What Works Best When Combining Teievision Sets, PCs, Tabiets, or Mobiie Phones? How Synergies Across Devices Result From Cross-Device Effects and Cross-Format Synergies DUANE VARAN The Disney Media & Advertising Lab/ Advertising research often confounds device effects (e.g., television sets, radios, and personal computers) with communication format effects (e.g., respectively, video, Audience Labs, audio, and Web sites). Across four experiments, this study documents empirical Murdoch University patterns of cross-device effects among television sets, PCs, iPods, and mobile varan@audiencel8bs.com phones. In three experiments, the format was identical across devices, and the device ' JAMIE MURPHY made no difference to advertising effectiveness. The fourth experiment—with differeni Australian School of formats and devices—showed sequential synergy effects. Synergy can strengthen or Management/ Curtin Graduate School of weaken advertising campaigns that combine multiple communication devices. The Business combined results of four experiments suggest possible cross-format synergies but not jamie.perth@gmail.com cross-device synergies. CHARLES F. HOFACKER Florida State University chofack@cob.fsu.edu INTRODUCTION JENNIFER A. ROBINSON RMIT University jenny.robinson@ rmit.edu.au ROBERT F. POTTER Indiana University rfpotter@indiana.edu STEVEN BELLMAN Audience Labs, Murdoch University bellman@ audiencelabs.com Not long ago, cross-media advertising was relatively easy: there was video on television sets; sound coming from radios; print on something extracted from wood or rags. The personal computer—with video, sound, and text, as well as new platforms offering messaging, hypertext, and rich interactivity—changed the rules of consumer engagement. Now computers fit in a pocket and double as a phone. In the twenty-first century, devices rather than media may be more appropriate to marketers. Two dimensions that differentiated media in the past were mode and pacing (Dijkstra, Buijtels, and Van Raaij, 2005). But video-mode content with uncontrollable pacing—once available only on television sets—is available today on personal computers (PCs), tablet computers (e.g., iPads), portable audio-video devices (e.g., iPods), and mobile phones. Nielsen, in fact, now has a panel to measure television ratings across devices (Nielsen, 2013). Interactivity allows 2 1 2 JOURiL DF HDUERTISli RESEHRCH June 2 0 1 3 self-pacing of video-mode content. And interactivity has become across the full spectrum of devices... including television sets. In this context, empirical generalizations about combining "media" now not only need to define which devices they apply to, but also what modB and pacing on each device. In this paper, th3 authors use "format" to describe combinations cf mode and pacing, such as non-interactive video, audio, and text. The current study reports on four experiments that looked for potential synergy effects across devices and formats. In three experiments, the same format—video—is shown on three or more devices: television sets, PCs, iPods, or mobile phones. In the fourth experiment, a different format is shown on each device. SYNERGY A combination of devices yields synergy when one enhances or reduces the effectiveness of another DOI: 10.2501/JAR-53-2-212-220 WHAT WORKS BEST WHEN COMBINING TELEVISION SETS, PCS, TABLETS, OR MOBILE PHONES? EIVIPIRICAL GENERALIZATION other things being equal, device makes^no difference to ad effectiveness. But format differences can generate multiplicative sequential synergy effects. (Belch and Belch, 2009). Sometimes, synergy is claimed when one device has a steeper nonlinear response (Havlena, Cardarelli, and de Montigny, 2007). Others insist, however, that synergy is a multiplicative effect: a x b, not a + b (Assael, 2011; Lubinski and Humphreys, 1990). Multiplicative synergy ignores exposure-order; a x b = b 'X. a. Sequential S)mergy may occur in one order but not another (Assael, 2011). Synergy has clear strategic and financial implications for marketers, but it remains under-researched and inconclusive (Assael, 2011). Lab experiments, for example, have demonstrated positive and negative spirals when combining different devices (Edell and Keller, 1989). Recent field data has shown how interactive online