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ParaSocial Interaction in the Context of OnLine Interactive Environments

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Title: ParaSocial Interaction in the Context of OnLine Interactive Environments


1
Para-Social Interaction in the Context of
On-Line Interactive Environments
  • Ming Ong Wong
  • David R Fortin
  • University of Canterbury

2
About the Authors
www.mang.canterbury.ac.nz/weblab
  • Ming Wong is a doctoral student at the
    University of Canterbury, N-Z
  • David is Senior Lecturer at the University of
    Canterbury, New Zealand and director of the
    Web-L_at_b Consumer Research Project

3
Outline
  • Whats PSI?
  • Its Implications for Marketing
  • PSI and On-Line Shopping
  • A Conceptual Model of PSI
  • Research Directions

4
Whats PSI
  • Parasocial phenomena can be defined as the
    vicarious interaction and relationship that the
    viewers of media have with media characters.
  • The concept was first introduced by Horton and
    Wohl in 1956.

5
Whats PSI
  • A form of social interaction created by the mass
    media, which is based on the frequent and
    consistent appreance of a persona or mediated
    personality
  • (Rubin, Perse and Powell 1985)

6
Origins and Applications
  • First examined in context of TV in the sixties
  • Applies to soap operas, sitcoms, news anchors
  • Illusion of intimacy

7
Star Trek, Original Series 1967-69
Jim
Spock
Scotty
Bones
8
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9
Jerry, Kramer, Elaine and George
10
Whats PSI? Lit review
11
Implications for Marketing
Purchasing Behaviour

PSI
  • Rubin (1986) Zaklan (1990)
  • Grant, Guthrie and Ball-Rokeach (1991)
  • Skumanich and Kintsfather (1998)
  • Stephens, Hill and Bergman (1996)

12
PSI and On-Line Shopping
  • Generating PSI via a Web Site
  • a site with a personality
  • features hosts to draw consumers
  • interaction between visitors sites

13
Online Examples
  • Maytag Man
  • Wingspan online banking
  • Tide detergent
  • Pillsbury Dough-Boy
  • future Avatars (MediaLab and Microsoft Project)

14
Maytag Washing Machines
15
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19
Avatar Research at Media Lab
20
A Concepual Model of PSI in On-Line Environments
Presence of Persona
Motive to Seek Interaction
Future Anticipation
Vividness of the Site
Asite
Person Interactivity (User-Persona)
Para-Social Interaction (with the site)
Person Interactivity (User-User)
Abrand
Content Interactivity (User-Generated)
Purchase Intention
Enduring Product Involvement
Content Interactivity (Dynamic)
21
Presence of Persona and Vividness of the Site
22
Person-Interactivity
  • User-to-Persona see Microsoft Persona Project
    www.research.microsoft.com/research/ui/persona/hom
    e.htm
  • User-to-User

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Content-Interactivity
  • User-generated Content
  • Dynamic quality of the Content

27
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29
Moderators Motive and Involvement
  • The positive relationship between the antecedent
    variables and PSI
  • will become stronger or weaker depending on the
    type of motive for seeking interaction
  • will become stronger with increasing levels of
    involvement

30
Significance of the Model
  • Theoretical
  • Understanding of the phenomenon of PSI on the WWW
  • Managerial
  • Design of an effective web interface
  • Another form of relationship marketing?
  • Future Research?
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