- Consumer Behavior in Brand Consumption and Identification
- Digital Marketing and Social Media
- Media Influence and Health
- Media, Gender, and Advertising
- Cultural Differences and Values
- Social and Intergroup Psychology
- Media Studies and Communication
- Social Media and Politics
- Child Development and Digital Technology
- Color perception and design
- Consumer Retail Behavior Studies
- Literacy, Media, and Education
- Multisensory perception and integration
- Impact of Technology on Adolescents
- Virtual Reality Applications and Impacts
- Telemedicine and Telehealth Implementation
- Social and Cultural Dynamics
- Digital Communication and Language
- Monoclonal and Polyclonal Antibodies Research
- Obesity, Physical Activity, Diet
- Culinary Culture and Tourism
- South Asian Cinema and Culture
- Radiopharmaceutical Chemistry and Applications
- Behavioral Health and Interventions
- Corporate Identity and Reputation
University of Illinois Urbana-Champaign
2016-2025
Human Longevity (United States)
2025
Aptevo Therapeutics (United states)
2019-2024
University of Toronto
2024
Our Lady of the Lake Regional Medical Center
2023
Toronto Rehabilitation Institute
2022
Oakland University
2021
Lunenfeld-Tanenbaum Research Institute
2021
Bridgepoint (United Kingdom)
2021
University of Illinois System
2015
A clinical study of 96 patients compared a new hydrocolloid dressing (Granuflex Extra Thin) with non-adherent (perforated film absorbent dressing) in the management lacerations, abrasions and minor operation incisions at Accident Emergency (A&E) Department University College Hospital, Galway. While time to heal was similar for both groups, using Granuflex Thin experienced less pain (P < 0.001), required analgesia = 0.0154) were able carry out their normal daily activities including...
Abstract This research investigates gendered responses to self-oriented (help-self) and altruistic (help-others) charitable ad appeals. Results from two studies conducted with U.S. undergraduates show that sex is a determinant of message evaluations, variations in moral world-views explain these differences. Study One establishes differences absolute (attitude toward the ad) comparative (ad preference) judgments help-self help-others Females respond more favorably appeal males appeal. Two...
Using netnography and questionnaires, we examine how commercial practices are interpreted by electronic game-players. An analysis of 805 postings on Slashdot (2002-2004) revealed active discussions insight into gamers' beliefs about the effectiveness appropriateness marketers' tactics as well perceived impact self. Players were fairly positive brands in games when they added realism. Those who negative product placements also advertising. While some players did not think influenced...
(2006). Examining the Influence of Telepresence on Spectator and Player Processing Real Fictitious Brands in a Computer Game. Journal Advertising: Vol. 35, No. 4, pp. 87-99.
The horizontal and vertical distinction within individualism collectivism was used as a theoretical framework to predict differences in achievement values across two national cultures: Denmark the United States. As expected, multiple methods informant groups, States found be more vertically oriented than horizontally These cultural orientations also corresponded importance placed on display of success. In open-ended responses quantitative ratings, U.S. individuals discussed achieving goals...
Abstract Product placements in entertainment media are increasing, particularly content targeted to adolescents. This marketing communication tactic is examined the context of socialization and individual differences brand consciousness. The relative influence commercial (TV, radio, movies, online) perceived peer parent consciousness on US adolescent assessed, as well how low high brand‐conscious adolescents view product placements. Awareness, liking effects self others (third‐person...
This study reviews the methods and measurements employed in research using Persuasion Knowledge Model (Friestad Wright 1994 Friestad, M., P. Wright. 1994. The persuasion knowledge model: How people cope with attempts. Journal of Consumer Research, 21, no. 1: 1–31.[Crossref], [Web Science ®] , [Google Scholar]) across leading journals advertising associated fields from 1994–2014. Despite recommendation Friestad to use multiple methods, dominant are experimental survey, few qualitative...
Critics suggest that contemporary consumer culture creates overworked and overshopped consumers who no longer engage in civic life. The authors challenge this conventional criticism against consumption within an individualistic lifestyle argue instead are “downshifting” do In particular, research examines downshifting attitudes among members of freecycle.org, a grassroots “gift economy” community. Results online survey show indeed less materialistic brand-conscious. They also tend to...
We investigate the extent to which challenge of playing an advergame impacts children's brand attitudes. Results show that attitudes are highest for those optimally challenged (i.e. 'in flow') and lowest who underchallenged. However, such effects qualified by persuasion knowledge (PK) advergame; identification commercial content has a significantly negative effect on Further, significant two-way interactions PK suffered most underchallenged recognized content. Implications effectiveness...
As part of a larger project to integrate advertising literacy into school curriculum, this research evaluates the effectiveness an initial three-hour classroom intervention among eight- and nine-year-olds. The field experiment (a pretest/posttest, control/experimental group design) was implemented in 10 third grade classes three-week time period three high-poverty schools United States. Low occurred at baseline. Evaluation results indicated significant increases students' understanding...
Well-liked advergames foster favorable brand attitudes. Research has been conducted on games where the content offers positive associations (e.g., racing: speed) that may transfer to brand. Yet offer negative combat: violence). Using affect and associative-propositional evaluation models, we test influence of game (combat, racing) implicit explicit Results an experiment showed resulted in less attitudes toward (unfamiliar) The relationship between attitude was mediated by game.
Purpose This research examines global advertising strategies and tactics in a media brand for shared audience across seven countries (Brazil, China, France, India, South Korea, Thailand, USA). Design/methodology/approach A content analysis of advertisements local editions Cosmopolitan magazine compares the extent standardization execution elements (advertising copy, models) product nationality (multinational, domestic) category (beauty, other). Findings Local deliver more multinational than...
While virtual reality (VR) has been shown to increase a sense of being there (i.e., telepresence) and enhance audience perceptions the content, few studies have examined impact varying degrees 'system immersion' on persuasion outcomes under different VR viewing conditions. To fill this gap, our research investigates consumer branded experience university campus tour conditions across two studies. In Study 1, we interviewed 17 participants who experienced Oculus Rift CV1. Emerging themes from...
Abstract Scholars in various fields have speculated that the commercialization of mass media has contributed to decline civic culture. They contend personal needs emphasized by product-saturated diminish civic-mindedness creating an individualistic consumption-oriented Despite this critique, some scholars argue do not erode culture favor consumer culture; rather, two are thought be positively interrelated. Although these contrasting perspectives been repeatedly discussed, research rarely...