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Persuasion and Influence Blog December 1, 2016

PROJECT ARCHITEUTHIS

was an online alternative reality game (ARG). Its players had to help a US Navy cryptographer; Maria, by solving puzzles and deciphering new codes almost every day for 18 days. What most people didn’t realise, was that Project Architeuthis was also a job advert for the post of a US navy cryptologist. The advert was extremely successful, won two shorty awards, cost zero dollars, and tapped into a whole community.Project Architeuthis is a fantastic example of a successful native ad i.e. an ad disguised to match the feel and format of its platform, in this case, the platform being  ARG interactive gameplay whilst the ad is a job recruitment ad for the US navy. It is also  interactive and adopts a micro-targeted approach. The customised nature of micro-target ads (Agan 2007) is evident. It is aimed at a very niche audience: ARG players and delivered in their preferred medium: an online alternative reality game. Due to the specialist nature of the job, identifying and subsequently targeting  the psychographics of their desired audience not only helped to increase the effectiveness of the ad but also contributed to the recruitment process. Whilst the general effectiveness of micro-targeting is indisputable, its limitations include missing potential candidates. For, example this ad would have failed to reach experienced cryptographers who don’t play ARG could have been missed.Research shows that how information is presented affects  how people react it (Loftus and palmer 1974) and delivering this ad through their targets audiences’ preferred medium increased the chances of them interacting with it. Fortunately, the preferred medium for ARG players – gaming, is  very interactive.Producer scrounger dynamic: it is more rewarding to be a scrounger when there are many produces and vice versa Adopting a game format, was both novel and interactive. There were new puzzles and codes to decipher almost every day for 18 days. The idea of advertising for cryptographers through deciphering codes is not new e.g. cryptography jobs have been advertised as codes in newspapers. This is actually an example of the scrounger producer dynamic (Barnard & Sibley, 1981) in real life. The scrounger producer dynamic suggests  that people will either choose to produce a new idea or copy an already existing idea based on a cost-benefit analysis of what other people choose to do i.e. if many people choose to produce, the costs of producing and benefits of being a scrounger are higher. Here, the payoff for using an already existing advert idea is greater as most mainstream job adverts do not use it (fewer scroungers), the process is efficient and has been successful. Having the game available for only 18 days also played a role in the success of the ad. Evidence suggests that novel campaigns available for short periods of time are extremely effective (Cowpe, 1989) as they grab attention and avoid the negative effects of overexposure.The nature of the game also served multiple purposes:One of the psychographics of ARG players is that they are very communal, 53.3% of female and 39.4 % of male gamers have better VRG friends than real world friends (Yee, 2006). This worked to advertisers advantage and allowed them tap into a whole community – as opposed to a typical one to one relationship, they were able to tap into a much more scalable method of advertising. Project Architeuthis also brought people together and created a whole new community of  project Architeuthis players. This has great implications for the US Navy brand as it is now known for bringing intellectual people together. Something it is not particularly known for.The story line of the game imitated the actual job it was advertising. This allowed the advert to  serve as a recruitment process. You could see and assess the players’ cryptography skills and their