This study aims to address two important questions: will advertising on mobile short-form video apps jeopardize the value perception of luxury brands (RQ1), and if so, how will self-deprecating online reviews eliminate these negative effects (RQ2). An experimental design approach was employed to investigate the proposed research questions. Three experiments were conducted to test the hypotheses. SPSS was used for data analysis. The study 1 finds that compared with traditional media, advertising on mobile short-form video apps shortened the psychological distance between consumers and luxury, therefore has a more negative impact on consumers’ perception of luxury brands. The study 2 reveals that self-deprecating online reviews can eliminate the negative effects of advertising of luxury brands. On the basis of previous research, this paper proves the negative influence of social media on luxury brands in the scene of new social media-mobile short format video application. In addition, it also studies the moderating effect of online comments, especially self-deprecating comments, on consumers' perception of luxury brands. This study outlines theoretical contributions and practical implications for the luxury marketing management and made suggestions for future research in the field of luxury marketing in Social Media.
Non-face-to-face online education which suddenly began with COVID-19, was an opportunity to expand to university education sites. This study presents online classes based on the Tandem learning method as examples and examines the class operation, learning content, and learner satisfaction according to the actual type of flip learning classes and real-time video classes. By converting Tandem classes operated by B University in Busan into online classes, the existing e-Tandem classes were expanded using flip learning and ZOOM. The first Flip learning class allows self-directed learning, and the free form of learning through pre-learning becomes an advantage of the online class type. However, while professors participate in the small conference room and feedback, there is a need to be supplemented with the ability to feedback directly to other teams. Furthermore, as a result of the learner satisfaction survey, there were complaints about prior learning and the amount of tasks, so studies on specific tasks and the content and methods of prior learning are also needed. The second real-time video class allows interaction between professors and learners, learners and learners. The biggest feature of this class type is that it can solve the absence of communication, which was a disadvantage of non-face-to-face classes. However, the ability of a professor is needed to conduct a real-time video class like this. Unlike learners who are familiar with digital technology, only when they understand and learn various online content and functions will their online classes become as natural as face-to-face classes.
The paper measures and predicts the performance of online auxiliary channel of movies released in China. Based on the signaling theory, the paper confirms that online movie consumption is generally informed by the box-office revenue of the same movie, with genres as important moderators.
This study attempts to improve the understanding of the rapidly growing online video platform market such as Youtube and OTT, and to investigate the attributes and relative importance of them. For this purpose, the factors that influence the choice to use were derived through literature studies and the Focus Group Interview (FGI), and the priority of the factors was calculated through the analytic hierarchy process (AHP). The upper layer of the AHP structure was ‘Relationship’, ‘Entertainment’, ‘Informativity’, and ‘Convenience’, and the lower layer was structured into 13 elements. The importance priority analysis among the factors that influence the choice to use was done by teenagers, 20s, and 30s and the results are summarized as follows : First, Users consider the ‘Just for fun’ and ‘Satisfaction of interests’ as the most important factors, followed by ‘Easy accessibility to use’, ‘Vicarious satisfaction’, ‘Usefulness of Information’, and ‘Up-to-dateness of information’. Second, the ranking of the upper layer was in the order of ‘Entertainment’-‘Informativity’-‘Convenience’-‘Relationship’.As a result of AHP,‘Entertainment’ was 3.6 times more important than ‘Relationship’. In the comparison by age group, only teenagers regarded that ‘Convenience’ is more important than ‘Informativity’. According to the characteristics of the age group, the lower layer of teenagers consider ‘Convenient function’ to be important and ranked ‘Usefulness of information’ in 8th. While ‘Vicarious satisfaction’ ranked 4th out of 13 factors in the entire age group, those in their 20s and 30s ranked 8th, showing a difference. In the case of 20s, ‘Reasonable price’ was ranked 4th and the ‘Diversity of Information’ was ranked 5th, Otherwise 30s consider ‘Trustworthiness of Information’ to the third. Third, unlike ‘Convenience’ which was the lower-rank in the upper layer AHP analysis, ‘Easy accessibility to use’, the lower-layer of convenience, ranked third overall in the importance analysis among the 13 lower-layer factors, and showed a similar patterns in the age groups results. In the conclusion, this study demonstrates that ‘Convenience’ and ‘Vicarious satisfaction’ factors, which were not relatively well addressed in the previous studies, are the key factors to be considered in. By presenting the results of the importance analysis on each of the selected attributes, This study has a practical implication that Industries such as on-line video service platform provider can use the importance priority in establishing the directions of future strategy.