content—viewed primarily on PCs—can enhance the efficiency of noninteractive offline content—seen on televisions and other devices—^justifying an increase in the media budget (Naik and Peters, 2009). But these results confound device and format (e.g., video on televisions vs. Web sites on PCs). When the advertising on a PC closely matches the advertising shown on a television, no synergy occurs (Dijkstra et al., 2005). This result suggests that synergy may depend more on format than the device. For cross-device synergy, the devices must differ in effectiveness. Studies have foimd that the bigger the screen (e.g., television vs. mobile phone), the better the effect (Reeves and Nass, 1996). Objects seen on larger screens appear more natural (Kock, 2005), and generate greater emotional response (Reeves, Lang, Kim, and Tatar, 1999). This screen-size effect, however, may be counteracted by viewing intensity, such as leaning forward to watch a PC (Barwise, 2001) or having a strong personal relationship with a mobile phone (Barwise and Strong, 2002). Screen size may not matter if viewers hold smaller screens so close that they seem about the same size as a television screen (Bellman, Schweda, and Varan, 2009). Finally, viewer interactivity, which adds self-pacing to the video-mode format, also may counter television's apparent big-screen superiority. The current paper focuses on advertising effectiveness—awareness, likeability, and persuasion—across devices when each uses the same (and different) advertising formats. In doing so, this study augments knowledge on cross-device effects and cross-device synergies by investigating three questions: • Are video comniercials more effective if seen on a television set, as compared to viewings on PCs, small audio-visual devices, and mobile phones? • Are there positive (or negative) synergy effects for video commercials seen across combinations of devices, such as a television set, a PC, and a mobile phone? • What happens if there are differences in advertising format—i.e., interactive versus non-interactive video commercials? METHODOLOGY This article's "Many Sets of Data" approach analyzed four data sets with different devices, commercials, advertising formats, and measures (Ehrenberg, 1990; Hammer, Riebe, and Kennedy, 2009). Experimental methods controlled for viewing-envirortment differences, such as viewing televisions at home, PCs at work, and mobile phones while commuting. Random assignment to devices controlled individual differences, such as age and gender. The data sets, collected in Australia, were industry-sponsored and used real brands, advertised in nationally televised commercials from the United States (See Table 1). The research team was able to control brand-familiarity and product-category effects by averaging across brands and counterbalancing order-of-exposure. Four representative measures of advertising effectiveness are: • • • • awareness advertising likeability brand attitude purchase intention. The "awareness" measure, in the current study, was day-after proven advertising recall (Brown, 1985) in Experiments 1 and 2, and unaided free recall after a 20-minute delay in Experiments 3 and 4. In Experiments 1 and 2 advertising "likeability" was the average of four semantic-differential items (all reversecoded, a > 0.91): agreeable-disagreeable, clear-imprecise, interesting-boring, and well structured-badly structured (Perrien, Dussart, and Paul, 1985). Experiments 3 and 4 used a validated single item measuring advertising-liking (Bergkvist and Rossiter, 2007). In Experiments 1 and 2, the authors used a four-item scale (e.g., bad-good, a > 0.94) to measure "brand attitude" (Gardner, 1985). In Experiments 3 and 4, the authors averaged three items (a = 0.74 in both experiments): • brand preference (Bergvist and Rossiter, 2008); • brand feeling (hate it-love it); • brand fit (no fit-perfect fit). June 2 0 1 3 JOURnilL DF RDDERTISIRG RESERRCR 2 1 3 WHAT WE KNOW ABOUT ADVERTISING II TABLE 1 Descriptions of the Four ExperirTients Experiment N Design Devices Repetition? interactivity? Test Ads Content 1 131 3 groups Television PC iPod No 258 4 groups No Television PC i Pod Mobile phone 336 3x3 Television Yes (9 groups) PC Mobile phone No 8 ^ h o u r video sitcom + 20 video commercials (4 breaks x 5 commercials/break) No video (2 x 15-minute edited sitcoms) + 6 video commercials {2 breaks, 1 per sitcom: 1 x 5 commercials, 1 x 1 pre-roll or mid-roll [counterbalanced]) No 40-minute video (2 x 20-minute edited programs) + 20 video commercials (4 breaks [2 per program] x 5 commercials) Participants saw each program in a different room, on the same or a different device 274 3x3 Television Yes (9 groups) PC Mobile phone Yes: PC (Web sites replace programs and commercials) Mobile phone (clickable banners superimposed on video commercials) Finally, "purchase intention" was a subjective probability scale (Juster, 1966). Checks using measures of brand familiarity (Machleit, Allen, and Madden, 1993, a > 0.92) and product-category involvement (Mittal, 1995, a = 0.96) cor\firmed that these are not alternative explanations for the results of the current study. Television & Mobile phone: Same as Experiment 3, but the video commercials were interactive on the mobile phone PC: Self-paced television program Web site 8 banner ads (4 pages x 2 ads per page) One of the 2 on each page was a test advertisement that linked to the test brand's Web site. Exposure to brand Web sites was forced but duration was not Participants saw each program in a different room, on the same or a different device {p = 0.014). In Experiments 1-3, with the same advertising format on each device, there were no significant differences. A single null result could have several explanations, such as low sample size or poor methodology. Consistent non-significant differences across the first three data sets support the following empirical generalization (See Tables 2-6). EiVIPIRICAL GENERALIZATIONS In the current study of devices—as opposed to advertising media—the only difference was a marginally significant effect on recall {p = 0.055), due entirely to Experiment 4, which used a different advertising format on each device 2 1 4 JOUROIIL OF BESEIIÍICH June 2 0 1 3 EGl: Other things (e;g., viewing environment) being equal, there are no differences in advertising effectiveness for non-interactive video commercials seen across television sets, PCs, portable audio-video devices, and mobiie phones. The results of the first three experiments (See Table 2) showed that, under laboratory-controiled viewing conditions with each device showing the same noninteractive format (video commercials), advertising awareness—brand-associated advertising recall—was the same across four devices that vary widely in screen size (effect size [partial rj^] = 0.010, i.e., small [Cohen, 19881). Given advertising recall was abnormally distributed, using non-parametric Kruskal-Wallis tests showed the same WHAT WORKS BEST WHEN COMBINING TELEVISION SETS, PCS, TABLETS, OR MOBILE PHONES? TABLE 2 If the format is the same, then device Unaided Recall for Television Commercials across Devices ""^^^^ ''° difference to advertising (Percent of Ads Recalled) ^ ^''^ '- . . A • • Experiment 1 Television 42 PC 42 iPod 36 JÜ 23 26 23 1 i^ ?i ^ Experiment 2 39 46 33 39 gQ 4^ jg 25 40 involvement viewing on PCs or mobile n 50 57 39 44 phones also would reduce the importance . , , . of peripheral influences such as advertis- .!!'.P.^.'!i.T.?.".l.? .?? SD ^ • Phone , • The most important advertismgeffectiveness measure is persuasion. which links directly to sales (Gibson, 1983). Advertising on television sets can Average 40 have powerful persuasive effects without recall (Heath, 2009), and also without lik40 ing (Bergkvist and Rossiter, 2008). High- .S. 35 27 29 23 ^c ^2 45 Experiment4 38-^ 61'' olí- ^P, 20 31 29 enees on two persuasion measures (Tables n 22 23 37 4 and 5). Brand attitude was the same (par- Average 40 46 35 38 ing likeability (Petty, Cacioppo, and Schumann, 1983). But in the first three experiments, when all four devices showed the same adver^Í u j • J« . tismg format, there were no device differ- 50 ~41 41 "^^ "^^ = °°°^^' ' ' "^^^ P"'"''^'^ ^'^"*^°" (partial Ti2 = 0.004). ¡f j^e format is the Same, then device Note means with the same superscript letter are significantly different at p < 0.05. makes no difference to persuasion, non-significant results in the first three studies (all p > 0.473). TABLE 3 If the advertising format is the same, then device makes no difference to adver- Ad Liking for Television Commercials across Devices tisingawareness. (1 = "Unfavorable" to 7 = "Favorable") Advertising-liking has a gatekeeper function, opening or closing access to fur,, , ^ . • /TT , . Television PC iPod Phone Experiment 1 3.9 3.9 3.7 ther adverhsmg processing (Haley and Baldinger, 1991). Television sets might ^,P, 0-6 0.5 0.8 he better for advertising-liking because n 44 43 44 of their association w i t h f i m a n d enter- r - , . , - , Expenment 2 „ , , 4.8 ' 4.7 4.8 4.8 .'