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Journal of Advertising | 2011

Self-Endorsing Versus Other-Endorsing in Virtual Environments

Sun Joo Ahn; Jeremy N. Bailenson

Self-endorsing—the portrayal of potential consumers using products—is a novel advertising strategy made possible by the development of virtual environments. Three experiments compared self-endorsing to endorsing by an unfamiliar other. In Experiment 1, self-endorsing in online advertisements led to higher brand attitude and purchase intention than other-endorsing. Moreover, photographs were a more effective persuasion channel than text. In Experiment 2, participants wore a brand of clothing in a high-immersive virtual environment and preferred the brand worn by their virtual self to the brand worn by others. Experiment 3 demonstrated that an additional mechanism behind self-endorsing was the interactivity of the virtual representation. Evidence for self-referencing as a mediator is presented.


Media Psychology | 2013

The Effect of Embodied Experiences on Self-Other Merging, Attitude, and Helping Behavior

Sun Joo Ahn; Amanda Minh Tran Le; Jeremy N. Bailenson

Immersive virtual environment technology (IVET) provides users with vivid sensory information that allow them to embody another persons perceptual experiences. Three experiments explored whether embodied experiences via IVET would elicit greater self-other merging, favorable attitudes, and helping toward persons with disabilities compared to traditional perspective taking, which relies on imagination to put the self in another persons shoes. Trait dispositions to feel concern for others was tested as a moderating variable. Participants in the embodied experiences (EE) condition were exposed to a red-green colorblind simulation using IVET while participants in the perspective taking (PT) condition were exposed to a normal colored IVET world and instructed to imagine being colorblind. Experiment 1 compared EE against PT and found that EE was effective for participants with lower tendencies to feel concern for others 24 hours after treatment. Experiment 2 delved further into the underlying process of EE and confirmed that a heightened sense of realism during the EE led to greater self-other merging compared to PT. Finally, Experiment 3 demonstrated that the effect of EE transferred into the physical world, leading participants to voluntarily spend twice as much effort to help persons with colorblindness compared to participants who had only imagined being colorblind.


Computers in Human Behavior | 2014

Short- and long-term effects of embodied experiences in immersive virtual environments on environmental locus of control and behavior

Sun Joo Ahn; Jeremy N. Bailenson; Dooyeon Park

Immersive virtual environments successfully promote environmental behaviors.Embodying perceptually rich, interactive experiences leads to paper conservation.Individuals use 20% less paper after cutting down a virtual tree.The increase in environmental behavior lasts for up to one week afterwards.An internal environmental locus of control is the underlying mechanism. Immersive virtual environments (IVEs) allow individuals to see, hear, and feel digital stimuli as if they were in the physical world. Two studies tested the power of embodied experiences within IVEs by comparing the effects of cutting a virtual tree against reading a print description or watching a video depiction of the tree-cutting process to encourage paper conservation. Experiment 1 found that IVEs led participants to consume 20% less paper than participants who read a print description of tree cutting. Experiment 2 demonstrated that IVEs elicited greater self-reported internal environmental locus of control and self-reported environmental behaviors than print and video messages one week following the virtual experience. Moreover, internal environmental locus of control served as a mediator, driving environmental behaviors. We discuss the implications of using embodied experiences for behavior change.


intelligent virtual agents | 2014

Using Virtual Doppelgängers to Increase Personal Relevance of Health Risk Communication

Sun Joo Ahn; Jesse Fox; Jung Min Hahm

Virtual doppelgangers are human representations in virtual environments with photorealistic resemblance to individuals. Previous research has shown that doppelgangers can be effective in persuading users in the health domain. An experiment explored the potential of using virtual doppelgangers in addition to a traditional public health campaign message to heighten the perception of personal relevance and risk of sugar-sweetened beverages. Both virtual doppelgangers and an unfamiliar virtual human (i.e., virtual other) used in addition to a health pamphlet were effective in increasing risk perception compared to providing just the pamphlet. Virtual doppelgangers were more effective than virtual others in increasing perceived personal relevance to the health message. Self-referent thoughts and self presence were confirmed as mediators.


