Sunteți pe pagina 1din 8

Available online at www.sciencedirect.

com
Journal of
CONSUMER
PSYCHOLOGY
Journal of Consumer Psychology 21 (2011) 57 – 64

Red Bull “Gives You Wings” for better or worse: A double-edged impact of
brand exposure on consumer performance
S. Adam Brasel a,⁎, James Gips b
a
Marketing Department, Carroll School of Management, Boston College, Chestnut Hill, MA 04267–3808, USA
b
Information Systems Department, Carroll School of Management, Boston College, Chestnut Hill, MA 04267–3808, USA

Received 24 December 2009; revised 27 July 2010; accepted 17 September 2010


Available online 17 October 2010

Abstract

We show that brand exposure can have double-sided effects on behavior, with brand identity associations creating both positive and negative
effects on objective consumer performance. Experimental results from a racing game involving functionally identical cars with differently branded
paint jobs show that Red Bull branding creates a U-shaped effect on race performance, as Red Bull's brand identity of speed, power, and
recklessness work both for and against the players. Even though brands were exposed supraliminally, effects traveled through nonconscious
channels. Double-edged effects of branding on consumer performance could be increasingly important as ambient advertising and product
cobranding become more commonplace.
© 2010 Society for Consumer Psychology. Published by Elsevier Inc. All rights reserved.

Keywords: Brand exposure; Performance; Interactivity; Brand identity

As ambient out-of-home advertising and promotional Red Bull car made contact with participant cars almost twice as
techniques such as product placement challenge traditional often as when they were racing in other branded cars, and races
advertising for marketing dominance (Klara, 2009; LaFerle & high in car contact resulted in slower race times. This suggests a
Edwards, 2006), the effects of brand exposure on consumer double-edged effect for Red Bull brand exposure, where Red
behavior have become an increasingly important area of Bull's brand identity could create both positive and negative
research. While conducting a prior research study exploring pressures on consumer performance.
the efficacy of branded advertising within videogames, four These differences in performance cannot be explained by the
study assistants had to race various branded cars against regular game; all cars were functionally identical, explicitly labeled with
players in an online racing game. It was not long before identical performance numbers during car selection, and the
assistants began friendly arguments over who could use the Red branded paint jobs had no in-game effect on car performance.
Bull car as opposed to the other branded cars in the game for any When presented with the results, the assistants were surprised the
given race. The assistants knew the cars were identical in effect existed and remarked that there was no logical reason for it;
performance and differed only in paint jobs, yet they insistently they said their comments about the Red Bull car during the study
claimed that the Red Bull car was faster than the others. were ‘just joking around’. In this virtual media setting, brand
Surprisingly, the assistants' feelings toward the Red Bull car identity impacted the objective metric of race time through a
were reflected in the objective data. Over 80 races, assistants highly abstract path, as neither the player nor their in-game avatar
finished an average of 7 s faster when driving the Red Bull car was consuming the product. And while Red Bull's brand identity
than with the other three branded cars. Yet the effects of Red characteristics suggest speed, power, and risk-taking, Red Bull's
Bull branding were not unilaterally positive: assistants using the product attributes of sugar, caffeine, taurine, and ginseng do not
directly impact car performance.
⁎ Corresponding author. The goal of this article is to explore whether brand exposure
E-mail addresses: brasels@bc.edu (S.A. Brasel), gips@bc.edu (J. Gips). may be double-sided, having simultaneous positive and
1057-7408/$ - see front matter © 2010 Society for Consumer Psychology. Published by Elsevier Inc. All rights reserved.
doi:10.1016/j.jcps.2010.09.008
58 S.A. Brasel, J. Gips / Journal of Consumer Psychology 21 (2011) 57–64

