to heuristic processing. One study does show that social presence can correlate with systematic processing (Skalski, 2004). However, no causal logic exists for the effect of source cues on systematic processing. Similarly, there is no a priori reason to expect that message involvement will affect heuristic processing since message involvement has to do with attention to the message and 19 nothing else. As such, no prediction is made for paths from social presence to systematic processing or from message involvement to heuristic processing in this study. Instead, the model continues with paths from heuristic and systematic processing to attitude and behavioral intention. The influence of heuristic processing on attitude/behavioral intention is the distinguishing factor between the two hypothesized models. Heuristic processing is expected to affect attitude depending on the nature of the source. When the message is presented by an attractive source, heuristic processing of the positive source information should have a positive effect on attitude and behavioral intention. In contrast, when the same message is presented by an unattractive source, heuristic processing of negative source information is expected to bias positive systematic processing (as suggested by Chaiken etal., 1989) and lead to a less favorable attitude and behavioral intention toward the same promoted health issue, even when positive systematic processing occurs. Observations showing differences in the paths from heuristic processing to attitude and behavioral intention provide important evidence of the underlying processes under investigation. If only a positive source was used, a positive path from heuristic processing to attitude and behavioral intention could be interpreted as simply showing that systematic processing influences heuristic processing. However, observing paths from heuristic processing to attitude and behavioral intention that differ as a function of source attractiveness shows that heuristic and systematic processing can have independent and conflicting effects on attitude and behavioral intention: PATH 5+: Heuristic processing of attractive source cues will relate positively to attitude and behavioral intention toward the health behavior promoted. 20 PATH 5-: Heuristic processing of unattractive source cues will relate negatively to attitude and behavioral intention toward the health behavior promoted. The final path in the two models indicates that the impact of systematic processing is expected to be a function of the persuasive message strength. Typical messages in a persuasive health context contain strong statements supporting the adoption of the stated health position. Given a message that contains arguments for awareness of a health issue, more favorable thoughts about that issue should be evident. Systematic processing of these messages should lead to a more favorable attitude and intention toward the behavior promoted. PATH 6: Systematic processing of a persuasive health message will relate positively to attitude and behavioral intention toward the health behavior promoted. 21 Chapter 3 Methods Overview A 2 X 2 between subjects factorial design was used in this study, with source attractiveness (attractive or unattractive) as the first factor and interactivity (interactive or non-interactive) as the second. The outcome variables included measures of social presence, message involvement, heuristic processing, systematic processing, attitude, and behavioral intention. Participants A total of 125 undergraduate students (mean age = 21.56) enrolled in introductory courses at a large Midwestern university (Michigan State University) were recruited for this study and given course credit for their participation. Participants, 42 of whom were male, were randomly assigned to one of the four experimental conditions. The non- interactive, attractive-source condition had 32 subjects in it, and the other three conditions each had 31 subjects in them. Procedure The experiment followed a scripted procedure (the entire script appears in Appendix A). Upon arriving at a research laboratory, participants were greeted and asked to fill out a consent form and pre-survey. After completing both forms, a researcher told them that they would be participating in a study on “people’s reactions to messages.” They were told that they would view and give their reaction to a “randomly selected” health message to be communicated through new media technology. After this introduction, the researcher announced the topic of the speech. 22 The position advocated in the speech was, “Blood pressure matters.” This relatively easy to understand message told participants about the importance of paying attention to their blood pressure (see Appendix B for the message elements). Once the topic was announced and the task introduced, participants were seated four feet in front of a 6 by 6 foot screen and asked to put on a pair of headphones through which they would hear the communicator. Then the researcher went behind the screen and pretended to start the message, which was rear projected onto the screen in a 50-inch window. Though the subject was lead to believe that the message was computer controlled, it was actually controlled using the “Wizard of Oz technique” (Tang, 2004) involving a human “puppeteer” behind a screen. This human controller provided the intelligence of the source and determined what she would say by selecting response options from a message generating software program. The on-screen source for the message was one of two versions (attractive or unattractive) of an interactive social agent named “Cardia.” Both versions are shown in Appendix C. The computer technology used in this study, including the interface and Cardia, was adapted from technology created for the HomeNetToo project (Jackson et al., 2003). As discussed in Tang (2004), the computer interface for this study was created using the Macromedia Director program. It spanned across two computer widows. The first window, projected onto the screen in front of which participants sat, showed a talking agent on the upper-left side and a menu tree on the lower-left side highlighting the current topic of discussion. Unique to this study, the right side of the window showed only the five topics of discussion, as opposed to a variety of graphics and information in Jackson et al (2003). The change was made to limit the amount of information subjects 23 were exposed to and thereby confine their information processing mainly to source and message thoughts so that the theoretical processes of interest in this study could be more easily observed. On the second computer window, visible only to the human controller behind the screen, colored buttons appeared, each corresponding to a message element in Appendix B. In short, the message had five categories of information about blood pressure. The first, “effects,” defined blood pressure and high blood pressure. The second, “consequences,” discussed some harmful effects of high blood pressure. The third, “risks,” stated several factors that increase the likelihood of developing high blood pressure. The fourth, “diet,” discussed prevention of high blood pressure through dietary change. The final category, “other,” discussed some additional ways to control high blood pressure. The controller could choose the information participants were exposed to by clicking the buttons using a mouse. Source attractiveness manipulation. Participants saw one of two different versions of the animated source created specifically for this study using the Poser program by Curious Labs. In the “attractive” condition, the source appeared as a pleasant-looking woman. In the “unattractive” condition, the source appeared as an unpleasant-looking woman. The same basic source was used in both cases, but in the unattractive condition, computer programs were used to make the source unattractive. This unattractiveness manipulation entailed the following changes to the source using the Poser program: stretching the face so that it appeared slightly misshapen, making the eyebrows asymmetrical, putting small bumps on the nose, and faintly discoloring the agent’s teeth. In addition, the program Audacity was used to change pitch of speaker’s voice so that it was lower and less “ladylike.” Importantly, Audacity changes the pitch of a sound file 24 without changing its tempo, so the message was delivered with the same speed and intonations in both conditions. The pitch manipulation was designed merely to make the unattractive source less attractive. Interactivity manipulation. Participants interacted with the source in one of two different ways. In the “interactive” condition, subjects were able to talk to source and control the order in which message elements were presented by verbally selecting each of five different message categories. These subjects were told by the researcher to chose the order in which they wanted to listen to all five categories by selecting them one at a time in any order they wished. In the “non—interactive” condition, the source simply discussed the categories point-by-point, in one-way fashion, without giving subjects the ability to interact by selecting the order. To make sure that subjects in both conditions were exposed to the same information, all participants were given an “outline” of points to be addressed in the interaction that appeared on the right side of the screen. Those in the interactive condition used the categories as a guide to what they wanted to ask the source to talk about. To keep the interactive and noninteractive messages consistent, the human controller oversaw all responses of the agent. This person made sure that the experiences in the two interactivity conditions were as close to one another as possible. Importantly, all subjects listened to the exact same information about blood pressure contained in the 9, H 9’ 6‘ “effects, consequences, risks,” “diet,” and “other” sections. In the interactive condition, there were a few small differences. First, subjects were asked to pick categories and could control the order in which information was presented. Second, the source asked subjects to repeat one of their category selections. This simple addition was included as an attempt to create a stronger illusion of social presence. Other than this, 25 however, the experiences were nearly identical and ran between 4.5 and 5 minutes long, with no subject going longer than 5 minutes. Immediately following exposure to the persuasive message, participants responded to the following questions (in order): measures of mode of processing (systematic versus heuristic), social presence, message involvement, attitude toward the position advocated in the speech, attitude toward the communicator (included as a manipulation check of source attractiveness), perceived interactivity (included as a manipulation check of interactivity), and behavioral intention. Measures Scale construction. Confirmatory factor analysis (CFA) was used to test the content validity of all multiple (three or more) item measures. Scale items were retained if they passed an internal consistency test, involving (a) a check of face validity and (b) an examination of factor loadings and errors. Items with poor face validity and factor loadings of less than .50 and/or greater errors in association with other items than what would be expected by sampling error were dropped. All of the items except one met the criteria for factor loadings and passed the tests for error. The reliability of each scale was assessed using Chronbach’s Alpha ((1). Pretest. Upon arriving at the laboratory, subjects completed a two-page pretest. Page one contained a two-item measure of attitude toward blood pressure amidst several foil items measuring attitudes toward health issues. The two blood pressure items, “It is important to have blood pressure checked regularly” and “Hypertension is a serious problem,” were included to provide a baseline measure of attitude toward blood pressure, since attitudes in general were expected to be high. Responses to these two items were 26 summed to create a measure of pre-attitude toward blood pressure. The reliability of this index was a low but not unexpected (given only two items) a = .46. Page two of the pretest asked about demographic information (age, sex, and race) and prior computer experience. The computer experience measure asked subjects to check one of several categories indicating their level of computer use in a typical day. The responses were scored along a continuum tapping computer experience: “0” = 0 hours, “1” = O to .5 hours, “2” = .5 to 1 hour, “3” = 1 to 2 hours, “4” = 2 to 3 hours, “5” = 3 to 4 hours, “6” = 4 to 5 hours, “7” = 5 to 6 hours, “8” = 6 to 7 hours, and “9” = more than 7 hours. All pretest items except for the foil questions appear in Appendix D. Mode of processing. Two measures of mode of processing were used in this study in an attempt to improve upon the measure used in Skalski (2004) and gain a deeper understanding of new media technology-induced information processing. These two measures were a thought listing task and a recognition memory test. The thought listing task is a very direct measure of processing that asks participants what they were drinking about. In Skalski (2004), thoughts were coded as systematic or heuristic and were found to be related to several variables of interest in this study. Therefore, this procedure will be repeated here as the primary assessment of information processing. However, since some of Skalski’s findings suggested that systematic and heuristic ones may have been woven together, the recognition memory test is included here to gain additional insight into how information is processed, in terms of recall of source and message information. Since the recognition memory test does not directly examine amount of processing, it is believed to be a less direct measure of information processing and will therefore be treated in an