approaches e.g. solving alone or in a group to determine how well they would fit the job requirements.The story line also involved them interacting with another cryptographer. Hence, creating the “chameleon effect” where the people start imitating those they are interacting with (Chartrand & Bargh, 1999). Without realizing it, they start to think like cryptographers and this increases their emotional (Yee, 2006).The combined emotional, cognitive and temporal investments increases the likelihood of the players continually interacting with the ad due to loss aversion.The tasks gradually get more difficult  and this created a “foot in door” phenomenon. Milgram (1963) People are more likely to go all the way, if what they have to do gradually gets more difficult. In this case the players will keep interacting with the ad because the tasks gradually get more difficult and complex.For successful individuals it could also serve as a source of inoculationwhen they start the job. Being able to complete increasingly difficult tasks might increase their self-efficacy on the job (McGuire & Papageorgis, 1961). While some research suggests that interactive advertising is not always as efficient as traditional methods (Bezjian-Avery, Calder & Iacobucci, 1998), this is not an issue for this interactive ad. The success of this ad saw it being covered by over 34 traditional and non-traditional media mediums. This ad can be considered successful in the sense that it created awareness of the job and encouraged interaction. However, its suitability as a job advert is questionable. Some gamers spend up to 40 hours a week gaming (Yee, 2006), report being addicted (Yee, 2006) and might not be interested in the job. Also, non successful gamers who could not afford to invest as much time gaming could have been lost. Arguably without the knowledge that it was for the recruitment, there would have been no incentive for gamers or people interested in the job to keep playing. Yee (2006) findings suggests that ARG players, might not  require incentives as they develop their own self-based motivations for playing the game. They also suggest that ARG skills are quite transferable.Micro-target  and interactive adverts might be the way forward. They target the ideal individuals and encourage them to invest in the product. Background research on the demographics and suitability of the ad, is also very important REFERENCEAgan, T. (2007). Silent Marketing: Micro-targeting. Penn, Schoen and Berland Associates.Barnard, C. J., & Sibly, R. M. (1981). Producers and scroungers: a general model and its application to captive flocks of house sparrows. Animal behaviour, 29(2), 543-550.Bezjian-Avery, A., Calder, B., & Iacobucci, D. (1998). New media interactive advertising vs. traditional advertising. Journal of advertising research, 38, 23-32.Chartrand, T. L., & Bargh, J. A. (1999). The chameleon effect: The perception–behavior link and social interaction. Journal of personality and social psychology, 76(6), 893.Cowpe, C. (1989) ‘Chip pan fire prevention 1976–1988’, in C. Channer (ed.) Television Advertising Case Histories, 2nd edn, London: Cassell)Lee, A. E., Ounsley, J. P., Coulson, T., Rowcliffe, J. M., & Cowlishaw, G. (2016, February). Information use and resource competition: an integrative framework. In Proc. R. Soc. B (Vol. 283, No. 1825, p. 20152550). The Royal Society.Loftus, E. F., & Palmer, J. C. (1996). Eyewitness testimony. In Introducing Psychological Research(pp. 305-309). Macmillan Education UK.McGuire, W. J., & Papageorgis, D. (1961). The relative efficacy of various types of prior belief-defense in producing immunity against persuasion. The Journal of Abnormal and Social Psychology, 62(2), 327. Milgram, S. (1963). Behavioral study of obedience. The Journal of abnormal and social psychology, 67(4), 371.Yee, N. (2006). The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. In Avatars at work and play (pp. 187-207). Springer Netherlands.