negative effects across consumers on performance. Also, we participants. Extending preliminary explorations into brand
look to test whether abstract brand exposure can impact priming effects on objective metrics, which have focused on
objective consumer performance metrics as it has been shown abstract tasks such as how long an individual can hold his or her
to affect self-expression, subjective performance, and choice leg in the air (Friedman & Elliot, 2008), video games and game
outcomes (such as the effects of the Apple brand in Fitzsimons, performance represent a more natural environment for explor-
Chartrand, & Fitzsimons, 2008). And although brand exposure ing brand exposure effects (Hang and Auty, this issue). Prior
has touch points in a number of current marketing research work suggests that brand exposure effects occur when they are
streams, work on incidental brand exposure remains limited relevant to consumer goals (Bargh, 2002; Lee & Shavitt, 2006),
(Ferraro, Bettman, & Chartrand, 2009), and potential double- and video game play is highly goal-driven (Clark & Duimering,
sided effects on performance are not currently addressed in the 2006; Wolf, 2001) with both metagoals of overall game
literature. performance and transient microgoals created by the constant
vigilance of interacting with game content (Stewart & Pavlou,
Exploring the double-sided effects of brand exposure 2002). Games thus represent an opportunity to test brand
exposure effects without external goal-setting tasks or manip-
Early work on brand cues illustrated that brand identity ulations, capturing natural and internally driven consumer
played a large role in priming judgments of product quality and behavior.
enjoyment of the consumption process (Allison & Uhl, 1964).
This work was extended by research into brand placebo effects, Methods
where brand primes conveyed brand identity-consistent benefits
to consumers even if the actual product consumed was not the To explore the potential for double-sided effects of brand
branded product (Irmak, Block, & Fitzsimons, 2005; Shiv, exposure on objective performance, a laboratory study was
Carmon, & Ariely, 2005). Recent work has extended brand conducted using a racing video game as the stimulus
priming effects to non-consumption environments, where even environment. We selected the game Forza Motorsport 2 for
incidental or nonconscious exposure to a brand can trigger goal- the Xbox 360 game console, as it includes a vector-based
relevant behavior and cognitions. Within Chartrand's (2005) painting program to create branded paint jobs for cars and high-
framework of nonconscious consumer behavior, brand expo- definition graphics that create a vivid visual environment. The
sure can serve as an environmental cue that triggers noncon- MINI Cooper served as the study car because even less
scious behavioral processes, which lead to various behavioral experienced gameplayers would find it easy to control and its
outcomes. The mere presence of the brand could activate brand geometry simplified the process of applying brand imagery.
identity-consistent traits and concepts, which exert pressure on In a racing game, speed and time to complete the race are
behavior, such as in Dijksterhuis, Smith, VanBaaren, and objective performance metrics where many brand categories
Wigboldus' (2005) “high road of imitation” or Fitzsimons et al. have relevant identity dimensions without necessarily having
(2008) brand priming work using associative network models. directly relevant product attributes. Energy drinks, for example,
Unlike traditional advertising or mere exposure, however, have brand identities that are relevant to goals of automotive
placing brand information on real-world and virtual objects that speed, power, and performance, even as their product attributes
consumers can interact with offers a second potential route of are irrelevant to auto-racing performance. The beverage
influence within consumer behavior. As transformational category also contains varied brand personality positions with
advertising (Puto & Wells, 1984) transfers affect and cultural high overall awareness of popular brands, making it an ideal
value into the brand, so exposure to the brand is inexorably category for study of brand exposure.
linked with the affective experience portrayed in advertising. The Red Bull brand, for example, has cultivated a brand
Placing brands onto objects under consumer control could identity that resonates with concepts of speed, energy, and
transfer those cultural values and affect to the consumer aggressive risk-taking. In addition to their “Gives You Wings”
(McCracken, 1986), even if the brand itself is not being used or slogan, Red Bull has built their brand identity through
consumed in a traditional sense. As the branded object becomes promotions such as sponsoring downhill street luge contests,
a temporary possession and part of the consumer's extended self airplane races, and creating full-contact ice-skating obstacle
(Belk, 1988), consumer performance may be affected by the courses known as “Crashed Ice.” On the website brandtags.net,
transformative experience of the brand's advertising. Brands are where users enter words or phrases they associate with brands,
complex, multidimensional constructs with varied constella- nine of the 40 most commonly occurring terms for Red Bull
tions of cultural meaning (Aaker, 1997; Keller, 2003), so brand deal with speed and power (such as hyper, power, and speed),
exposure effects are likely not constrained to linear and and four pertain to risk-taking and recklessness (such as
unidimensional routes of expression and may serve cross- dangerous and extreme). In comparison, the 14 other most
purposes on various metrics. popular drink brands at brandtags.net average less than one
Interactive media such as video games represent an ideal speed or power associated word per brand and almost zero risk-
context to explore the potential for double-sided effects of brand taking or recklessness associated words per brand.
exposure on consumer performance, as they allow for almost These personality associations of speed, power, and risk-
complete experimental control over the stimulus environment taking suggest that Red Bull brand exposure may engender both
and can test objective performance without risk to study positive and negative effects on performance. In the context of a
S.A. Brasel, J. Gips / Journal of Consumer Psychology 21 (2011) 57–64 59