exploratory manner. Thus, the coded thought listing was included here as the principle 27 measure of processing mode for use in testing the hypothesized models. The recognition memory test was included as a secondary measure for exploratory analyses. First, as in Skalski (2004) and Chaiken and Eagly (1983), processing was measured by giving subjects three minutes to “list their thoughts and ideas.” This thought-listing technique is a commonly used method of assessing mental processes, and is adopted from the work of Cacioppo and Petty (1981). The complete instructions are shown in Appendix E. Responses to this thought listing task were then scored by two independent coders as either source (S) oriented or message (M) oriented. In addition, coders assessed whether statements were positively (+), negatively (-), or neutrally (0) valenced. This was done to allow for the creation of six composite measures representing the number of positive, negative and neutral thoughts related to both the source and the message. Because the model was set up to examine positive and negative thoughts, and since most thoughts fell into these categories (84%, or 582 out of 697), neutral thoughts were dropped from further analyses. Intercoder reliability was assessed using Pearson’s correlation, and results for each type are S+: r = .89; S-: r = .96; M+: r = .90; and M-: r = .81. Examples of thoughts coded into the positive and negative categories are 8+, “Spokesperson was effective!”; 8-, “The speaker was kind of scary looking”; M+, “The message definitely made me think about my diet”; and M-, “The level of information attempted to be conveyed was overwhelming.” Following the procedures of Eagly and Chaiken (1983) and Skalski (2004), all source thoughts are considered here as evidence of heuristic processing, and message thoughts are considered to be evidence of systematic processing. While recognizing the possibility that both source and message thoughts might be processed either heuristically 28 or systematically, the decision to use this coding protocol was made not only based on the desire to follow earlier procedures but also based on the belief that the particular source and message elements present in this manipulation minimize the likelihood that source thoughts will be processed systematically and message thoughts processed heuristically. The manipulation used in this study was chosen specifically, in part, because elements of source attractiveness (based only on physical appearance) seem unrelated to message strength (a constant in this study). It was expected that neither the attractive or unattractive source would affect systematic processing about blood pressure beyond the constant effect on systematic processing posited to result from source interactivity. Likewise, the blood pressure message was not expected to affect processing of source information. For the second, more indirect measure of information processing, subjects were given a recognition memory test (Shapiro, 1994) asking them to respond “true” or “false” to statements about the message and the source. A total of 28 statements were included, 14 for systematic processing and 14 for heuristic processing. Seven of each type of statement were true and the other seven were false. Of the seven false statements used to assess systematic processing, four stated facts similar to information in the message, and three stated common myths about blood pressure found on the website AOA-Net. The complete set of items is shown in Appendix E, with the type of item each represents shown in parentheses. Responses to these items were tallied and used as measures of systematic processing (of message information) and heuristic processing (of source information). 29 More specifically, systematic processing was assessed through three created variables. The first, message hits, represents the percent of correctly identified statements that were in the blood pressure message. A higher percentage of message hits was used as an indicator of more systematic processing. The second, message-fact false alarms, represents the percent of statements subjects agreed with that were factually inconsistent with information presented in the blood pressure message. The third measure, message- myth false alarms, represents the percent of common myths about blood pressure not contained in the message that subjects said they saw. These were dealt with separately to see if the message primed existing knowledge about blood pressure. A higher percent of false alarms in response to the second variable served as an indicator of less systematic processing, since it suggests that attention was not paid to aspects of the message. More false alarms in response to the “myths” variable served as an indicator of more systematic processing, since it suggests that subjects were thinking about past information they had heard about blood pressure. Heuristic processing was assessed through two created variables. The first, source hits, represents the percent of correctly identified statements about the source. A higher percentage of source hits was used as an indicator of more heuristic processing. The second, source false alarms, represents the percent of statements subjects agreed with that were factually inconsistent with information presented about the source. A higher percentage of source false alarms served as an indicator of less heuristic processing. Social presence. Social presence was measured using six items adapted from the Champness (1973) social-presence scale discussed in Short, Williams and Christie (1976) and used in Nowak and Biocca (2003). Subjects were asked to indicate the extent of their 30 agreement with each of a series of items on a 7-point scale ranging from “not at all” to “very much.” Though the original Champness scale included ten items, Nowak and Biocca found only six of the items to be reliable. Of these, two items apply more to the medium than to the user. Therefore these two items were not used in this study, since they were judged to be inconsistent with the Lee (2004) definition of social presence. The four remaining items used in this study were: “To what extent was this like a face-to-face encounter,” “To what extent did you feel in the same room as [your partner] [Cardia],” “To what extent did you partner [Cardia] seem ‘real’,” and “To what extent were you able to assess [your partner’s] [Cardia’s] reactions to what you said.” The two additional items were: “To what extent did you feel like you were with an actual person,” and “How much did you feel like you were ‘with’ Cardia?” Responses to these six items were summed to create a measure of social presence ((1 = .91). The complete set of items and factor loadings are shown in Appendix G. Message involvement. Message involvement was measured through six, 7-point Likert items. These items were adopted from work by Andrews, Durvasula, and Akhter (1990) in research on conceptualizing and measuring the involvement construct. The items were: “The message was engaging,” (reflected) “I did not concentrate on the message,” “I carefully examined the message,” “I focused on the message,” ”The message was involving,” and (reflected) “I did not focus on the message.” Responses to these times were summed to create a measure of message involvement (or = .89). Appendix H shows the complete set of items and factor loadings. Attitude toward blood pressure. Attitude toward the position advocated by the speech was measured through six, 7-point Likert items tapping the attitudes of subjects 31 towards the importance of blood pressure. One item, “Blood pressure is not very important compared to other health issues,” failed the initial CFA test and was dropped. The five items were summed to create a measure of attitude toward blood pressure (a = .81). The complete set of items and factor loadings are shown in Appendix I. The scores on this variable were subtracted from the pre-attitude scores to create a measure called attitude change. Attitude toward the communicator. Consistent with Chaiken and Eagly (1983), attitude toward the communicator was assessed through 15-point Likert items asking subjects to rate the speaker on the following dimensions: likable, knowledgeable, intelligent, competent, warm, pleasing, and friendly. Three new items were added (creating a total of ten) specifically tapping dimensions of attractiveness (appealing, attractive, nice looking). Scores on the pleasing, appealing, attractive, and nice looking items were used to check the attractiveness manipulation by summing the items to create an overall measure of source attractiveness (a = .93). All communicator attitude items and factor loadings (on the attractiveness items) are listed in Appendix J. Perceived Interactivity. As another manipulation check, subjects also answered five, 15-point Likert format questions about how interactive they felt their experience was. The items were: “I felt like Cardia would respond to me during the message,” “I felt like I could control how the message was delivered to me,” “I felt like I could respond to Cardia,” “I saw myself as a message sender and receiver instead of just a receiver,” and “I felt as though Cardia and I were interacting with each other.” These five items were summed to create a measure of perceived interactivity (a = .92). The complete set of items and factor loadings are shown in Appendix K. 32 Behavioral Intention. Intention was measured by providing participants with an opportunity to sign up for an “actual” appointment to have their blood pressure tested. If they chose to sign up, this was counted as behavioral intention. A total of 52 participants (42%) chose to sign up for the test. The sign-up sheet is shown in Appendix L. 33 Chapter 4 Results Descriptive Statistics The descriptive statistics for all measured variables are shown in Table 1. Table 2 shows the correlations among these variables and the two manipulations. Table 1 Descriptive Statistics Mean SD Minimum Maximum Age 21.56 1.75 18 30 Sex* .66 .47 0 1 Computer Use 3.71 1.82 1 9 Perceived attractiveness 7.80 3.63 l 15 Perceived interactivity 5.75 3.70 l 14 Social presence 3.1 l 1.40 l 6 Message involvement 4.95 l .89 1.50 7 Positive source thoughts .38 .72 3 Negative source thoughts .91 1.03 0 6 Positive message thoughts 2.65 1.54 7 Negative message thoughts .82 1.06 5 %Message hits .84 .14 .29 1 %Message false alarms .44 .23 0 1 %Message false alarms (myths) .24 .25 0 1 %Source hits .73 .18 .29 1 %Source false alarms .06 .09 0 .29 Pre-attitude toward blood pressure 5.21 .99 2.50 7 Attitude toward blood pressure 6.19 .68 3.83 7 Blood pressure attitude change .99 .98 -l .67 4.17 Behavioral intention" .51 .50 0 l * Coded as a dichotomous variable with 0 = male and 1 = female. "Coded as a dichotomous variable with O = did not sign up for test and 1 = signed up for test. 34 Table 2 Zero-Order Correlations between Studv Viables l 2 3 4 5 6 7 8 9 10 11 1. Age 1.00 2. Sex ** -.12* 1.00 3. Computer use .03 .00 1.00 4. Interactivity manipulation .04 -.01 -.01 1.00 5. Attractiveness manipulation .09 -.03 .08 -.01 1.00 6. Perceived interactivity .03 -. 10 -.05 .52* .04 1.00 7. Perceived attractiveness .02 .05 -.06 .09 .70* .29* 1.00 8. Social presence .07 -.06 -.04 .30* .16 .65* .39* 1.00 9. Message involvement .03 -. 16 -. 16 .03 .12 .24* .22* .31* 1.00 10. Positive source thoughts .08 .10 -.10 .16 .20* .27* .33* .38* .11 1.00 11. Negative source thoughts -.03 -.Ol -.01 -.12 -.35* -.30* -.45* -.38* -.28* -.28* 1.00 12. Positive message thoughts -.15 -.07 -.06 .11 .07 .34* .16 .35* .35* .09 -.38* 13. Negative message thought .12 .10 .04 -.04 -.11 -.31* -.27 -.38 -.38* -.01 .25* 14. % Source hits .01 .ll -.10 -.06 .25* -.05 .14 .05 .17 .10 -.13 15. % Source false alarms -.05 -.02 .05 .03 .10 .07 .06 .02 -.02 .08 .00 16. % Message hits .07 .04 -.08 .17 -.20* .06 -.04 -.03 -.03 -.01 .06 17. % Message false alarms -.08 .11 .01 .14 -.10 .19* -.01 .17 -.02 .02 .05 18. % Message myth alarms .03 -.11 -.04 -.01 .12 .10 .12 .07 .28* -.01 -.06 19. Pre-attitude .07 -.04 -.01 -.09 .02 -.ll .12 -.07 .06 -.04 .01 20. Attitude .02 .17 -.12 .07 .02 .02 .17 .02 .26* .17 -.19* 21. Attitude change -.05 .16 -.07 .14 -.Ol .12 .00 .09 .12 .16 .14 22. Behavioral intent *** -.06 -.05 .07 .04 .19* .15 .16 .09 .21"' .14 .15 12 l3 14 15 16 17 l8 19 20 21 22 12. Positive message thoughts 1.00 13. Negative message thought -.48* 1.00 14. % Source hits .08 .011 1.00 15. % Source false alarms .05 .05 .02 1.00 16. % Message hits -.08 .02 -.09 .00 1.00 17. % Message false alarms -.09 -.09 .02 .21 * .12 1.00 18. % Message myth alarms .13 -.17 .12 .07 -.03 -.03 1.00 19. Pre-attitude . 14 -. 15 .04 -.08 .05 .01 .21 * 1.00 20. Attitude .08 . 18* -.02 .00 .17 .19* . 