Lecture 3 Flashcards

1
Q

attention

A

the taking possession by the mind, in clear and vivid form, of one out of what seem several simultaneously possible objects or trains of thought

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2
Q

selective attention

A

what we focus on

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3
Q

why do we have attention?

A
  • navigate complex environments
  • limited cognitive resources (brain signaling, limited actions)
  • focus on important information
  • supress distracting information
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4
Q

selective attention: top-down vs bottom-up attention

A
  • voluntary vs involuntary
  • goal directed vs salience
  • endogenous vs exogenous
  • controlled vs automatic
  • directed vs captured
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5
Q

impacts on bottom-up attention

A
  • color/contrast
  • movement
  • size/position
  • visual clutter
  • complexity
  • threat
  • emotional valence
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6
Q

impacts on top-down attention

A
  • strength of goal/motivation
  • incentives/task instructions
  • stakes
  • risks
  • predictability/familiarity of environment
  • mood
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7
Q

cocktail party effect

A
  • selectively focus on one conversation
  • still processing surrounding voices, gender of voices
  • not processing content/language
  • may hear name even if not attending
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8
Q

early vs late selection and memory

A
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9
Q

attention economy

A
  • attention is a scarce resource (bounded rationality)
  • many agents compete for attention
  • breaking through clutter becomes more difficult
  • attention is monetized, as capturing attention offers opportunity for persuasion
  • you pay for ‘free’ products with attention
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10
Q

individual and societal consequences of attention economy

A
  • more tailored media options, more ways to connect, more free services, better attentional capture
  • social media and potentially reduced well-being, political polarization, spread of misinformation
  • how well does attention (clicks, likes) align with preferences, long-term goals, and interests?
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11
Q

stages of acquiring and processing information

A
  • pre-attentive scanning: scanning environment, awareness
  • focal attention: focus on some information; filter out others
  • evaluation: understanding and interpreting information, linking attention and memory
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12
Q

pre-attentive scanning

A
  • general, non-goal-directed surveillance of the environment, at the fringe of consciousness
  • perceptual features (colors, lines)
  • semantic features (concepts, meaning)
    emotions
  • hedonic fluency
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13
Q

hedonic fluency

A

easier processing/understanding/responding is pleasant -> higher evaluations and better attitudes towards things
- misattribute pleasantness of processing ease to stimulus itself
- amplification of existing tendencies
- perceptual (e.g. easy to read font, closer) and conceptual (meaning, associations)

familiarity leads to easier processing (mere exposure, repetition)
- more repetitive songs more likley to reach top 100 charts

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14
Q

goal fluency

A

sequences activating similar goals
- asking about intentions before behavior increases likelihood of behavior “question-behavior effect” in health behaviors

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15
Q

focal attention

A

focus on certain information in short-term (working) memory, top-down, and bottom-up influences
- features that attract attention:
- salience/novelty: contrast to environment, surprise
- vividness: attention grabbing properties (e.g. emotionally interesting, concrete)

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16
Q

focal attention in packaging

A
  • health and sustainability labels are less central, smaller, and less salient than brand, picture, and logo
  • bottom-up features predict fixation patterns during choice
17
Q

vividness

A
  • emotional (e.g. fear)
  • concrete, image-provoking
  • temporally or spatially proximate
  • features x individual differences (product type, format of delivery, goals of consumer)
18
Q

Fennis, Das, and Fransen (2012)

A

tested vividness, product type, and individual differences in imagery on brand ratings
- for the frying pan (functional), only individuals high in imagery respond more to vividness
- for the champagne (experiential), all respond more to vividness

19
Q

salience/novelty

A
  • contrast with environment
  • cut through ‘advertising clutter’
  • stronger for lower processing motivation/involvement
  • may protect from reduction in attention to familiar items
20
Q

familiarity/repetition

A
  • famailiarity can increase processing fluency, leading to increased brand attitudes
  • too much repetition can lead to annoyance, reducing brand attitudes
  • longer-term, annoyance fades but repetition leads to increased brand memory
21
Q

strategies to attract attention to advertising

A

humor and sex
- can attract attention
- can distract from the part of the ad that is unrelated to the humor/sex (e.g. brand)
- humor is pleasant, which becomes associated with the brand
- congrunce between sex appeal and ad may matter
- sex and violence do not sell

22
Q

is it only humor and sex?

