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Journal of Marketing Management
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Effect of online 3D advertising on consumer responses: the mediating role
of telepresence
Sana Debbabia; Mohamed Daassib; Serge Bailec
a University of François Rabelais, France b University of Bretagne Occidentale, France c University of
Toulouse 1 and ESC Toulouse, France
First published on: 02 February 2010
To cite this Article Debbabi, Sana , Daassi, Mohamed and Baile, Serge(2010) 'Effect of online 3D advertising on consumer
responses: the mediating role of telepresence', Journal of Marketing Management, 26: 9, 967 — 992, First published on: 02
February 2010 (iFirst)
To link to this Article: DOI: 10.1080/02672570903498819
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Effect of online 3D advertising on consumer
responses: the mediating role of telepresence
Sana Debbabi, University of Franc¸ois Rabelais, France
Mohamed Daassi, University of Bretagne Occidentale, France
Serge Baile, University of Toulouse 1 and ESC Toulouse, France
Abstract This study develops a conceptual framework for measuring
the effectiveness of Internet-based 3D advertisements. The study uses an
interdisciplinary literature review (marketing, information systems, and
human–computer interaction) to enhance the understanding of the impact of
using 3D visualisation in online advertisements, and to identify the most relevant
conditions for application. The findings demonstrate the effectiveness of such ads
in the case of a geometric product, as well as in the case of a material product. This
study’s results highlight the significance of telepresence as a mediator. The
findings reveal that telepresence determines how ad format (2D versus 3D)
influences the range of variables used to measure advertising effectiveness.
Keywords 3D visualisation; telepresence; virtual-direct experience; material
product; geometric product; advertising effectiveness
Introduction
Advancements in electronic media offer benefits and opportunities for companies
involved in electronic commerce. However, little is known about the conditions that are
essential to the success of these ventures (Novak, Hoffman, & Yung, 2000). The study
limits the scope to the business-to-consumer (B2C) context, based on the use of publicity
and sales websites. Indeed, various forms of online advertising (e.g. banner ads, pop-ups,
Web sites, etc.) are implemented by online businesses. These ads take advantage of
technological advances in interface design, thus facilitating navigation and interactivity
for the consumer. Nevertheless, these advertisements have limited effectiveness because
they passively support consumer–product communication (Bhatnagar, Mirsa, & Rao,
2000; Rose, Khoo, & Straub, 1999). In effect, the absence of interaction with the
product could have a negative impact on its evaluation by the consumer, as Smith and
Swinyard (1982) and Smith (1993) suggest. This drawback can now be alleviated by the
implementation of new interactive 3D visualisation technologies (Mirapaul, 2000).
Consumers are able to check out certain products online, just like in a conventional
store, and perhaps even more efficiently through the integration of this new ad format (Li,
Daugherty, & Biocca, 2002). 3D’s advertising potential is not limited to its ability to
ISSN 0267-257X print/ISSN 1472-1376 online
#2010 Westburn Publishers Ltd.
DOI: 10.1080/02672570903498819
http://www.informaworld.com
Journal of Marketing Management
Vol. 26, Nos. 9–10, August 2010, 967–992
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ensure tridimensional product inspection by consumers. Technology also allows a
simulation of direct experience with the product by stimulating a new experience called
virtual or ‘virtual direct’ (Klein, 2003; Li et al., 2002). The virtual-direct experience is
born from the sense of telepresence created by the interactivity and richness of the
publicity (Biocca, Li, & Daugherty, 2001; Griffith & Chen, 2004; Ha, 2005; Hoffman
& Novak, 1996; Klein, 2003; Li et al., 2002; Steuer, 1992; Suh & Lee, 2005).
3D Internet-ads use is still limited although the potential for use of 3D Internet ads
increasingly attracts online firms’ attention. The measurement of its effectiveness
remains an area of research that has not yet been amply explored. Hence, this study
focuses on measuring 3D ads’ effectiveness, and on isolating specific situations in
which its use could be highly useful in comparison with 2D product ads.
First, we present a summary of the studies on 3D advertising’s psychological
potential, specifically looking at the concepts of telepresence and the virtual-direct
experience. Second, we offer a literature review, comparing the effects of traditional
advertising with those of direct product experience.
We are therefore able to put forth a conceptual model on 3D advertising
effectiveness, supported by hypotheses that reveal the relationship between the
different research variables. This model, designed to examine consumer reactions, is
then tested using an experimental protocol set up to support a comparative analysis of
3D versus 2D ads and the measurement of their respective influence. Finally, the main
results and their theoretical and managerial implications are presented and discussed.
Towards new kinds of interactive publicity: 3D advertising
3D advertising constitutes a new form of online advertising. Its interactivity essentially
relies on examining the product through the use of 3D visualisation (Mazursky &
Vinitzky, 2005). This format gives consumers access to information similar to that
gathered from direct physical contact with a product. Effectively, it enables consumers
to satisfy their need to view and handle the product. These needs are met through
visualising the product from various angles and from various distances, using a zoom
function for greater precision (Hand, 1997). This visualisation format facilitates consumer
appraisal of the product (Li, Daugherty, & Biocca, 2001; Li et al., 2002). Along these lines,
Hughes, Brusilovsky, and Lewis (2002) point out the important role that 3D visualisation
techniques play in influencing corporate selection of the various e-commerce applications.
For his part, Hand (1997) emphasises three main factors in user interaction: object
manipulation, viewpoint manipulation, and application control. Hand equally
underscores the role of feedback in product presentation and consumer reception.
Interdisciplinary research on the 3D visualisation format’s impact on online
advertising effectiveness is currently being carried out in the fields of marketing
communication and management of information systems (MIS). Li et al. (2001, 2002)
reveal 3D advertising’s influence on product knowledge, as well as its influence on
consumer attitudes vis a
`vis the brand (Li et al., 2001). Jiang and Benbasat (2004)
assert that the virtual experience is significant to perceived diagnosticity
1
and flow.
2
The significance of 3D advertising can thus be further explained through the
theories of telepresence and virtual-direct experience.
1
Perceived diagnosticity represents the extent to which consumers believe that particular shopping experi-
ences are helpful to evaluate products.
2
Flow is described as an affective state when individuals are involved in certain activities. It is used to
represent the subjective psychological experience that charaterises human–computer interactions as playful
and exploratory (Hoffman & Novak, 1996).
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The concept of telepresence
Several studies (Biocca, 1997; Hoffman & Novak, 1996; Klein, 2003; Lombard &
Ditton, 1997; Lombard & Snyder-Duch, 2001; Slater & Steed, 2000; Steuer, 1992)
highlight the fact that a user, whose perception is modified by communication
technology, necessarily perceives two environments: one real (physical), the other
virtual (computer-mediated). This phenomenon, called telepresence, is experienced
by the user when the perception mediated by technology dominates the non-
mediated (physical) perception. According to Lombard and Snyder-Duch (2001),
telepresence is a psychological state or subjective perception in which part or all ‘of
an individual’s current experience is generated by and/or filtered through human-
made technology, even though part or all of the individual’s perception fails to
accurately acknowledge the role of the technology in the experience’. Therefore,
the term ‘telepresence’ can be used to qualify user perception of presence in a
mediated environment that appears to be less mediated,orclosertowhatis‘real’
(Debbabi & Baile, 2005).
