Running head: Branded Mobile Apps: Effectiveness in Branding Efforts Capstone Professional Project...
Transcript of Running head: Branded Mobile Apps: Effectiveness in Branding Efforts Capstone Professional Project...
Running head: Branded Mobile Apps: Effectiveness in Branding Efforts
Capstone Professional Project
Branded Mobile Apps: Effectiveness in Branding Efforts
By Hussam Harb AlMukhtar
Supervised by Rosanne Hartman, Ph.D.
Canisius College
COM 605
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Abstract
Mobile phone applications (apps) have generated a great interest among marketers
who have increased dedicated budgets for mobile marketing. This study attempts to assess
the effectiveness of branded mobile apps in shifting attitude towards a certain brand. More
specifically, this study identifies two types of apps: informational apps, which provide users
with information that answers their questions, help them make a decision and serve a
specific purpose they have, and experiential apps are game-like applications deliver
enjoyment to the user and do not require much cognitive abilities to navigate through.
Findings of this study suggest that experiential apps have a positive effect in shifting
attitudes toward a brand. Results also indicate that informational apps did not appear to
have an impact on brand attitude. Despite these findings, other results from this study
allude that experiential apps are not necessarily better than informational apps in affecting
brand attitude.
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Introduction
Mobile marketing spending increased 95% in the first half of 2012 totaling in $1.2
billion, up from $636 million in the same period of 2011 (IAB, 2012). This mass growth in
the mobile marketing industry indicates an equivalent mass growth in the audience for
mobile electronic communications and promotions (Shankar, Venkatesh, Hofacker and
Naik, 2010). eMarketer (2012) reports that, excluding talk and text messaging, US
consumers are spending 82 minutes per day using mobile devices. The mobile audience has
been consuming information by receiving messages from marketers; they also actively
interact with brands through the different channels mobile devices provide (Shankar and
Balasubramanian 2009).
Mobile marketing consists of all marketing efforts that use mobile devices as a
medium and mobile users as targets, is an expanding industry. With over a million
smartphone devises currently being activated on a daily basis, it is an expanding industry.
Smartphone users are spending more time using mobile applications (apps) per day than
the average Internet users spend online. Marketing managers are continuously exploring
the possibilities of using mobile avenues (apps, mobile-ready websites and short messaging
systems (SMS)) in their branding strategies (Newark-French, 2011).
A brand name is among the most fundamental and long-lasting assets of a firm.
Marketing managers seek ways to enhance the value of brands by leveraging this value
through brand extensions and other means. Mobile technologies provide marketer with a
new venue where they can listen, monitor and interact with their customers to enhance
their brands. As the mobile application market continues to grow in stature and popularity
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it will become imperative for brands to assess their target market and create relevant
applications to meet growing demand.
Mobile apps can be instrumental in driving customers to a brand’s online social
presence. As the number of social network users continues to grow in tandem with the
smartphone, brands should look to integrate the two elements to hopefully extend the user
experience and encourage engagement and acquisition moving forward. However, research
in this area is limited. Therefore, this study will investigate the relationship between mobile
marketing through the use of mobile apps and branding efforts, more specifically brand
attitude. Recognizing the different approaches for branding, this study will be looking into
the effectiveness of mobile apps in improving attitude towards a brand. The study will be
identifying two types of apps, informational, or user-centered application and experiential,
or game-like applications, and attempting to measure an attitude shift towards a brand as a
result of using each type of apps.
Current research has returned inconclusive findings as to which type of branded
apps is more effective in the branding efforts (Bellman, Potter, Treleaven-Hassard, Robinson
and Varan, 2011). Bellman et al (2011) have tested the effectiveness of the different apps in
shifting attitude towards two brands in one product category. This study will attempt to
expand on Bellman et al’s (2011) study by measuring the shift in attitude towards one
brand name in one product category. Using one brand of a product category provides more
control than using two brands in one product category, as participants might have
preconceived notions toward one brand over the other. The results of this study can
provide marketers the chance to pick and choose what type of apps to build when
formulating their mobile marketing strategies, as one can be more expensive than the other.
