The Snickers chocolate bar advertisement campaign is well-known. You have probably seen television or poster advertisements online and in public areas.Why is it so successful?The consistent repetition of the simple phrase; ‘you’re not you when you’re hungry’ acts as a constant reminder of the branding that Snickers aims to create. Suggesting that Snickers ‘satisfies’. This makes the message easier to remember and therefore recall at a later date. The availability heuristic suggests that this may make individuals place more importance on the message and therefore the Snickers brand because they are using this ease of retrieval as an indicator of its overall importance. Previous research has found evidence to support this availability heuristic in many different topic areas. For example, do you think there are more words that start with the letter ‘K’ or have the letter ‘K’ as the third letter?Most of you probably opted for the first choice and thought that more words start with ‘K’. This is because these words come to mind more readily and therefore you think there are more of them. When in fact, the latter option is the correct one, but these words are often harder to think of and so you place less importance on them and think there are fewer (Tversky & Kahneman, 1973). This is an example of the availability heuristic and can be applied to many advertisement campaigns, such as with Snickers.The agenda setting theory develops this idea further. Studies have found that when a form of the availability heuristic is applied to other settings, such as the news, people perceive the importance of issues by how much they are repeated or emphasised (Scheufele & Tewksbury, 2007). When items and ideas easily come to mind, due to them being repeated and emphasised persistently, we think they are more important or true! In this case, because the snickers slogan easily comes to mind we place more emphasis on it and believe it to be true, making us more likely to invest in the advertisement idea and ultimately buy the chocolate bar. In summary, you are what you expose yourself to. According to this theory, the more you expose yourself to the Snickers adverts, ultimately the more likely you are to buy the chocolate bar.The mere exposure effect (Zajonc, 1968) suggests that this frequent repetition is effective advertising because those items which we are exposed to more frequently we will later deem to be more favourable or desirable. This is the power of familiarity and suggests that the more familiar and frequently seen the advertisements and Snicker chocolate bar are, the more popular and desirable they will become.The television video advertisements above demonstrate an individual in each acting negatively out of character, who then returns to normal after eating a Snickers. The positive change and outcome in behaviour demonstrated by these individuals is desirable for others to also want to achieve. From a behaviourism perspective, Skinner (1958) may have suggested that this is a form of reinforcement of the behaviour created by eating the Snickers. This type of reinforcement makes the behaviour more likely to be repeated by others following observation, through operant conditioning.Bandura, Ross and Ross (1986) demonstrated the behaviourism perspective through social learning theory with their bobo doll experiment. Children who observed an adult displaying aggressive behaviour were then more likely to display an increased amount of aggressive behaviour, when they became frustrated, whilst interacting with the bobo doll. Ultimately this implies that people learn by observing others. Similar results were found when children watched a real-life model or a film-mediated model (Bandura, Ross & Ross, 1963). The same can therefore be applied to advertisements. People here are learning that these individuals behaviour and outcomes are preferable once they have eaten the Snickers chocolate bar. This vicarious reinforcement makes other individuals watching the advertisement want to emulate and reproduce the behaviour and success the have observed by buying and eating the Snickers chocolate bar.Social Cognitive TheoryThe diagram above demonstrating the social cognitive theory (Bandura, 1986) provides insight into the behaviours. According to the theory behaviour that is observed creates an environment. The person observes other individuals abilities to perform certain behaviours and so they believe that they are also able to complete these behaviour and tasks. For example, eat a Snickers chocolate bar and improve their behaviour. This is referred to as self-efficacy (Bandura, 1977). Together the vertices of the triangle influence one another and the behaviour of eating a Snickers becomes more likely due to the advertisements in their environment. Both advertisement videos above depict an individual who is struggling to fit into their ingroup. They eventually manage to be accepted and adapt their behaviour once they have eaten a Snickers bar. This implies that the Snickers bar has enabled them to fit into their ingroup and identify with them once more. According to the social identity theory (Tajfel, 1981) individuals have a desire to obtain membership within their ingroup and associate with the group by adopting group norms. The videos therefore indicate that the Snicker bar helps individuals achieve this and so promotes the bar to the audience. When watching the two YouTube video advertisements above, consider; ‘Who says what, by what means, to whom?’ These are important principles when analysing advertisements and the embedded persuasion to purchase the product within them. The Yale Attitude Change Approach (Hovland, 1953) suggests that persuasion is influenced by 3 factors:The source (Who) – Within these videos well known figures, such as Mr Bean, played by Rowan Atkinson, are used. These celebrities represent individuals that people recognise, associate with and want to be like, altering subjective norms and therefore individuals intention for their behaviour. This is according to the theory of planned behaviour (Ajzen, 1991). Also, they are portrayed in ways that make them similar and relatable. This makes the source and overall advertisement have a greater impact and persuading influence on consumers to buy the Snickers chocolate bar. The Message (What it is) – According the primacy-recency effect (Murdock, 1962), the messages presented at the beginning and end are most likely to be remembered. The messages in the middle are most likely to be displaced and forgotten. This is often known as the serial position effect. Murdock (1962) asked participants to recall word lists consisting of 20 words. Murdock found that words were more often remembered if they appeared near the start or end of the word list, as displayed in the graph below.The most important message within the video advertisement is displayed at the end. This shows the Snicker chocolate bar, the slogan and the positive effects eating the bar has. According to this theory these are most likely to be remembered. As previously mentioned repetition amongst the whole Snickers advertising campaign for the key message is used. For example, the slogan ‘you’re not you when you’re hungry’ is repeated throughout. Hitler has said that a good propagandist technique ‘must confine itself to a few points and repeat them over and over again’. The campaign attempts to achieve this and ultimately increase liking and validity of the messages. The Audience (To whom) – The advertisements require limited prior knowledge and can therefore be understood easily by a wide audience. This encourages the audience to use the peripheral route to persuasion by paying limited attention, according to the Elaboration-Likelihood Model (Petty & Cacioppo, 1986). The Elaboration-Likelihood ModelAlternatively, showing role-models achieve desired behaviour caused by eating the Snickers increases the audiences self-esteem and belief that they can also achieve this by eating the chocolate bar.Other advertisements, such as this image above, encourage people to use the peripheral route of persuasion. This is an advert containing an attractive person and the message is associated with positive ‘rewards’, such as those with sexual connotations. This is presented in such an eye-catching way that the audience will be unable to defend themselves from making these associations. This means that the audience is unlikely to process the information through thoughtful or careful thinking via the central route. Instead they will use the cues present in the advertisement and work on general impressions of the product. This is also due to the message of chocolate bars being relatively unimportant and so individuals will become cognitive misers, reducing cognitive effort by not elaborating or thinking in depth about the message. They are using system 1 or heuristic processing, which is fast, implicit and associative according to the heuristic-systematic model (Chaiken et al., 1989). This advertisement could also be described as a clever use of pictorial analogy, making the audience more likely to remember such an image. Other clever advertisements have also been created for the Snickers chocolate bar. For example, the image below provides a competition template, where Snickers is wrapped up using other chocolate bar wrappers. Below, we have the wrapping of the Bounty bar on the left and the Twix bar on the right.Extreme situation template has also been used. Below this is displayed showing a Zebra chasing a Lion.To briefly conclude, successful advertisements and their underlying persuasion and influence on the audience are rather more complex then they first appear!References: Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and human decision processes, 50(2), 179-211.Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84(2), 191.Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Prentice-Hall, Inc.Bandura, A., Ross, D., & Ross, S. A. (1963). Vicarious reinforcement and imitative learning. The Journal of Abnormal and Social Psychology, 67(6), 601.Bandura, A., Ross, D., & Ross, S. A. (1963). Imitation of film-mediated aggressive models. The Journal of Abnormal and Social Psychology, 66(1), 3.Chaiken, S., & Eagly, A. H. (1989). Heuristic and systematic information processing within and. Unintended thought, 212.Hovland, C. I., Janis, I. L., & Kelley, H. H. (1953). Communication and persuasion; psychological studies of opinion change.Murdock Jr, B. B. (1962). The serial position effect of free recall. Journal of experimental psychology, 64(5), 482.Petty, R. E., & Cacioppo, J. T. (1986). The elaboration likelihood model of persuasion. In Communication and persuasion (pp. 1-24). Springer New York.Scheufele, D. A., & Tewksbury, D. (2007). Framing, agenda setting, and priming: The evolution of three media effects models. Journal of communication, 57(1), 9-20.Skinner, B. F. (1958). Reinforcement today. American Psychologist, 13(3), 94.Tajfel, H. (1981). Human groups and social categories: Studies in social psychology. CUP Archive.Tversky, A., & Kahneman, D. (1973). Availability: A heuristic for judging frequency and probability. Cognitive psychology, 5(2), 207-232.Zajonc, R. B. (1968). Attitudinal effects of mere exposure. Journal of personality and social psychology, 9(2p2), 1.