racing game, the Red Bull brand identity may influence with 1 = very unfamiliar and 7 = very familiar) and had no
consumers to attempt to finish the race as fast as possible, significant differences on perceived relevance to automobile
pushing the car and their abilities to the limit in order to achieve racing. Red Bull, as expected, loaded strongly on the speed-
the fastest lap scores. At the same time, these brand relevant aspects of brand personality, scoring at least 1 point
characteristics could encourage people to race too hard, pushing higher (on 7-point semantic differential scales) than any other
the car and themselves beyond their limits of performance and brand on the items fast, powerful, energetic, daring, and
skill. This could lead to consumers taking too aggressive of a aggressive, at least 2 points higher than the average brand score,
racing line, going off track, or even crashing, leading to the and was the only brand to score significantly above the scale
opposite effect on race performance than the brand identity midpoint on these items (all t(32) N 15.3 p b 0.001). The four
might suggest. So compared to a more neutral drink brand, Red brands did not significantly differ on other measured personality
Bull brand exposure could serve as an environmental trigger facets less relevant to the racing environment such as intelligent,
that encourages faster and more aggressive racing, leading to successful, honest, charming, tough, cheerful, or wholesome.
double-edged effects on performance outcomes.
On the basis of brandtags.net data, we selected four brands Participants
for paint jobs: Coca-Cola, Guinness, Tropicana, and the target
brand of Red Bull (see Fig. 1). The brands were pretested on a Seventy participants (mean age = 21; 38% female, 62% male)
separate group of 33 students as to their brand personality were recruited on campus. No participant had taken part in the
associations. The four stimulus brands were equally familiar to pretest. Participants reported varying levels of prior overall
participants (all means N 6 on the 7-point brand familiarity scale, video game experience (M = 3.14, SD = 1.67, on a 7-point scale

Fig. 1. The five cars used in the time trial races.