19* .36* 1.00 21. Attitude change -.09 .02 -.05 .08 .06 .12 -.08 -.76* .33* 1.00 22. Behavioral intent .25* -.13 .08 .14 -.06 -.01 .23* .06 .07 -.02 1.00 * Significant at p < .05 for two-tailed t-test. ** Coded as a dichotomous variable with 0 = male and l = female. *** Coded as a dichotomous variable with 0 = did not sign up for test and l = signed up for test. The correlations between the variables in Table 1 and age, gender, and computer use were examined to get a sense of how these variables were related before subjecting the primary items of interest to path analyses. If any of the non-hypothesized variables (i.e., age, gender and computer use) were related to the variables in the models, then they 35 would be included in the model analyses as controls. As Table 2 shows, this did not appear to be the case - age, gender, and computer use were unrelated to other study variables. Thus, these variables do not appear to have affected any of the processes or outcomes of interest. The results in Tables 1 and 2 were also examined to look for abnormalities and to determine if the variables in the models were capable of showing the predicted relationships. If problems were apparent with any variable, then their role in the model would have to be reconsidered. Most variables appeared to have means, standard deviations, and bivariate relationships that fall in ranges and directions expected. However, one notable exception was discovered on measures of blood pressure attitude, where the limited ranges, small standard deviations, and, in particular, the high means suggested a ceiling effect. As the Table 1 shows, the mean for attitude on the 7-point scale was 6.19 and the standard deviation was .68. Scores ranged from 3.80 to 7. On the pre-test attitude index, the mean was 5.21 and standard deviation .99. This left little room for change in attitude as a result of the manipulations in this study. Not surprisingly under these conditions, a scan of the correlations between the attitude change and other variables in this study showed no substantial relationships. This, coupled with poor reliability on the pre-test measure of attitude, prompted the decision to not use attitude as an outcome measure in the results section of this study and instead focus on behavioral intention. While the inability to predict attitude change is a limitation that will be addressed in the discussion section, behavioral intention is clearly a more desirable outcome of persuasive health communication and was therefore used as the outcome measure in this study. 36 Interactivity Induction Check An independent samples t-test was used to determine if the interactivity manipulation in this study increased subjects’ perceived interactivity as scored on the 15- point scale. The manipulation succeeded. Though perceived interactivity was not high in either condition, participants in the interactive condition reported significantly more interactivity (M = 7.67, SD = 3.37) than those in the non-interactive condition (M = 3.86, SD = 2.98), t (123) = -6.68, p < .01, two-tailed. Source Attractiveness Induction Check Independent samples t-tests were also used to determine if the source attractiveness manipulation was successful. First, a t-test on the 15-point scale showed that the average source attractiveness rating in the appealing condition (M = 10.29, SD = 2.60) was significantly higher than that in the unattractiveness condition (M = 5.26, SD = 2.63), t (123) = -10.74, p < .01, two-tailed. Second, a single sample t-test revealed a significant difference between the mean source attractiveness rating in the attractive condition (M = 10.29) and the midpoint of the scale (8), t (62) = 6.99, p < .01, two-tailed. This demonstrates that the attractive source was not only seen as more attractive than the unattractive source, but also as significantly above the midpoint on attractiveness. Third, a final single sample t-test compared the midpoint of the scale to the mean source attractiveness rating in the unattractive condition, and this difference was significant as well. The average source attractiveness rating in the unattractive condition (M = 5.26) was significantly lower than the midpoint of the scale, t (61) = -8.18, p < .01, two-tailed, indicating that the unattractive source was viewed as significantly below the midpoint on attractiveness. 37 A further examination of the effect of source attractiveness was done by running independent samples t-tests to compare the number of positive and negative source thoughts (as coded though the thought listing task) in the attractive and unattractive source conditions. The results of these analyses first indicate that study participants had significantly more positive source thoughts in the attractive source condition (M = .52, SD = .82) than in the unattractive source condition (M = .24, SD = .56), t (123) = -2.24, p < .05, two-tailed. The second finding of these analyses is that participants had significantly less negative source thoughts in the attractive condition (M = .56, SD = .84) than in the unattractive condition (M = 1.27, SD = 1.09), t (123) = 4.14, p < .01, two- tailed. All of the above results point to a successful manipulation of source attractiveness in this study, indicating that the manipulated groups represent the two populations desired for testing the predicted models. As such, data from the two groups were analyzed separately to test the different path models hypothesized for the attractive and unattractive source. Descriptive Statistics for Model Variables Before running the path analyses, descriptive statistics for all variables in both the attractive- and unattractive-source models were examined separately. Descriptive statistics for the attractive source are shown in Table 3, and those for the unattractive source are shown in Table 4. 38 Table 3 Descriptive Sgtistics for Variables in Attractive-Source Model Mean SD Minimum Maximum Social presence 3.33 1.38 l 6 Message involvement 5.09 1.21 1.5 7 Positive source thoughts .52 .82 0 3 Positive message thoughts 2.65 1.54 0 6 Behavioral intention“ .51 .50 O l *Coded as a dichotomous variable with 0 = did not sign up for test and l = signed up for test. Table 4 Descriptive Statistics for Variables in Unattractive-Source Model Mean SD Minimum Maximum Social presence 2.89 1.41 l 5.5 Message involvement 4.80 1.15 1.5 7 Negative source thoughts 1.27 1.09 0 6 Positive message thoughts 2.44 1.66 0 7 Behavioral intention* .32 .47 0 1 *Coded as a dichotomous variable with 0 = did not sign up for test and 1 = signed up for test. Evaluation of Models Path analysis was performed on the hypothesized models using the least squares method. This involves estimating the sizes of the model parameters and testing the overall model fit. Parameter size was estimated by regressing each endogenous variable onto its causal antecedent, and model fit was tested by comparing estimated parameter sizes to the reproduced correlations (see Hunter & Gerbing, 1982, for a more complete description of this analysis procedure). In short, a model that is consistent with the data is one which (a) passes the test of overall model fit, indicated by a non-significant chi- square goodness of fit result, (b) has substantial path coefficients, and (c) has differences 39 between parameter estimates and reproduced correlations (errors) that are no greater than what would be expected through sampling error. For a model to be judged consistent with the data, it had to pass all three of the above criteria. First in order to pass the test of overall model fit, a non-significant chi-square test would have to be observed. Second, a substantial path coefficient is one that passes a test of statistical significance at p < .05. Third, for parameter error to be acceptable, all error terms must satisfy a conservative criterion for z-differences set at p <.10. The PATH program was used to determine if each model met these rigid criteria. It should be noted that the correlations reported in the tables below were corrected for attenuation due to measurement error during the analysis procedure. Both attractive- and unattractive-source models were tested and the results of each test will be described in turn below. Tests for the attractive-source model. The attractive-source model hypothesized that interactivity would increase social presence and message involvement, both of which were expected to affect information processing. Specifically, social presence was expected to increase heuristic processing in the form of positive source thoughts (since the thoughts were in response to an attractive source), and message involvement was expected to increase systematic processing in the form of positive message thoughts (since these thoughts would represent agreement with arguments in the persuasive message). This processing was expected to have a positive effect on intention toward the health issue. Since the impetus behind this research was to examine the role played by interactivity and social presence in persuasion, this and all models were inspected for evidence of substantial continuous paths from interactivity to intention. A model without 40 this type of continuous path was deemed incapable of showing support for the logic underlying this study. Results for the attractive-source model are shown in Figure 2 below, and correlations used to test the model are shown in Table 5 below. Inspection of these results shows two important things. First, the predicted model did not meet the three criteria established to determine if the model was consistent with the data. Second, the observed model does not show the type of substantial continuous paths from interactivity to intention necessary to support for the logic underlying this study. Notably, some observations were consistent with evidence of a good model fit. The chi-square test of goodness of fit was non-significant, x2 (9) = 7.08, p = .63. Moreover, most of the predicted paths were significant and in the expected directions. Interactivity had a significant positive effect on social presence, and social presence had a significant positive effect on heuristic processing. In addition, message involvement had a significant positive effect on systematic processing, which had a significant positive effect on behavioral intention. However, some observations were more problematic. First, examination of the differences between predicted and obtained correlations for all unconstrained bivariate relationships revealed a large residual between the predicted and obtained correlation for the association between social presence and message involvement (difference = .35, z = 1.77, p = .08). Second, two of the predicted path coefficients were insubstantial. Message involvement was not affected by interactivity, and behavioral intention was not affected by heuristic processing. Third, these two insubstantial coefficients produced a break in the continuous path from interactivity to intention needed to support the models underlying logic. Thus, although the chi-square 41 test of goodness of fit was non-significant, the large unpredicted relationship along with paths that were weak and interrupted forced a decision to reject this model. Figure 2. Results for attractive source Socral ‘42,, +Heurrstrc .11 Presence Processrng .32* , , Intention Interactrvrty b Message .38* Systematic .24: Involvement Processing * Significant at p < .05. Table 5 Zero-order Correlations Used to Calculate Parameter Estimates in Model 1 2 3 4 5 6 1. Interactivity 1.00 2. Social presence .31* 1.00 3. Message involvement .04 .33* 1.00 4. Heuristic processing .15 .40* .08 1.00 5. Systematic processing .12 .29* .36* .10 1.00 6. Behavioral intention -.05 .05 .21 .13 .25* 1.00 Note. Interactivity was coded such that l = interactive and 0 = non-interactive. Behavioral intention was coded such that 1 = signed up for test and O = did not sign up for test. * indicates p < .05, two-tailed. Tests for the unattractive-source model. Similar to the first model, the unattractive-source model hypothesized that interactivity would increase social presence and message involvement, both of which were expected to affect information processing. In this case, social presence was expected to increase heuristic processing in the form of negative source thoughts (since the thoughts were in response to an unattractive source), 42 and, once again, message involvement was expected to increase systematic processing in the form of positive message thoughts. In contrast to the first model, however, the negative source thoughts were expected to have a negative effect on intention, while the positive message thoughts were again expected to have a positive effect on intention. The results for this model are shown in Figure 3 below, and the correlations used to calculate the model are shown in Table 6. Figure 3. Results for unattractive source Socral _. 41 * - Heuristic “02 Presence Processrng .30* I . . . ntentron Interactrvrty b Message '35:: Systematic .23 Involvement Processing * Significant at p < .05. Table 6 Zero-order CorrelLions Used to Calculate Parameter Estimates in Model 1 2 3 4 5 6 l. Interactivity 1.00 2. Social presence .29* 1.00 3. Message involvement .03 .27* 1.00 4. Heuristic processing -.16 -.39* -.27* 1.00 5. Systematic processing .11 .40* .33* -.53* 1.00 6. Behavioral intention .14 .09 .16 -. 14 .24 1.00 Note. Interactivity was coded such that 1 = interactive and 0 = non-interactive. Behavioral intention was coded such that l = signed up for test and 0 = did not sign up for test. * indicates p < .05, two-tailed. 