INTRODUCTION
Online marketing has grown rapidly over the past years and has become a key component when making marketing mix decisions. Over 2014, internet advertising revenues in the U.S. increased 16% from the previous year to a total of $49.5 billion (IAB 2015). In addition, according to Online Publisher Association, video advertisements have reached the majority of the Internet users (66%), and have resulted in an action from almost half of the users. The significant business opportunities provided by the online environment are reflected as the increasing amount of attention for online advertising in academic research (Mei et al. 2008). It is yet to be researched how online videos and the accompanied online video advertisements interact and how advertisement customization can play a role to possibly optimize user experience and therefore the effectiveness of online video advertisements. Particularly, congruity forms a key opportunity for customization in embedded online video advertising. Congruity is defined as consistency between the ad and video or the advertised product and video (Moore et al. 2005). Evidences in extent literature have shown the positive effects of congruity on, for example, the processing fluency of the ad, the consumer attitudes towards the ad and the persuasiveness of the ad (Moore et al. 2005). However, in the context of online video advertising, limited research has been conducted on this topic. The main goal of this research is to explore the effect of online video advertising congruity on consumer attitudes towards the online video, advertisement and advertised product. Therefore, this research attempts to examine the information processing of a consumer and how congruity acts in this process to affect consumer's preferences. Due to the nature of this research question, an online experiment is used to test the hypothesized relationships of the conceptual model. The collected data in this study were examined using partial least squares (PLS).
CONGRUITY AND PROCESSING FLUENCY
Congruity can be defined in terms of similarity. The perceived similarity between two given stimuli of equal importance, determines their congruity (Rokeach & Rothman, 1965). Extensive research has been conducted on the effects of congruity in advertising. For example, studies have focused on congruity between involvement types of ads and TV programs (Sharma, 2000), viewer's mood-ad content congruity (Kamins, Marks, & Skinner, 1991), and program context- advertised product congruity (De Pelsmacker, Geuens, & Anckaert, 2002). Previous research from (Moore, Stammerjohan, & Coulter, 2005) has shown that congruity has a positive effect on consumer attitudes. Research on online banner advertisements on websites has indicated that advertisements should be consistent with the website brand (Newman, Stem Jr, & Sprott, 2004). Appeal congruity can then be achieved when the appeal of the online video and the appeal of the embedded ad are similar: an emotional (affective) video paired with an emotional ad can be deemed congruent. Similarly, an informational ad will be more effective when embedded in an informational video. In this study, Ad-and-Video congruity represents such type of congruity. Based on extent research on processing fluency, it can be assumed that online video advertising congruity, either in terms of appeal or content, will result in more processing ease of the ad as the information provided by the video and ad is similar. The following hypotheses are formulated:
Hypothesis 1: Congruity between the appeal of the online video and the appeal of the advertisement has a positive effect on processing fluency.
Hypothesis 2: Congruity between content of the online video and the advertised product has a positive effect on processing fluency.
We further propose that the above process is influenced by ad/video appeal or execution format (emotional vs. informational). An informational ad format is defined as an ad execution designed to appeal to the rationality of the receiver by using objective information describing a brand’s attributes or benefits, while an emotional ad format as an ad execution designed to appeal to the receiver’s emotions by using drama, mood, music and other emotion-eliciting strategies (Yoo & MacInnis, 2005). When an individual is watching an emotional ad or video, the possible effect of Ad-video or Product-video congruity on a consumer's processing fluency will be attenuated. The following hypotheses are formulated:
Hypothesis 3a: Congruity between the appeal of online video and the appeal of embedded advertisement has a stronger effect on processing fluency for informational appeals than for emotional appeals.
Hypothesis 3b: Congruity between content of the online video and the advertised product has a stronger effect on processing fluency for informational contents than for emotional contents.
Involvement and processing fluency
With regards to online advertising, research has shown that the degree to which a consumer is involved with the topic of a website also affects the processing of online advertising. It can be argued that when an individual is not involved in watching an online video, its effect on a consumer's processing fluency will be absent. On the other hand, when a consumer is highly involved in watching an online video, it is more likely that the viewer experiences processing fluency. As a result, in this situation, involvement may actually affect processing fluency of the viewer. Based on these findings, the following hypothesis is formulated:
Hypothesis 4: Involvement has a positive effect on the processing fluency of consumers.