60 S.A. Brasel, J. Gips / Journal of Consumer Psychology 21 (2011) 57–64

ranging from 1 = novice and 7 = expert) and were equally The order in which the participants raced the five stimulus cars
familiar with all four target car brands (brand familiarity was randomly selected from a master list of combinations,
means all N6 on a 7-point scale). All were compensated with a ensuring that each brand would appear in each race position an
$10 gift certificate to a leading online retailer regardless of race equal number of times and that no consistent pattern would
performance. emerge of brands appearing before or after each other across all
races. The assistants selected the appropriate car for each race
Protocol from a garage screen, and the car selected for the next race was
shown in a large rotating image on the top three quarters of the
Participants completed informed consent and a presurvey screen, serving as an initial brand identity prime before
detailing general media usage habits and video game experience subsequent brand exposure. Once the car was selected, the
upon first entering the laboratory. They were then seated participant completed a three-lap time trial of the Maple Valley
roughly 56 in. from a 36-in. high-definition television at a table- East racetrack with the selected car. This process was then
mounted Microsoft Xbox 360 Wireless Racing Wheel, which repeated for the other four cars. After each race the objective
includes a force-feedback steering wheel and weighted gas and performance metrics were recorded, and after the set of five
brake pedals. The game was set-up to use a “chase camera” races participants completed a survey as to their subjective
above and behind the car (see Fig. 2); the car occupied roughly experience utilizing a number of 7-point scales.
one-sixth of the screen.
Participants first were allowed five laps of practice using an
unbranded white MINI to familiarize themselves with the Results
control system, handling of the car, and the race course they
would be using in the study. They were then instructed that they Manipulation checks
would be completing a series of three-lap races and to finish
each race as quickly as possible. The participant then completed Survey measures postrace suggest that participants found the
a series of five “time trial” three-lap races using the four branded task engaging overall (MInteresting = 4.77; MExciting = 4.69) and
cars and a fifth unbranded green car included to serve as a were not overwhelmed by the experience (MExhausting = 2.67;
baseline control. In these time trials, the participant's car was MOverwhelming = 2.51). Participants were motivated by the game
alone on the track and the goal was to set the best personal time. to perform well and to attempt to finish quickly (M = 5; 77% of
This race style offered the most unbiased test of performance; respondents reported above the scale midpoint). Participants
the track remained invariant across time trials and there was no were aware of the brand exposures used; in a recognition set of
introduced variance from the unpredictable behavior of 14 brands, all four stimuli brands scored means of at least 6.4
opponent cars. out of 7; all of the nonpresent brands scored below 2.6. Post hoc
Every participant raced each of the four branded cars and the survey measures supported that participants in the study
unbranded green car once in their set of five races. Other than mirrored the brand judgments of the pretest. Red Bull was
the paint jobs, the cars were identical with no performance seen as significantly more fast, aggressive, reckless, and daring
differences between the vehicles, and all were explicitly labeled than the other brands (see Table 1), but it did not significantly
with the same performance numbers on the car selection screen. differ on other personality dimensions.

Fig. 2. Participants' view of race.


S.A. Brasel, J. Gips / Journal of Consumer Psychology 21 (2011) 57–64 61

Table 1
Participants' ratings of how terms describe brands.
Brand Fast Energetic Aggressive Daring Imaginative Successful
Red Bull 5.93 ⁎ (1.21) 6.36 ⁎ (1.03) 5.46 ⁎ (1.56) 5.06 ⁎ (1.73) 3.74 (1.81) 4.30 (1.84)
Coca-Cola 4.71 (1.45) 5.39 (1.31) 4.04 (1.67) 3.31 (1.66) 4.07 (1.67) 5.19 (1.90)
Guinness 3.23 (3.23) 3.66 (1.66) 3.79 (1.67) 3.73 (1.76) 3.74 (1.66) 4.66 (1.81)
Tropicana 2.66 (1.45) 4.67 (1.61) 2.36 (1.32) 2.01 (1.13) 3.06 (1.62) 4.83 (1.68)
Note. Ratings were made on a scale from 1 = not at all to 7 = very much so. Values presented are means with standard deviations in parentheses.
⁎ p b 0.01 for paired-sample t tests with all three other brands. All t tests higher than t(70) = 5.51.