43 Little evidence supported the unattractive—source model. First, the model failed the chi-square test of overall fit, x2 (9) = 18.89, p = .03. Second, the two paths found insubstantial in the first model (from interactivity to message involvement and from was heuristic processing to behavioral intention) were near zero in this model, and a third (systematic processing to behavioral intention) was only marginally substantial. This once again produced a break in the continuous path from interactivity to behavioral intention. More pointedly in this regard, although the other three predicted paths were significant, the direction of the sign for one of these paths (from social presence to heuristic processing) was opposite to predictions. Third, individual link analyses again showed substantial errors. Two residuals were substantial and significantly different than what would be expected through sampling error: the correlations between social presence and systematic processing (difference = .42, z = 2.19, p = .05 and heuristic processing and systematic processing difference = -.53, z = -2.92 p = .01. Thus, once again, the data forced a decision to reject this model. Although tests on data for both the attractive and unattractive source conditions failed to produce the type of evidence needed to conclude that the data provide a good fit for the hypothesized model overall, the outcomes observed show patterns in line with the underlying logic for the model. In this regard, I am hesitant to dismiss the hypothesized model as completely uninforrnative. As already indicated, the data are consistent with many of the paths predicted. Moreover, the observed error terms suggest that small changes might produce a model that is both consistent with the underlying logic in the original model and provides a strong fit with the data. Keeping in mind the problems endemic in the use of path analysis for testing non-hypothesized models, post-hoe analyses were conducted to test a revised model using the data from both the attractive- and unattractive-source conditions. Post-Hoc Analyses Revisions in the post-hoe attractive-source model began by simultaneously considering two problems: the large residual error found for the predicted and obtained correlations between social presence and message involvement, and the unsubstantial path observed from interactivity to message involvement. The large residual error suggested that social presence and message involvement were somehow related. In addition, an undetected relationship between these two variables might account for the weak path observed from interactivity to message involvement. More importantly, it was apparent that inclusion of a path between these two variables would have implications for factors affecting all other criteria used to test the model. All this suggested that a model with a link from social presence to message involvement would better fit the data, and led to the decision to test an alternate model. Two changes were made in this model. First, a path from social presence to message involvement was added. While the original model posited that interactivity would affect both social presence and message involvement directly, the revised model suggests that the affect of interactivity on message involvement is indirect. Interactivity affects message involvement through its influence on social presence. This minor change is easily explained given that social presence would likely be activated when an encounter begins (upon perceiving the source) and message involvement activated as the encounter progressed (as message elements were communicated). Second, the non-significant path from interactivity to message involvement was dropped. 45 The decision to test an alternate model was made after careful consideration of the problems evident in the use of path analysis for testing revised models. As Holbert and Stephenson (2002) contend, models created through post-hoe respecification are often difficult to replicate. For this reason, any decision to undertake this type of analysis should be made judiciously and with the understanding that the results of this type of test should be used only as a guide future replication. In the present case, the decision to test a revised model was made because the changes in the revised model were deemed minor. More importantly, the changes were consistent with the a priori logic in the original model, which was chiefly concerned with understanding how interactivity affects information processing and persuasion. Given these considerations, the replication problems typically associated with testing respecified models should be minimized. Figure 4 shows the results for the revised attractive-source model. Figure 4. Results for revised attractive-source model Social * + Heuristic Presence '42 Processing '1 1 - . 32* Intention Interactrvrty 37* I * III Message '38 Systematic ' 4 Involvement Processing * Significant at p < .05. The revised model was very strongly supported overall, and all but one of the paths was ample and significant. Interactivity increased social presence, with a path coefficient of .32, P (.20 < p < .44) = .95. Social presence, in turn, increased both message involvement (path coefficient = .37, P (.11 < p < .63) = .95) and heuristic 46 processing (path coefficient = .42, P (.20 < p < .64) = .95). Message involvement increased systematic processing, with a path coefficient of .38, P (.14 < p < .62) = .95, and systematic processing increased intention, path coefficient = .24, P (.00 < p < .48) = .95. Although heuristic processing did not significantly affect intention (path coefficient = .11, P (-.15 < p < .37) = .95), this path was in the right direction and, as the confidence interval demonstrates, more likely than not had a positive effect, albeit a weak one. Moreover, even without this path, a chain of significant paths was found from the exogenous interactivity variable to the dependent intention variable. In addition to having substantial path coefficients, the revised attractive-source model fared well on the second and third tests for model evaluation. The differences between predicted and obtained correlations for all unconstrained bivariate relationships were examined, and none were significantly different than what would be expected through sampling error. Furthermore, this model passed the global test of goodness of fit, )8 (9) = 1.89, p = .99. Though the original model also passed this test, the revised model result is a marked improvement over the original result of x2 (9) = 7.08, p = .63. Thus, the analysis of this model shows several substantial path coefficients, no significant errors, and an easily passed global test of goodness of fit. Moreover, the model showed a continuous path from interactivity to behavioral intention. Upon first look, the problems with the unattractive-source model appear substantial, and raise great concern about the potential problems associated with interpreting tests on re-specified models. However, closer inspection reveals a revised model with the potential to be replicated. Notably, though initial analyses did not show a continuous path from interactivity to intention, a confluence of observations suggests the 47 existence of this connection. Specifically, errors in the unconstrained bivariate relationships showing sizeable correlations from both social presence and heuristic processing to systematic processing (r = .40 and r = -.53 respectively), along with the considerable negative association between social presence and heuristic processing observed in the original model, signals the presence of an unspecified negative path from heuristic to systematic processing. In other words, the strong negative influence of social presence on heuristic processing and the residual error showing a strong positive influence of social presence on systematic processing suggests that the positive influence of social presence can be explained by an indirect path from social presence through heuristic processing and on to systematic processing. In this case, given the negative path from social presence to heuristic processing, to positive influence of social presence on systematic processing can only be explained by a negative path from heuristic processing to systematic processing, as the residual term indicates. The inclusion of this path is strongly called for by several factors. First, it should help to produce the required continuous path from interactivity to intention. Second, it should reduce error in the model considerably. Third, it would produce a model that closely mirrors the model confirmed for the attractive source while remaining consistent with theoretical logic underlying the original model hypothesized for the unattractive source. The apparent similarity in data patterns for the attractive-source and unattractive- source groups suggest that this revised model, which closely replicates the model already observed for the attractive-source group, would be a good fit for the unattractive-source data as well. 48 Based on these observations, the decision was made to test an alternative model. The revised unattractive-source model, like the revised attractive-source model, added a path from social presence to message involvement and deleted the path from interactivity to message involvement. Further, the indicated path from heuristic processing to systematic processing was added. Notably, given this additional revision, the model tested here is more open to concerns about replication problems (Holbert & Stephenson, 2002). At the same time, the fact that the revised model closely resembles the model observed for the attractive source increases confidence in this model’s potential to be replicated. The results for this model are shown in Figure 5. Figure 5. Results for revised unattractive-source model Social - Heuristic Presence “41* Processing . . 30* Intention Interactivrty 30* _ 47* i' ii ' .22 S . Message ystematrc Involvement Processing * Significant at p < .05. The results for the revised unattractive-source model were generally in line with predictions. As expected, interactivity had a positive impact on social presence, path coefficient = .30, P (.08 < p < .42) = .95. This social presence, in turn, influenced heuristic processing (path coefficient = -.41, P (-.52 < p < -.30) = .95) and message involvement (path coefficient = .30, P (.04 < p < .56) = .95). Heuristic processing influenced systematic processing (path coefficient = -.47, P (-.27 < p < -.67) = .95, as did message involvement, thought the path only approached significance, path coefficient = 49 .22, P (-.04 < p < .48) = .95. Of the final two paths in the model, the one from systematic processing to intention was sizable and in the expected direction but only close to significant, path coefficient = .23, P (-.05 < p < .51) = .95 . The other path from heuristic processing to intention was, as in the attractive-source model, virtually non-existent, path coefficient = -.02, P (-.32 < p < .28) = .95. The revised unattractive-source model fared well and showed a marked upgrade over the original model on most model evaluation tests. The differences between predicted and obtained correlations for all unconstrained bivariate relationships were examined, and none were significantly different than what would be expected through sampling error. In addition, the model passed the global test of goodness of fit, x2 (8) = 2.51, p = .96. Not only does this show that the data fit the model well, but it shows a considerable improvement over the fit for the original unattractive-source model which had a failed chi-square test value of xz (9) = 18.89, p = .03. Though the model-evaluation criteria equate substantial paths with confidence intervals that do not cross zero, the small shortcoming in the strength of the paths from message involvement to systematic and from systematic processing to intention (represented by the minor extent to which the confidence intervals crossed over zero) can be explained by a lack of statistical power in this study. This notion is supported by a test of the unattractive-source model using data from all respondents — with the data from both groups included, the path from message involvement to systematic processing is .28, P (.10 < p < .46) = .95, and the path from systematic processing to intent .23, P (.05 < p < .41) = .95 . Neither of these paths cross zero. Finally, with these paths in place, the revised unattractive-source model has an unbroken chain of links from interactivity to behavioral intent. 50 It is important to recognize that the affect of social presence on heuristic processing was an inverse one, such that social presence decreased heuristic processing in the form of negative source thoughts. This is not surprising when we understand that in the unattractive-source model this inverse relationship shows simply that social presence reduced the negative source thoughts used to represent heuristic processing. The implications of this finding will be talked about more in the discussion section. Models Accounting for All Thoughts One potential criticism of the models tested above is that they do not account for all types of relevant heuristic and systematic processing. In other words, negative source thoughts and negative message thoughts are not included in the attractive-source model, and positive source thoughts and negative message thoughts are not included in the unattractive-source model. The decision to do this was made for two reasons. First, specific types of thinking were predicted in the study hypotheses. An attractive source communicating a persuasive message about blood pressure was expected to generate positive source and positive message thoughts. There was nothing in the study logic suggesting that such a source would generate negative source thoughts or negative message thoughts. Second, not including these types of thoughts made the models more parsimonious. However, to circumvent criticisms of these models on the grounds of hiding information, the decision was made to retest the revised models for attractive and unattractive source with additional modification to include all types of thinking. Changes to the models were made wherever there were paths to or from systematic and heuristic processing. Specifically, the single path from social presence to positive source thoughts (heuristic processing) in the attractive-source model became two 51 paths, one to positive source thoughts and the second to negative source thoughts. Similarly, the single path from social presence to negative source thoughts (heuristic processing) in the unattractive-source model became two paths, one to negative source thoughts and the other to positive source thoughts. The paths from message involvement to positive message thoughts (systematic processing) in both models became two paths in each, one from message involvement to positive message thoughts and the other from message involvement to negative message thoughts. Finally, the paths from systematic and heuristic processing to intention were expanded to include all types of processing, such that positive source thoughts, negative source thoughts, positive message thoughts and negative message thoughts all led to intention. The results for the attractive-source model are shown in Figure 6 below. These results are consistent with (and in some places more favorable than) the results for the previous attractive-source model. Interactivity had the same significant positive effect on social presence, path coefficient = .32, P (.20 < p < .44) = .95. Social presence had a significant effect on both types of heuristic processing — the path coefficient to positive heuristic processing was once again .42, P (.20 < p < .64) = .95), and the new path to negative heuristic processing was -.31, P (-.55 < p < -.07) = .95). Social presence also, once again, affected message involvement with a path coefficient of .37, P (.11 < p < .63) = .95. Message involvement had significant relationships with both types of systematic processing — the path to positive systematic processing was again .38, P (.14 < p < .62) = .95, and the new path to negative systematic processing was -.38, P (-.62 < p < -.l4) = .95 . Of the final paths from the four processing types to intention, only one was significant, the path from positive message thoughts to intention, path coefficient = .28, P 52 (.00 < p < .56). This path gave the model a string of significant links from interactivity to intention. Figure 6. Results for attractive-source model with additional paths + Heuristic Processing .4 509131 _ 31,. - Heuristic Presence —' "1 Processing . . 