PROJECT ARCHITEUTHIS
was an online alternative reality game (ARG). Its players had to help a US Navy cryptographer; Maria, by solving puzzles and deciphering new codes almost every day for 18 days. What most people didn’t realise, was that Project Architeuthis was also a job advert for the post of a US navy cryptologist. The advert was extremely successful, won two shorty awards, cost zero dollars, and tapped into a whole community.Project Architeuthis is a fantastic example of a successful native ad i.e. an ad disguised to match the feel and format of its platform, in this case, the platform being ARG interactive gameplay whilst the ad is a job recruitment ad for the US navy. It is also interactive and adopts a micro-targeted approach. The customised nature of micro-target ads (Agan 2007) is evident. It is aimed at a very niche audience: ARG players and delivered in their preferred medium: an online alternative reality game. Due to the specialist nature of the job, identifying and subsequently targeting the psychographics of their desired audience not only helped to increase the effectiveness of the ad but also contributed to the recruitment process. Whilst the general effectiveness of micro-targeting is indisputable, its limitations include missing potential candidates. For, example this ad would have failed to reach experienced cryptographers who don’t play ARG could have been missed.Research shows that how information is presented affects how people react it (Loftus and palmer 1974) and delivering this ad through their targets audiences’ preferred medium increased the chances of them interacting with it. Fortunately, the preferred medium for ARG players – gaming, is very interactive.Producer scrounger dynamic: it is more rewarding to be a scrounger when there are many produces and vice versa Adopting a game format, was both novel and interactive. There were new puzzles and codes to decipher almost every day for 18 days. The idea of advertising for cryptographers through deciphering codes is not new e.g. cryptography jobs have been advertised as codes in newspapers. This is actually an example of the scrounger producer dynamic (Barnard & Sibley, 1981) in real life. The scrounger producer dynamic suggests that people will either choose to produce a new idea or copy an already existing idea based on a cost-benefit analysis of what other people choose to do i.e. if many people choose to produce, the costs of producing and benefits of being a scrounger are higher. Here, the payoff for using an already existing advert idea is greater as most mainstream job adverts do not use it (fewer scroungers), the process is efficient and has been successful. Having the game available for only 18 days also played a role in the success of the ad. Evidence suggests that novel campaigns available for short periods of time are extremely effective (Cowpe, 1989) as they grab attention and avoid the negative effects of overexposure.The nature of the game also served multiple purposes:One of the psychographics of ARG players is that they are very communal, 53.3% of female and 39.4 % of male gamers have better VRG friends than real world friends (Yee, 2006). This worked to advertisers advantage and allowed them tap into a whole community – as opposed to a typical one to one relationship, they were able to tap into a much more scalable method of advertising. Project Architeuthis also brought people together and created a whole new community of project Architeuthis players. This has great implications for the US Navy brand as it is now known for bringing intellectual people together. Something it is not particularly known for.The story line of the game imitated the actual job it was advertising. This allowed the advert to serve as a recruitment process. You could see and assess the players’ cryptography skills and their approaches e.g. solving alone or in a group to determine how well they would fit the job requirements.The story line also involved them interacting with another cryptographer. Hence, creating the “chameleon effect” where the people start imitating those they are interacting with (Chartrand & Bargh, 1999). Without realizing it, they start to think like cryptographers and this increases their emotional (Yee, 2006).The combined emotional, cognitive and temporal investments increases the likelihood of the players continually