There was a learning curve effect in race performance, position (first car raced, second car raced, etc.) the same
especially in the first two races. Participants improved an average number of times, each brand should appear in each ranking
of 7 s from their first race to their fifth (see Fig. 3). This position roughly equally if brand exposure had no effect on
improvement across races suggests that we cannot simply performance (i.e., across participants Red Bull should be the
combine all data from the race replications and measure effects fastest car roughly as often as it is the second fastest car, etc.). A
on overall race times. Instead, race time was transformed postrace Chi-squared test for each brand showed that for four of the five
into two key performance metrics. First, an individual partici- cars, there was no significant difference across rankings. For
pant's five races were rank-ordered from fastest to slowest to the Red Bull car, however, there was a significantly uneven
create a performance ranking metric. Second, each individual's distribution across rankings, χ2 (4, N = 70) = 9.67, p b 0.05. As
race time was transformed into a normalized difference score, shown in Fig. 4, the Red Bull distribution is strongly U-shaped;
calculated as the difference in time between that particular race the Red Bull car is most likely to be an individual's fastest or
and the participant's mean race time across their five races, slowest car and is only rarely the middle-performing car out of
divided by that individual's mean race time, to control for the five cars raced.
differences in performance between participants. Smaller values To explore if this double-edged effect was also present in the
on this normalized difference measure for a particular brand difference measure, we ran an analysis of variance (ANOVA)
across participants suggest that a brand tends to perform near the with the normalized difference measure as the dependent variable,
mean with respect to time, whereas larger values across car brand as the independent variable, and race number and video
participants suggest that a brand tends to perform away from game experience as covariates to control for learning effects and
the mean. In addition to controlling for learning effects, these expertise. The overall ANOVA was significant, F(4,64) = 3.17,
transformations help take into account large variances in skill and p b 0.05, with car brand having a significant effect on normalized
overall times between participants that could render direct difference from the mean, without significant interactions with
comparisons of raw race times inappropriate. race number or experience covariates. Tukey's HSD and Fisher's
LSD (both p b 0.05) reveal that the Red Bull condition is
The effects of branding on performance significantly different from the other car conditions. Contrasting
Red Bull to the other four cars revealed a positive effect for Red
The first performance metric to explore was the perfor- Bull, all paired t(68) N 2.38, p b 0.05. The presence of the Red Bull
mance ranking of each individual's races from fastest to brand increased normalized difference scores, showing Red Bull
slowest. As the order of branded cars was randomized so that brand exposure pushed performance away from participants'
across the study panel each brand appeared in each race mean performance. This finding reinforces the U-shaped pattern
seen in the rank–order histogram and supports that Red Bull
brand exposure has a double-sided effect on performance.
Fast race times are consistent with Red Bull's identity of
speed and power, but how does Red Bull exposure also lead to
slow race times? The answer lies partially in the amount of time
participants spend off track. The race track is bordered by grass,
sand, and dirt, all of which slow the car dramatically and make
steering difficult, causing participants to lose time as they
attempt to return to the track. The amount of time spent off track
had a significant effect on overall race performance (r2 = 0.13),
F(1,68) = 41.15, p b 0.001; the more time spent off track, the
longer the total race time becomes (B = 0.742). Examining the
instances where Red Bull was participants' fourth or fifth fastest
car, versus when it was their first or second fastest, supports this
analysis. When participants were slower in the Red Bull car
than their middle-performing race, they spent an average of 4 s
Fig. 3. A learning curve showing the mean time to complete the race for each more off track compared to their off-track average across their
race number for all participants. five races. When participants were faster in the Red Bull car
62 S.A. Brasel, J. Gips / Journal of Consumer Psychology 21 (2011) 57–64

Were participants conscious of the effects Red Bull was


having on their performance? Participants were asked in the
postsurvey whether they felt any performance differences
among the cars, and if they did, which cars felt faster or slower.
Only 44% of participants responded that they felt a difference
among the cars, and there was no consistent pattern to their
responses. All four branded cars and the unbranded green car
were listed as both “faster” and “slower” across participants
who responded that they felt performance differences, and their
ratings of cars as faster and slower had no significant predictive
effect on their race times. This suggests that even though the
brand prime and exposure are being presented supraliminally,
the effect of the Red Bull brand exposure is happening outside
of conscious attention. This is also supported in that a number of
traditional cognitive measures had no impact on the results.
When included as covariates in an ANOVA measuring the
effect of brand on the difference measure, (a) self-reports of
prior game-playing expertise; (b) self-ratings of real-life driving
speed, aggression, or risk-taking; and (c) measures of how
interesting, involving, or stimulating they found the task all had
no effect on the strength of the brand exposure effect on
performance. These results suggest that both the behavioral
response to the environmental cue of the brand exposure, as
well as the behavioral outcome, are operating outside of
conscious awareness.

