Prior research has mainly examined the effect of social exclusion on individuals' interactions with other people or on their product choices as an instrument to facilitate interpersonal connection. The current research takes a novel perspective by proposing that socially excluded consumers would be more motivated to establish a relationship with a brand (rather than using the brand to socially connect with other people) when the brand exhibits human‐like features. Based on this premise, we predict and find support in three studies that socially excluded consumers, compared with non‐excluded consumers, exhibit greater preference for anthropomorphized brands (studies 1–3). This effect is mediated by consumers' need for social affiliation and is moderated by the opportunity for social connection with other people (study 2). Furthermore, socially excluded consumers differ in the types of relationships they would like to build with anthropomorphized brands, depending on their attributions about the exclusion. Specifically, consumers who blame themselves (others) for being socially excluded show greater preference for anthropomorphized partner (fling) brands (study 3).
Although digital assistants with humanlike features have become prevalent in computer games, few marketing studies have demonstrated the psychological mechanisms underlying consumers’ reactions to digital assistants and their subsequent influence on consumers’ game enjoyment. To fill this gap, the current study examined the effect of anthropomorphic representations of computerized helpers in computer games on game enjoyment. In the current research, consumers enjoyed a computer game less when they received assistance from a computerized helper imbued with humanlike features than from a helper construed as a mindless entity. We offer a novel mechanism that the presence of an anthropomorphized helper can undermine individuals’ perceived autonomy during a computer game. Across six experiments, we show that the presence of an anthropomorphized helper reduced game enjoyment across three different games. By measuring participants’ perceived autonomy (study 1) and employing moderators such as importance of autonomy (studies 2, 3, and 4), we also provide evidence that the reduced feeling of autonomy serves as the mechanism underlying the backfiring effect. Finally, we demonstrate that the effect of anthropomorphism on game enjoyment can be extended to other game-related outcomes, such as individuals’ motivation to persist in the game (studies 4 and 5).
The present research finds that anthropomorphism, or attributing human characteristics to nonhuman objects, increases consumers' preference for products with superior appearance. This effect occurs because consumers apply the belief of "beautiful is good," a pervasive stereotype in person perception, to the judgment of anthropomorphized products. Seven experiments test the propositions. The results show that product anthropomorphism (vs. nonanthropomorphism) leads consumers to spend more time and money searching for information about appearance attributes (experiments 1 and 2), to indicate greater preference for products with superior appearance (experiments 4, 6, and 7), and to purchase products with superior appearance (experiments 3 and 5). The experiments also show that the effect of anthropomorphism on consumer preference is mediated by consumers' conviction of "beautiful is good" in person perception. This effect is alleviated when consumers' beliefs about the association between the attractive physical appearance of a person and the positive personal traits of this person are challenged. These results are robust across a wide range of product categories and consumers. Theoretical contributions and marketing implications are discussed.
Prior consumer research has studied the impact of anthropomorphism on product perception and evaluation. This research explores how anthropomorphic thinking influences people's experience of emotions and subsequent consumption behavior. Based on research on emotion regulation and the psychological process of detachment, we show that individuals instructed to anthropomorphize sadness (i.e., think of sadness as a person) report less experienced sadness afterward (Studies 1 and 2A). The same result is observed for its opposite, happiness, such that anthropomorphic thinking dilutes happiness (Study 2B). We argue that this reduction of emotion occurs because anthropomorphic thinking increases the perceived distance between the self and the anthropomorphized emotion, thereby creating a feeling of detachment. Evidence for a detachment process is found via measurement (Studies 3 and 4) and a theory-guided moderation, with the effect lessening when sadness is seen as a dependent (vs. independent) person (Study 3). These findings have implications for consumer behavior. When sadness is ameliorated by anthropomorphic thinking, people tend to display better self-control in subsequent consumption, as manifested by a greater likelihood of choosing a healthier or more practical product (Studies 4 and 5).
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