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Measuring Consumer Interactivity in Response to Campaigns Coupling Mobile and Television Media

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Abstract

Consumers are increasingly using the mobile channel to be interactive with television programming and advertisements. To understand this emerging phenomena, we develop a model (the LOOP), conceptualizing the consumers interactivity when using their mobile phone to interact with television content. This model proposes new thinking regarding the role of the mobile channel in the consumer's experience of the interactive television content. We define the consumer's interactivity in terms of four characteristics: synchronicity, two-way dialogue, contingency, and user control. Based upon these characteristics, we use New Zealand and U.S. interactive television content related campaign data to develop five measures of campaign response effectiveness-Potential Audience Dialogue (PAD), Active Audience Dialogue (AAD), Interactive Audience Dialogue (IAD), Contingent Audience Loyalty (CAL), and Contingent Audience Wearout (CAW) We found similar response patterns across the tested New Zealand and U.S. campaigns, with more significant relationships emerging from interactive consumers who are loyal across campaigns.
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... This proposition is based on the argument that perceived control is the perceived ease of performing the behavior (Ajzen, 1991) and reflects the consumer's ability to control the game experience and shape their interaction (Gentry and Calantone, 2002;Koufaris, 2002). Some have argued that they will, as a result, experience a higher level of interactivity (Davis and Sajtos, 2008). Despite this, there is no evidence to support this view in existing theory and in this important context. ...
... Given that the game experience is highly dependent on the level of interactivity generated by the consumer (Davis and Sajtos, 2008), they must be able to manipulate the controls of the game with sufficient ease and be able to learn the simulation rules in order to meet their goaloriented outcomes. This is supported by Davis's (1989) view that ease of use reflects the essence of this dimension, that is, "the degree to which a person believes that using a particular system would be free of effort" (Moore and Benbasat, 1991;Davis, 1989, pg 320). ...
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Existing theory posits that perceived control is a fundamental driver of the use and purchase by consumers of games on computers including consoles and other mobile devices such as the iPad. However, there is no empirical evidence to support this hypothesis in this context. Therefore, this research models the relationship between the consumers’ game purchase, usage behavior and perceived control. In 2009, 493 consumers responded face-to-face to a questionnaire. The conceptual model was tested with confirmatory factors analysis (CFA) and structural equation modeling (SEM) across 4 game types (models); (1) the original model (all games) and the alternative models, (2) Sports/Simulation/Driving, (3) Role Playing Game/Massively Multiplayer Online Role-Playing Game/Strategy and (4) Action/Adventure/Fighting. We investigated the impact of control on game usage and purchase behavior, both individually and simultaneously across the game types. All of our models had adequate model fit with the exception of the original model. Results show that control has no significant impact on both game usage and purchase behavior, except for RPG/MMORPG/Strategy wherein control has a significant impact on game usage. Research implications are discussed.
... With the expansion in number of smartphone users their access to social media through them makes imperative for marketers to realise the role of social media interactions in communicating perceived usefulness of smartphone resulting in intention to purchase. The convenience in interaction which social media offers enhances the user's participation that previously may not have been inclined to do so due to the existence of physical and temporal barriers (Davis and Sajtos, 2008). The penetration of smartphone's coupled with the ease of access to social media has created an interactive platform for the consumers to indulge into conversation thereby resulting in the creation of online content that emphasises largely on their experience with the brand. ...
... With the expansion in number of smartphone users their access to social media through them makes imperative for marketers to realise the role of social media interactions in communicating perceived usefulness of smartphone resulting in intention to purchase. The convenience in interaction which social media offers enhances the user's participation that previously may not have been inclined to do so due to the existence of physical and temporal barriers (Davis and Sajtos, 2008). The penetration of smartphone's coupled with the ease of access to social media has created an interactive platform for the consumers to indulge into conversation thereby resulting in the creation of online content that emphasises largely on their experience with the brand. ...
... Davis and Sajtos [45] and Newman [46] argued that ease of use in digital games results in a higher level of interactivity for consumers. Ease of use is considered to be a fundamental driver, especially with marketing-related products like digital games. ...
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