Discussion

Results of a laboratory study where participants used a video


game to race a series of cars that were functionally identical but
covered in branded paint jobs from various beverages show that
brand priming and exposure can have a double-edged effect on
consumer performance metrics. Consumers racing a car with a
Red Bull paint job performed either considerably faster or
slower than they did in other branded cars. Red Bull's
Fig. 4. The number of participants who had their fastest race (second fastest race, personality associations of speed, power, aggressiveness, and
etc.) when driving the Red Bull car (upper panel) or when driving all non-Red
recklessness either pushed consumers to the edge of their
Bull branded cars combined (lower panel).
ability, leading to very fast races overall, or pushed them
beyond their ability, leading to higher off-track times and
than their middle-performing race, they spent an average of 3 s slower races overall. Indeed, Red Bull was the only brand with a
less off track compared to their off-track average across their significantly uneven race speed distribution, showing a strong
five races. This suggests that Red Bull encourages participants U-shaped effect on race time; Red Bull was most commonly a
to pursue a fast, aggressive racing strategy, which results in fast participant's fastest or slowest car.
times for some participants, but an increase in off-track time led Our study answers a call in the literature for further
to decreased performance for participants pursuing overaggres- exploration into multidimensional effects of branding within
sive driving strategies. consumer behavior (Keller, 2003). The double-edged effect of
Using brand familiarity and prior experience drinking Red Red Bull in this current study could be happening due to
Bull as a predictor in linear, logarithmic, or quadratic tests on different nodes in a brand's associative network (Smith &
race performance shows no significant effects (no p Queller, 2004) serving cross-purposes on a consumer goal, or
values b 0.55). This suggests that the effect of Red Bull on one aspect of brand identity working to varying levels on
participant performance cannot be explained as a form of direct different consumers. Likewise, the complex constellation of
brand placebo effect, where exposure to the brand activates cultural meanings and values imbued into a product such as Red
prior experience with the product, generating a vicarious Bull (McCracken, 1986) may impact different consumers in
caffeine effect due to memory of the product attributes. This different ways based on their current relationships with those
provides further support for an indirect effect of brand meanings and values. Future work may explore how the
personality characteristics on consumer performance. associative network process and the cultural transformation
S.A. Brasel, J. Gips / Journal of Consumer Psychology 21 (2011) 57–64 63