Filed Under: Uncategorized

Persuasion and Influence Blog December 1, 2016

Go On, Just touch it. you know deep down you want to!!!

This is and example of an interactive Advert.Firstly, having a finger and arrow on the screen picked my curiosity. Then the guy starts talking about everything that will happen to my finger and this post I was to curious to not put my finger on the screen.I don’t know if makes you buy a skittle but putting your finger on it it elicits a feeling. You might feel happy, find it funny, be perplexed about why you feel that way or even feel ridiculous about it but you associate an emotional or mental reaction to the ad if you interacted with it and it makes it a bit more memorable. For this ad I felt a bit ridiculous and every time i thought about how I felt over the next few hours, I remembered/ thought of a skittle.While this Ad might not work for everyone, the introduction alone increases the likelihood of an interaction

Filed Under: Infuence

Persuasion and Influence Blog November 30, 2016

How fish and chips proved rational decision making is a hoax

Image by www.queenfishandchips.com“Anyone’s NOT ordering fish and chips?”“Anyone?”“No…?”“Okay…” It was a typical Friday afternoon when I heard this call from the lady behind the counter as I queued for a plate of fish and chips myself.While I always knew that fish and chips is a popular dish in the menu, what are odds that given there are ten people in a line but no one is intending to order anything besides fish and chips?“Word of mouth,” the lady further whispered to herself as she turned the other way.Bedazzled by her utterance, it was then and there that I thought to myself I must investigate this awesome demand for fish and chips further. From a layperson standpoint, I totally agreed with her. Word of mouth as an advertising tool made sense. It should explain a great deal of the picture. At least that was how I got into this fish and chips situation. A senior of mine told me about it once and I was hooked ever since.However, it would be more amazing if psychology could provide me with better insights. So, I dove deeper. Well, perhaps too deep that I found my answer handsomely intersected in fields such as behavioural economics, behaviourism, psychobiology, social psychology, and statistics.Behavioural EconomicsFirstly, I have uncovered that scarcity plays a huge role in increasing the sales of the fish and chips. Research has shown that packaging a product as ‘limited edition’, or in this case the fish and chips being a ‘Friday-only deal’, it aids the fish and chips to be more desirable (Lynn, 1991). From a customer standpoint, no fish and chips for oneself this week means that one has to wait for the following week.BehaviourismI have also realized that a very powerful learned association has been established in my mind between the concept of “Friday” as unconditioned stimulus and “fish and chips” as conditioned stimulus (Kimmel, 1966).From a customer’s perspective, this could translate to an irritating, rather unwelcome voice at the back of our mind every Friday which whispers, “Friday is fish and chips day, go spend that £5.25 (conditioned response),” over and over again, which makes rational decision making almost impossible. So please stop, my dear brain. I want my free will back!PsychobiologyNot only that, just like it has happened to me, I believe that the fish and chips has also invaded the reward system of other people. Yes, even our biology has been invaded by fish and chips disguised as this mischievous idea of, “it is the end of the week. I deserve to be pampered with a nice meal for having such a productive week! Well, what should I have today?” Being a strong extrinsic motivator, the picture of deliciously prepared fish and chips flashes in our mind, rather unwelcomely. Social PsychologyNext, since eating fish and chips has become a social norm in the particular setting, it might influence one’s decision on what is the ’right’ thing to eat. By ‘right’, I mean socially acceptable. Asch (1951) has found that social conformity (i.e, the tendency of an individual to conform to the norm of the majority) does exist. In this particular case, it’s really hard NOT to choose something besides fish and chips considering everybody is having it.StatisticsTo test further whether such norm exists, let us do a simple statistical investigation.Method: Observational studyTime and date: 2.35pm, November 18, 2016.Results: Out of 28 people who were having something at that time, 20 of them were having fish and chips and the other 8 people were having meals such as salad, sandwich, chips, and jacket potato.To explore this fish and chips demand phenomenon further, a chi-squared goodness of fit test might also help.Null Hypothesis: There is no preference for any particular mealExpected frequency: 14 for both ‘fish and chips’ and ‘non-fish and chips’Calculated chi-squared value = 5.14Critical value: 1 df at alpha = .05 is 3.84Results: Null hypothesis is rejected. There IS preference for a particular meal.Discussion: Apart from the small sample size, it is safe to conclude that the fish and chips norm does exists. Take home messageTo conclude, the fish and chips being scarce, perceived as an extrinsic motivator, and a norm in the particular context is enough of an influence to prove that rational decision making is a mere hoax. So, taking this idea to a broader concept, the next time people tell you, “I don’t want anyone to influence me, I want to DECIDE it for MYSELF,” just smile to them and hope that others will not prey on their naivety.ReferencesAsch, S. E. (1951). Effects of group pressure upon the modification and distortion of judgments. Groups, leadership, and men, 222-236.Kimmel, H. D. (1966). Inhibition of the unconditioned response in classical conditioning. Psychological Review, 73(3), 232.Lynn, M. (1991). Scarcity effects on value: A quantitative review of the commodity theory literature. Psychology & Marketing, 8(1), 43-57.

Filed Under: Infuence

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