THE LOOP MODEL: MODELING CONSUMER INTERACTIVITY IN CAMPAIGNS COUPLING SIMULTANEOUS MEDIA

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THE LOOP MODEL: MODELING CONSUMER INTERACTIVITY IN CAMPAIGNS COUPLING SIMULTANEOUS MEDIA American Academy of Advertising April 2013 Robert Davis https://drrobertdavis.wordpress.com/ rdavis@unitec.ac.nz

Motivation The aim of this research is to model interactivity in campaigns coupling simultaneous media. Multi-channel stimulus and response. LOOP Model (Davis and Sajtos, 2008; Davis and Yung, 2005). Originally developed in 2003 based on Mobile TV coupling. Consumers experience of interactivity when interacting with campaigns that simultaneously couple the ubiquitous mobile channel accessed via mobile, smartphone, iphone or ipad devices with other channels of stimulus and response (internet, billboard, magazines, direct mail, newspaper, mobile, television and radio).

RQ RQ 1 How do we model the consumers experience of interactivity when interacting with campaigns that simultaneously couple the ubiquitous mobile channel with other channels of response (internet, billboard, magazines, direct mail, newspaper, mobile, television and radio)? RQ 2 How do we optimize the interactive experience and purchase response in a LOOP Model simulation through the manipulation of the properties of interactivity and simultaneous channel coupling?

Contribution Consumers are in channel hyper-extension (tension) Offline, email, web, mobile, social media Empirical evidence to model consumer experience. Link with perceived level of interactivity. Extending Davis and Yung (2005) and Davis and Sajtos (2008). The perception of interactivity that combines, simultaneously, the ubiquitous mobile channel with other channels of response.

Conceptual Model Reciprocity Contingency H 2 (+) H 1 (+) Interactive Experience H 5 (+) Purchase H 3 (+) Control H 4 (+) Synchronicity

H1: The interactive experience positively effects contingency Contingency is the mutuality of the value of the experience. Roles between sender and receiver coalescence. The consumer and advertiser co-create and are both sender and receiver The immediate experience of interactivity and co-created modification of form (channels) and content (messages) is defined as contingency. Contingency is the process of co-creation of the mediated conversation, fuelled by both the consumer and the advertiser s need for the benefits that arise from the interactivity.

H2: Interactive experience positively effects reciprocity Reciprocity is responsive dialogue. Not merely reacting to a message stimulus. The desire for contingent interactivity indicates the importance of reciprocity which is when consumer and advertiser move beyond the co-creation of monologued form and content. This responsiveness mediates other factors such as social presence cues, which will have an important impact on word-of-mouth and social media communities.

H3: The interactive experience positively effects control Control is process. To progress the experience of interactivity that is both reciprocal and contingent, both advertiser and consumer must control the process of communication Control is important because maintaining co-creation and conversation, potentially across many coupled channels, is difficult given the level of noise and distraction, both on and offline.

H4: The interactive experience positively effects synchronicity Synchronicity is the velocity of response. The LOOP Model takes time, since the mutual control of contingent reciprocal interactivity requires temporal action and reaction. The velocity of response must be immediate, within seconds The sense of timing is often amplified by flexible communication across many channels of conversation.

H5: The interactive experience positively effects purchase Purchase is frequency of being interactive: channel X. The interactive experience drives purchase, frequency and the types of channels simultaneously coupled in LOOP type campaigns. Davis and Sajtos (2008) confirmed this finding from real campaign data from New Zealand and the USA.

Method December 2010: closed online panel with 506 consumers in New Zealand from the online shopping site www.smilecity.co.nz. Smile City is an online rewards program: Customers are 14 years or older only NZers. Earn reward points for engaging in online shopping. Points can be redeemed for real money, products or services. The respondents were randomly sampled. Screen: mobile/smart phone response to Ad/ year. Text response is universally used in response to advertising.

Sample Age Gender Ethnicity Marital Status Categories Percent 20 7.9 21-25 14.0 26-30 15.6 31-35 14.4 36-40 12.3 41-45 9.5 46-50 7.9 51-55 6.1 56-60 4.2 61-65 5.3 66 2.8 Male 36.2 Female 63.6 NZ Pakeha 58.5 Maori 6.7 Pacific Islander 3.4 Asian 11.3 European 11.5 Others 8.7 Single 30.2 Widowed 1.6 Living with partner 22.3 Married 38.1 Divorced/Separated 7.7 Education Employment Annual Income Categories Percent Non-degree 56.5 Degree 43.5 Student 12.1 Full Time 42.3 Self-employed 14.4 Unemployed 6.7 Homemaker 15.2 Part-time 9.3 < 10,000 19.6 10,000-20,000 14.4 20,001-30,000 14.4 30,001-40,000 16.2 40,001-50,000 12.1 50,001-60,000 7.9 60,001-80,000 7.7 80,000 7.7