process that are both likely at play for branded objects combine exposures of the current work appear to operate on consumer
or interact in real-world and virtual brand exposure scenarios. performance through largely nonconscious channels. Thus, we
Prior work on brand exposure in the product placement may be unaware not only of the methods by which brands affect
literature has traditionally focused on issues of awareness, our performance and behavior but also of the existence of these
purchase intent, and choice (Balasubramanian, Karrh, & effects at all. Double-sided effects of brand exposure may yield
Patwardhan, 2006; Hackley & Tiwsakul, 2006), and work on further insight and new avenues of consumer performance can
incidental brand exposure has shared this focus (Ferraro et al., be explored. For example, exposure to Volvo branding (which
2009). Our results suggest that brand placement can affect has strong connotations of safety and security) may alter
consumer performance beyond traditional marketing metrics consumer's risk profiles to pursue more conservative or
and highlight the need for increased work on brand exposure as aggressive strategies, which may help or harm the consumer's
brand placement replaces traditional advertising in marketing performance depending on the scenario at hand.
campaigns. These results echo some of the prior findings on The pattern of results presented appears especially relevant
brand placebos, which have shown how believed consumption in the environments of interactive media, where the line
of branded products can impact objective performance metrics between brand exposure and brand placebo blurs. A brand paint
such as number of tasks completed (Shiv et al., 2005) and job on the consumer's video game racecar has meaning beyond
physical reflexes (Irmak et al., 2005). The current work does not simple brand exposure; the car may serve as a temporary
rely on actual product consumption, however, merely brand possession or part of that consumer's extended self (Belk,
exposure, to generate changes in consumer performance, which 1988). This suggests that brand exposure effects may be
echoes work showing the ability of brand primes to cue brand especially powerful for brands that are colocated with objects
identity-consistent behavior (Fitzsimons et al., 2008). under the user's control in interactive media environments.
Would Red Bull brand exposure have a reduced effect if it was
Implications presented on a competitor's car because the object is not under
the consumer's control? Future work might explore whether the
These results extend prior literature on nonconscious brand presence of brands within a locus of control may create effects
exposure in three key ways. First, this work illustrates how more congruent with product consumption compared to mere
brand exposure can exert double-edged effects on consumer brand exposure. This may also serve to tease apart the
outcomes; a brand with a strong personality position on certain “spreading activation” cognitive driver of brand priming effects
dimensions can create both positive and negative effects on from the “possessions and the extended self” driver of brand
relevant consumer performance metrics. In this article, we priming effects within interactive environments, showing how
showed that Red Bull's personality connotations of speed, these potential causal drivers interplay, or which is dominant.
power, aggression, and recklessness lead to both positive and
negative effects on race performance. This double-sided effect
highlights the need for further exploration into the unconscious Conclusion
effects of brand exposure and the importance of objective
metrics such as strength and speed. Indeed, as prior work has Overall, these results highlight the importance of exploring the
suggested that cognitive and verbal-based recall and recognition effects of brand exposure on consumer behavior. Brand exposure
measures are ill-fitted for transformative advertising campaigns can create double-edged outcomes on consumer performance,
(Puto & Wells, 1984), changes in objective behavior may offer with both positive and negative effects arising from a single set of
an alternative pathway for transformative ad effects to manifest. brand identity associations. These effects may travel through
Second, this work shows that brand exposure can affect largely nonconscious pathways outside of conscious awareness
objective metrics beyond choice, self-expression, and subjec- (Bargh & Chartrand, 1999), suggesting that objective perfor-
tive performance measures. Indeed, in the current study, the Red mance metrics may better capture brand priming effects over
Bull brand exposure showed a clear U-shaped effect on the subjective or cognitive measures. As ambient out-of-home
objective measure of race time while participants' subjective advertising continues to flourish (Klara, 2009), brand collabora-
observations of branding effects on performance were conflict- tions and cobranding attach multiple brands to single objects
ed and inconsistent. Rather than being confined to subjective or (Grossman, 1997), and promotional techniques such as product
perceptual effects within consumer behavior, brand exposure placement challenge traditional advertising for marketing dom-
may have much further reaching consumer performance inance (LaFerle & Edwards, 2006), these effects are of growing
consequences than first explored. Especially as the brand importance as the amount of brand exposure increases in
exposures in the current study involved no actual or implied consumers' lives.
product consumption, the behavioral effects of brands on
consumer behavior may be far more pervasive than most are
aware of. References
Third, our work adds to the growing body of research
Aaker, J. (1997). Dimensions of brand personality. Journal of Marketing
illustrating how brands can impact consumer behavior whether Research, 34, 347−357.
the exposure is subliminal, explicit, or implicit (Fransen, Allison, R. I., & Uhl, K. P. (1964). Influence of beer brand identification on taste
Fennis, Pruyn, & Das, 2008). Even the supraliminal brand perception. Journal of Marketing Research, 1, 36−39.
64 S.A. Brasel, J. Gips / Journal of Consumer Psychology 21 (2011) 57–64

