Elsevier

Computers in Human Behavior

Volume 54, January 2016, Pages 682-690
Computers in Human Behavior

Full length article
The effects of mental simulations, innovativeness on intention to adopt brand application

https://doi.org/10.1016/j.chb.2015.08.013Get rights and content

Highlights

  • This study demonstrates the differential effects of process- and outcome-focused thinking.

  • The degree of mental simulation is positively influences on adoption of the branded app.

  • Innovativeness and need for cognition affect adoption of the branded app.

  • The mental simulation play an important role in attitude toward the brand.

  • The results of MANOVA indicated that the three-way interaction affect dependent variables.

Abstract

This study explores three important factors—mental simulation, innovativeness, and need for cognition—to determine the effects of these factors on the perception of newly developed branded applications. The study identifies two types of mental simulation (process-focused and outcome-focused), innovativeness (early and later adopters) and need for cognition (low and high) to inform items used to survey respondents about their willingness to adopt new branded apps and their attitudes towards the focal brands.

The study demonstrates the effects of mental simulation, innovativeness, and need for cognition on adoption of the branded app. This experiment improves our understanding of how three-way interaction between the abovementioned factors affects the intention to adopt a new branded app. The results of a MANOVA indicated statistically significant effects of the abovementioned three-way interaction on the dependent variables. It is anticipated that the analysis resulting from this valuable study will provide a point of reference for further empirical and theoretical studies on the development of information technology products and services.

Introduction

Today's dynamic business environment is pushing many firms to develop more efficient and effective ways of developing and marketing new products and services. Although many firms have dedicated considerable effort to understanding the determinants of new product success and failure, the successful development of innovative new products tends to be the exception rather than the rule (Cooper, 1996, Sethi et al., 2001). Companies from a variety of industries have recognized developing innovative new products as the cornerstone of success and as an essential factor for surviving in today's markets (Envik & Wall-Mullen, 2009). Innovative new products that support marketing success allow consumers to do something they have not been able to do before (Zhao, Hoeffler, & Zauberman, 2011). Companies from a wide range of industries, including automobiles, electronics, and information technology have learned to use the captive audience provided by marketing communication channels to commercialize their product innovations. Generally speaking, consumers tend to have less knowledge about and greater performance uncertainty concerning innovative new products (Hoeffler, 2003) as well as negative inferences about such products and new product evaluation (Mukherjee & Hoyer, 2001). Consumers rely more on inferences with high learning costs when evaluating highly innovative attributes in highly complex products (Mukherjee & Hoyer, 2001). To capture the learning process involved in evaluating new product innovations, this study uses mental simulation as a variable. Consumers engage in mental simulation to reduce the effort involved in evaluating newly developed products (Zhao, Hoeffler, & Zauberman, 2007).

As corporations strive to develop new strategies for marketing, advertising, and running promotions in response to these changes in digital lifestyles and consumer trends, the need for smart marketing platforms has increased accordingly. Despite growing demand for brand apps—software programs whose content is used to deliver product and brand information to consumers and encourage aggressive participation and interactions between the consumer and the brand—few studies have focused on the development of user-friendly brand strategies and consumer responses to brand apps. Predicting consumer responses based on personality traits is becoming crucial in designing new brand apps. Relevant personality traits include innovativeness and need for cognition (hereafter “NFC”), which have been shown to influence consumers when adopting new products. Consumer acceptance of new products can be affected by the relationship between consumer innovativeness or new technology adoption and NFC.

In addition to personal consumer traits, other factors that stimulate consumer purchase intention include advertising and promotions that contingently evoke a purchase situation. In promotional activities, consumers are stimulated to visualize a virtual or hypothetical circumstance, and that process is called mental simulation (Taylor & Schneider, 1989). Because a wide range of factors seem to affect simulation results, it is important to identify factors that influence mental simulation in a way that makes it conducive to generating desirable attitudes and behaviors in consumers. In this study, we wanted to verify the effects of consumer innovativeness and need for cognition on mental simulation results. Thus this study attempts to demonstrate the differential effects of process- and outcome-focused thinking generated by innovativeness and NFC. The study also explores three-way interaction between mental simulation, innovativeness, and NFC as a factor affecting intention to adopt a newly developed brand app and consumer attitude towards the associated brand.

Section snippets

Brand application environment

The role of digital applications that deliver a brand's messaging—brand apps—is expanding beyond offering a new kind of product experience to consumers. Brand apps are designed to run on smartphones or tablet PCs with the aim of promoting and selling goods and services. The role of brand apps has expanded dramatically with the advent of smartphones and tablet computers that are equipped with super-fast Internet connections, highly functional hardware, a large touchscreen display, a vibration

Hypotheses

Consumer innovativeness serves as a crucial element at the time of adoption of a new product or service. As demonstrated in earlier studies, innovativeness can be treated as a process variable that affects time of adoption and the diffusion of new products and services. Early adopters have a tendency to enjoy new experiences, ranging from cognitive stimulation-seeking to complex problem- or puzzle-solving. Therefore, outcome-focused simulation is likely to be more effective than process-focused

Pilot study and pretesting of the brand apps stimuli

The study selected two apps from cosmetic brands, which are innovative in design and methods, as experimental stimuli. We chose the selected brand apps because they encourage user participation and make consumers feel fulfilled with amusing content and competition for rewards. A pretest was conducted with 35 students from the business administration department at a Korean university to assess innovative features of the selected apps. The assessment items included: “this brand app is created

Experimental results

Mental simulation, innovativeness, and NFC served as the three independent variables. Dependent variables were analyzed through analysis of variance (ANOVA).

Discussion and conclusions

The results of this study are summarized as follows: As hypothesis 1 predicted, subjects who are exposed to outcome-focused mental simulation are more likely to form favorable attitudes towards a brand than are those exposed to process-focused mental simulation. However, there were no significant differences by type of mental stimulation regarding intention to adopt a brand app. Still, the study found that outcome-focused thinking more positively influences brand attitude than process-focused

Acknowledgement

This work was supported by Kyonggi University Research Grant 2014.

Chang-Hyun Jin is an assistant professor in the department of business Administration at Kyonggi University, Korea. He received a Ph.D from the University of Florida and an MA from the University of Texas. His main research interest is in marketing communication strategies such as branding, sponsorship, consumer psychology, and information technology. His work has been published in several journals.

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    Chang-Hyun Jin is an assistant professor in the department of business Administration at Kyonggi University, Korea. He received a Ph.D from the University of Florida and an MA from the University of Texas. His main research interest is in marketing communication strategies such as branding, sponsorship, consumer psychology, and information technology. His work has been published in several journals.

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