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It is no surprise that mobiles are changing the way consumers search, shop and
interact with one another. Mobile media, the mobile web, apps and text messaging are
transforming the user experience and the way consumers interact with brands. This has
casted a range of opportunities for companies to leverage mobile to grow their brands.
Having branded app, which is informative, educational or entertaining, is becoming a key
part of any mobile strategy. Marketers can leverage on mobile apps to boost brand
awareness and affinity by thoroughly understanding their target audience.
Literature Review
Attitude
Attitudes are a popular research topic in advertising/marketing studies for at least
two reasons: first, they are useful in predicting consumer behavior (Mitchell and Olson
1981), and second, several theoretical frameworks for the study of attitudes are available
from researchers, thereby facilitating research on this pivotal construct. Advertising and
marketing efforts must change attitude to change behavior (Berger and Mitchell, 1989).
Bettman (1979) contends that attitude represents affect toward the object. Lutz (1991)
considers that attitudes are solely an affective construct and reflects "predispositions"
toward an object, which may lead to an actual behavior. Additionally, Lutz (1991) claims
that attitudes function as a "filter" for how an individual perceives an object. Attitudes have
been defined by Ajzen and Fishbein (1980) as "a learned predisposition of human beings to
respond in a consistently favorable or unfavorable manner with respect to a given object."
This study will adopt Lin’s (2008) definition of attitude as a continuously reactive
orientation learned from a certain object. This definition suggests that attitudes can be
changed when subjects are exposed to stimuli.
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Baldinger and Robinson’s (1996) study found that two- thirds of all studied brands
had market share increases when brand attitude became more positive. Millward Brown,
Inc. reports (Hollis, Farr and Dyson, 1996), based upon their proprietary brand equity
model, that a person's self-reported brand value is driven by their attitude toward the
brand. Finally, Simonin and Ruth (1998) report that brand attitude toward specific brands
influenced impressions of subsequent alliances the brand entered into. This implies that
with a greater brand recognitions comes a more positive attitude.
The importance of attitude in marketing comes to play with its connection to
behavior, specifically in predicting consumer behavior (Mitchell and Olson, 1981; Sundar
and Kim, 2005). Attitudes are positively correlated with purchase intentions (Hussain Shah,
Aziz, Jaffari, Waris, Ejaz, Fatima and Sherazi, 2012). Attitudes are easier to change than
intentions or behaviors, and research found that attitude change could indicate a change in
behavior later (Morris, Chongmoo Woo and Jooyoung Kim, 2002). A great deal of research
says it’s easier to change attitude than to alter a behavior (Mitchell and Olson 1981, Lutz
1980 and Ajzen and Fishbein 1980) which if positively occurs can change a purchase
behavior (Lin, 2011).
Striving to perceive the relationship between attitude and behavior, researchers
came up with models, which would define the constituent parts of attitude. Schiffman and
Kanuk’s (2004), and Rice’s (1997) models suggest that attitude have three components;
cognition, emotion and intention. The cognition part signifies belief or disbelief in an object
- and in this case, a brand (Rice, 1997). Consumer feelings and emotions with regard to a
certain object reflect the emotional component of attitude, while the intentions component
can encompass behavior itself (Schiffman and Kanuk, 2004). Creating messages that
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involves the cognition component and triggers emotions can result changing behaviors and
increasing purchase intent (Lin, 2011).
Interactivity affects consumers’ attitudes (McMillan 2000, Suh and Chang 2006, Wu
1999). The higher the perceived interactivity of the medium the more positive the users’
attitude is (Wu, 1999). Advertising on mobile devices through the use of brand-provided
apps is highly interactive and is potentially even more engaging than website and rich-
media banner advertising (Shankar and Balasubramanian 2009). This high level of
engagement, which is a combination of different beliefs held by a consumer about how the
technology fits into his/her life (Calder, Malthouse, and Schaedel, 2009), is likely to be
highly persuasive (Wang, 2006) and make mobile devices important to brand attitude.