A
  • salience, vividness, novelty
  • involvement
  • room for discovery
23
Q

evaluation

A

categorization and understanding claims
- illusory truth effect
- connecting information presented to existing memories, knowledge, self-schema, etc.

24
Q

categorization

A
  • enables inferences
  • classify product based on: products attributes, brand, product usage
  • brand extensions: new product within product line
  • congruence or “fit” with parent brand, associations with brand, prior knowledge, involvement
25
Q

typicality and the pioneering advantage

A
  • prototypical products are more liked, but less salient, reducing attention
  • pioneering advantage: first product in a category has novelty, leading to deeper processing and more extreme evaluations
  • new product becomes ‘prototypical’ to which others are compared, focus on attributes brand does best
26
Q

assimilation and contrast

A
  • assimilation: overestimate similarity within category
  • contrast: overestimate differences between categories
  • parent category associations impact product and vice versa product reflects on parent brand
  • balance between novelty and clear link (moderate dissimilarity)
27
Q

illusory truth effect

A

repetition of an ambiguous message increases acceptance, belief over time, sharing intentions
- trivia, misinformation, political speech, health information, contradictory information (after delay)
- NOT opinions

28
Q

Bless & Wänke (2000)

A

saw a list of 10 TV shoes and had to pick 2 from the graph
- then rate overall quality of shows in list on 1-9 scale
- ‘typical’ shows -> assimilation
- ‘atypical’ shows -> contrast

29
Q

Skurnik et al. (2025)

A

participants see health claims, whether they are true or false, 1x or 3x
- after 30 mins or 3 days, participants see new and old statements and categorize as true, false, or new

results show:
- delay reduces accuracy generally
- misremember false as true more than reverse (true is ‘default’)
older adults more likely to misremember for repetition and delay

30
Q

Henkel & Mattson (2011)

A

statements repeated 3x as truer than statements seen once
- familiarity -> illusion of truth
- source reliability doesn’t matter
- 1/3 remember source reliability after delay

31
Q

misleading claims

A
  • rely on inferences beyond literal statements
  • literally true, but imply something different
  • omit information
  • juxtaposition
  • reverse cause and effect
32
Q

self-schema

A

traits, values, and beliefs about self, how you think of yourself
- guides attention, information processing
- higher motivation to process information congruent with self-schema (amplifying effect)

33
Q

meta-cognition: thinking about thinking

A

thinking about other’s motives, credibility (skepticism, resistance)
- thinking about our own inner states or thoughts
- self-validation, confidence amplifies persuasion
- ease of retrieval, hedonic fluency

34
Q

Wänke et al. (1996)

A
  • write or read 3 or 7 arguments pro/con public transport
  • reading: 7 arguments leads to stronger attitudes +/- than 4 arguments (more -> stronger)
  • writing: 7 arguments leads to weaker attitudes (difficult -> lower confidence -> weaker)
35
Q

balance of attention and persuasion

A
  • supply of advertising rising faster than attention (limit of population)
  • ability to block advertising limits its reach (switch channel, leave room, look at phone during commercials, use ad blockers)
  • context of exposure influences balance between attention and persuasion (higher attention: persuasion is possible, lower attention: need to first attract attention)
36
Q

costs of ‘annoying’ advertising

A
  • increased competition for attention -> more bottom-up attention grabbing, can be annoying or aversive
  • economic cost to publisher (more expensive)
  • cognitive cost to readers (slower performance/worse memory recall)
37
Q

visual ecology

A

the study of how different species perceive their visual surroundings

38
Q

changes in visual ecology

A

relatively small changes in the visual ecology of product packaging can lead to much higher levels of consumer attention