Things Become Appealing When I Win: Neural Evidence of the Influence of Competition Outcomes on Brand Preference.
Clicks: 354
ID: 78844
2018
Article Quality & Performance Metrics
Overall Quality
Not rated
Combines reader engagement with the AI quality analysis. This
article has not been analysed, so there is no overall score —
reader engagement is measured and shown alongside.
Reader Engagement
Steady Performance
66.0
/100
354 views
229 readers
Trending
AI Quality Assessment
Not analyzed
Readership in this journal
SteadyRanked #18 of 78 articles by views in Frontiers in neuroscience
Most read
Least read
Bar heights use a square-root scale.
Mint this article as an NFT
Not yet mintedCreate a permanent, verifiable on-chain record of this article on the Scimatic Network. The NFT is held in your Journament account, and you can withdraw it to your own wallet at any time.
5
SUSD
one-off · no wallet required
Abstract
Against the background of an increasingly competitive market environment, the current study aimed to investigate whether and how victory and defeat, as two critical factors in competition outcomes, would affect consumers' preference of unfamiliar brands. In the experiment, participants' status of victory or defeat was induced by a pseudo-online game, followed by a main task of brand preference rating. Using the precise and intuitive attributes of neuroscientific techniques, we adopted event-related potentials to analyze brain activity precisely during brand information processing when individuals experienced victory or defeat. Behavioral data showed that individuals had a stronger preference for unfamiliar brands in victory trials than in defeat trials, even if the brand was completely unrelated to the competition; this indicated a transfer of valence. Three emotion-related event-related potential components, N1, P2 and later positive potentials, were elicited more negatively in victory trials than in defeat trials, indicating the existence of incidental emotions induced by victory or defeat. No significant correlation was found between any pair of ERP components and preference scores. These results suggest that the experience of victory and defeat can evoke corresponding incidental emotions without awareness, and further affect the individual's preference for unfamiliar brands. Therefore, playing a game before presenting brand information might help promote the brand by inducing a good impression of the brand in consumers.
| Reference Key |
yu2018thingsfrontiers
Use this key to autocite in the manuscript while using
SciMatic Manuscript Manager or Thesis Manager
|
|---|---|
| Authors | Yu, Wenjun;Sun, Zhongqiang;Xu, Taiwei;Ma, Qingguo; |
| Journal | Frontiers in neuroscience |
| Year | 2018 |
| DOI |
10.3389/fnins.2018.00779
|
| URL | |
| Keywords |
Citations
No citations found. To add a citation, contact the admin at info@scimatic.org
Comments
No comments yet. Be the first to comment on this article.