Most mobile phones and apps allow users to customize applications to fit what they
want. By customizing these applications, users elaborate extensively on what does the
content of the applications mean to them, and might make a personal connection with the
advertised brand. They also selectively download and use apps based on their own
personal needs. This personal connection with the brand generated by mobile apps, if it
was positive, might results in a favorable behavior towards the brand (Petty and Cacioppo,
1986).
Mobile Devices and Branded Apps
Juniper Research (2013) indicates that marketers use mobile marketing for four
purposes: 1) Initial consumer discovery and engagement; 2) Relationship building; 3)
Product purchase (remote); 4) Product purchase (point of sale). Considering that these
points incorporate branding, relationship management and the actual purchase, one can
see how important mobile, as a medium, is becoming.
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The customizable nature of mobile phones, especially smartphones, makes these
devices an extension of their owners and a great media for marketers to pursue (Shankar
and Balasubramanian 2009, Bellman et al. 2011). This personal nature of mobile phones
forces limitations on marketers when implementing strategies. For example, marketers
have to get users to “opt-in” and give the permissions to advertise on their phones to
maintain a positive attitude about the advertisement (Tsang, Ho, and Liang, 2004). Tsang et
al. (2004) found that consumer attitudes toward mobile advertising are generally negative,
but are positive if permission is obtained.
One of the increasingly popular aspects of mobile marketing is branded apps. To
reflect the characteristics of branded apps, this study adopted Bellmans et al’s (2011)
definition as “software downloadable to a mobile device which prominently displays a
brand identity, often via the name of the app and the appearance of a brand logo or icon,
throughout the user experience.” This increasing importance of the branded apps comes
from the high level of interactivity they often bring (Bolton and Saxena-Lyer 2009, Shankar
and Balasubramanian 2009).
Sundar and Kim (2005) noted that the mere presence of interactivity in advertising
messages is positively associated with attitudes and it positively influences the persuasion
process. They report that interactive ads affect purchase intent more than static ads
(Sundar and Kim, 2005). Consumers get exposure to highly interactive advertising for a
longer time than static or ads with low interactivity (Cauberghe and De Pelsmacker, 2010)
and process more information there as well (Sicilia, Ruiz, and Munuera, 2005). Sicilia et al
(2005) argue that interactive information needs to be structured by the consumer and this
activity requires extensive cognitive effort, which implies that the level of information
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processing will be high. They found that consumers react to interactivity with higher
favorability toward the advertised product/brand in websites than noninteractivity, and
interactivity is important in increasing knowledge for individuals with low involvement
(Sicilia et al, 2005).
One perspective for viewing engagement and brand attitude is provided by the
elaboration likelihood model (ELM). ELM suggests that attitude formation may be
influenced strongly by message arguments, i.e. central route, or by contextual cues i.e.,
peripheral route (Petty and Cacioppo, 1986). Findings of studies on contextual aspects of
advertisements, such as music (Gorn, 1982) and spokesperson popularity (Petty, Cacioppo
and Schumann, 1983), suggest that these aspects may highly affect brand attitude when
consumers have low involvement with the product. On contrast, when a product is highly
relevant, consumers may process an argument in depth and their attitudes would then be
affected (Petty et al., 1983). Therefore, Bellman et al (2011) argue that using branded apps
can result in a positive attitude shift towards a brand.
Some studies recognize the link between attitudes towards an ad to brand attitude.
Mitchell and Olson (1981) found that attitude towards an ad mediated brand attitude as
well as purchase intentions. Attitude toward an ad affects brand attitude for both low and
high brand knowledge (Lutz, MacKenzie and Belch, 1983). Other findings support the
notion that attitude toward an ad has a strong direct influence on brand attitudes for less-
involved receivers (Gardner, Mitchell and Russo 1985; Park and Young 1986). Park and
Young (1986) found that the effect of music in an ad on brand attitude depends on the type
and level of involvement. Music had a facilitative effect on brand attitude for subjects in the
low involvement condition and a distracting effect for those in the cognitive involvement
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condition. This suggests that the creative execution of an app can exert effects on its
effectiveness in shifting brand attitude (Shmip, 2007). A more interactive and engaging
application, in retrospect, should generate a greater shift in brand attitude.