The sensation of telepresence is determined by the media features and user
characteristics (Lessiter, Freeman, Keogh, & Davidoff, 2001; Slater & Usoh,
1994; Stanney, Mourant, & Kennedy, 1998). User characteristics include his/her
cognitive and perceptive abilities, attention level, length of exposure to and/or
interaction with the product, and, finally, familiarity with the mediated
environment (Lessiter et al., 2001; Lombard & Ditton, 1997; Witmer & Singer,
1998). Media features correspond to its form and content (Heeter, 1992; Lombard
& Ditton, 1997). In Steuer’s (1992) view, the form of the media is related to its
interactivity and richness, whereas its content corresponds to the use of conventions
related to the media and to the nature of the task or the activity to be performed
(Lombard & Ditton, 1997).
Interactivity and richness are the two most significant media characteristics
capable of influencing the sensation of telepresence (Biocca et al., 2001; Hendrix
& Barfield, 1996; Hoffman & Novak, 1996; Keng & Lin, 2006; Klein, 2003; Li
et al., 2002; Lombard & Ditton, 1997; Schubert, Friedmann, & Regenbrecht,
2001; Shih, 1998; Steuer, 1992; Welch, Blackmon, Liu, Mellers, & Stark, 1996;
Witmer & Singer, 1998). Research on interactivity has successively considered
this concept as: a part of the communication process (Blattberg & Deighton,
1991; Kirsh, 1997; Milheim, 1996); a media characteristic (Hoffman & Novak,
1996; Steuer, 1992); a property of the communications system (Rice, 1984); a
psychological state (Newhagen, Cordes, & Levy, 1995); and a multidimensional
construct (Fortin & Dholakia, 2000). Steuer (1992) defines interactivity as ‘the
extent to which users can participate in modifying the form and content of a
mediated environment in real time’. Media richness is another determinant for
telepresence in the computer-mediated environment. It corresponds to the
computer-mediated environment’s level of intensity in presenting stimuli to the
various senses (Steuer, 1992). It includes two sensory aspects of the media: the
width and the depth. The former refers to the media’s capacity to communicate
stimuli through various senses. Thus, bringing a mediated environment closer to
a real environment will be linked to the number of senses involved or
interpolated by the media (Lombard & Ditton, 1997). The latter refers to the
resolution or the quality of the stimuli transmitted.
Although telepresence is being studied in the field of virtual reality, numerous works
have demonstrated that consumers feel ‘telepresent’ when they interact with the
Debbabi et al. Effect of online 3D advertising on consumer responses 969
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product in 3D, in a mediated, ‘non-immersive’ environment (Biocca et al., 2001; Li
et al., 2002). The concept of telepresence can thus be applied to consumers when they
interact with products presented in 3D.
In addition, telepresence has been analysed as a factor affecting user behaviour and,
more precisely, consumer behaviour. Jee and Lee (2002) reveal the impact of
telepresence on purchasing intentions. On another note, Biocca et al. (2001)
examine the importance of this psychological state in learning, in attitude formation
towards a brand, and in the development of purchasing intentions.
The virtual-direct experience
Each media presents an information source to consumers through the quantity and
quality of the information that it transmits. Nevertheless, these communication
sources remain indirect and of limited interest to the consumer, compared with the
direct experience with the product. The notion of direct experience has been a focus of
study by marketing researchers attempting to describe its efficiency in stimulating
positive responses to a given product (Kempf & Smith, 1998). The efficiency of the
direct product experience resides in the fact that it allows consumers to inspect and
evaluate the product on both sensory and personal levels. Thus consumers are able to
make their evaluations with a greater level of confidence, develop positive attitudes
towards the product and/or the brand, as well as purchase intentions (Kempf & Smith,
1998; Smith, 1993; Smith & Swinyard, 1982).
On the Internet, consumers learn and can develop their product knowledge
through interactivity (Novak et al., 2000). It is in this way that 3D advertising
provides consumers with the opportunity to live out a new direct experience –
denoted as ‘virtual’ – with the product. This experience tends to be more vivid
than the indirect experience, which has been influenced by billboards, TV ads,
and 2D images of products online (Li et al., 2002). Griffith and Chen (2004)
designate the virtual-direct experience as ‘the conveyance of experiential product
attributes in an on-line simulation of a direct experience’. Therefore a
transcription of the direct experience in the virtual form depends on the degree
of simulation reached during sensory examination of the product, as well as the
quality of onscreen resolution and digitalisation. Li et al. (2002) assert that the
virtual-direct experience provokes more significant affective and cognitive
responses than those stimulated by conventional advertising. Furthermore, they
contend that these responses are due to the impact of the 3D visualisation
format’s features, as well as the sensation of telepresence.
Granted the potential of this format in creating a virtual-direct experience with the
product, the possibility of assessing the efficiency of its use in online advertising can
thus be foreseen.
Assessing 3D advertising’s efficiency
In order to select the most appropriate variables for assessing 3D advertising’s
efficiency, it is first necessary to summarise the state of the art in terms of the
research comparing the effects of the direct product experience with those of
advertising, in terms of consumer responses. This will then lead us to limit the
variables for assessing the effects of the virtual-direct experience.
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Comparative effects of advertising and direct experience
A wide array of research has examined the comparative effects of advertising and
direct experience with a view to consumer response (Berger & Mitchell, 1989; Hoch
& Deighton, 1989; Kempf & Smith, 1998; Marks & Kamins, 1988; Smith &
Swinyard, 1988). Table 1 summarises the main results.
This quick overview of the literature now enables us to underscore the prevalence of
the direct experience in influencing both psychological and behavioural responses of
consumers. Nonetheless, this previous research has been based on one underlying
assumption; namely, that there is an interaction between product attributes and the
nature of the experience (direct or indirect) thereby required. We now set out to
unearth this assumption.
Table 1 Comparative effects of advertising and direct experience (adapted from Li et al.,
2001 and Klein, 2003).
Variables
studied
Comparative effects of advertising and
direct experience Method Source
Belief
confidence
Advertising produced lower-order responses
for belief confidence while direct experience
produced higher-order results.
Experimental
design
(n¼80)
Smith and
Swinyard
(1988)
Experimental
design
(n¼220)
Marks and
Kamins
(1988)
Belief
strength
Advertising produced lower-order responses
for belief strength while direct experience
produced higher-order results.
