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Perception of visual advertising in different media: from attention to distraction, persuasion, preference and memory

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Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889194162 Year: Pages: 124 DOI: 10.3389/978-2-88919-416-2 Language: English
Publisher: Frontiers Media SA
Subject: Physiology --- Science (General)
Added to DOAB on : 2015-12-10 11:59:06
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This Research Topic aims to showcase the state of the art in visual advertising research. Although visual processes are a central component of consumer behavior, they have been largely neglected in models explaining consumer perception of advertising. Rather than being the mere input into the cognitive or affective systems, the visual processes both voluntarily and involuntarily affect the amount and quality of information that is passed into further mental processing. Moreover, advertisements provide a well- designed, rich and stimulating environment to study visual processes in real-life conditions. Consumers encounter thousands of advertisement messages per day. Previous research on visual perception of advertising mostly considers print advertising. However, advertising messages increasingly appear in a variety of formats and in different media. Part of these messages are still conveyed through traditional media, such as newspapers, magazines, television, as well as outdoor and supermarket advertising. In addition, the amount and diversity of visual marketing stimuli is rapidly growing in terms of different advertising formats appearing in online and social media, smartphones and tablets. This challenges the marketing professionals and academics to better understand the impact of marketing on consumers. At the same time, the technical development of the research methods allows better opportunities to investigate advertising perception in different environments. Traditionally, papers investigating the psychological processes underlying advertising perception are published in journals widespread across different disciplines, such as marketing, applied psychology and human computer interaction journals. With this Research Topic, we aim to create a forum in which experts in different fields define the state of the art and future directions of the research on the visual aspects of marketing. We include reviews and original research papers involving both empirical and theoretical studies on visual perception of advertising across different media.

Understanding Selfies

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Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889454655 Year: Pages: 153 DOI: 10.3389/978-2-88945-465-5 Language: English
Publisher: Frontiers Media SA
Subject: Science (General) --- Psychology
Added to DOAB on : 2018-11-16 17:17:57
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In the year 2013, ‘selfie’ was named word of the year by Oxford Dictionaries in recognition of dramatic changes in frequency, prominence, and register of the term. This drastic increase in selfie-taking was spurred by two factors. The first was the advent of smartphones equipped with front cameras and preview screens that made it easy to compose a photographic self-portrait by a process of deliberately exploring one’s image, choosing a pose, and finally taking the picture. The second key change contributing to the rise of the selfie age was the increasing availability of internet connections. It is estimated that about 50% of the world population has access to the internet today (2018; https://www.internetworldstats.com). At the end of the past century, this percentage was a mere 1%. The growth of the internet infrastructure simultaneously spurred the development of social network applications such as Facebook, Twitter, Snapchat, and Instagram, providing accessible media for sharing photographs including photographic self-portraits. However, despite their tremendous reach and popularity, selfies have so far received relatively little attention by the scientific community, especially within psychology. Thus, we proposed a Frontiers in Psychology Research Topic to expand empirical and theoretical work on the massively popular, yet scientifically unexplored, phenomenon of the selfie. The articles published in this eBook offer a multifaceted insight into current scholarly work on this topic.

Computers and Games for Mental Health and Well-Being

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Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889454969 Year: Pages: 311 DOI: 10.3389/978-2-88945-496-9 Language: English
Publisher: Frontiers Media SA
Subject: Medicine (General) --- Psychiatry --- Public Health
Added to DOAB on : 2019-01-23 14:53:42
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Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

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