In addition, branded apps can provide a “pull” form of marketing, as opposed to the
traditional “push” forms (Bellman et al, 2011). Pull marketing is all the activities
that encourage prospects to seek a brand out and find out whether it has something of
value to offer them (Bendinger, 2009). It tries to stimulate demands and pull product off the
shelves. On the other hand, push marketing is when a brand uses various activities to get its
message in front of its ideal client. With push marketing, the marketer is in control of what
the message is, how it is seen, when and where (Bendinger, 2009). It counts on people
remembering that proposition and pushes product into the designed distribution channels.
Ahluwalia and Varshney (2005) argues that consumers have a more positive attitude
towards a pull advertisement than a push one.
With interactivity, users can have eight different kinds of interactive experiences
(Calder et al, 2009). For the purpose of this study, this study will only be focusing on two
kinds of experiences, utilitarian/information-gathering (informational) and intrinsic
enjoyment (experiential) as both of them directly relate to the different types of contents
consumers might get exposed to. (Hoffman and Novak, 1996).
Informational and Experiential Apps
Looking at the two kinds of experiences, this study is identifying the first type of
branded apps as being an informational app. The conceptualization of Informational apps is
derived from Hoffman and Novak’s work (1995) as apps with prominent text-, or
multimedia-based content that (1) delivers a utilitarian experience, (2) satisfies an
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extrinsic motivation, and (3) provides purposive exposure to intentional and selective
content. That is, the app users would believe that the app provides information to help
them find answers, make decisions, or accomplish something in their lives and serves a
specific need they have. An app from BMW that displays useful information about the car,
and helps a customer make a buying decision is considered an informational app. The
information available on this type of apps employs high cognition during the persuasion
process, according to ELM, which in turn positively alter attitudes toward a brand (Petty
and Cacioppo, 1986).
On the other hand, the second type of apps identified in this study is the
experiential. Experiential apps are defined as apps with game-like content that (1) delivers
an intrinsic enjoyment, (2) satisfies internal motivations, and (3) focuses more on the
medium rather than on the provided content (Hoffman and Novak, 1995). Experiential apps
provide users with an experience that enables them to unwind and escape from the
pressures of life and delivers enjoyment to the user (Calder et al, 2009). They are less
intentional, and nonselective in orientation (Rubin and Perse, 1987). An app from BMW
that is game-like, does not require a lot of cognition, and might not serve any purpose for
the user other than enjoyment is considered an experiential app. This type of apps banks on
the peripheral cues it contains during the persuasion process, according to ELM, which
suggests a positive shift in brand attitude (Petty and Cacioppo, 1986).
Users of informational apps will have to apply their cognitive abilities to absorb the
information provided by the app. The utilitarian and information-heavy nature of
informational apps requires users to apply high levels of cognitive functioning, and
therefore, ELM suggests that users should have high involvement and relevance to the app
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for it to be beneficial to them. ELM (Petty and Cacioppo, 1986) suggests that when users
have high involvement, they are more likely to process information through a central
processing route. Therefore the informational content of the app should be processed
cognitively, as ELM’s central processing route suggests. Because of that, users are more
likely to have understood the meaning and utility of the app’s content and formed a closer
personal connection with the brand (Bellman et al, 2011). Therefore, the study
hypothesizes that:
H1: Using informational apps increases attitude towards the advertised brand.
Moreover, even though relevance of the product category to the user is an important
factor in the ELM perspective, research results show that the relevance of product category
made no difference to the effectiveness of a branded app (Bellman et al, 2011). Based on
the interactivity available in apps, peripheral routes can be used in informational apps
along side the central routes. The mere presence of interactivity in the app is ample enough
to be a peripheral cue and alter attitude when it is noted but not used (Liu, Shrum, 2009).
ELM suggests that when users have low involvement, they are more likely to process
messages through a peripheral route (Petty, Cacioppo and Schumann, 1983). In line with
the ELM, experiential apps can tap into consumers' peripheral route to persuasion that
focuses on the presentation of timely and attention-catching information to the customer,
rather than into the central route to persuasion that calls for intensive processing of
detailed information (Shankar and Balasubramanian 2009). It is known, from the
definition, that experiential apps users do not need external motivations to use and enjoy
them, rather they are internally motivated to use them to pass time or as a relaxation tool
(Hoffman and Novak, 1996). Experiential apps users, therefore, are processing messages
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through peripheral routes using the peripheral cues in the apps’ contents. The preceding
discussion leads to the following hypothesis.