interacting with the ad due to loss aversion.The tasks gradually get more difficult and this created a “foot in door” phenomenon. Milgram (1963) People are more likely to go all the way, if what they have to do gradually gets more difficult. In this case the players will keep interacting with the ad because the tasks gradually get more difficult and complex.For successful individuals it could also serve as a source of inoculationwhen they start the job. Being able to complete increasingly difficult tasks might increase their self-efficacy on the job (McGuire & Papageorgis, 1961). While some research suggests that interactive advertising is not always as efficient as traditional methods (Bezjian-Avery, Calder & Iacobucci, 1998), this is not an issue for this interactive ad. The success of this ad saw it being covered by over 34 traditional and non-traditional media mediums. This ad can be considered successful in the sense that it created awareness of the job and encouraged interaction. However, its suitability as a job advert is questionable. Some gamers spend up to 40 hours a week gaming (Yee, 2006), report being addicted (Yee, 2006) and might not be interested in the job. Also, non successful gamers who could not afford to invest as much time gaming could have been lost. Arguably without the knowledge that it was for the recruitment, there would have been no incentive for gamers or people interested in the job to keep playing. Yee (2006) findings suggests that ARG players, might not require incentives as they develop their own self-based motivations for playing the game. They also suggest that ARG skills are quite transferable.Micro-target and interactive adverts might be the way forward. They target the ideal individuals and encourage them to invest in the product. Background research on the demographics and suitability of the ad, is also very important REFERENCEAgan, T. (2007). Silent Marketing: Micro-targeting. Penn, Schoen and Berland Associates.Barnard, C. J., & Sibly, R. M. (1981). Producers and scroungers: a general model and its application to captive flocks of house sparrows. Animal behaviour, 29(2), 543-550.Bezjian-Avery, A., Calder, B., & Iacobucci, D. (1998). New media interactive advertising vs. traditional advertising. Journal of advertising research, 38, 23-32.Chartrand, T. L., & Bargh, J. A. (1999). The chameleon effect: The perception–behavior link and social interaction. Journal of personality and social psychology, 76(6), 893.Cowpe, C. (1989) ‘Chip pan fire prevention 1976–1988’, in C. Channer (ed.) Television Advertising Case Histories, 2nd edn, London: Cassell)Lee, A. E., Ounsley, J. P., Coulson, T., Rowcliffe, J. M., & Cowlishaw, G. (2016, February). Information use and resource competition: an integrative framework. In Proc. R. Soc. B (Vol. 283, No. 1825, p. 20152550). The Royal Society.Loftus, E. F., & Palmer, J. C. (1996). Eyewitness testimony. In Introducing Psychological Research(pp. 305-309). Macmillan Education UK.McGuire, W. J., & Papageorgis, D. (1961). The relative efficacy of various types of prior belief-defense in producing immunity against persuasion. The Journal of Abnormal and Social Psychology, 62(2), 327. Milgram, S. (1963). Behavioral study of obedience. The Journal of abnormal and social psychology, 67(4), 371.Yee, N. (2006). The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. In Avatars at work and play (pp. 187-207). Springer Netherlands.
Go On, Just touch it. you know deep down you want to!!!
This is and example of an interactive Advert.Firstly, having a finger and arrow on the screen picked my curiosity. Then the guy starts talking about everything that will happen to my finger and this post I was to curious to not put my finger on the screen.I don’t know if makes you buy a skittle but putting your finger on it it elicits a feeling. You might feel happy, find it funny, be perplexed about why you feel that way or even feel ridiculous about it but you associate an emotional or mental reaction to the ad if you interacted with it and it makes it a bit more memorable. For this ad I felt a bit ridiculous and every time i thought about how I felt over the next few hours, I remembered/ thought of a skittle.While this Ad might not work for everyone, the introduction alone increases the likelihood of an interaction
- « Previous Page
- 1
- 2
- 3
- 4
- 5
- 6
- …
- 25
- Next Page »