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1.
Appetite ; 166: 105455, 2021 11 01.
Article in English | MEDLINE | ID: mdl-34147568

ABSTRACT

The industrial farming and slaughtering of animals may be considered one of the most pressing ethical problems of our time, yet consumers remain empathically disconnected from food animals and continue to eat meat. Therefore, animal advocacy groups have started using virtual reality (VR) outreach to promote consumers' concern for food animals and persuade them to eat less meat. In this study, we examined whether a short 360° documentary depicting the life cycle of factory farmed pigs (from their lives on the farm to their death in the slaughterhouse) experienced in a VR format versus in a regular video format increases participants' intentions to eat less meat via an increased feeling of presence and empathic concern. Using a single factor experimental design, we randomly allocated participants (n = 84 after data-cleaning) to answer a questionnaire following one of both conditions (VR versus video documentary, each n = 42). Results confirmed our hypothesized serial mediation model; VR (versus video) had a positive influence on presence and additionally on empathic concern, leading to higher intentions of reduced meat consumption among participants. Yet, VR (versus video) also had a direct, negative effect on empathy when controlling for presence, so no total effect of medium format on intentions to reduce meat could be found. This counter-effect of VR on empathic concern could be explained by an increased level of speciesism among participants exposed to the VR (versus video) documentary, a finding that is consistent with prior literature on speciesism, cognitive dissonance and dissociation, and requires further confirmatory investigation. Limitations and implications for theory and practice of the study are considered.


Subject(s)
Virtual Reality , Animal Rights , Animals , Empathy , Intention , Meat , Swine
2.
Front Psychol ; 4: 1023, 2013.
Article in English | MEDLINE | ID: mdl-24478736

ABSTRACT

Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person's sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players' perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.

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