32* Intention Interactrvrty 37* I * . Message '38 + Systematic Involvement Processing - Systematic Processing * Significant at p < .05. The paths to the additional positive and negative thoughts are almost reflections of the original thoughts of each type. This makes sense considering that they are opposites. For example, because positive source thoughts (positive heuristic processing) increase as a result of social presence, it makes logical sense that negative source thoughts (negative heuristic processing) would decrease in response to them. This pattern can be seen above for both heuristic and systematic processing. The new attractive-source model had one large error in unconstrained bivariate relationships, a difference of -.34 (z = -1.96, p = .05) for positive and negative systematic processing, but this relationship can be expected for the reasons just discussed. Positive and negative message thoughts are simple opposites. Overall, this model passed the global goodness of fit test, x2 (18) = 9.30, p = .95. Therefore, it can be viewed as consistent with the data and in line with the revised attractive-source model preceding it. 53 The results for the unattractive-source model are shown in Figure 7 below. These results are generally consistent with previous models. As in the revised unattractive- source model, interactivity had a significant positive association with social presence, path coefficient = .30, P (.08 < p < .42) = .95 . Social presence had significant effects on both types of heuristic processing — the effect on negative heuristic processing was again -.41, P (-.52 < p < -.30) = .95, and the path coefficient to positive heuristic processing was .32, P (.08 < p < .56) = .95. The effect of social presence on message involvement, as in the prior model, was .30, P (.04 < p < .56) = .95. Message involvement again had a near significant effect on positive systematic processing, path coefficient = .22, P (-.04 < p < .48) = .95, and it had a significant effect on negative heuristic processing, path coefficient = -.41, P (-.65 < p < -.17) = .95. Negative heuristic processing also, as in the previous model, had a significant effect on positive systematic processing, path coefficient = -.47, P (-.67 < p < -.27) = .95. Of the final four paths from types of processing to intention, only one approached significance, the path from positive message thoughts to intention, path coefficient = .21, P (-.11 < p < .53) = .95 . 54 Figure 7. Results for unattractive-source model with additional paths + Heuristic Processing V .06 Social _ 41,. - Heuristic .01 Presence —‘—-1 Processin .30* g Interactivity 30* I ' I Message ’22 + Systematic Involvement Processing -.06 .k - Systematic Processing Intention }-.47* .21 * Significant at p < .05. On the other model evaluation tests, mixed results were found. The differences between predicted and obtained correlations for all unconstrained bivariate relationships were examined, and two were significantly different than what would be expected through sampling error. These included residuals of -.35 for the association between positive and negative systematic processing (z = -1.94, p = .05), and -.35 for the association between social presence and negative systematic processing (2 = -l.86, p = .06). The first error might be expected for reasons discussed earlier. The second was unexpected. This might simply be due to chance, since the inclusion of additional variables increases the probability of observing chance errors. Nevertheless, it cannot be completely ignored. In spite of these errors, this model passed the global goodness of fit test, )8 (17) = 13.30, p = .72 and generally appears to be consistent with prior models supporting the underlying logic of this study. 55 Models with Recognition Memory Measures To gain further insight into how participants processed information in this study, exploratory analyses were conducted using the recognition memory results in place of the thought listing measures in the models accounting for all thoughts. These changes were made simply by replacing positive source thoughts and negative source thoughts with source hits and source false alarms, respectively, and then by replacing positive message thoughts and negative message thoughts with message hits and both message false alarms and message myth alarms, respectively. Despite the recognition memory results being far less direct measures of information processing than the thought listings, the recognition memory measures can still offer insight into the way in which information was processed by participants in this study. Evidence of more “hits” in response to either social presence or message involvement, for example, would indicate that subjects remembered more about those aspects of the experience, and this could mean that that they were paying closer attention to the source and/or message and perhaps even thinking about each more. Evidence of more “false alarms” in response to social presence or message involvement would indicate less attention or processing, and evidence of more “myth alarms” in response to message involvement would likely indicate more systematic processing in the form of priming existing schemas about blood pressure. The results for the attractive source model are shown in Figure 8 below. As expected, the paths from interactivity to social presence and social presence to message involvement were identical. Of the remaining paths, only one was significant, the link between message involvement and message myth alarms, path coefficient = .26, P (.00 < p < .52) = .95. In fact, an examination of all path coefficients in this model shows that 56 this model failed on the criteria of having substantial path coefficients—of the 12 links in the model, only three were significant with a fourth, the path from message myth alarms to intention, approaching significance, path coefficient = .22, P (-.04 < p < .48) = .95. As a result, the model was rejected. The evidence in this model suggests that social presence and message involvement had little or no impact on recognition memory, though it does appear to have primed existing knowledge about blood pressure as evidenced by the paths through myth alarms. Figure 8. Results for attractive source model with recognition memory measures Source Hits .03 309131 .12 Source Fls. Presence L—Dl Alarms . . “32* Intention Interactrvrty 37,, ‘. Message ‘01 Message Involvement Hits k. .26* Message Fls. Alarms essage Myth Alarms * Significant at p < .05. The results for the unattractive source model are shown in Figure 9 below and seem mostly consistent with the results of the attractive source model. Significant paths were found from interactivity to social presence and from social presence to message involvement, and message involvement again had a positive impact on message myth alarms, path coefficient = .31, P (.07 < p < .55) = .95. Of the paths to intention, the one 57 from source false alarms was significant, path coefficient = .27, P (.01 < p < .53) = .95, and the path from message myth alarms approached significance, path coefficient = .20, P (-.04 < p < .44) = .95 . However, as with the attractive source model, the lack of substantial paths (only 5 of 12) indicates a failed model. The results of this model again suggest that social presence and message involvement only affected recognition memory through myth alarms. Figure 9. Results for unattractive source model with recognition memory measures Source Hits V Socral _ 13 Source Fls. Presence —’——il Alarms . . 30* Intention Interactrvrty 30,, I Message "02 Message Involvement Hits -.12 .31,. Message Fls. Alarms essage Myth Alarms * Significant at p < .05. Of course, these analyses were intended to be exploratory, so some leeway may be given on judging them based on the normal model evaluation criteria. A close inspection of the paths in both models suggests that message involvement may have affected myth alarms leading to intention. The reason for this, as touched on earlier, may be that close attention to the message (i.e., message involvement) primed subjects to recall other schematic information about blood pressure, and the combination of the facts 58 in the message and prior knowledge (even though it was false) may have led to the increased intention. If myth alarms are considered evidence of systematic processing, then this result would be consistent with the earlier model results suggesting that message involvement affects intention by increasing systematic processing leading to intention. In that sense, both recognition memory models are consistent with the earlier model findings. 59 Chapter 5 Discussion This study set out to determine the impact of interactive sources on social presence, message involvement, information processing, and persuasion within the HSM framework. Specifically, it proposed a model linking the social presence and message involvement generated by interactive social agent technology with the type of increased heuristic and systematic processing expected to bring about change in attitude and behavioral intention, depending on source attractiveness. Two models were tested, one with an attractive agent and the other with an unattractive agent. Both models failed to meet initial tests for overall model fit. However, parts of each model were supported, and these paths warrant attention. Interactive Media and Social Presence Regardless of the type of source subjects viewed in this study, interactivity increased social presence. This happened even with the very limited interactivity manipulation used in this study. The only differences between the two interactivity conditions were that (1) participants in the interactive condition could pick the order in which information was presented by telling the source which section they wanted to see, and (2) participants were asked by the source to repeat one utterance. Otherwise, the experiences of all study participants were nearly identical. Yet, even with this token difference in the manner in which the information was presented, participants reported a greater sense of being with another person in the interactive condition. This finding foreshadows the exciting potential of media technology that allows people to interact socially. Presently, videoconferencing systems and other advanced two- 60 way video interaction technologies provide people with the ability to connect in compelling ways that can be difficult to distinguish from face-to-face encounters. In other words, these technologies can create a strong sense of social presence. However, this study suggests that even exchanges with simple, computer-controlled entities such as clearly identifiable social agents can induce social presence. The participants in this study felt more social presence when they could respond to social agents in rudimentary ways, despite being told that the agents were computer controlled. Such a finding is consistent with the work of Reeves and Nass (1996), who argue that human-like responses to machines are a natural function of human evolution. Agents put a face on this human tendency. Given the constant improvements in the developing area of social agent technology, it is only a matter of time before social agents are fully automated to respond to human beings as if they were engaging in face-to-face, human-to-human encounters. This will allow two-way messages to be communicated at low cost by sources with vast knowledge bases. As agents grow in their intelligence and appearance, they should instill a stronger sense of social presence and foster more information processing affecting subsequent outcomes of exposure. The Effect of Social Presence on Heuristic Processing As expected, social presence increased positive source thoughts in response to an attractive source, suggesting that more attention was called to the source and her positive attributes when subjects felt present. This would support the HSM-based prediction that social presence leads to more heuristic processing (Skalski, 2004). Contrary to expectations, however, social presence decreased negative source thoughts about an unattractive source. The revised models with all paths show that the paths from social 61 presence to heuristic processing were consistent for both the attractive and unattractive source. In both cases, social presence increased positive source thoughts and decreased negative source thoughts. One possible explanation for the unexpected unattractive source finding is that social presence increases the affect a person has toward a source, even if the source is a computer agent. If a source seems real but happens to be unattractive, for example, individuals who feel present with that source might be less critical of the source’s appearance, leading them to think less negative thoughts. If this is the case, it suggests that physical appearance might be less important in the new media environment (with its high potential for inducing social presence) than it was with traditional media. This does not