Sample How often do you send TXT messages with your mobile phone in response to advertising? Rate your skill level as a TXTer on your mobile phone. Scale % Very Rarely 1 28.7 2 27.7 3 16.0 4 17.2 5 7.1 6 1.0 Very Often 7 2.4 1 Beginner 3.4 2 3.8 3 9.9 4 17.0 5 23.3 6 20.2 7 Expert 22.5 How often do you send TXT messages in response to advertising per month? How long have you been sending TXT messages in response to advertising? Scale % 1 TXT 41.1 2 TXTs 24.9 3-5 TXTs 20.9 6-10 TXTs 7.9 11-15 TXTs 2.4 16-20 TXTs 1.8 31-40 TXTs 0.2 More than 40 TXTs 0.8 Less than 6 months 21.5 7-11 months 16.0 1-2 years 37.0 3-5 years 21.5 6-10 years 3.4 16-20 years 0.4 More than 20 years 0.2

Scales Purchase Behavior (Frequency and Channel) - Davis and Sajtos (2008), Davis and Lang (2011). Reciprocity - Dufwenberg and Kirchsteiger (2004), Davis and Sajtos (2008), and Davis and Yung (2005). Contingency - Davis and Sajtos (2008) and Davis and Yung (2005). Synchronicity - Bond and Feather (1988), Mainemelis (2001), McMillan and Hwang (2002), Davis and Sajtos (2008), and Davis and Yung (2005). Control - Morris and Marshall (2004), Davis and Sajtos (2008), and Davis and Yung (2005). Seven-point Likert scale Interactive experience constructs (1 = Strongly Disagree, 7 = Strongly Agree ). Purchase behavior used a similar scale (1 = Very Rarely, 7 = Very Often).

CFA/SEM Confirmatory factors analysis (CFA): Develop the measurement model. Structural equation modelling (SEM): Test structural model.

Data and Model Refinement Data was cleaned for missing values, outliers and normality. Multicollinearity: variables of a VIF > 5 deleted. Deletion of observed variables with a standardized residual covariance of >2.0. Correlations between observed variables assessed: support single rather than multiple constructs. No correlations between error terms. To avoid common method bias, a split sample procedure was used, that is, the sample was halved for CFA (n=251).

SEM Model Simulations The Original: Un-modified and Alternative (ALT) (Modified Models) to accept or reject the hypotheses. ALT Model: new pathway - synchronicity affects purchase. Simulations manipulating the observed factors of the purchase construct: Digital and Non-Digital purchase channels. Dyadic Coupling: Purchase channels individually configured with mobile frequency response (Internet, Magazine, Newspaper, Mobile, TV and mobile frequency only). Triadic Coupling: Purchase channels configured with two other response channels and mobile frequency response (e.g., Internet-Magazine). Triadic Coupling (without mobile frequency response): Purchase channels configured with three other response channels (e.g., Internet-Mobile- Magazine). Tetradic Coupling (without mobile frequency response): Purchase channels configured with four other response channels (e.g., Internet-Mobile- Magazine-Newspaper).

CFA: DISCRIMINANT VALIDITY Variance Extracted (AVE) Construct Reliability Purchase 0.75 Purchase Synchronicity Reciprocity Control Contingency Synchronicity -0.051 0.71 0.565 0.504 0.653 0.565 0.710 0.886 0.750 0.849 0.793 0.878 Reciprocity 0.515 0.271 0.81 Control 0.238 0.039 0.312 0.75 Contingency 0.386 0.328 0.546 0.271 0.84 The implied correlations for each construct are less the square root of the AVE. AVE > 0.5 Construct Reliability > 0.7

CFA: CONVERGENT VALIDITY Question Loading p I send TXT messages with my mobile phone in response to advertising because Contingency: (H 1 ) Reciprocity: (H 2 ) Control: (H 3 ) Synchronicity: (H 4 ) Purchase: (H 5 ) I have the ability to change the content of the advertisement. 0.694 <0.001 I will have an effect on the advertised brand. 0.962 <0.001 I will influence the way the advertised brand communicates with me. 0.850 <0.001...I feel a strong desire to respond to the advertising. 0.797 <0.001...it is expected that I will do so. 0.756 <0.001...most people should. 0.867 <0.001...I know all the steps required without instructions. 0.859 <0.001...it requires little or no thought on my part. 0.725 <0.001...the objective I can pursue is not dictated. 0.656 <0.001...after I have sent a few messages I am often unsure of what to do next. 0.588 <0.001...I often get bored. 0.766 <0.001...I give up easily. 0.761 <0.001 How often do you send TXT messages in response to... internet advertising 0.679 <0.001 magazine advertising 0.773 <0.001 newspaper advertising 0.781 <0.001 mobile advertising 0.736 <0.001 TV advertising 0.779 <0.001 How often do you send TXT messages with your mobile phone in response to advertising? 0.757 <0.001 Cronbach Alpha 0.863 0.845 0.793 0.752 0.894 The loading > 0.7 and p <0.001 Cronbach Alpha > 0.7