Experimental
design
(n¼80)
Smith and
Swinyard
(1988)
Advertising can predispose consumers to
form stronger experiential beliefs during
direct trial.
Experimental
design
(n¼150)
Kempf and
Smith
(1998)
Attitude Attitudes formed from direct experience are
higher than those formed from a single
advertising exposure.
Experimental
design
(n¼79)
Smith and
Swinyard
(1983)
Attitudes formed from repeated advertising
exposure are similar to those formed from
direct experience.
Experimental
design
(n¼104)
Berger and
Mitchell
(1989)
Attitude
confidence
Direct experience produced higher-order
responses for attitude confidence than
advertising. However, attitude confidence
increases with the amount of advertising
exposures.
Experimental
design
(n¼104)
Berger and
Mitchell
(1989)
Attitude confidence is higher for product
sampling, yet attitude change is greater
when advertising precedes product
sampling.
Experimental
design
(n¼220)
Marks and
Kamins
(1988)
Purchase
intention
Purchase intention is higher for the ad-
sampling sequence than for sampling alone
(marginal statistical support, p<.10).
Experimental
design
(n¼220)
Marks and
Kamins
(1988)
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Interaction between type of experience and product category
Product attributes play a determining role in product evaluation (Klein, 2003; Smith,
1993; Smith & Swinyard, 1982), which can be classified according to several criteria.
Nelson (1975) distinguishes between experiential attributes and functional attributes.
A search product is such if the consumer can reasonably assess its quality before
proceeding to purchase it. On the contrary, an experiential product is such if its
performance can only be appreciated with certainty after its purchase and
consumption (for example, the taste of a given food product).
Former research has led to demonstrating the interest of using advertising in the
case of search products (Laband, 1986). The reliability of direct information in terms
of product features is simple to verify or disqualify, whereas such a test is more difficult
with hedonic products (Ford, Smith, & Swasy, 1990). Direct experience is thus crucial
to evaluating experiential products.
For online purchasing, McCabe and Nowlis (2001) examine the influence of
different product attributes in terms of online product-information research and
online shopping. The authors establish two product categories, namely, ‘material
products’ and ‘geometric products’ following Klatzky, Lederman, and Matula (1991).
This distinction is founded on the sensory experience in terms of which of the senses
is triggered to physically evaluate the product. In product evaluation, researchers have
found that humans mainly use two senses only: vision and touching. Klatzky et al.
(1991) define geometric products as ‘objects with attributes that can be fully
understood through vision’. Material products are defined as ‘objects with attributes
that require touching for understanding’. McCabe and Nowlis (2001) offer a
taxonomy of a good number of products between these two categories, such as
sweaters and coats for material products, and watches, CDs, a package of potato
chips, a camcorder, and others as geometric products.
It would therefore be productive to consider the virtual-direct experience in light of
these two product categories. Their specific characteristics could be of importance in
our analysis of 3D visualisation and its efficiency in online advertising.
Variables selected for our assessment
The foregoing theoretical summary has allowed us to emphasise the considerable
effects of direct experience on belief strength and belief confidence, as well as on
attitude and attitude confidence. Yet the literature on assessing advertising efficiency
underscores three main variables: cognitive, affective, and conative (Hutchinson &
Alba, 1991; Lutz, 1975; Wright, 1980). Since the main goal of this study is to assess
the efficiency of 3D advertising as a source of virtual-direct experience, it is thus
appropriate to take into account the influence of these very three variable types. In this
case, they are represented, respectively, as beliefs, attitude, and purchase intentions.
When an individual experiences telepresence, it is assumed that he/she is more
likely to consider his/her experience in the mediated environment as direct (Kim &
Biocca, 1997; Li et al., 2001, 2002). Therefore, as with direct experience, the sense of
telepresence is expected to have a positive effect on belief strength and belief
confidence, as well as on attitude and attitude confidence. That’s why we shall
specifically focus our attention on belief strength and confidence, attitude and
attitude confidence, and purchase intentions (see Table 1) to assess the effectiveness
of 3D advertising.
Belief strength refers to the notion that an individual, exposed to an advertisement,
develops beliefs on the product (Lutz, 1975). According to Fishbein’s (1963)
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expectancy-value model, the beliefs held by an individual on a product correspond to
‘the magnitude of the subjective probability of association between the attribute and
the object’. According to Fishbein’s expectancy-value model, the strength of one’s
beliefs significantly influences attitudes towards the object.
Belief confidence describes the idea that a belief can be held based on a certain
degree of conviction. Bennett and Harrell (1975) define confidence in beliefs as ‘a
cognitive construct that reflects one’s conviction in one’s beliefs’. Belief confidence
depends on the amount of information available on the product, the credibility of this
information, and the coherence of this information via its various sources (Smith &
Swinyard, 1988).
Attitude, according to Fazio (1986), is defined as ‘the global evaluation of an object
such as product or brand’. Following Fishbein’s (1963) expectancy-value model, the
attitude assumed after exposure to an advertisement results from the combined
accumulation of values that an individual comes to expect from a specific product’s
attributes. The theory behind this relies on the notion that an individual’s attitude is
linked to the salient beliefs that he/she holds on the object of communication. Indeed,
this attitude is engendered by these very beliefs (Lutz, 1975). Attitudes are also a
predictable variable of behaviours (Petty, Haugtvedt, & Smith, 1995). This
relationship is more consistent when an individual forms his/her attitude with a high
level of confidence (Berger & Mitchell, 1989).
Attitude confidence is ‘the degree to which an individual is confident that his/her
attitude response towards an object is correct’ (Lee, 2000). In the field of psychology,
confidence in object evaluation is thus considered as a dimension of strength. It should
be stronger when the attitude is based on either more information or more trustworthy
information (Berger, 1992).
The concept of purchase intention, in the footsteps of Ajzen and Fishbein (1980)
and Ajzen (1991), is ‘a conative component that mediates the relation between attitude
and behavior’. The literature distinguishes between two approaches that explain
behavioural intentions: the reasoned action theory and planned action theory. The
original version of Fishbein and Ajzen’s (1975) theory asserts that intention is
determined by two components: one personal or attitudinal, the other social and
normative. However, Ajzen (1985, 1991) later bases his theory on perceived
behavioural control beyond subjective norms. Perceived behavioural control can be
enhanced by advertising interactivity (Macias, 2003). Interactive advertising can offer
what traditional advertising could not – the ability to choose and control the message
(Hoffman & Novak, 1996). Logically, it seems this would improve purchase
intentions formation.
Drawing on this, we hope to measure the efficiency of 3D advertising in a number of
ways. First, we shall appraise the influence this format has on belief strength and belief
confidence, attitude and attitude confidence, and purchase intentions. Second,
granted that 3D advertising’s capacity to simulate direct experience is linked to the
sensation of telepresence, its efficiency will be measured through this format’s indirect
influence on dependent variables, according to the degree of telepresence perceived.