Post-viewing attitudes
Research has also indicated the mediating role of an individual’s affective response from processing fluency to its evaluation (Winkielman & Cacioppo, 2001). A viewer of an online video is shown an ad that has the same appeal as the video, making it rather easy to process. The viewer appreciates this as it takes less effort to view the ad and to relate to advertised product to the content of the video and the viewer's interests. As a result the viewer is more likely to generate a positive attitude towards the ad, the advertised product and the video. The insights lead to the formulation of the following three hypotheses:
Hypothesis 5: Processing fluency has a positive effect on the attitude towards the online video.
Hypothesis 6: Processing fluency has a positive effect on the attitude towards the advertisement.
Hypothesis 7: Processing fluency has a positive effect on the attitude towards the advertised product.
Figure 1 shows the conceptual model, which summarises the hypothesized relationships.
<Insert Figure 1 about here>
METHODOLOGY
We conducted an experiment in the form of a 2 (type of appeal: informational vs. emotional) × 2 (Ad-Video congruity: congruent vs. incongruent) × 2 (Product-Video congruity: congruent vs. incongruent) full-factorial between-subject design. Video and advertisement appeal are each measured by the three items derived from the study by Moore et al. (1995) on the individual difference in response to advertising appeal. Processing fluency is measured by two items of the study by Lee and Aker (2004). Three items of the study from Zaichowsky (1985) are used to measure the involvement of the participants. The three items related to the attitude towards the video, advertisement and product are derived from the respective studies from Russell et al. (2004) and Kozup, Creyer and Burton (2003). Returned questionnaires numbered 276 responses with 24 incomplete data, resulting in 252 valid responses for data analysis. The collected data in this study were analyzed using partial least squares (PLS).
Measurement model
A measurement model was used to evaluate reliability, convergent validity, and discriminate validity. A structural model was used to determine the significance and association of each hypothesized path, and the explained variance. Reliability was examined by composite reliability values above the 0.70 benchmark (Fornell and Larcker 1981). Results show all values above 0.70, indicating satisfactory reliability. Convergent validity was examined by all indicator loadings that were significant and exceeding 0.7 and average variance extracted (AVE) by each construct exceeding 0.50 (Fornell and Larcker 1981). Results shows all indicator loadings above 0.70 and all AVEs exceeding 0.50, indicating satisfactory convergent validity. Discriminant validity is demonstrated by the square root of the AVE for each construct exceeding the correlations between the constructs (Chin 1998). These results indicate that the proposed models have good reliability and validity.
Structure model
Figure 2 shows the standardized path coefficient, the significance of each hypothesized path and the variance explained (R²). H1 and H2 investigate the effect of Ad-Video congruity and Product-Video congruity on processing fluency. Results show that Product-Video congruity is positively related to processing fluency (β=0.115, t-value=2.131, p<0.05), supporting H2. However, the effect of Ad-Video congruity on processing fluency is not significant ((β=0.022, t-value=0.377, p>0.05). Thus, H1 is not supported. H3a and H3b examine the moderating effect of the type of appeal. The hypothesis testing of H3a and H3b is discussed under the multi-group analysis (PLS-MGA). H4 proposes that involvement has a positive effect on the processing fluency of consumers, which is supported by the results (β=0.399, tvalue= 6.778, p<0.05). H5, H6, and H7 investigate the effects of processing fluency on post-viewing attitudes. Processing fluency is positively related to attitude towards the video (β=0.192, t-value=2.838, p<0.05), advertisement (β=0.426, t-value=7.607, p<0.05) and the focal product (β=0.422, t-value=7.171, p<0.05). These results support H5, H6 and H7.
<Insert Figure 2 about here>
We hypothesize that the type of appeal (informational or emotional) moderates the effects of Ad-Video congruity and Product-Video congruity on processing fluency in H3a and H3b. Specifically, the effects on under informational appeal condition are stronger. To test for group differences, we applied a multi-group analysis (PLS-MGA) approach. The PLS-MGA results for both informational and emotional groups, show that that the positive effect of Ad-Video congruity on processing fluency is only significant for informational appeals (β=.150, t-value=1.99, p<.05) but not emotional appeal (β=-.010, t-value=.15, p>.05), supporting H3a. Similarly, results show that that the positive effects of Product-Video congruity on processing fluency is only significant for informational appeals (β=.170, t-value=2.27, p<.05) but not emotional appeal (β=.050, t-value=.57, p>.05), supporting H3b.
CONCLUSION
Results show that congruity is related to the improvement of processing fluency only for informational ads/videos. This finding provides some support to the processing fluency theory which holds that less discrepant information should result in a higher processing fluency and extends the existing literature by investigating the appeal/execution format as a boundary condition. Involvement itself has been found to be positively related to processing fluency. Thus, when a consumer is initially more involved in watching a video, the processing fluency increases. This is in line with previous research that proved that involvement positively affects the attention that is given to advertisements and ultimately also the attitude of consumers.