CFA: CFA AND SEM GOODNESS OF FIT (GoF) Model N X 2 d.f. CMIN/ DF p NFI CFI TLI GFI RMSEA SRMR CFA 251 229.662 137 1.676 <0.001 0.904 0.958 0.948 0.910 0.052 0.051 SEM Original: Un-modified SEM Alternative (ALT): Modified 498 392.084 130 3.016 <0.001 0.915 0.941 0.931 0.917 0.064 0.067 498 365.916 129 2.837 <0.001 0.921 0.947 0.937 0.922 0.061 0.058 CMIN/DF < 5 p <0.001 NFI, CFI, TLI, GFI > 0.9 RMSEA < 0.8 SRMR < 0.8

SEM: STRUCTURAL MODEL HYPOTHESES Model Original: Un-modified Standardized Regression Weight Estimate Critical Ratio Sig. (P) Accept/ Reject H 1 Interactive Experience Contingency 0.769 2.998 5.031 <0.001 Accept H 2 Interactive Experience Reciprocity 0.827 3.905 5.152 <0.001 Accept H 3 Interactive Experience Control 0.352 1.343 4.059 <0.001 Accept H 4 Interactive Experience Synchronicity 0.327 1.000 - <0.001 Accept H 5 Interactive Experience Purchase 0.616 2.571 4.905 <0.001 Accept H 1 Interactive Experience Contingency 0.766 2.502 5.631 <0.001 Accept Alternative (ALT): Modified H 2 Interactive Experience Reciprocity 0.814 3.209 5.795 <0.001 Accept H 3 Interactive Experience Control 0.349 1.114 4.347 <0.001 Accept H 4 Interactive Experience Synchronicity 0.389 1.000 - <0.001 Accept H 5 Interactive Experience Purchase 0.749 2.610 5.911 <0.001 Accept

SEM: SQUARED MULTIPLE CORRELATIONS Model Purchase Synchronicity Reciprocity Control Contingency Original: Unmodified 37.9% 10.7% 68.4% 12.4% 59.2% Alternative (ALT): Modified 47.6% 15.2% 66.2% 12.2% 58.6%

Summary Discriminant and Convergent Validity Goodness of Fit (GoF) is acceptable for all model configurations. For all models, purchase, reciprocity and contingency have a strong significant effect in their hypothesized relationships. Purchase, reciprocity, and contingency had a stronger effect when mobile frequency response was configured in: (1) Dyadic Configuration - digitally mediated channels (Internet and Mobile), individually with passive stimulus channels (newspaper, magazine and TV), and (2) Triadic Configuration - when digitally mediated dyadic channels (Internet and Mobile) were coupled with passive stimulus channels (newspaper, magazine and TV). For all models, synchronicity (R 2 >10%) and control (R 2 >12%) have a significant effect in their hypothesized relationships.

RQ1 The Consumers LOOP Experience Core properties of interactivity: contingency, reciprocity, control and synchronicity. Interactivity is a shared process of co-creation where the roles are irrelevant. Actors seek to contribute, own, and value the outcomes of contingent interactivity This mutual conversation is largely fueled by its own internal subjectivity. Interactivity is defined by responsive dialogue and it creates shared meaning. Dialogue becomes an intense form of chatter. Reciprocal interactivity plays an important role in permeating the conversation through the social media. Interactivity requires rationality. Contingent reciprocity has a defined objective. Control helps navigate towards that objective: form and content. The co-actors maintain, mutually share, and learn to move from message-based conversation to shared activities. Synchronicity mediates and amplifies the conversation.

RQ 2 Optimal Channel Couplings Reciprocity and contingency had the strongest effect. configured in a dyadic and triadic configuration between digitally mediated channels and passive stimulus channels (newspaper, magazine and TV). These findings support the proposition that the consumers interactive experience is optimized when the passive media channel stimulates a response via a non-passive digitally mediated channel (Davis and Sajtos, 2008; Davis and Yung, 2005). This can be interpreted from two perspectives. First, it allows the consumers to be involved in the campaign s conversation they become both advertiser and consumer through a co-produced communication process and outcome. The consumer gains value from the dialogue as the mass-communicated campaign content is transformed into a personalized, fun experience. Consumer and advertiser to unite in an active relationship of response dialogue.

Managerial Implications The LOOP Model promotes an uncontrolled platform of interactive experience where the effectiveness of the campaign revolves around coupling two or three passive and non-passive channels, thereby placing emphasis on reciprocity and contingency. The second implication relates to integration. The LOOP Model suggests that the integration of a number of different actors contributes to the consumers interactive experience. Like bricolage, they all play a role that may not necessarily be apparent or planned. Challenges may exist to co-ordinate offline and online media, human with non-human actors, individuals with groups and so on there is no simple answer to integration.

Future Research Antecedent factors such as: Perceived risk Trust in the advertised brand Brand attitudes Technology acceptance Future work may help to clarify the effectiveness of different consumer technology platforms (e.g., iphone vs. Androidbased smart-phone). Limitations: Grounded theory qualitative. Link to actual behaviour. Antecedents to interactive experience.