Cyberpsychology, Behavior, and Social Networking | 2016

Using Virtual Pets to Increase Fruit and Vegetable Consumption in Children: A Technology-Assisted Social Cognitive Theory Approach.

Sun Joo Ahn; Kyle Johnsen; James N. Moore; Scott A. Brown; Melanie Biersmith; Catherine Ball

A virtual pet in the form of a mid-sized dog was developed based on the framework of social cognitive theory and tested as a vehicle for promoting fruit and vegetable (F&V) consumption in children. Three groups of children (N = 68) between the ages of 7 and 13 years were studied: baseline (no treatment), computer only, and virtual dog. Children in the virtual dog condition interacted with the virtual dog for 3 days, setting F&V consumption goals and receiving evaluation and reinforcement based on whether they met their self-set goals. Children vicariously experienced future health outcomes of F&V consumption by seeing, hearing, and feeling their virtual dogs physical and mental health improve or deteriorate based on their F&V consumption in the physical world. Children in the computer only condition interacted with a computer system that presented equivalent features, but without the virtual dog. Children in the baseline condition did not receive any experimental treatment. Results indicated that children in the virtual dog condition chose to be served significantly more F&V than those in the computer only or baseline conditions did. However, children in the virtual dog condition were unable to consume significantly more F&V than those in the computer only condition, although children in those two conditions consumed more F&V than the baseline condition. Food preferences did not differ significantly across the three conditions before and after the experimental treatments. Theoretical and practical potentials of using a virtual pet to promote F&V consumption systematically in children are discussed.


intelligent virtual agents | 2014

Recommendations for Designing Maximally Effective and Persuasive Health Agents

Jesse Fox; Sun Joo Ahn

HCI designers have made significant advancements in the development of health agents. Although these developments are often technologically impressive, social scientific research provides some contraindications. Here, we review relevant social scientific research on tailoring, customization, agency, and realism that provides guidelines on how to design health agents and avatars to maximize persuasive outcomes in health contexts.


Media Psychology | 2018

Feeling the weight of calories: using haptic feedback as virtual exemplars to promote risk perception among young females on unhealthy snack choices

Sun Joo Ahn; Jung Min Hahm; Kyle Johnsen

ABSTRACT Virtual simulations allow users to feel and manipulate objects as they would in the physical world. Guided by exemplification theory and risk communication research, a virtual exemplar was developed to allow users to feel the weight of the caloric density of unhealthy snacks (e.g., potato chips) to heighten risk perceptions on snack choices. A 3 (base-rate statistics, print exemplar, virtual exemplar) × 3 (Time 1, Time 2, Time 3) mixed design experiment (N = 152) compared the effect of three mediated modes of delivering health information at baseline, immediately after, and 1 week after treatments. Virtual exemplars led to greater spatial presence, issue involvement, and recommended health behavior than did base-rate statistics or print exemplars, but had no effect on perceived vividness. Heightened perceived susceptibility following virtual exemplars persisted for 1 week. Findings emphasized the importance of spatial presence elicited by an exemplar in heightening the perceived susceptibility of health risks both immediately after and 1 week after exposure. The role of spatial presence and vividness in the context of virtual exemplars that afford the illusion of firsthand experiences is discussed and compared against traditional exemplification research that has focused on the impact of secondhand experiences.


Archive | 2010

Using automated facial expression analysis for emotion and behavior prediction

Sun Joo Ahn; Jeremy N. Bailenson; Jesse Fox; Maria E. Jabon


IEEE Intelligent Systems | 2011

Automatically Analyzing Facial-Feature Movements to Identify Human Errors

Maria E. Jabon; Sun Joo Ahn; Jeremy N. Bailenson


The Journal of Marketing Theory and Practice | 2014

Self-Endorsed Advertisements: When the Self Persuades the Self

Sun Joo Ahn; Jeremy N. Bailenson

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Jesse Fox

Ohio State University

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