Research hypotheses
Many studies have compared the efficiency of several types of advertisements
(i.e. billboards, TV ads, etc.) with the efficiency of direct experience (Berger &
Mitchell, 1989; Hoch & Deighton, 1989; Kempf & Smith, 1998; Marks & Kamins,
Debbabi et al. Effect of online 3D advertising on consumer responses 973
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1988; Smith & Swinyard, 1982). Their results emphasise the superiority of direct
experience in influencing, namely, the strength and confidence of beliefs in the
product, attitude and attitude confidence towards the product, and purchase
intentions. Figure 1 depicts our research model.
In this present work, the use of the 3D visualisation format fosters a simulation of
the direct experience with a product while creating a new experience, which is referred
to as a ‘virtual’ one. It is thus implicitly assumed that a powerful and interactive 3D
advertisement will be more efficient than a simple non-interactive 2D ad. By
acknowledging that 3D advertising is merely a simulation of the direct experience,
we put forth that it should be capable of stimulating the same cognitive, affective, and
conative reactions in consumers, all of which have been triggered by the direct
experience.
However, we must stipulate that this efficiency may be limited by the product
category (material vs. geometric). 3D advertising allows for consumer satisfaction in
terms of visualisation, and not in terms of a tactile product inspection. According to
Klatzky et al. (1991), a geometric product is one whose attributes are evaluated based
mainly on visualisation. Consequently, one could imagine that 3D advertising would
be more efficient for selling geometric products. However, a material product is one
whose attributes are evaluated based mainly on the tactile experience, or touching
(McCabe & Nowlis, 2001). This can lead us to think that 3D advertising is not
superior to 2D in terms of efficiency for material products. We can therefore posit
the following hypothesis:
H1: The impact of 3D advertising, compared to 2D advertising, is higher for geometric
than for material products in terms of:
a–Belief strength towards the product
b–Belief confidence
c–Attitude towards the product
d–Attitude confidence
e–Purchase intentions.
Previous studies have demonstrated that interactivity and richness are the two most
important media features capable of influencing the sensation of telepresence (Biocca
et al., 2001; Klein, 2003; Li et al., 2002; Steuer, 1992). 3D advertising is a powerful
and interactive form of communication, namely because first it allows consumers to be
in charge of product visualisation on a three-dimensional level. Second, it interpolates
the senses of vision, hearing, and in some cases, of the olfactory (with the purchase of a
scent diffuser) and touch (haptic mouse) (Biocca et al., 2001). Given that 3D
advertising is more powerful and interactive than 2D, the following hypothesis can
be stated:
H2: 3D advertising will induce a greater sensation of telepresence than 2D, for both
geometric and material products
Telepresence has also been considered as a variable that influences user behaviour,
in particular consumer behaviour, on the Internet. First, Jee and Lee (2002) underline
the important role that telepresence plays in influencing purchasing intentions, while
Biocca et al. (2001) note its influence in brand knowledge and brand attitudes. Second,
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Li et al. (2002) assert that the sensation of telepresence is a major determinant of the
virtual-direct experience. The more the consumer feels present in a mediated
environment, the more the virtual experience will be perceived as ‘real’. A strong
sensation of telepresence will spark off a greater stimulation of cognitive, affective,
and conative responses that are normally set off by the direct experience. For the two
products being considered, the influence of visualisation formats on the dependent
variables (H1) and its influence on the level of the telepresence sensation (H2) lead us
to test the following hypothesis:
H3: For both geometric and material products, telepresence mediates the relationships
between advertising format and:
a–Belief strength towards the product
b–Belief confidence
c–Attitude towards the product
d–Attitude confidence
e–Purchase intentions
Methodology
Implementation of the methodology was carried out in three phrases: the creation of
advertising stimuli, the choice of measurement scales, and data collection.
Figure 1 Research model.
Ad format :
(3D vs. 2D)
Perceived
Telepresence
Product attitude
Product belief
strength
Belief
confidence
Attitude
confidence
Purchase
intentions
Product category
(geometric vs.
material)
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Experimental research design and advertising stimuli creation
The study was conducted in an experimental setting. A 2 2 factorial design was used,
where the factors included visualisation format (2D vs. 3D) and product category
(geometric vs. material).
First we chose two products for each corresponding category. Following this, we
devised a brand name and a corresponding catchphrase for each product.
Product and brand-name selection
Drawing on the existing material and geometric product taxonomy (Klatzky et al.,
1991; Klatzky, Lederman, & Matula, 1993; Li et al., 2001; McCabe & Nowlis, 2001),
two experimental products, one geometric and one material, were chosen for the
design of the 3D and 2D websites. The corresponding products were a watch and a
coat respectively. Given that the site’s sample population of users was both male and
female, we decided to offer two different models for each product, one for men and
one for women.
In order to avoid the impact of the brand name on product evaluation, two brand
names for both watches and coats were created. A six-person focus group, aimed at
generating the brand names for the two products, helped us find names that did not
exist on the current market and that were devoid of luxury or high-expense
connotations. We chose the name Satchko for the watches and Cymba for the coats.
Slogans were devised for each brand and were included in the main pages on the
websites supporting the experiments.
Attribute generation
In order to grasp the main attributes linked to the two products, we carried out non-
directive interviews. During these interviews, the subjects were asked to name the
characteristics of a watch or a coat that, in their opinion, appeared essential to a
purchase. They were asked not to cite price and brand as one of these features. This
technique has mainly been used by Fishbein and Ajzen (1975), as well as in various
marketing studies measuring beliefs on a product (Kempf & Smith, 1998; Smith,
1993). Fifty-three non-directive interviews were thus carried out with university
students.
The results on response frequency for each characteristic perceived to be significant
to those polled are as follows. For the watch: precision (47%), watch design and
aesthetic qualities (94%), watch comfort (54%), watch style and fashion qualities
(49%), watch functions (96%), durability (48%), water-resistance (79%), and the
quality of the watchband (71%). For the coat, six attributes were frequently cited by
those polled: coat attractiveness (98%), quality of coat materials (85%), style (73%),
coat comfort (53%), coat fashion qualities (64%), and coat warmth (92%). The
attributes generated here were presented in each product’s website.
Advertising stimuli
Four websites were conceived to correspond to the experimental treatments. A
visualisation specific to each product (geometric and material) was used in both
versions of the advertisements (3D and 2D). To seize fully the impact of the virtual-
direct experience, each product was presented in an identical manner for both versions
of the advertisement, thereby ensuring information symmetry (Suh & Lee, 2005).
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Each advertisement offered two different models of each product, one for men and
one for women.
The main difference between the two advertisement versions for the same product
involved its richness and its interactivity (3D vs. 2D). The 3D advertisement was
conceived in that way to be more interactive and richer than the 2D advertisement.
