Although it appears increasingly important yet potentially challenging to attract consumers to physical stores, location‐based messaging has been said to enable such attraction. Still, existing studies offer very limited insight into which particular location‐based persuasion approach retailers should use. This study aimed to establish and compare the potential of two discrepant persuasion strategies to influence consumers’ experiences and thereby stimulate them to visit the retailer's physical store. Drawing on persuasion theory and construal level theory, and using a vignette‐based online survey method, we determined that scarcity is a more effective persuasion strategy in the studied context than social proof; scarcity‐focused messages are experienced as more informative, more entertaining and less irritating, are therefore valued more, and are thus more likely to induce store visits. We discuss these findings and their implications for theory as well as for practice.
Although it appears increasingly important yet potentially challenging to attract customers to physical stores, location-based messaging, i.e., delivering mobile phone messages using data about the recipient's location when that recipient is near the sender, has been said to enable such attraction. Still, existing studies offer very limited insight into which particular location-based persuasion approach retailers should use. Drawing on persuasion theory, this exploratory study aims to investigate and compare the potential of two discrepant persuasion techniques (scarcity and social proof) to influence customers' experiences and thereby stimulate them to visit the retailer's physical store. A factorial survey design was applied to test the research model. Data were collected from a sample of actual customers of a Dutch fashion retailer (n = 579). The results suggest that scarcity is a more effective persuasion technique in the studied context than social proof; scarcity-focused messages appear to be experienced as more informative, more entertaining and less irritating, seem to be valued more because of this, and are thus more likely to incline customers to visit the store. We discuss these findings and their implications for theory as well as for practice.
MULTIFILE
Virtual, Augmented and Mixed Reality technologies are embraced by designers, scholars and charities alike, some primarily for their entertaining properties, others also for the opportunities in education, motivation or persuasion. Applications with the latter objective, that of persuasion, are designed not only to be entertaining, but are also designed (or framed) to shape how players think and feel about issues in reality. However, despite the growing interest in the persuasive opportunities of these immersive technologies, we still lack the design strategies and best-practices that could support in the design of these ‘immersive persuasive games’. To address this still-unexplored and fragmented design space, we organize a design-oriented workshop that brings together academia and industry. The workshop is informed by a Research through Design approach in which the primary focus is to generate knowledge through designing. Participants design and evaluate ideas on-the-spot in an iterative manner using low-fidelity, life-size, prototyping and role-playing techniques, thereby mimicking an embodied interactive immersive environment. By reflecting on design practices and player experiences, we construct a body of knowledge, built exemplar work and distil best-practices to formulate design strategies for the design of immersive persuasive games.
Measuring and designing user experience in retail and gaming virtual reality using a CAVE set-up In this project we designed and measured user experiences in a CAVE virtual reality set-up. Virtually all studies have taken the form of experiment studies and have been conducted among consumers (in total more than 1500 consumers) who had to visit the virtual world with assignments based on which behaviour has been observed and after which a survey was conducted afterwards. The studies were carried out within the three lines of inquiry: a. Branded games / in-game advertising, revealing (positive) effects of in-game advertising on attention and attitude based on logos and faces incorporated into the games. Various applications (prototypes) have been developed that stimulate the shopping experience and the interaction between shop and consumer. (b) FMCG: studies answered the question which factors influence search and choice behaviour in the supermarket. On the basis of the studies, the clients have designed new packaging and adapted existing designs, deployed new shelf layouts, developed and implemented new Retail strategies, optimized instore communication and (e) the knowledge about consumer behaviour in the supermarket within the organization has been increased. (c) Location Based Advertising: recommendations have been made for the partners concerned and the field of work on (a) development of non-intrusive pervasive/ubiquitous advertising concepts (2nd screen, LBA, gaze-based advertising etc.), (b) development of virtual test environments and associated interaction methods and (c) exploration and review of theoretical models for persuasive communication and behavioural influence. Partners: Heinz, Nokia, DVJ-Insights, Radboud University, Brand Loyalty, IRI, Talpa, TU/e, Philips