mean, however, that appearance of virtual characters has no influence on social presence. Recent work by Nowak and Biocca (2003) argues that the anthropomorphism of a virtual human’s appearance has a considerable influence on level of social presence, with less anthropomorphic characters (perhaps surprisingly) increasing social presence. Given the imaginative range of possibilities for physical appearance in virtual worlds, from stick figures to realistically unattractive humans to more fanciful characters such as fantasy creatures, research on this variable would advance our understanding of the role played by physical appearance in social interactions through interactive media such as VR and online video games. This research will not only help in the design of these technologies but can inform related theory. Message Involvement and Systematic Processing Both models also produced a significant path from message involvement to positive message thoughts. This intuitive finding highlights how careful attention (i.e., 62 message involvement) to persuasive message arguments can increase the salience of desirable message-related thoughts (i.e., systematic processing). Systematic processing, as the attenuation hypothesis of the HSM states, can curtail or overwrite the impact of heuristic cues when people are motivated to process. This type of processing, therefore, should have the strongest impact on attitude and intention. Systematic processing has been shown to produce greater attitude persistence and attitude-behavior consistency than heuristic processing (Chaiken et al., 1989), which supports the idea that systematic processing has a more powerful influence than heuristic processing, and one that we might expect to extend to behavioral intention. Given the importance of systematic processing to persuasive outcomes, this result points to the value of getting subjects to focus on and carefully attend to persuasive message arguments, something the revised models suggest can happen in response to social presence. The Eflect of Systematic Processing on Behavioral Intention Finally, and most important from a persuasion standpoint, the model results show that systematic processing in the form of positive message thoughts had a positive impact on behavioral intent. Given that message thoughts are directly relevant to the attitudinal and/or behavioral outcomes of interest, the importance of such thoughts to persuasion makes intuitive sense; moreover, empirical evidence corroborates the importance of this type of processing (e.g., Skalski, 2004). It has been shown to lead to both attitude (in Skalski 2004) and behavioral intent (in the present study). From a persuasion perspective, these finding direct attention toward the need for variables that increase positive message thoughts. One such variable, message involvement, has already been touched on and shown in the revised models to emanate from social presence. 63 Implications of the Revised Models The revised models in this study pull together the separate links discussed above and, with some minor modifications of the original models, provide a complete chain of relationships from interactivity to behavioral intent. The paths in the revised models are strikingly consistent, with the only difference being the significant inverse relationship between negative source thoughts and positive message thoughts in the unattractive source model. While this finding might seem a bit strange, it is consistent with the earlier claim that social presence may remove the possibly detrimental effect of unattractiveness in response to a source. As these negative thoughts decrease, positive message thoughts increase, as the unique path in the unattractive source models shows. Taken together, the revised models support the idea that interactivity in new media can alter the way information is processed and shape persuasive effect. In both cases, when subjects were exposed to an interactive message they experienced an increased social presence which heightened attention to the message arguments (i.e., message involvement). This involvement, in turn, increased systematic processing, which had a positive effect on behavioral intention. While other studies have found that interactive media increase behavioral intention (e.g., Kinzie, Schorling, & Siegel, 1993; Van Tassel, 1988), such studies have typically been different than the present one in at least two important respects. The present study (1) offers insight into the cognitive mechanisms underlying these effects, and (2) uses an interactive source instead of another form of interactive media (e. g., hyperlinked web pages). First, the models in this study are among the first to offer insight into the underlying cognitive mechanisms that explain why interactive media can increase 64 persuasion. Most extant research in this area has made little (if any) attempt at explaining and providing empirical support for how interactive media affect users. Prior studies merely reveal that interactivity increases desirable outcomes. This study not only shows that interactive media can affect persuasion, but it also provides empirical evidence for a process model linking interactivity to a set of mediating cognitive processes that influence persuasion. In doing so, the research increases the potential for the prediction and control of desirable persuasive outcomes, since key variables in the process of persuasion are identified. Much of the credit for this explanatory power lies in the rooting of these models in the HSM. The HSM explicates how cognitive and motivational factors can affect information processing styles. Moreover, HSM literature identifies several of these determinants (Todorov, Chaiken, & Henderson, 2002). The present research adds social presence to the mix. Although social presence has recently been linked to the HSM (Skalski, 2004), this study is the first to look at interactivity-induced social presence within the HSM framework. The findings show that while social presence does not seem to be a cognitive impairment to processing, it does increase the motivation to process information apparent in message involvement, and the heightened involvement that results can increase systematic processing. Thus, social presence stemming from interactivity may be an important variable in certain mediated persuasion situations due to its ability to focus attention on message arguments. This calls attention to a second important difference between this and other work looking at the persuasive effects of interactive media—the use of an interactive source as opposed to some other form of interactivity. Although interactivity may seem like a 65 simple concept, Vorderer (2000) illustrates how recent advances in computing technology have resulted in many, sometimes ambiguous definitions of the term. The advent of the Internet, for example, has focused much attention on interactivity as it applies to web sites (e.g., Sundar, Kalyanaraman, & Brown, 2003), mostly involving the surfing of hyperlinked web pages. This type of interactivity is different than the more classical, communication-oriented interactivity looked at in this study — one based on the idea of social interaction. As a result, these findings may be limited to source-centered technologies and not easily generalized to other interactive media. The sizeable effect of interactivity on social presence and lack of effect of interactivity on message involvement lends support to this idea. It may be that interactive technology such as hyperlinked web pages has a direct effect on message involvement while, as the present findings suggest, source-centered interactivity has a direct effect on social presence. Concerns about the applicability of these findings to all interactive media illustrate the need for a broader conceptualization or perhaps even “theory” of interactivity that attempts to unify the different manifestations of the concept. At the same time, the findings in this study refocus our attention on traditional understandings of interactivity in terms of social interaction and show it potential importance in new media. In one sense, the technology used in this study provides a new arena in which to examine the transactional nature of communication. In a broader sense, these findings point to the road ahead. Since there are many emerging interactive technologies specifically designed to create social presence, the findings of the present study have considerable value in these new commercial areas and beyond. 66 Limitations As with most studies, several issues with the procedures in this study raise reason for concern. These include issues related to the message, measures, sample, and the manipulation of interactivity. Message. The blood pressure issue used in this study was one that subjects had a very favorable attitude toward before taking part. The mean pre-test attitude toward blood pressure was 5.21 (SD = .99), leaving little room for improvement and forcing a reliance on behavioral intention as the outcome measure. Future research investigating the processes under investigation here would benefit from a message topic toward which subjects are not as favorably inclined. While attitudes toward health topics tend to be very favorable, messages could be created in another domain such as politics or social issues. This would allow for a better test of the relationships under examination. However, it should be noted that the strong pre-attitude toward blood pressure is something that would work against obtaining any findings. Even with this limitation, the model tested was still able to account for change in behavioral intention, and this suggests the potential for even stronger effects in situations where there is greater room for change in outcome variables. An associated message-related limitation concerns the applicability of these results to other persuasion messages. Will these results generalize to other health messages, or even other types of influence attempts through interactive media, such as commercial advertising? Since the components of the model in this study are not specific to blood pressure, there is no reason to expect that this model would not work with other persuasive messages, perhaps to an even greater extent. Many health issues, for example, 67 also have a strong pre-attitude (e.g., against smoking or for exercise) but might lack the same high levels of behavioral intent that likely limited the influence of exposure in this study. Similarly, it is not difficult to think of commercial product use situations where behavioral intent has no ceiling effect that would limit the influence of these processes in advertising and other persuasive settings. Measures. In addition to the fact that strong pre-attitudes toward blood pressure constrain the potential to observe the influence of interactivity on related outcomes, the dichotomous measure of behavioral intention further restricts this study’s ability to observe covariation between the interactivity manipulation and behavioral intention. Future research in this domain would benefit from continuous measures of behavioral intention that can provide more sensitive indicators of this association. For example, participants could be asked to sign up for a series of behavioral intention steps, such as signing up for a test on campus, signing up for a test and follow-up visit at the health center, signing up for multiple tests, etc. With greater room for change in outcome variables, stronger effects should be observed. Sample. The sample used in this study may also be a limitation. A more representative general population sample of subjects would have been preferred for this research, to maximize external validity. However, there is no immediately apparent reason to expect that the largely unconscious cognitive processes under investigation in this study should differ for other populations. Moreover, a student sample was deemed sufficient for this study’s goal of testing the theoretical model under consideration given its predominant concern with internal validity. Nevertheless, the low average age of the participants in this study (M = 21.56, SD = 1.75) and lack of inexperienced computer 68 users (no subjects reported not using a computer) does raise questions specifically related to the effect of age and experience on the technology and health issues examined in this study. A less experienced sample of older respondents at greater risk for high blood pressure might have had difficulty with a message communicated through interactive computer technology. They might, for example, have had a problem with accepting an animated source, or difficulty processing the simultaneous communication of verbal and visual stimuli while at the same time having to interact. If so, then the effectiveness of this type of message would be limited to experienced users. The young sample in this study benefits from having experience with the type of technology used in the research and would be less likely to have difficulty with it. Given that computer users are the most likely recipients of these types of computerized messages, this limitation would not be a common one. Moreover, we should expect inexperience with computers to become less common over time. Still, the sample calls attention to the need for matching interactive messages to appropriate audiences. Age might also have affected the outcomes of this study by limiting the receptiveness of targets to the blood pressure message. This type of health message would more likely be attended to by individuals at risk, such as people over age 35, than those not as risk, such as the younger people used in this study. Of course, this concern would likely work against obtaining findings. The discovery that intention was still positively affected by the message suggests that this limitation was minimal. Almost half of the participants (42%) signed up for a blood pressure test. 69 Another sample limitation is the lack of males