In 3D advertisements, subjects can move, rotate (view from any angle), and zoom
(zoom-in and zoom-out) of the product. In addition, 3D visualisation provides a better
digital resolution when using the zoom functionality. In contrast, the 2D
advertisement was represented by static images. The 2D advertisement eliminates
the ability to interact with the product (Li et al., 2001).
Product features and information were presented in an informative manner
(textually and auditory) directly in the advertisement. The product prices were not
offered on the websites in order to avoid the perception of financial risk and its
interference with product evaluation (Bauer, 1960; Rao & Monroe, 1988).
Participants were asked to suppose that the prices listed for each product were
acceptable to them.
It was especially important to design a website dedicated to training the participants
to practice using the 3D visualisation format. The training session was completed
before visualising the products in question. This site included a visualisation of a test
product (a beverage can). This modus operandi enabled us to avoid the negative effects
that can impact the attitude variables due to the perception of difficulty in using the 3D
format (Davis, 1989, p. 320). This step was taken to reduce the potential impact of the
respondents’ familiarity level with a simulated 3D environment on their answers.
Construct measurement
Belief strength was measured on a seven-point Likert scale, as used by Raden (1985)
and Klein (2003). This scale measured the degree of participant agreement or
disagreement with certain statements on product features generated during the semi-
directive interviews. This scale remains to be validated within our research context.
The belief-confidence measurements were conducted simultaneously with the
belief-strength measurement. Participants were asked to respond to the following
question: ‘How certain are you that the watch or coat has feature X?’ (Marks &
Kamins, 1988; Smith, 1993; Smith & Swinyard, 1983, 1988). The responses were
measured on a seven-point Likert scale, ranging from ‘highly uncertain’ to ‘highly
certain’.
To measure general attitudes on the products, we chose the Berger and Mitchell’s
(1989) scale, which had previously been used and validated by Klein (2003) in a similar
research context. This scale has two items measured on a seven-point Likert scale.
Attitude confidence was measured simultaneously with general attitude towards a
product with the following question: ‘How certain are you of your assessment and/or
your feeling towards the product?’ (Marks & Kamins, 1988; Smith, 1993; Smith &
Swinyard, 1983, 1988). The responses to this item were measured on a seven-point
Likert scale, ranging from ‘highly uncertain’ to ‘highly certain’.
To measure purchase intention, we decided to use Baker and Churchill’s
(1977) model, which had previously been implemented and validated by Griffith
and Chen (2004) in a similar context. The scale includes three items measured on a
seven-point Likert scale.
The concept of telepresence was measured using Klein’s (2003) scale from a similar
context. The scale includes seven items measured on a seven-point Likert scale.
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Data collection
The combining of the two independent variables considered on two levels in our study
(i.e. ad format and product category) involves a four-cell experimental design (2 2).
Each cell corresponds to an experimental treatment of the independent variables, and
is equivalent to only one given experimental condition. Thus 199 undergraduate and
graduate students (40% male and 60% female) were randomly selected for the
experiment and were randomly assigned to four treatments (50, 50, 50, and 49
subjects respectively). Each group was exposed to only one particular advertisement
type of the four. This procedure therefore required a between-subject experimental
design. The subjects were informed of the significance of their participation, and were
given instructions concerning experiment chronology. Nevertheless, once the rules
had been spelled out, in order to avoid unreliable or erratic responses, only those
students truly interested and willing to comply were allowed to participate.
The four participating groups were assigned to four different computer-equipped
rooms with Internet connections. An initial training session on interaction with a 3D
soft-drink can was conducted for those subjects assigned to 3D visualisation
advertisements. The four participating groups were then invited to go to the
advertising websites developed by our study for research purposes. Exposure times
were deliberately limited to the same time limits in order to ensure experimental
homogeneity among the four groups. The subjects were then asked to fill out a
questionnaire containing the different items from the measurement scales chosen for
the study.
Results
Before testing the hypotheses, we assessed our measures’ reliability and validity. First,
we checked the dimensionality of the measurement scales used.
Preliminary analysis
We carried out several reliability and validity tests. To purify and specify internal scale
structure, an SPSS-based exploratory factor analysis was done on each scale using
Varimax rotation. The appropriateness of using factor analysis was determined using
the Kaiser-Meyer-Olkin (KMO) measure of sampling adequacy and Bartlett’s test of
sphericity. For our data set, factor analysis was deemed appropriate.
The reliability was tested using Cronbach’s alpha (1951), which yielded satisfactory
statistical results (Nunnally, 1978) for all six scales, spanning from .79 to .92.
Following this, a confirmatory factorial analysis using STATISTICA 7.0 (StatSoft,
Tulsa, OK) enabled us to check the scales’ unidimensionality (Gerbing & Anderson,
1988). Granted that the items on both confidence-strength and belief-strength scales
differ in terms of the type of product considered (watch vs. coat), two CFAs were
conducted for each product on each measurement model. The model’s overall validity
was appraised based on the following goodness-of-fit indices: normed chi-square,
RMSEA, GFI, and AGFI. All results computed were found to be satisfactory (see Table 2 ).
Both the convergent and discriminant validities were controlled for. The computed
convergent validity for all six constructs was over .5 in both cases, and discriminant
validity was tested by comparing the square root of each construct with the
corresponding figure for convergent validity (Fornell & Larcker, 1981). Results
confirm acceptable levels of convergent and discriminant validity.
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Effects of advertising format (3D vs. 2D) on dependent variables for geometric and
material products
A MANOVA test was applied to test for ad format (3D vs. 2D) and the product-type
(geometric vs. material) effects on the dependent variables (H1). The results show a
significant main effect of both ad format (Wilk’s lambda ¼.32, F[5,191] ¼84.16,
p< .001) and product type (Wilk’s lambda ¼.81, F[5,191] ¼8.98, p< .001). As
shown in Table 3, ad format and product type have a significant independent effects on
the participants’ cognitive, affective, and conative reactions to the product advertised.
The results also show a significant interaction effect between ad format and product
type (Wilk’s lambda ¼.78, F[5,191] ¼10.98, p< .001). These results suggest that
there were ad-format differences in responses to geometric and material products.
Table 4 shows the means and standard deviations of the dependent variables by ad
format and product type.
We performed ANOVA analyses to explore the multivariate effects of advertising
format and product type on each dependent variable. Overall, we found partial
support for our H1 hypothesis. The results revealed a positive moderating effect in
the ad format for belief confidence (F[1,195] ¼21.5, p< .001), attitude (F[1,
Table 2 Reliability and validity.
Reliability
Measurement scales Watch Coat
Belief strength .87 .88
Belief confidence .88 .82
Attitude towards the product .85 .85
Attitude confidence .79 .79
Purchase intentions .87 .85
Telepresence .92 .90
Goodness-of-fit indices
Chi-square 375.58 283.07
df 284 194
p.01 .01
Normed chi-square 1.32 1.46
GFI .91 .90
AGFI .90 .89
RMSEA .04 .06
Table 3 Effect of ad format and product type on advertising effectiveness.