This paper discusses how online video clips are used in official construction project presentations, in attempts to convey credibility and trust. Empirical vignettes are from large construction projects in the Greater Stockholm area: The Friends Arena; the Arena City; the new Karolinska University Hospital; and the Stockholm Bypass traffic project.
This study analyzes how and why video gamers intentionally watch media on video games that they play and like through online platforms such as YouTube and Afreeca TV. More specifically, this study utilizes the Uses and Gratification theory in order to understand game players’ psychological behaviors and patterns in detail. Among the various types and genres of video games, this study focuses on the fighting game “Tekken 7” published by the Japanese company Namco. Tekken 7 is distinguished in some ways in that its platform is an arcade rather than PC or mobile phones and that it emphasizes mind game between game players. By analyzing how and why Tekken 7 gamers watch Tekken 7-related media over the Internet and new media, this study further provides a blueprint for the future of the new media.
본 연구는 미디어 대 통합시대에 멀티 플랫폼에서의 온라인 영상 콘텐츠 확산 요인이 무엇인지 살펴보고자 한다. 구체적으로 본 연구는 수용자의 능동성과 커뮤니케이션 채널의 특성이 콘텐츠 확산에 어떻게 영향을 미치는지를 살펴보고자 한다. 확산에 미치는 요인에 대한 연구결과, 수용자 능동성 요인에서 사회 상호작용성, 상호교류의 밀착성, 개혁초기 수용자의 순으로 나타났으며 커뮤니케이션 채널 요인에서는 구전 & 리퍼럴, 매체효과 및 개방적 상호작용 순으로 영향을 미치는 것으로 나타났다.
This study aims to investigate the meaning negotiation process between teachers and students in onJine video conference class. 128 cyber university students participated in the study for 12 weeks. Student survey, recorded video conversation and teachers' weekly comments were analyzed for the study. The research results show that unlike offiine class, the students in video class actively initiated the negotiation of meaning byemploying various negotiation signals. About 64.4% of the negotiation of meaning was initiated by the students. Students used confirmation checks most often, but the types of negotiation signals were varied across the proficiency levels. Teachers used clarification checks more, but utilized their meaning negotiation efforts more as scaffolding to help learners construct their utterances. Teachers also actively utilized text-chat during the video conference to negotiate the meaning and provide the correctional feedback. Both teachers and students used over 1/4 of their conversation for meaning negotiation. In order to elicit more negotiation efforts from the students, teachers need to bring more infonnation gap tasks and diverse topics, and the amount of teacher talk also needs to be controlled. The improvement in students' lead of conversation, turn-taking, andnegotiation efforts over the semester indicate that online video conference class can be an effective tool to promote the students' English speaking fluency.
최근 온라인 서비스 제공자들은 이용자들로 하여금 동영상을 전송하거나 제작할 수 있도록 하는 다양한 서비스도 함께 제공하고 있다. 동영상 서비스를 통해 불법 복제된 동영상이 전송 또는 공유되기도 하므로, 이로 인한 법적 문제가 발생하기도 한다. 미국에서는 이미 저작권자 및 저작인접권자들이‘유튜브’등과 같은 동영상 서비스 사업자에 대한 저작권 침해 주장을 해오고 있다. 하지만, 저작권법상 책임을 추궁당한 그 이전의 온라인 서비스 제공자들과 달리, 이들 동영상 서비스사업자들은 저작권자나 저작인접권자들의 권리 침해 중단의 요청에 협조하고 있기 때문에, 이들 사업자에 대한 법적 책임의 인정은 쉽지 않을 것으로 예상된다. 따라서, 저작권자 및 저작인접권자들은 침해소송을 제기하는 대신 동영상 서비스 사업자와 제휴ㆍ협력 관계를 통해 새로운 수익모델을 찾고 있다. 한편, 일반 이용자들이 스스로 창작하여 제작하는 UCC는 새로운 문화컨텐츠 산업발전의 출발점이 되고 있다. 하지만, 기존 저작물을 재가공하여 제작하는 UCC의 경우 저작권 침해 문제가 완전히 해결되지 않는 한 UCC의 활성화에는 장애가 생길 수 있다. 서비스 제공자와 소비자간의 상호 교류를 통한 새로운 컨텐츠의 창작을 추구하는 Web 2.0 시대를 위해서는 관련 이해관계인들이 상호 이익을 얻기 위해서 Win-Win 전략에 따라 새로운 수익모델을 개발하는 것도 바람직한 방향이라고 생각된다.