H2: Using experiential apps increases attitude towards the advertised brand.
Although some research suggests that consumers processing messages through
peripheral routes do not get deeper in the content of the message and may not evaluate its
positive and negative aspects (Banyte et al, 2007), Petty et al (1983) argue that a peripheral
strategy can generate attitude changes equal to what a central strategy can generate. The
highly interactive (Sundar and Kim, 2005) and the personal (Shankar and
Balasubramanian, 2009) natures of experiential apps can positively influence the
persuasion process.
On the basis of the preceding discussion, the following hypothesis was derived.
H3: Experiential apps have a greater effect on brand attitude than informational apps.
Methods
Participants
The method of sampling is non-random, convenient sampling of undergraduate and
graduate students from a private collage located in the northeast of the United States. All
participants (N=149) were randomly assigned to three groups using a computer-generated
survey. Upon accessing the survey using a computer, a randomizing formula provided by
Qualtrics.com placed participants into one of the three designed groups. Two of the groups
used a branded app and reported attitude. One group only reported attitude towards a
brand. The group that was not exposed to any app was necessary to act as a base to
measure the attitude shift. 152 people accessed the survey and the response rate was
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98.02%. Ages of participants ranged from 18 to 66 years old where 49% of them were
females.
Survey Instrument
This study employed a self-administered survey as an instrument to gather reported
attitudes towards the tested brand, familiarity of the brand name and attitude towards the
used app. A survey to measure attitude towards the brand by Ajzen and Fishbein (1980)
was used employing five 7-point semantic-deferential scales. Terms such as
“unappealing/appealing,” “bad/good,” “unfavorable/favorable,” “pleasant/unpleasant” and
“likeable/unlikeable” were used (last two were reversed) (Ajzen and Fishbein, 1980).
Cronbach’s alpha for the five brand attitude scales was at the acceptable level of 0.736.
Following Mitchell and Olson (1981), this study used the mean score of six evaluative scales
(unpleasant/pleasant, unlikeable/likeable, boring/interesting, tasteless/tasteful,
artless/artful and bad/good) as a measure of attitude toward the app used. The Cronbach’s
alpha reliability of the six-item measure of attitude towards an app was acceptable at 0.901.
Lastly, a two 7-point scale anchored by “not known/known” and “not familiar/familiar” was
used to measure brand familiarity for the tested brand. The familiarity scale had a
Cronbach’s alpha of an acceptable 0.875.
Procedure
Students were invited to participate in the study in February and March 2013 after
consent has been granted from the Institutional Review Board. Students in ten different
classes were contacted through five professors about the study. They heard about the study
from the researcher and those who were interested in participating logged on to a website
through computers available in their classrooms. A cover letter provided to all participants
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informed them that they do not have to partake in this study if they do not wish to and they
can quit at any time (See Appendix C). Students were not promised extra credit and none of
them received any sort of compensation for their participation. The computer program
used for the survey assigned participants randomly into one of three groups: informational
group, experiential group and control group. After the assignment, the two manipulated
groups received either an iPhone or iPod touch devices with the branded apps already
loaded. Participants in the informational app group used the “Colgate” app designed and
published by Colgate-Palmolive Company on an iPhone or an iPod touch (See Appendix A).
Participants in the experiential app groups used the “Tooth-Fairy” app designed by Colgate
Palmolive Company and published by MagiClick Digital Solutions on an iPhone or an iPod
touch (See Appendix B). The content and creative executions of these two apps reflect the
definitions of the two types of apps studied. The Colgate brand was chosen as a result of the
availability of these two apps, as there are few brands that can afford to have different types
of apps available. Participant were asked to use the provided app for three to five minutes
and then continue to fill in the online survey. Due to the limited availability of the handheld
devices, only five to six participants were able to take the survey at the same time.