Dependent variables FAd format FProduct type F(Ad format Product type)
Multivariate 84.16*** 8.98*** 10.98***
Belief strength 171.45*** 6.96** .07
Belief confidence 48.01*** 24.50*** 21.50***
Attitude 221.51*** 8.38** 6.98**
Attitude confidence 63.51*** 19.88*** 35.15***
Purchase intention 3.98* 4.93* 8.20**
*p<.05; **p<.01; ***p<.001.
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195] ¼6.98, p< .001), attitude confidence [F(1,195) ¼35.14, p< .001), and
purchase intentions [F(1,195) ¼8.2, p< .001). Effectively, subjects exposed to 3D
ad, compared to those exposed to 2D ad, developed their beliefs and attitudes with
more confidence, and exhibited more favourable purchase intentions and attitude
towards the geometric product than the material product. However, there was no
significant effect for belief strength (F[1,195] ¼.07, p> .05) – see Figure 2 . These
results are discussed further below.
Effects of advertising format (3D vs. 2D) on telepresence levels
To investigate the influence of ad format on telepresence (H2), we compared the
differences between average telepresence levels for both ad formats. These results reveal
positive and significant differences for telepresence levels (t[98] ¼8.8, p< .001) after 2D
and 3D visualisations of the material product, with respective averages of 5.3 and 4.7. The
same results (t[97] ¼12.19, p< .001) were encountered in the case of the geometric
product, with respective averages of 5.8 and 4.2, thereby validating our H2 hypothesis.
The mediating role of telepresence
To check for the existence of partial or whole mediating effect of telepresence (H3), we
followed Baron and Kenny’s (1986) regression model. The authors propose the
following three steps:
Step 1: Ad format (3D vs. 2D) must hold a significant impact on each dependent
variable. Regressions thus must be conducted on the dependent variables
according to ad format.
Regression results, as seen in Table 5 for the geometric product, confirm the
significant effect of ad format on belief strength, belief confidence, attitude
towards the watch, and confidence in this attitude. Nevertheless, ad-format
effects on purchase intentions proved to be non-significant, so this variable
was removed from the remainder of our analysis. For the material product,
regression results showed significant effects of ad format on belief strength
and attitude towards the coat. Yet no significant effects were found for belief
Table 4 Means and standard deviations by product type and ad format.
Mean (SD)
Product type Dependent variable t-value 2D 3D
Geometric Belief strength 7.73*** 3.8 (1.05) 5.5 (.67)
Belief confidence 7.8*** 3.8 (.94) 5.4 (1.11)
Attitude 14.02*** 3.9 (.83) 6 (.64)
Attitude confidence 9.96*** 3.8 (.69) 5.6 (.97)
Purchase intention 1.32 3.9 (1.25) 4.7 (1.36)
Material Belief strength 8.96*** 3.5 (1.06) 5.2 (.71)
Belief confidence 1.79 3.8 (.81) 4.1 (.90)
Attitude 7.88*** 3.9 (.81) 5.4 (1.02)
Attitude confidence 1.41 4.1 (.75) 4.3 (.99)
Purchase intention .65 3.9 (1.21) 3.8 (1.12)
*p<.05; **p<.01; ***p<.001.
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or attitude confidence levels, nor for purchase intentions, so these three
variables were excluded from the rest of our study.
Step 2: Ad format must have a significant effect on telepresence (the supposedly mediating
variable). Here, it is necessary to perform regressions on the telepresence variable
according to ad format. The results confirm the significant influence of ad format
on telepresence for both the watch and the coat.
Step 3: Whenever the influence of ad format on the dependent variables has been
statistically controlled for, telepresence must necessarily and significantly
influence the dependent variables, and the relationship of the ad format with
the dependent variables is significantly lower in magnitude. For full mediation,
Figure 2 Interaction between ad format and product type.
Geometric Product
Material Product
3D2D
Ad Format
3,0
3,5
4,0
4,5
5,0
5,5
6,0
6,5
Belief Strength
3D2D
Ad Format
3,0
3,5
4,0
4,5
5,0
5,5
6,0
Belief Confidence
3D2D
Ad Format
3,0
3,5
4,0
4,5
5,0
5,5
6,0
6,5
7,0
Attitude
3D2D
Ad Format
3,0
3,5
4,0
4,5
5,0
5,5
6,0
6,5
Attitude Confidence
3D2D
Ad Format
3,2
3,4
3,6
3,8
4,0
4,2
4,4
4,6
4,8
5,0
5,2
5,4
Purchase Intention
Geometric Product
Material Product
Geometric Product
Material Product
Geometric Product
Material Product
Geometric Product
Material Product
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the independent variable (ad format) must not relate to the dependent variables
when the mediating variable (telepresence) is added. Additionally, the Sobel
(1990) test was conducted to support further the mediation effect.
Overall, we found partial support for our H3 hypothesis. In the case of the geometric
product, telepresence partially mediates the effect of ad format on belief strength, belief
confidence, and attitude and attitude confidence (the effect is less in the third condition
than in the second). In the case of the material product, however, telepresence partially
mediates the effect of ad format on belief strength and attitude only.
Discussion
The objectives of this study were to investigate: (1) the moderating effect of product
type in the relationship between ad format and advertising effectiveness; (2) the effect
Table 5 Regression analyses related to the mediating role of telepresence.
Independent
variable
Dependent
variable
Product type
Geometric product
(watch) Material product (coat)
R
2
bt
Sobel
test (p)R
2
bt
Sobel
test (p)
Step 1 Ad format Belief
strength
.44 .66 8.73 .45 .67 8.96
Belief
confidence
.37 .60 7.49 .03 .18 1.79
Attitude .44 .66 8.75 .39 .62 7.88
Attitude
Confidence
.28 .53 6.20 .02 .14 1.42
Purchase
intentions
.06 .23 1.73 .01 .06 .66
Step 2 Ad format Telepresence .33 .58 6.94 .38 .62 7.78
Step 3 Telepresence Belief
strength
.62 .56 5.57 2.52 (.01) .49 .27 2.82 2.06 (.03)
Ad format .62 .27 2.64 .49 .49 5.06
Telepresence Belief
confidence
.42 .31 2.52 1.72 (.08) – – –
Ad format .42 .37 3.02 – – –
Telepresence Attitude .71 .33 3.78 2.16 (.03) .45 .33 3.29 2.27 (.02)
Ad format .61 .56 6.39 .45 .40 3.99
Telepresence Attitude
confidence
.61 .51 4.99 2.45 (.01) – – –
Ad format .42 .32 3.14 – – –
Telepresence Purchase
intentions
––– –––
Ad Format – – – – – –
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of ad format on the level of telepresence; and (3) the mediating effect of telepresence
on the relationship between ad format and ad effectiveness. The results of the
experiment provide the following conclusions.