in the study. A more even split of females and males would be more desirable, but instead 66% of participants were female and only 34% male. This raises questions about whether these results were driven by gender or some type of related interaction, such as gender with the femaleness of the source. A scan of the correlations between gender and other variables in this study suggested that this was not the case. Gender did not, for example, relate to perceived attractiveness. Therefore, this limitation did not appear to be a problem. A final sample-related limitation is the sample size. Thought the cell sizes in this study were fairly large for an experimental study, the split into separate attractive and unattractive groups halved the base cell sizes and resulted in the testing of models with N3 of 62 and 63. This reduction in the power behind the model analyses may account for some of the weak paths, such as the paths in the unattractive source model from message involvement to positive message thoughts and from positive message thoughts to behavioral intent. With more power, greater confidence in the substantial nature of these relationships would be possible. Manipulations. The last limitations have to do with the weak manipulations of interactivity and source attractiveness in this study. In the case of interactivity, this manipulation led to low perceived interactivity and social presence values. In the interactive condition, the mean perceived interactivity was close to the midpoint of the scale (M = 7.67, SD = 3.37), and the mean for social presence was below the midpoint of the scale (M = 3.33, SD = 1.38). While somewhat disappointing, these means were still significantly greater than the means in the unattractive condition. Furthermore, they were not entirely unexpected due to the subtlety of the interactivity manipulation discussed 70 earlier. To maximize control in this study and keep the conditions as close as possible, there were only slight differences between the two interactivity groups, limiting their potential for interaction. A related limitation stems from the decision to use dichotomous manipulations of interactivity and source attractiveness. Both variables had only two levels, and this may have attenuated their relationships with other variables. Though the decision was made to keep the manipulations in this study dichotomous based on technological and logistic constraints, a greater range of manipulations would have been preferable, such as low, medium, and high interactivity. Having three or more levels of interactivity could have made the crucial relationship between interactivity and social presence stronger. More potent results might be expected from technology allowing for greater interaction, something that will become more common in the near future as agent technology becomes more sophisticated. Even currently, agents have an impressive array of capabilities. The agent in this study, for example, could have been programmed to have more back and forth dialogue with subjects. Instead of just responding to spoken commands about what section of the message to go to, the agent could have asked subjects if they had any questions and responded with phrases like “I’m not sure what you want me to do” if it did not know the answer. Future agents may be programmed with enough information to answer just about any question a person would have, particularly about a specific topic area such as blood pressure. In doing so, they can approach the social interaction capability of an expert such as a doctor. As technologies allowing for social interaction become more advanced and generate more social presence, 71 their effects on information processing modes and resultant persuasion should be even greater. Conclusion The present study was confronted with a set of limitations capable of obscuring the associations under investigation. The use of dichotomous and weak manipulations, the dichotomous measure of the principal outcome variable, the use of a message with a restricted range of attitude, the use of individuals with limited issue involvement, and a small sample size are all factors that should limit the potential to observe any significant results. Yet despite these limitations, the study still produced findings consistent with predictions. Obtaining these results speaks volumes about the potential for interactive technology to affect persuasion. The present theoretical extension and findings, rooted in the HSM, suggest that increased social presence resulting from an interactive source can affect information processing and resultant behavioral intentions related to health issues. In doing, the study shows the exciting potential for these types of technologies from the standpoint of persuasion. The possibility for such outcomes should increase dramatically as new media continue to emphasize features that instill increasing amounts of social presence. Today’s computer screen social agents may someday blossom into 3-D holographic representations like the one depicted in the recent science fiction movie I, Robot. The agent in I, Robot looked and talked like a person (actor James Cromwell) yet was a projection controlled entirely by a computer that could simulate basic social-interaction intelligence. As technologies continue to increase in vividness and interactive capability, the role of social presence will become more important from both a theoretical and 72 practical, practitioner standpoint. Social presence has been shown to focus more attention on a persuasive message — something that could become even more valuable in an increasingly cluttered media landscape. To remain on the “cutting edge” and actively shape technology development, a clear understanding of variables such as social presence is vital. This study advances our understanding of both its determinants and influences. 73 APPENDICIES 74 Appendix A: Script Message Effectiveness Study Script Once subject is seated at table, RESEARCHER says: Hi, are you ? (verify that correct subject has arrived from sign-up sheet) Thank you for coming. My name is and I’ll be running the study today. Before we begin, I need you to read and sign this consent form and then fill out this brief survey. Researcher hands subject consent form and pretest. Once subject has read and signed consent form and filled out survey, both are collected. Researcher then says: Thank you. Now, I would like to tell you a bit about today’s study, which is being conducted by members of the Communication Department. The study deals with “people’s reactions to health messages.” The Communication Department is interested in developing messages to communicate information about health practices through the use of new media technologies. Today we would like help in the development of these by giving us your reaction to a message on one of a variety of health topics. Your reactions will be kept confidential, so we would appreciate your frank and honest opinions. If you have any questions at this time, please let me know. Researcher answers questions (if any) and then continues: I randomly selected a message before you came in. You will hear a computer generated health message. Your message is about blood pressure. The information in this message will be communicated by computerized character named Cardia. In interactive condition: There are five sections of Cardia’s message, and we would like you to hear all of them. However, the order in which the information is presented is up to you. On the screen in front of you, five categories will appear on the right side, and Cardia will appear on the left. Cardia has been programmed to communicate the information in each category based on your spoken commands. When she begins speaking, she will ask you what category you would like to learn about. You can then pick one of the five categories for Cardia to talk about by talking to her. When she finishes each section, she will ask you to select another category and continue until you have heard about all five parts. When Cardia is done, I will return to see what you thought about your experience. 75 Cardia will begin in a moment. Before she begins, we need you to put on these headphones so you can hear what she says. Remember, you can speak to Cardia once she begins and should tell her what information you want to find out about. In non-interactive condition: There are five sections of Cardia’s message, and we would like you to hear all of them. On the screen in front of you, the five categories will appear on the right side, and Cardia will appear on the left. Cardia will discuss the information on the right side of the screen point by point. When she is done, I will return to see what you thought about your experience. Cardia will begin in a moment. Before she begins, we need you to put on these headphones so you can hear what she says. Researcher helps subject put on headphones, walks behind screen to pretend to start program, and leaves room. Controller then starts program and oversees interaction. Once experience is over, the researcher returns with THOUGHT LISTING QUESTIONAIRE and says: We are interested in what you were thinking about during the experience. It could be thoughts about the message, or the speaker, or anything else. Please write down your thoughts, and I will be back in three minutes to collect them. Researcher leaves and comes back in three minutes to collect though listing task. The researcher then hands the subject the TRUE-FALSE TEST and says: Now, we would like to ask what you remember about the experience you just had. Here are a set of statements. We would like you to tell us if they are true or false based on what you heard. Please answer them to the best of your ability. Researcher leaves and comes back once subject is done with true-false test. The researcher then hands the subject the presence, attitude, and intention questionnaires (three total) and says: We would now like you to fill out three questionnaires dealing with your thoughts about the experience, the message, and the speaker. When you are done with these, please wait here and I will return with some final questions. Researcher leaves and comes back once subject is done. The researcher then hands the subject the blood pressure checkups questionnaire and the blood pressure test sign-up sheet and says: You’re almost done. Before you go, we would like you to fill out this questionnaire about blood pressure checkups and, if you are interested, we would like to offer you the opportunity to sign up for a blood pressure checkup. 76 Researcher leaves and comes back once subject is done. The researcher then hands the subject two sets of opinions of the speaker questions and says: Before you go, we would like you do one more thing. I am going to play clips of two different versions of Cardia for you. Then I would like you to evaluate each of the two clips by answering a final few questions. Researcher leaves and plays clip of both versions for subject. The researcher then returns and says: That’s all for today. Before you go, we would like to tell you about the purpose of this study. This study was designed to see how people respond to computer technologies featuring different message sources. More specifically, we want to find out how the interactivity provided by computer technology affects responses to persuasive messages delivered by appealing and unappealing computerized sources. The speech evaluation task was merely a cover story created for our study. The real purpose of the study was to see how persuaded you would be by certain types of technologies and sources. You were assigned to one of several different groups in the study. Two things varied from one group to another. First, in different cases, the persuasive message was delivered by either an interactive source or an unresponsive source. Second, in different cases the speaker was presented as either an appealing or an unappealing character. To properly test these influences, we could not completely disclose everything we were doing at the start of this study. We hope this has not upset you in any way. Please accept our apology if you are disturbed by anything that has happened. Finally, you should know that all of your responses will be kept strictly confidential. Your name will not be connected with our observations in any way. In fact, if you wish, I will dispose of your responses now and they will not be included in any further part of our study. You will receive full credit for your participation no matter what you decide. However, since we feel that these types of persuasive situations are a normal part of everyday life, we hope you will allow us to use these observations. If subject agrees, research continues and says: Thanks for helping us out. Since it is important for us to keep the purpose of this study secret, we would appreciate it if you would not talk to anybody about this until the end of the summer, at which time the research will be completed. If you have any questions, Paul Skalski will be happy to talk with you about them. Otherwise, thanks again. You are free to go. 77 Appendix B: Blood Pressure Message [INTRODUCTION] 1. Hi! My name is Cardia! I’m here to tell you all about high blood pressure. 2. Tell me which section you would like to learn about first. [EFFECTS] {SUMMARY} This section explains what blood pressure is, how it is created, and who it affects. 1. Blood pressure is the amount of blood pumped by your heart. It is measured with two numbers: the systolic and diastolic blood pressure. 2. Blood pressure is created when your coronary artery carries oxygen in your blood away from the heart and lungs and to other parts of your body. 3. Your blood pressure is too high if your systolic blood pressure reading is higher than 140 or your diastolic blood pressure reading is higher than 90. 4. 50 million people in America have high blood pressure, and 3 out of 10 of them do not even know that they have it. [CONSEQUENCES] {SUMMARY} This sections tells you some of the more serious medical outcomes if high blood pressure goes untreated. 