Results
Hypothesis one predicted that using an informational branded app would result in a
positive attitude shift. The result of an independent-sample t test showed that there was a
statistically significant difference between the brand attitudes of the control group
(m=24.04, SD=4.839) compared to the informational group (m=25.80, SD=5.528) at the 0.05
level (t=1.694, df=98, p=0.0465). Therefore H1 was supported.
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Hypothesis two predicted that using an experiential branded app would result in a
positive attitude shift. H2 was supported as the independent-sample t test showed that
there was a statistically significant difference between the brand attitudes of the
experiential group (m=26.55, SD=5.831) when compared against the control group
(m=24.04, SD=4.839) at the 0.05 level (t=2.319, df=96, p=0.0115).
Hypothesis three predicted that experiential branded apps would generate a greater
attitude shift than informational apps. Results from the independent-sample t test failed to
reject the null hypothesis and indicated that there was no statistically significant difference
between attitudes from the informational group (m=25.80, SD=5.528) compared to the
experiential group (m=26.55, SD=5.831) at the 0.05 level (t=0.657, df=97.148, p=0.256).
Therefore H3 was not supported.
Results also showed that there was no statistically significant difference between
attitudes toward the informational app (m=15.92, SD=6.474) when compared to the
experiential app (m=14.47, SD=7.214) at the 0.05 level (t=-1.058, df=95.899, p=0.1465).
Discussion
Observing the growing interest in the new mobile media, the purpose of this study
was to investigate the effects of branded mobile applications on brand attitude. The project
identified two different types of mobile apps based on their content: informational and
experiential apps. H1 was supported: informational apps have a positive impact on brand
attitude. Colgate’s informational app provided users with advice and solutions for dental
problems. The app delivered the content in an interactive way represented by the touch
screen capacity of the device (Sundar and Kim, 2005). Participants’ brand attitude was
shifted through the central processing route in absorbing the information presented (Petty
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and Cacioppo, 1986). Although ELM’s central processing route requires higher involvement
with the advertised product for it to have a better impact, Bellman et al.’s (2011) research
suggests that relevance of the product made no difference to the effectiveness of the
process. It is possible that the shift occurred through the mere presence of interactivity (Liu
and Shrum, 2009) as well.
H2 was also supported by this study indicating that experiential apps positively
change brand attitude. The most likely explanation for the effectiveness of this type of apps
is that they offer a high level of user engagement, based on rich experiences (Calder et al.,
2009). The delivery of intrinsic enjoyment for participants through this type of apps can be
another factor, as it offered an escape from the academic setting in which they were
present. The effects of H1 and H2 are significant to marketers. Since attitudes help predicting
consumer behavior (Mitchell and Olson, 1981), increasingly positive attitude gives
marketers a better insight about their consumers. But most importantly, brand attitude is
positively correlated with brand equity, which in return yields in greater brand preference
and purchase intent (Cobb-Walgren, Ruble and Donthu, 1995). Using brand apps, whether
be it informational or experiential, results in an improved affect attachment to the brand
and increases sales.
When investigating brand attitudes after the exposure to experiential apps and
informational apps, data suggest that there is no significant shift between the two groups.
Therefore, H3 was not supported. Comparing attitudes toward the two apps, results suggest
that there is no significant difference between the creative executions of the two chosen
apps, which helps confirming the null hypothesis against H3. If ELM was to be used to
examine the result, we find that that scale is tipped in favor of the informational app for
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having more impact in the persuasion process. However, interactivity might balance the
scale in favor of the experiential app when we consider the forced exposure to the brand
and the possibility of lack of interest of the participants to the presented messages. The
study’s failure to support this hypothesis does not affect the other findings, but it merely
indicates that it found no difference between the two approaches. This leaves the choice as
to which type of apps to use to the marketers and their creative strategies.
Implications
Mobile phone apps provide a pull marketing opportunity delivered via a platform
that consumers have strong emotional attachments to. Many view their mobile phones as
extensions of themselves. This has resulted in an increasing interest in capitalize on the
affective and interactive experience that apps provide (Shankar and Balasubramanian,
2009). Results from this study suggest that branded mobile applications show a significant
impact on brand attitude. Although there is a growing trend and urgency for brands to build
mobile-ready websites (Compuware, 2011), this study implies that it could be more cost
effective to invest in branded apps instead.