. :. t:^. ...:.... ^] Experiment 3 64 4.9 67 4.8 49 54 48 ' tainment; PCs are associated with work, and advertisements might seem especially intrusive on a personal device like a mobile phone (Barwise and Strong, 2002). But, similar to advertising awareness, 3.9 the results for the first three experiments showed no differences in advertising- oU .1.3 0.9 1.1 1 ÛË. í£ f^ liking across televisions, PCs, portable Experiment 4 5.0 5.3 4.9 audio-video devices, and mobile phones showing the same advertising format QQ J^ Q Qg Qg 22 2"^ 9^ .,..l^ .l^ (See Table 3). Advertising-likeability was equally favorable (partial T|2 = 0.001). n ^y®.'?.?® • .l^ Average .I? 4.8 ^ ^ 4.8 5.0 4-6 June 2 0 1 3 JOURDRL OF HDUERTISIDG RESERRCH 2 1 5 WHAT WE KNOW ABOUT ADVERTISING II TABLE 4 Attitude toward the Brand for Television Commercials across Devices (1 = "Unfavorable" to 7 = "Favorable") Experiment 1 Television PC ¡Pod Phone 5.2 5.1 5.3 • Average 0.9 0.8 effectiveness 5.2 ;: SD The most important , , advertising- is persuasion, which 0.8 "^ ' ^ if ^3 ^^ Experiment 2 4.9 4.9 4.9 4.9 iinks directiy to saies. SD 1.0 1.0 1.1 1.1 [!. ^ ^ ÍL — Experiments 3.9 3.9 en Qg n 45 42 Experiment 4 3.9 4.4 SD 1.1 1.1 1-0 EGl suggested that the device makes n oo 22 no 23 QÄ JO no difference to the effectiveness of same- Average .^ 4.6 4.6 4.1 -iQ 4.9 EG2: Other things being equal, the 4.0 same advertising format makes 09 " ^ difference across combir\a.tions of television sets, PCs^ 45 - 3.9 5.0 4.3 iPods, and mobile phones. 4.0 format ads. The current study's EG2 ^ u £: ^ . u J extends that finding to combmed exposure 4.6 situations, where viewers see two devices, rather than one. Since T«ni r ^ explanations of combined- exposure effects (e.g., Edell and Keller, TABLE 5 . . . 1989) rely on the superiority of one device. Purchase Intention for Television Commercials across Devices ^^ cross-device synergy effects are likeiy (0% t o 99%) when none of the four devices is superior ' ° ^"°*^'-- ^"'^^' '^^"^^^ ^'""^ "^"perLment 3 support EG2. Besides the data for . . .u ^ • ^c repeat-exposure to the same device (bee Tables 2-4), the third experiment meas- • Te,evj3,o„ ^¡ ^ ¿ Experiment 1 32 29 31 SD 19 16 14 f^ 44 43 44 ^ . ^ Expenment2 ^^ 32 ._ 27 ^28 __ 28 ar) ._T.. n Experiment 3 OQ t°. 67 40 25 ^. 67 37 26 21 57^ SD 19 20 56 41 ;"" 23 2 _£ Experiment 4 29 34 23 2¿ ^g 21 15 n 22 23 36 Average 34 31 2 1 6 JDUHnHL OF RDÜERTISIOG HESEHHCH Phone Average 31 ured advertising effectiveness for aD -29 possible two-device combinations of tel^ evision, PC, and mobile phone. There was 40 no significant synergy effect on any of the four advertising effectiveness measures (device 1 x device 2 interaction: partial ri2< 0.009; Table 6). ' ' // the format is the same, then devicecombination makes no difference. June 2 0 1 3 30 31 28 DIFFERENT ADVERTISING FORMATS • 32 These two empirical eeneraUzations may , when , , devices ^ • show .. jdînèrent . « '. not apply the advertising formats. WHAT WORKS BEST WHEN COMBINING TELEVISION SETS, PCS, TABLETS, OR MOBILE PHONES? TABLE 6 the shallow interactivity on the mobile Results for Various Combinations of Devices (Experiments 3 P ^ ° " ' ^ ' " " " advertisements superim- dllU ^ j ^ posed over video commercials) and the non-interactive video commercials on the Second Device television. Experiment iVIeasure First Device Teievision PC Phone " ^ ' ''^'^^*' °^ Experiment 4 show a sig- nificant synergy effect on recall (p = 0.004), 3 Recall (%) . . , . , . ^ ,. ^, Ad Liking (1-7) Television 39 35 34 u- c • c . i • i- • resultmg from a sigmficant multiplicative PC Phone 34 41 35 PC X mobile phone effect (p = 0.026). There 39 46 35 ^^^° ^^^ ^ main effect of format: recall -r , • • Television . ^ 4.9 ^^ 5.0 48 was significantly higher for both the PC J a : ."