First, hypothesis 1 posited that the relationship between ad format and advertising
effectiveness would be moderated by product type. The results of this study show that
the type of product (geometric or material) positively moderates the effect of ad
format on belief confidence, attitude and attitude confidence, and purchase
intentions. These results indicate that the influence of the 3D format on product
evaluation, certainty in product evaluation, and purchase intentions depends on the
dominant product attribute (geometric vs. material) (Li et al., 2002). Unexpectedly,
the moderating effect of the product type on belief strength, effected by ad formats,
was not supported. This result confirms that the interactivity and the richness of 3D
ads were able to simulate the direct product experience for the geometric and material
product (Li et al., 2002). In fact, in the context of online advertising, individuals are
conscious that they cannot touch the product. Consequently, they take advantage of
the interactivity and the richness of 3D ads to gather sufficient visual information to
form their product beliefs (Li et al., 2002).
The results also underscore the superior nature of 3D advertising in terms of
influencing belief confidence and strength, as well as in terms of influencing
attitude and attitude confidence towards a geometric product. These findings
support the proposition that 3D advertising is capable of triggering the same
consumer responses as those that have been stimulated by direct experience.
Effectively, contrary to 2D visualisation, the interactive and rich character of
the 3D format enables consumers to actively inspect a product (Jiang and
Benbasat, 2004; Li et al., 2001, 2002). The effectiveness of 3D advertising is
derived from its ability to allow consumers to have ‘first-hand evaluation’ of
geometric product attributes, thus increasing consumers’ confidence in their
evaluations. However, the consumers’ intention to purchase the geometric
product does not depend on the ad format. This result can be explained by the
nature of the selected product (watch), which was probably perceived as an
experiential good (Li et al., 2001). In fact, previous research argued that
advertising has more effective influence for search products compared to
experiential ones (Wright & Lynch, 1995). In addition, the price of the
geometric product was not indicated to participants. Further research comparing
the influence of 3D and 2D advertising on purchase intentions when the price of the
product is provided is needed to confirm our expectations.
Contrary to our expectations, the 3D visualisation format enabled our subjects
to develop strong beliefs and a favourable attitude towards the material product
used in the experiment. Indeed, 3D advertisements are capable of attracting and
persuading consumers of the importance of specific visual features that are not
normally used to assess material products (Li et al., 2002). These results can be
explained by ‘the virtual form of the affordances theory’ introduced by Li et al.
(2002). Affordances refer to the perceptual cues that guide consumers interacting
with products during pre-purchase inspection. According to Li et al. (2002), real
affordances are what an object actually offers, while perceived affordances are
what humans think an object can offer. We find that at the onset of an
advertisement’s life cycle, the consumer tends to inspect the product according
to the affordances that he/she picks up on. However, the consumer will be led to
use the various types of interactions offered by the 3D visualisation technique.
Thanks to the sensation of telepresence, consumers perceive the inspection of the
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product as ‘real’. Telepresence thus seems to convert the perceived affordances
into virtual affordances. In an online purchasing context, telepresence tends to
persuade consumers of the importance of manipulating the product with
accuracy instead of actually touching it (Li et al., 2002). As a result, consumers
are persuaded that visual information allows them to evaluate the product. This
explains the influence of 3D advertising on belief strength and the attitude
towards the material product revealed in our study. Nevertheless, beliefs and
attitudes towards the material product are not formed with a lot of certainty
because virtual experience is unable to provide an exact replication of direct
experience, which involves touching the product. Hence, the effects of 3D
advertising on consumers’ confidence in their evaluations are manifested only
when the advertised product requires vision for inspection. This was supported
by the same effects of 3D and 2D advertising on belief confidence, attitude, and
purchase intentions for materialproductsrevealedinourstudy.
Second, as predicted in hypothesis 2, the findings confirm the superiority of 3D ads
over 2D ads in terms of telepresence for both geometric and material products. The
sensation of telepresence in the virtual environment is stimulated from the intensity of
sensory information presented and the degree of interactivity with the content (Steuer,
1992). Our results are consistent with Li et al.’s (2002) findings, which confirm that
3D advertising provides enhanced visual sensory information and user control over
how to inspect a product.
Finally, the findings confirm our prediction that telepresence mediates the
relationship between ad format and advertising effectiveness (H3). More precisely,
the findings indicate that telepresence acts as a mediator of the influence of ad format
on belief strength and attitude towards both the geometric and material products, and
belief and attitude confidence towards the geometric product. Thus it becomes
obvious that advertising effectiveness is enhanced by the effects of high-level
telepresence perceived during product visualisation, which ensures a better
simulation of the direct experience (Li et al., 2002) thus improving the believability
of the virtual experience notably in the case of the geometric product. We can
therefore see that belief and attitude formation towards the geometric product –
provided that the confidence levels are high – fosters the virtual experience’s ability
to prevent consumers from calling the advertisement’s credibility into question. This
result confirms the relationship between telepresence, virtual experience, and
advertising effectiveness that several scholars have suggested (Hoffman & Novak,
1996; Klein, 2003; Li et al., 2002).
Furthermore, our study puts forth the situations for which telepresence is less
effective in terms of simulating direct product experience. In fact, we note that
the virtual experience created by telepresence was insufficient to enable
participants to form their beliefs and attitude towards the material product
with a high level of certainty. Given that salient attributes of the material
product require touching to be assessed, telepresence is unable to persuade
participants that it allows them a ‘first-hand evaluation’ of product claims.
Thus telepresence cannot increase participants’ confidence in their evaluations.
Additionally, the mediating effect of telepresence on the relationship between ad
format and the intentions to purchase geometric and material products was not
supported, given the non-significant effect of 3D ads on purchase intention
discussed above.
Telepresence was found to have only a partial mediating role. A possible
explanation is that participants interacting with the 3D product acknowledge the
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role of the technology in their experience. That is, participants were not completely
telepresent in the virtual environment (Lombard & Snyder-Duch, 2001).
Consequently, they form their evaluations on the virtual experience created by
telepresence (Griffith & Chen, 2004) but also on their perception of the ad’s
interactivity and richness (Li et al., 2001). These results can be explained by the
participants’ product-involvement level, which was probably low. As argued by
Petty, Cacioppo, and Schumann (1983), lowly involved individuals form their beliefs
and attitudes by processing an ad’s executional cues, such as its interactivity and
richness. A key area that warrants additional research attention is the moderating
effect of the product-involvement level on the relationship between telepresence and
ad effectiveness.
Theoretical and managerial implications
Several theoretical and managerial implications can be drawn from our study. On
the theoretical side, our results contribute to reinforcing the literature on
measuring online advertising’s effectiveness, particularly in the case of
experiential products. The results are in line with Li et al.’s (2001, 2002)
findings, thus confirming the influence of 3D advertising on attitude towards
geometric and material products. In addition, by validating the superior influence
of 3D advertising compared to that of 2D on consumer confidence in beliefs and
attitude, results provide evidence that virtual experience created by telepresence
in 3D advertising is perceived as ‘real’.