Although these findings can help marketers in effectively choosing the type of apps
they need to build, the actual process of building a branded app is not easy. Creating an
interactive game or a useful informational app that appeals to consumers and attract them
enough to use it regularly requires a significant amount of resources. Identifying the
concept of the app, programming and testing them require a large budget of time and
money to ensure success. Added to that is the skyrocketing number of apps available in the
different virtual stores for the different mobile platforms (ABI, 2013). Getting a new app
noticed when there are hundreds of thousands of other apps on these virtual shelves is
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most likely to require a separate advertising campaign and marketing budget. Marketers
have sorted mainly to web banner advertising to promote for their apps. Also, marketers
have been utilizing the power of social media to generate chatter about their apps and
redirect users into downloading them.
However, if the branded app is focused on filling a market niche and solving a unique
consumer problem, the app will inevitably deliver a new generation of brand advocates
with the long exposure to the app and its messages (Cauberghe and De Pelsmacker, 2010).
But because many apps are abandoned soon after they are downloaded (Gordon, 2013),
effective branded apps need to be designed to have lasting value and feature easy-to-use
social sharing tools that streamline the acquisition of new brand advocates.
On the other hand, branded apps provide real-time, actionable analytics. It's
important to know that apps can facilitate a two-way flow of information. While the app
presents valuable information or delivers enjoyment to consumers, it can also deliver
actionable analytics back to the brand. Analytics and marketing metrics is considered a
great measure for the return on investment in a campaign (Srinivasan & Hanssens, 2009). It
can confidently identify which parts of a marketing tactic are delivering the best financial
returns. Incorporating analytical tools into the app-design process produces visibility
regarding the volume of consumers who use the app to visit the brand website or make a
conversion. Instructional content or product information that is accessed more often than
other pieces of content in the app may shed light on messaging or training deficiencies in
materials the company produces.
Limitation
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Like all lab studies, the findings of this study should be transferred to the real world
application with caution. The most important limitation is the forced exposure to the apps.
Data used in this study were collected from people who might not have been interested in
the advertised product or the testing apps. This limitation might translate our results to be
more moderate compared to the real world.
Another limitation is preconceived notions about the tested brands. Colgate
Toothpaste is a known brand and participants might have had strong affects towards it that
could not be altered in the mere five minutes of interaction. Not allowing repeated uses
over a longer time might have an effect. In their two-stage model of message repetition,
Petty and Cacioppo (1980) argued that moderate repetition enhanced people’s ability to
positively respond to messages. The design of the study factors into this limitations and
results as well. Not having a pre-post study design might hide some attitude shift.
Furthermore, any generalization from these findings should be treated with caution
given the age range of respondents. The heavy youth skew in the sample due to the adopted
sampling method should be taken into account when interpreting the results of this study.
Future Research
Given the limitations discussed above, future research should replicate the study
using apps from a pool of voted applications by participants. Having a wide variety of
branded app would eliminate some of forced exposure effects of this study. On the other
hand, further study should attempt at allowing more interaction time with the apps and use
a pre-post study design.
Finally, the apps tested were of an interactive advertising nature and not the
increasingly popular apps, which deliver location-specific information or offers (Shankar
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21Branded Mobile Apps: Effectiveness in Branding Efforts
and Balasubramanian, 2009). The inclusion of timely and precisely localized information
could make mobile apps even more effective and drive consumers to repeatedly use these
apps offering longer exposure to the brand. Future study should explore the effectiveness of
the geo-location based and interactive apps.
While mobile marketing has already come quite far in just the past few years, the
fact remains that there is much more that can still be done. With almost every electronic
device available being built to connect to the Internet, smartphones and other gadgets alike
will bring marketers and users together to create experiences, influence purchases and
make life a little easier.