Ü?. Brand Attitude (1-7) Purchase Intention (%) (p = 0.005) and mobile phone {p = 0.043) .1.? .1.?. .1-.? compared to the television (Table 2). 4.7 3.9 4.7 4.0 4.8 4.0 PC 3.8 3.9 3.8 .^.*^.°!?.^. .?;.? .?;.? .1.^ The difference in recall between the two interactive formats, PC and mobile phone, w^as not significant. There were no sienifi^ cant mam or mteractive (synergy) effects on any of the other three ad-effectiveness Television 40 40 42 measures (Tables 2-6). PC 36 37 36 P*^""? ^8 40 41 ADVERTISING SYNERGIES .1'!.'.^!)?.'.°';'. PC ??!^^1 50" .?.^.'. 61" 5^'* SI"«"*' Experiment 4 showed that different advertising formats can generate multiplica- Phone 52i 55='> 5P "^^ synergy. Retrieval Practice Theory (RPT) provides one explanation for how Television 5.0 5.0 5.0 5.1 4.9 .„..„ 5.3 49 ..:^. 5.4 49 sequential exposures to different formats interact to improve or impede advertis^ 8 effectiveness. Difficulty remember- 3.9 4.2 3.8 irig a previous exposure during a current ° ..?. Phone .^;.? 3.6 I'.l 3.6 .I'.I 3.9 exposure increases processing activity, which enables or strengthens a pathway for later recall, unless retrieval of the prior Television 29 25 23 Phone ' Television THEORETICAL EXPLANATIONS OF 4 Recall (%) Ad Liking (1-7) " PC Phone r, J «....Lx - , , . . - , > Brand Attitude (1-7) Purchase Intention (%) -••... Television PC • 37 34 39 .„!^.?.".?. ??. Note: means with the same superscript letter are significantli/ different atp< 0.05. .?.? ^.^. In Experiment 4, the advertising formats on the PC, mobile phone, and television differed in the presence and depth of interacdvity. Interactivity can have negative or positive effects. Its effects generally are positive when consumers personalize their information flow (Ariely, 2000), which increases information processing ^. , , ,.„ <• exposure is so difficult it fails (Appleton- and favorable evaluations of the advertised product (Sicilia, Ruiz, and Munuera, 2005). The interactive content on PCs in Experiment 4 allowed highly personalized information flow, as it was the actual Web sites for the advertised brands. These interactive PC advertisements contrasted with Knapp, Bjork, and Wickens, 2005). rr 1 RPT contrasts with another popular explanation for repeat-exposure effects. Encoding Variability Theory (EVT; Yaveroglu and Donthu, 2008). According to EVT, exposure to different content formats, such as visual versus verbal, yields two independent retrieval routes rather than amplifying one memory by another (Costley. Das, and Brucks, 1997; Paivio, 1971). EVT effects occur regardless of which format was seen first. In contrast, order-ofexposure matters for RPT effects. June 2 0 1 3 JOÖflOflL OFflOOERTISIIlGRESEflflCR 2 1 7 WHAT WE KNOW ABOUT ADVERTISING II Interactivity is more than a cosmetic difference in exposure variability (Schumann, Petty, and demons, 1990), and so its effects more likely are explained by RPT than EVT. But the two interactive devices also differed in their input capability for interaction: the push-button mobile phone was less ergonomie than the PC. Other potential explanations for synergy effects include exposure duration, forward encoding, and multiple source perceptions {van Reijmersdal, 2011). Unlike RPT, however, these alternative explanations struggle to explain the sequential synergy effects in the fourth experiment. The significant interaction effect on recall was due to an asymmetric deviceorder effect (See Table 6). Exposure to interactive content on the PC, first, and the mobile phone, second, yielded significantly superior recall compared to the same content in the reverse order (81 percent vs. 55 percent, p = 0.002). The RFT explanation for this effect is that recalling a previous PC exposure during a mobile phone exposure was so difficult that their combined effect was enhanced. In contrast, exposures to interactive content on the mobile phone, first, and the PC, second, acted independently, because their combined effect was not significantly different from two repeat exposures on either device (PC-PC 61 percent, mobile phonemobile phone 51 percent). CONCLUSION Across four data sets, the results were consistent. As the start of a generalization on crossdevice effects, this paper documents that when the format is the same (video