1. High blood pressure can cause you to have a stroke. A stroke occurs when a blood vessel that carries oxygen and nutrients to the brain is either blocked by a blood clot or if it bursts. 2. High blood pressure leads to coronary heart disease, which is the most common form of heart disease and the number one killer in America. 3. High blood pressure can also cause congestive heart failure, which is the buildup of fluid in your heart that affects the heart’s pumping action. 4. High blood pressure can also cause one or both of your kidneys to fail. Your kidneys remove wastes from your body, and kidney failure would mean you have to rely on a dialysis machine. [RISKS] {SUMMARY} This section tells you the factors that puts you at risk or increases your risks of getting high blood pressure. 1. Obesity is a risk factor you can control. The extra weight not only puts you at risk for high blood pressure, but could also lead to heart attacks, strokes, diabetes, and even cancer. 2. Sodium chloride or table salt can increase your blood pressure drastically. You should try to control your salt intake to no more than 3 teaspoonfuls a day. 3. Your alcohol intake is something you may want to control if you are at risk for high blood pressure. Women should not have more than 1 drink a day and men, not more than 2. 4. An inactive lifestyle can lead to poor health and obesity, which eventually leads to high blood pressure. Getting more exercise reduces your risks. 5. If you constantly experience stress over long periods of time, you are at greater risk of increasing their blood pressure levels. 78 6. A tendency to have high blood pressure runs in families. If your parents or other close blood relatives have it, you’re more likely to develop it. 7. In general, the older you get, the greater your chance of developing high blood pressure. It occurs most often in people over age 35. Men seem to develop it most often between age 35 and 50. Women are more likely to develop it after menopause. [DIET] {Summary} This section tells you how you can control your high blood pressure by watching what you eat. 1. Deep fried foods and greasy foods such as fried chicken and French fries are high in fat and cholesterol. Cheese and other dairy products may have a very high fat content and should be avoided as much as possible. 2. If you use salt when you cook, you should not be eating more than three teaspoonfuls of salt per person per meal portion. 3. If you drink alcohol frequently and regularly, just reducing your alcohol intake by one glass can significantly reduce your chance of getting high blood pressure. 4. Fruits and vegetables are high in potassium and low in sodium. In addition to discouraging high blood pressure, it also helps prevent a potassium deficiency. [OTHER] {Summary} This section tells you how you can control your high blood pressure through other ways other than diet. 1. Even if you are in good health, you should get a doctor to check your blood pressure every two years. This is because blood pressure can rise unexpectedly. 2. Regular physical activity keeps your body healthy and helps reduce the risks or effects of high blood pressure in the long run. 3. Your chances of getting high blood pressure and other cardiovascular diseases are greatly reduced the very moment you quit smoking. 4. The easiest way to control your blood pressure levels is through prescribed medication from your doctor. This method is usually used by patients with extremely high blood pressure. [TRANSITIONS] I . Where would you like to go next? 2. You ’re now done with this section. Where to next? 3. You have already visited that section. Are you sure you want to view it again? 4. Hope you learnt something from that! Where to next? [CONVERSATIONAL REPAIRS] I. I didn ’t hear what you just said, could you please repeat that? 2. What was that again ? 3. I ’m not sure what you want me to do. 79 [INACTIVITY] 1. Please go on. 2. I’m waiting... 3. What next? [POSITIVE/AFFECTIVE STATEMENTS] 1. Okay, we do it your way. 2. We ’re on our way! 3. Nice thinking! [CLOSING] 1. Well, that’s all the time we have! Thanks for coming! 2. It was nice talking to you! Have a nice day! Note: Interactive condition statements appear in italics 80 Appendix C: Cardia in Attractive and Unattractive Form Attractive Unattractive 81 Appendix D: Pretest Attitude, Demographic, and Computer Use Measures Following are some statements about health issues. Please indicate the extent to which you agree or disagree with each statement on a 1 to 7 scale, with “1” indicating STRONGLY DISAGREE and “7” indicating STRONGLY AGREE. You may circle any one number between 1 and 7 to indicate how much you agree with each statement. 1 It is important to have blood pressure checked regularly. Notatalll 2 3 4 5 6 7 Verymuch 2. Hypertension is a serious problem. Notatalll 2 3 4 5 6 7Verymuch These last questions are about you. Again, all of your responses will be kept confidential, so please answer as accurately and honestly as possible. How old are you (in years)? Please indicate your gender. _Male Female What is your race? Asian Pacific Islander African American White Hispanic Other How much time do you spend using a computer (including surfing the Internet) in a typical day? _0 hours ___3 to 4 hours _0 to 1/2 hour _4 to 5 hours _1/2 to 1 hour __5 to 6 hours ________1 to 2 hours __6 to 7 hours ___2 to 3 hours _More than 7 hours 82 Appendix E: Thought Listing Instructions We are interested in what you were thinking about during and immediately following exposure to the message. The NEXT PAGE contains the form we have prepared for you to use to record your thoughts and ideas. Please state your thoughts and ideas as briefly as possible... a phrase is sufficient. IGNORE SPELLING GRAMMAR AND PUNCTUATION. You will have 3 minutes to write your thoughts. We have deliberately provided more space than we think most people will need to insure that everyone would have plenty of room to write their ideas. So don’t worry if you don’t fill every space. Just write down your thoughts. Please be completely honest and list all of the thoughts that you had. 83 Appendix F: Recognition Memory Items (with answers in parentheses) Please indicate whether the following statements are “True” or “False” based on the message you just heard by circling “T” for True or “F” for False. l. 2. 10. 11. 12. 13. 14. 15. 16. 17. High blood pressure is normal. (false; common myth) Blood pressure is a measure of how fast blood is pumped by your heart. (false; it is the amount of blood pumped) Three out of 10 people with high blood pressure do not even know they have it. (true) High blood pressure can cause coronary heart disease, the number one killer in America. (true) In a blood pressure reading, the bottom number (systolic blood pressure) is more important than the top (diastolic blood pressure). (false; common myth) Systolic pressure of 100 + your age number is normal. (false; common myth) High blood pressure develops most often in people over age 55. (false; it deve10ps in people over age 35) Sodium chloride consumption increases the risk of high blood pressure. (true) No more than three teaspoons of salt should be eaten per meal portion. (true) Dairy products discourage high blood pressure. (false; they contribute to it) Fruits and vegetables discourage high blood pressure. (true) A tendency to have high blood pressure runs in families. (true) People in good health should have their blood pressure checked a least twice a year. (false; every two years) The easiest way to control blood pressure levels is through doctor-proscribed medication. (true) The speaker moved her head when she talked. (true) The speaker had blue eyes. (false) The speaker’s hair was straight. (true) 84 18. The speaker wore glasses. (false) 19. The speaker had braces. (false) 20. The speaker often gestured with her right hand. (false) 21. The speaker’s hair was brown. (true) 22. The speaker wore earrings. (false) 23. The speaker lifted her eyebrows when she talked. (true) 24. The speaker had strands of hair hanging over one eye. (true) 25. The speaker was female. (true) 26. The wall behind the speaker was a pale green color. (false) 27. The speaker was sitting behind a desk. (false) 28. The speaker blinked her eyes. (true) 85 Appendix G: Social Presence Items (with factor loadings) Please consider the following statements about your feelings during the speech and indicate the extent to which you AGREE or DISAGREE with each using a 7-point scale, with “1” indicating NOT AT ALL or STRONGLY DISAGREE and “7” indicating “VERY MUCH or STRONGLY AGREE. The point on the scale numbered 4 is the midpoint. This would indicate that you don’t agree or disagree with the statement You may circle any ONE number between 1 and 7 to indicate the extent of your agreement. Factor Lain. LOACLing 1. To what extent did this feel like you were with an actual person? .78 Notatalll 2 3 4 5 6 7 Verymuch 2. To what extent was this like a face-to-face encounter? .83 Notatalll 2 3 4 5 6 7 Verymuch 3. To what extent was this like you were in the same room as Cardia? .85 Notatalll 2 3 4 5 6 7 Verymuch 4. To what extent did Cardia seem “real”? .84 Notatalll 2 3 4 5 6 7 Very much 5. To what extent did you feel you were able to assess Cardia’s reactions to what you said? .56 Notatalll 2 3 4 5 6 7 Very much 6. How much did your feel like you were “with” Cardia? .90 Notatalll 2 3 4 5 6 7Verymuch 86 Appendix H: Message Involvement Items (with factor loadings) Please consider the following statements about the message and indicate the extent to which you AGREE or DISAGREE with each using a 7-point scale, with “1” indicating STRONGLY DISAGREE and “7” indicating STRONGLY AGREE. The point on the scale numbered 4 is the midpoint. This would indicate that you don’t agree or disagree with the statement. You may circle any ONE number between 1 and 7 to indicate the extent of your agreement. Item 1. The message was engaging. Strongly Disagree 1 2 3 4 I did not concentrate on the message. Strongly Disagree 1 I carefully examined the message. Strongly Disagree 1 2 2 I focused on the message. Strongly Disagree 1 The message was involving. Strongly Disagree 1 2 2 3 3 3 3 4 4 4 4 I did not pay attention to the message. Strongly Disagree 1 2 3 4 87 7 Strongly Agree 7 Strongly Agree 7 Strongly Agree 7 Strongly Agree 7 Strongly Agree 7 Strongly Agree Factor Loading .61 .84 .80 .90 .77 .73 Appendix I: Attitude toward Blood Pressure Items (with factor loadings) Please consider the following statements about the message and indicate the extent to which you AGREE or DISAGREE with each using a 7-point scale, with “1” indicating STRONGLY DISAGREE and “7” indicating STRONGLY AGREE. The point on the scale numbered 4 is the midpoint. This would indicate that you don’t agree or disagree with the statement. You may circle any ONE number between 1 and 7 to indicate the extent of your agreement. Item 1. It is important to have blood pressure checked regularly. Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree Blood pressure is not very important compared to other health issues. Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree People should pay more attention to their blood pressure. Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree Blood pressure is an issue people should be concerned about. Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree Blood pressure is one of the most important health issues facing people today. Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree It is not important to have blood pressure checked regularly. Strongly Disagree] 2 3 4 5 6 7 Strongly Agree * item dropped due to unacceptable loading 88 Factor Low .73 .43* .81 .90 .52 .56 Appendix J: Attitude toward the Communicator Items (with factor loadings") The following statements ask you to consider CARDIA, the SPEAKER of the message. Please read them and indicate the extent to which you agree or disagree with each using a 15-point scale, with “1” indicating STRONGLY DISAGREE and “15” indicating STRONGLY AGREE. The point on the scale numbered 8 is the midpoint. This would indicate that you don’t agree or disagree with the statement. You may circle any one number between 1 and 15 to indicate the extent of your agreement. Factor Item Loading The communicator was. 1. Attractive .88 Strongly disagreel 2 3 4 5 6 7 8 9 10 ll 12 13 14 15 Strongly agree 2. Knowledgeable Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree 3. Intelligent Strongly disagreel 2 3 4 5 6 7 8 9 10 ll 12 13 14 15 Strongly agree 4. Competent Strongly disagreel 2 3 4 5 6 7 8 9 10 ll 12 13 14 15 Strongly agree 5. Nice Looking .93 Strongly disagreel 2 3 4 5 6 7 8 9 10 ll 12 13 14 15 Strongly agree 6. Pleasing .81 Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree 7. Friendly Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree 8. Warm Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree 89 Factor Item Loading 9. Appealing .89 Strongly disagreel 2 3 4 5 6 7 8 9 10 ll 12 13 14 15 Strongly agree 10.Likable Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree * loadings shown only for items comprising source attractiveness scale 90 Appendix K: Perceived Interactivity Items (with factor loadings) Finally, please consider the following additional items about your experience using the same scale. Factor Item Loading 1. I felt like Cardia would respond to me during the message. .83 Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree 2. I felt as if I could control how the message was delivered to me. .82 Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree 3. I felt like I could respond to Cardia. .87 Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree 4. I saw myself as a message sender and receiver instead of just a receiver. .87 Strongly disagreel 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Strongly agree 5. 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