On the managerial side, several implications arise from the current study for
website designers that can mutually provide beneficial outcomes for both consumers
and marketers. The use of 3D product visualisation can enhance consumer online
experiences and thus improve the effectiveness of online advertising by fostering the
formation of strong beliefs and a favourable attitude towards the product. While this
advertising is unable to get consumers to buy the product online, it can increase the
likelihood for repeated visits to the site and/or for searching for the product in offline
stores. In addition, by using 3D interactive product visualisation, advertisers have the
opportunity to create situations in which consumers are able to examine the product as
they would when shopping offline.
Limitations and future trends
Our study presents some limitations that should be taken into account in further
research. First, it is important to note that experiments with students limit the
external validity of the study. In fact, students often show other reasons for and
reactions to participation than do the consumers in a real website environment.
According to Hoffman and Novak (1996), different browsing behaviours (such as
goal-oriented and experiential behaviours) may have different advertising effects.
Second, the negative impact of the time spent to download 3D applets when
visualising the product (Weinberg, 1995) was not taken into account here. Third,
the impact of the users’ familiarity with simulated 3D environments was not taken into
account in this study. Future inroads to be made along the lines of our research include
looking further into the effects of the users’ characteristics (e.g. involvement, cognitive
and perceptive abilities, familiarity with virtual environments, etc.) on telepresence,
Debbabi et al. Effect of online 3D advertising on consumer responses 985
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and their consequences on consumer responses to the advertisement. We also see the
need to examine the effects of the users’ demographic characteristics (e.g. gender, etc.)
on consumers’ responses.
Finally, this study did not assess the possible relationships between the different
variables measuring advertising effectiveness. By taking the interrelationships between
these variables into account, future research would undoubtedly improve our
understanding in this area.
Acknowledgements
We are grateful to the editor, the anonymous reviewers, Michelle Mielly, and Marine Le Drast
for their helpful feedback on this article.
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Appendix. Measurement scales
Belief strength (watch):
1. How strongly do you believe that this watch is attractive?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
2. How strongly do you believe that this watch is stylish?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
3. How strongly do you believe that this watch is functional?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
4. How strongly do you believe that the quality of this watchband is good?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
5. How strongly do you believe that this watch is water-resistant?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
6. How strongly do you believe that this watch is comfortable?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
Belief strength (coat):
1. How strongly do you believe that this coat is attractive?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
2. How strongly do you believe that this coat is stylish?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
3. How strongly do you believe that this coat is fashionable?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
4. How strongly do you believe that the quality of the coat materials is good?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
5. How strongly do you believe that this coat is warm?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
6. How strongly do you believe that this coat is comfortable?
Not strongly at all Extremely strongly
1.......2.......3.......4.......5.......6.......7
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General attitudes
1. My general appreciation of this watch/coat is:
Extremely negative Extremely positive
1.......2.......3.......4.......5.......6.......7
2. I can say, globally, that my feeling towards this watch/coat is:
Extremely unfavourable Extremely favourable
1.......2.......3.......4.......5.......6.......7
Attitude confidence
1. 1. How certain are you of your assessment of the watch/coat?
Highly uncertain Highly certain
1.......2.......3.......4.......5.......6.......7
2. 2. How certain are you of your feeling towards the watch/coat?
Highly uncertain Highly certain
1.......2.......3.......4.......5.......6.......7
Telepresence
1. During the exercise, I felt I was in the world the computer created.
Strongly disagree Strongly agree
1.......2.......3.......4.......5.......6.......7
2. During the exercise, I forgot that I was in the middle of an experiment.
Strongly disagree Strongly agree
1.......2.......3.......4.......5.......6.......7
3. During the exercise, my body was in the room, but my mind was inside the world
created by the computer.
Strongly disagree Strongly agree
1.......2.......3.......4.......5.......6.......7
4. The computer-generated world seemed to me ‘somewhere I visited’ rather than
‘something I saw’.
Strongly disagree Strongly agree
1.......2.......3.......4.......5.......6.......7
5. I felt I was more in the ‘computer world’ than the ‘real world’ around me when I was
going through the exercise.
Strongly disagree Strongly agree
1.......2.......3.......4.......5.......6.......7
6. I forgot about my immediate surroundings when I was navigating through the
exercise.
Strongly disagree Strongly agree
1.......2.......3.......4.......5.......6.......7
7. When the computer exercise ended, I felt like I came back to the ‘real world’ after a
journey.
Strongly disagree Strongly agree
1.......2.......3.......4.......5.......6.......7
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Purchase intention
1. Would you buy the watch/coat from the website?
Not likely Very likely
1.......2.......3.......4.......5.......6.......7
2. Would you buy the watch/coat if you saw it in a store?
Not likely Very likely
1.......2.......3.......4.......5.......6.......7
3. Would you actively seek out the watch/coat in a store to purchase it?
Not likely Very likely
1.......2.......3.......4.......5.......6.......7
About the authors
Sana Debbabi has a PhD in Marketing and is an associate professor at the University of Franc¸ois
Rabelais in France. Her current research and teaching interests include online consumer
behaviour, experiential marketing, and online advertising effectiveness.
Tþ33247367549
E sana.debbabi@univ-tours.fr
Mohamed Daassi has a PhD in management information systems and is an associate professor at
the University of Bretagne Occidentale in France. He holds a BSc in operations research and a
European MSc in management and technology of information systems. His current research and
teaching interests include collaborative technologies, virtual teams, social aspects of
human–computer interaction, and online consumer behavior.
Corresponding author: Mohamed Daassi, IUT-GEA, Rue de Kergoat - CS 93837, 29238
Brest Cedex 3 – France.
Tþ33298016069
E mohamed.daassi@univ-brest.fr
Serge Baile is professor of management information systems at the University of Toulouse 1 in
France, and director of the IS Management and Organizational Development Research Group
(IAE – PhD Programme). He is also affiliate professor of IT management at the ESCT Group, in
charge of the Specialized Master in MISI, and associate professor at the IAE Aix en Provence
(CERGAM – PhD programme). Dr Baile holds two PhD degrees in MIS: one in marketing
management IS (group decision making) from the University of Grenoble 2, the other in
marketing decision support system from the University of Montpellier 2. His research focuses
on DSS and man–machine interaction, B2B and EDI process management, IS planning, and IT
governance and performance. His research has appeared in several French edited books. Dr
Baile has also published over 60 research articles in leading academic journals and conference
proceedings. He has taught extensively on MSc, MBA, and executive programmes in Canada,
Switzerland, Belgium, Tunisia, and Morocco.
Tþ33561635642
E serge.baile@univ-tlse1.fr
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