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Gaming with Mr. Slot or Gaming the Slot Machine? Power, Anthropomorphism, and Risk Perception

Journal of Consumer Research 2011 38(1), 94-107 open access
We propose that risk perceptions are systematically influenced by anthropomorphism. Anthropomorphism effects, however, are moderated by the individual’s feelings of social power. People with low power perceive higher risk in playing a slot machine (study 1) and in getting skin cancer (study 2) when the risk-bearing entities (the slot machine and skin cancer) are highly anthropomorphized. In contrast, those with high power perceive greater risk when the entities are less anthropomorphized. We hypothesize these effects occur because those with high (low) power perceived a greater (lesser) degree of control over the anthropomorphized entity. In study 3, we investigate the reverse effect that higher perceived risk may increase anthropomorphism for people with low power but decrease anthropomorphism for people with high power.

From Inherent Value to Incentive Value: When and Why Pointless Effort Enhances Consumer Preference

Journal of Consumer Research 2011
Companies typically use clear fonts and bright pictures in their ads, Web sites, and product-package designs; place their products on easy-to-reach shelves; and emphasize ease-of-usage to make their products appear desirable to consumers. However, we suggest that customers focused on “incentive” value (getting the best product) may instead see products associated with noninstrumental (pointless) effort as more desirable. We suggest that because effort is usually required to get the best outcomes, people looking for the best outcomes also mistakenly presume effort must imply the best possible outcome. Across five studies, we show that highlighting incentive value—for instance, by message framing or by measuring chronic focus or by manipulating situational focus on incentive value—enhances preference toward outcomes associated with noninstrumental effort. We discuss the importance of our findings for understanding everyday consumption decisions and argue for a widespread tendency among individuals wanting the best to infer value from noninstrumental effort.

Money Helps When Money Feels: Money Anthropomorphism Increases Charitable Giving

Journal of Consumer Research 2018
Across five studies, the current research demonstrates that imbuing money with humanlike characteristics can enhance charitable giving. Based on mind perception theory, we propose that anthropomorphizing money can induce people to attribute to money the capacity to feel and sense (i.e., warmth) and the capacity to do things (i.e., competence). Further, we argue that enhanced warmth perception increases charitable giving. Studies 1a and 1b provided initial evidence that money anthropomorphism increased charitable giving by measuring real monetary donation behavior (study 1a) and by adopting a practical method to anthropomorphize money in charitable appeals (study 1b). Study 2 showed that money anthropomorphism enhanced both warmth and competence perceptions of money, but that only enhanced warmth perception increased donation intention. Study 3 showed that money anthropomorphism did not enhance other types of charitable giving, such as signature provision. Study 4 showed that the money anthropomorphism effect was unique to money and that anthropomorphizing other financial instruments, such as a credit card, did not induce the same effect.

Service with Emoticons: How Customers Interpret Employee Use of Emoticons in Online Service Encounters

Journal of Consumer Research 2018
Virtually no research has examined the role of emoticons in commercial relationships, and research outside the marketing domain reports mixed findings. This article aims to resolve these mixed findings by considering that emoticon senders are often simultaneously evaluated on two fundamental dimensions, warmth and competence, and the accessibility of one dimension over the other is critically contingent on salient relationship norms (communal vs. exchange norms) in customers’ minds due to individual and situational factors. Through laboratory and field experiments, the current research shows that customers perceive service employees who use emoticons as higher in warmth but lower in competence compared to those who do not (study 1). We further demonstrate that when a service employee uses emoticons, communal-oriented (exchange-oriented) customers are more likely to infer higher warmth (lower competence) and thus to be more (less) satisfied with the service (study 2). We also examine two practically important service situations that can make a certain type of relationship norm more salient: unsatisfactory services (study 3) and employees’ extra-role services (study 4). We speculate on possible mechanisms underlying these effects and discuss theoretical and practical implications along with opportunities for future research.

Anthropomorphized Helpers Undermine Autonomy and Enjoyment in Computer Games

Journal of Consumer Research 2016 43(2), 282-302
Although digital assistants with humanlike features have become prevalent in computer games, few marketing studies have demonstrated the psychological mechanisms underlying consumers’ reactions to digital assistants and their subsequent influence on consumers’ game enjoyment. To fill this gap, the current study examined the effect of anthropomorphic representations of computerized helpers in computer games on game enjoyment. In the current research, consumers enjoyed a computer game less when they received assistance from a computerized helper imbued with humanlike features than from a helper construed as a mindless entity. We offer a novel mechanism that the presence of an anthropomorphized helper can undermine individuals’ perceived autonomy during a computer game. Across six experiments, we show that the presence of an anthropomorphized helper reduced game enjoyment across three different games. By measuring participants’ perceived autonomy (study 1) and employing moderators such as importance of autonomy (studies 2, 3, and 4), we also provide evidence that the reduced feeling of autonomy serves as the mechanism underlying the backfiring effect. Finally, we demonstrate that the effect of anthropomorphism on game enjoyment can be extended to other game-related outcomes, such as individuals’ motivation to persist in the game (studies 4 and 5).