Virtual reality (VR) has become a new playground for brands and advertisers. However, empirical evidence for the effectiveness of VR branded content is still scarce. The aim of this study is therefore to examine the effectiveness of branded content in virtual space and the role of presence in the processing of brand information when playing a branded VR game. An experiment (N = 81) was conducted (using HTC Vive hardware) and showed that playing branded VR games can improve (implicit) brand memory. Moreover, the study showed that the increase in immersion experienced from playing a branded VR game strengthens players’ brand memory.
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How do people make choices in the supermarket? And how can you help them to select healthier products? To investigate this process, UMC Utrecht and the University of Amsterdam (UvA) developed the virtual supermarket: a fully immersive environment for participants. On 4 October, this innovative research tool will be presented at the Innovation Expo in Rotterdam. Continue reading
When looking for health information, many people turn to the Internet. Searching for online health information (OHI), however, also involves the risk of confirmation bias by means of selective exposure to information that confirms one’s existing beliefs and a biased evaluation of this information. This study tests whether biased selection and biased evaluation of OHI occur in the context of early-childhood vaccination and whether people’s health literacy (HL) level either prevents or facilitates these processes. Vaccination beliefs were measured for 480 parents of young children (aged 0–4 years) using an online survey, after which they were exposed to a list of ten vaccine-related message headers. People were asked to select those headers that interested them most. They also had to evaluate two texts which discussed vaccination positively and negatively for credibility, usefulness, and convincingness. The results showed that people select more belief-consistent information compared to belief-inconsistent information and perceived belief-confirming information as being more credible, useful, and convincing. Biased selection and biased perceptions of message convincingness were more prevalent among people with higher HL, and health communication professionals should be aware of this finding in their practice.
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The aim of our study was to provide an overview of intervention guidelines on how to address patients’ practical needs for support in expressing instrumental concerns and emotions regarding medical, psychosocial and practical topics.
Six focus groups of cancer patients and survivors (N = 39) were organised. An interview guide was created that consisted of three topics: (a) concerns, (b) needs for support, and (c) a Concern Prompt List. Using the framework method, the transcripts were coded and analysed in Atlas T.I.
Patients prefer to receive practical and emotional support, help with preparation, prompts/cues, instructions on how to perform the behaviour (i.e., express their concerns or emotions), feedback, a different structure for the consultation and tailoring. Most of these techniques should preferably be delivered via interpersonal communication. Needs sometimes differ for instrumental concerns and emotions. Only some needs for support were exclusively related to instrumental concerns or emotions. The typical needs for support were not solely linked to the medical, psychosocial and practical topics.
Different needs to express instrumental concerns and emotions throughout the disease trajectory are categorised. These needs provide input for developing interventions to support concern expression.
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The paper ‘The Relation Between Actual and Perceived Interactivity’ authored by Hilde Voorveld, Peter Neijens, and Edith Smit is included in the first virtual special issue of the Journal of Advertising. The issue contains the ten most important papers in the area of Online Advertising published between 2007 and 2013 in the journal. Continue reading
The Dutch VPRO program Goudzoekers made an episode that was shown on May 16th on why there are still enormously annoying advertisements on the television. The producers plan to make both an annoying commercial and a fun commercial and test what its effects are. Continue reading