commercials) and all else is equal: • device makes no difference to advertising effectiveness, measured by awareness, advertising likeability, or persuasion (brand attitude and purchase intention)... • ... and so, under those conditions, any combination of devices is equally effective. • But, if the format is not the same on each device (e.g., interactive vs. noninteractive), there can be sequential synergy effects. In short, these findings suggest possible cross-format synergies, but not crossdevice synergies. In many instances, advertisers have little control over which device consumers will use to view their content.. But if devices show the same advertising format (e.g., video), under the same viewing conditions, all exposures are equally effective. Alternatively, advertisers can use different devices to reach certain demographics, without sacrificing advertising effectiveness. For example, video viewing on mobile phones skews younger, male, and non-white (Nielsen, 2012). Outside the lab, however, viewing conditions can vary, so this default recommendation to use the same ads across devices may not apply to every campaign. When devices show different advertising formats (e.g., interactivity), sequential synergy effects can result. Retrieval difficulty can enhance memory for certain orders of exposure, as retrieval practice theory explains (Appleton-Knapp et al., 2005). The pattern of results in the current study suggests that managers should focus on message format and sequencing rather than the devices consumers use. For example, where interaction differs across devices (e.g., push-button vs. mouse vs. touch-screen), format will differ as well. If order of exposure matters, ads could be run at different times on different devices, or linked in the most effective order (e.g., in the results of this study, PC -> mobile phone rather than mobile phone —> PC). 2 1 8 JDUROIIL or HDUERTISinS RESORCH June 2 0 1 3 There is a clear need for more research into what causes synergy, beyond differences in interactivity. There is a clear need for more research into what causes synergy, beyond differences in interactivity (Assael, 2011; Naik and Peters, 2009). Since synergistic interactions between exposures occur inside consumers, rather than between expenditures, laboratory research is essential for increasing understanding of these processes. The limitations of these results suggest other avenues for future research. First, these findings may apply only to Australia. Replication could extend these empirical laws on cross-device effects to different countries, different formats (e.g., small-text) and devices (e.g., radio), and additional measures such as sales. Future research also should focus en conditions that introduce cross-device differences, such as differences between viewers or viewing environments, or create cross-format differences, such as visual versus verbal content. DuANE VARAN is the director of the Audience Labs and holds the inaugural chair in new media at Murdoch University. He also oversees Beyond :30, a collaborative industry project expioring the changing media landscape, and is the executive director and chief research officer for The Disney Media & Advertising Lab in Austin, Texas. He has a Ph.D. from the University of Texas at Austin, and has published in the Journal of Communication, Journal of Advertising Research, and the Journal of Business Research. JAMIE MURPHY is Professor at the Austraiian School of Management and Adjunct Professor with the Curtin WHAT WORKS BEST WHEN COMBINING TELEVISION SETS, PCS, TABLETS, OR MOBILE PHONES? Graduate School of Business. His background includes Measurement & Meaning: Cognitive and Emotional BELCH, G . E., and M. A. BELCH. Advertising and European marketing manager for PowerBar and Greg Processing of Media (Routledge). Promotion: An Integrated Marketing Communica- Lemond Bicycles, and a Ph.D. from Florida State University. Professor Murphy's industry and academic experience spans continents and inciudes hundreds of academic publications and presentations, as well as New York Times and Wall Street Journal stories. His research focus is on the effective use of the Internet for citizens, businesses, and governments. 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