Balasubramanian, S. K., Karrh, J., & Patwardhan, H. (2006). Audience response Hackley, C., & Tiwsakul, R. (2006). Entertainment marketing and
to product placements: An integrative framework and future research experiential consumption. Journal of Marketing Communications, 12,
agenda. Journal of Advertising, 35, 115−141. 63−75.
Bargh, J. A. (2002). Losing consciousness: Automatic influences on consumer Irmak, C., Block, L. G., & Fitzsimons, G. J. (2005). The placebo effect:
judgment, behavior and motivation. Journal of Consumer Research, 29, Sometimes you just have to want it to work. Journal of Marketing Research,
280−285. 42, 406−409.
Bargh, J. A., & Chartrand, T. L. (1999). The unbearable automacity of being. Keller, K. L. (2003). Brand synthesis: The multidimensionality of brand
The American Psychologist, 54, 462−479. knowledge. Journal of Consumer Research, 29, 595−600.
Belk, R. W. (1988). Possessions and the extended self. Journal of Consumer Klara, R. (2009). Why you'll be seeing more ads in public spaces. March 7.
Research, 15, 139−168. Brandweek Retrieved from http://www.brandweek.com
Chartrand, T. (2005). The role of conscious awareness in consumer behavior. LaFerle, C., & Edwards, S. M. (2006). Product placement: How brands appear
Journal of Consumer Psychology, 15, 203−210. on television. Journal of Advertising, 35, 65−86.
Clark, D., & Duimering, P. R. (2006). How computer gamers experience Lee, K., & Shavitt, S. (2006). The use of cues depends on goals: Store reputation
the game situation: A behavioral study. Computers in Entertainment, 4(3). affects product evaluations when social identity goals are salient. Journal of
doi:10.1145/1146816.1146827 Consumer Psychology, 16, 260−271.
Dijksterhuis, A., Smith, P. K., VanBaaren, R. B., & Wigboldus, D. H. J. (2005). McCracken, G. (1986). Culture and consumption: A theoretical account of the
The unconscious consumer: Effects of environment on consumer behavior. structure and movement of the cultural meaning of consumer goods. Journal
Journal of Consumer Psychology, 15, 193−202. of Consumer Research, 13, 71−84.
Ferraro, R., Bettman, J. R., & Chartrand, T. L. (2009). The power of strangers: Puto, C. P., & Wells, W. D. (1984). Informational and transformational
The effect of incidental consumer-brand encounters on brand choice. advertising: The differential effects of time. Advances in Consumer
Journal of Consumer Research, 35, 729−741. Research, 11, 638−643.
Fitzsimons, G. M., Chartrand, T. L., & Fitzsimons, G. J. (2008). Automated Shiv, B., Carmon, Z., & Ariely, D. (2005). Placebo effects of marketing actions:
effects of brand exposure on motivated behavior: How Apple makes you Consumers may get what they pay for. Journal of Marketing Research, 42,
“think different". Journal of Consumer Research, 35, 21−36. 385−393.
Fransen, M. L., Fennis, B. M., Pruyn, A. H., & Das, E. (2008). Rest in peace? Smith, E. R., & Queller, S. (2004). Memory representations. In M. B. Brewer &
Brand-induced mortality salience and consumer behavior. Journal of M. Hewstone (Eds.), Social cognition (pp. 5−27). Oxford, England:
Business Research, 61, 1053−1061. Blackwell.
Friedman, R., & Elliot, A. (2008). Exploring the influence of sports drink Stewart, D. W., & Pavlou, P. A. (2002). From consumer response to active
exposure on physical endurance. Psychology of Sport and Exercise, 9, consumer: Measuring the effectiveness of interactive media. Journal of the
749−759. Academy of Marketing Science, 30, 376−396.
Grossman, R. P. (1997). Co-branding in advertising: Developing effective Wolf, M. (Ed.). (2001). The medium of the video game. Austin, TX: University
associations. Journal of Product & Brand Management, 6, 191−201. of Texas Press.

S-ar putea să vă placă și