21
22Branded Mobile Apps: Effectiveness in Branding Efforts
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Appendix A: Branded App 1: Informational App
Colgate icon:
Colgate screen shot:
App Link: https://itunes.apple.com/us/app/colgate-dental-advisor/id507130123?mt=8
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Appendix B: Branded App 2: Experiential App
Tooth Fairy icon:
Tooth Fairy screen shot
Tooth Fairy Link: https://itunes.apple.com/us/app/tooth-fairy/id470515255?mt=8
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Appendix C: Survey Cover Letter
Dear Participant,
I am a graduate student from Canisius College’s Communication and Leadership
program. As part of my requirements for graduation, I will be conducting a study
measuring the effectiveness of branded apps on brand attitude. I am asking that you
participate in this experiment; it should take up to ten minutes to play with an app on a
provided iPhone or an iPod touch and approximately five minutes to complete a survey.
The survey is completely anonymous. Your participation is voluntary and you can stop at
any time. Thank you for your participation. Please contact me at 813-220-3575 or
[email protected] or Dr. Rosanne Hartman, Director of the Communication and
Leadership program at Canisius College at 716-888-2589 or [email protected]
should you have any questions or comments regarding this study.
Sincerely,
Hussam AlMukhtar
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Appendix D: Survey
Please rate each of your responses to the statements below on a scale of 1 to 7.
For me, the Colgate toothpaste brand is:
1- Unappealing 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Appealing
2- Bad 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Good
3- Unpleasant 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Pleasant
4- Unfavorable 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Favorable
5- Unlikeable 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Likeable
6- Not known 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Known
7- Not familiar 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Familiar
For me, the Colgate app I just used is:
8- Unpleasant 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Pleasant
7- Unlikeable 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Likeable
9- Boring 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Interesting
10- Tasteless 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Tasteful
11- Artless 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Artful
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12- Bad 1 ❑ 2 ❑ 3 ❑ 4 ❑ 5 ❑ 6 ❑ 7 ❑ Good
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Appendix E: Test Results
T-Test – Informational compared to Control
Independent Samples Test
Levene's Test
for Equality of
Variances
t-test for Equality of Means
F Sig. t df Sig. (2-
tailed)
Mean
Difference
Std. Error
Difference
95% Confidence Interval of the
Difference
Lower Upp
er
All Brand
Attitude
Equal variances
assumed
3.455 .066 1.694 98 .093 1.763 1.041 -.302 3.82
8
Equal variances
not assumed
1.699 97.172 .093 1.763 1.038 -.297 3.82
3
T-Test - Experiential compared to Control
Group Statistics
Code for the group Assignement
N Mean Std. Deviation Std. ErrorMean
All Brand Attitudeexperiential 49 26.55 5.831 .833
control 49 24.04 4.839 .691
Group Statistics
Code for the group Assignement
N Mean Std. Deviation Std. ErrorMean
All Brand Attitudeinformational 51 25.80 5.528 .774
control 49 24.04 4.839 .691
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34Branded Mobile Apps: Effectiveness in Branding Efforts
Independent Samples Test
Levene's Test
for Equality of
Variances
t-test for Equality of Means
F Sig. t df Sig. (2-
tailed)
Mean
Difference
Std. Error
Difference
95% Confidence Interval of the
Difference
Lower Upper
All Brand
Attitude
Equal variances
assumed
5.995 .016 2.319 96 .023 2.510 1.082 .361 4.659
Equal variances
not assumed
2.319 92.843 .023 2.510 1.082 .361 4.660
T-Test – Informational compared to Experiential
Independent Samples Test
Levene's Test for
Equality of Variances
t-test for Equality of Means
F Sig. t df Sig. (2-
tailed)
Mean
Difference
Std. Error
Difference
95% Confidence Interval of the
Difference
Lower Upper
All Brand
Attitude
Equal variances
assumed
.430 .513 .658 98 .512 .747 1.136 -1.507 3.001
Equal variances
not assumed
.657 97.148 .513 .747 1.137 -1.510 3.004
Group Statistics
Code for the group Assignement
N Mean Std. Deviation Std. ErrorMean
All Brand Attitudeexperiential 49 26.55 5.831 .833
informational 51 25.80 5.528 .774
34