The human mind in the digital world summary
All the literature from HMiDW is completely summarized (including the group articles)
Including abstract, introduction, short methods, short results, discussion, and conclusion.
A lot of material but I've summarized every article. Will save you a l...
Summary reading material
Human Mind in the Digital World
2023/2024
880672-M-6
Including: All the literature from HMiDW completely summarized. Including abstract, introduction,
short methods, short results, discussion, and conclusion.
Table of contents
W2: Article 1: Consumer Consciousness in Multisensory Extended Reality........................................2
W2: Article 2: The power of sensory marketing in advertising...........................................................5
W2: Group article 1: Does media multitasking always hurt? A positive correlation between
multitasking and multisensory integration.........................................................................................8
W2: Group article 2: Sensitive to the Digital Touch? Exploring sensory processing sensitivity and its
impact on anthropomorphized products in E-commerce.................................................................11
W3: Article 1: Visual selection; Usually Fast and Automatic; Seldom Slow and Volitional................15
W3: Article 2: “Cognitive Control in Media Multitaskers” Ten Years on: A Meta-Analysis................19
W3: Group article 1: Memory failure predicted by attention lapsing and media multitasking.........23
W3: Group article 2: How students’ self-control and smartphone-use explain their academic
performance.....................................................................................................................................26
W4: Article 1; Media, technology, and the sins of memory..............................................................32
W4: Article 2; A review of theories and models applied in studies of social media addiction and
implications for future research........................................................................................................37
W4: Group article 1; Value-based routing of delayed intentions into brain-based vs external
memory stores..................................................................................................................................41
W4: Grouparticle 2; A computational reward learning account of social media engagement..........47
, 2
W2: Article 1: Consumer Consciousness in Multisensory Extended
Reality
Olivia Petit, Carlos Velasco, Qian Janice Wang and Charles Spence
Abstract
Introduction
SETs (multi-)sensory-enabling technologies.
This paper how Augmented Reality (AR) and Virtual Reality (VR) can act on consumer
consciousness (by generating and modifying the human sensorium). And discuss the potential impact
of this altered consciousness for consumer behavior.
Intro
Metaverse the metaverse is a vision of what many in the computer industry believe is the next
iteration of the internet: a single, shared, immersive, persistent, 3D virtual space where humans
experience life in ways they could not in the physical world.
In the metaverse, consumers will likely be able to live and share their experiences in a way that will
more-or-less closely resemble their experiences in real-life Sensory immersive experiences close to
consumers’ everyday offline experiences.
Since the way we become conscious of our surroundings and our bodies depends largely on our
senses, the question is, how can their stimulation in the metaverse affect the way we make
decisions?
The role of the Human Senses in Consumers Consciousness
Consciousness ‘a controlled hallucination based on predictions about the current sensory inputs’.
Consciousness depends on whether a stimulus is perceptible, and how exactly attention is placed.
Consumer consciousness can take various forms with different impact on the consumer behavior. Eg.
Consumer health consciousness: positive effect on the intention to purchase organic food. Body
consciousness: impact how women imagine they can control they appearance, leading to investing
time in creating selfies on social media.
But notable, unconscious processes have been recognized as one of the primary causes of consumer
behavior. (but not the focus in this article)
, 3
Key point here: how an alteration of consciousness (generated by a change in sensory inputs) can
impact the way(s) in which they are persuaded, control themselves and make decisions.
The challenge of consumer consciousness in XR
Limiting sensory inputs online could make the contents of online experience less vivid for consumers.
Even if consumers do not have access to all of the sensory stimuli that are desirable, mental
stimulation can still facilitate multisensory perceptual re-enactments. Thus, top-down visual imagery
can affect information processing in the online environment in a way that is similar to bottom-up
perceptual inputs, and thus help the consumer to be more conscious of their experiences.
It has been suggested that the richer the visual stimuli, the more vivid the resulting visual imagery
The reality-virtuality continuum ranges from real environments through environments that have both
real and digital elements (more research needed to understand the impact of these different
multisensory extended reality (XR) experiences on consumer behavior).
Research perspectives on Consumer Consciousness in XR
Consumer consciousness and the illusion of reality
Technologies have been used to create multisensory conflicts in order to manipulate self-
consciousness (e.g. participants observe a rubber hand synchronously with own hand, and report
self-attribution of the rubber hand).
The congruent stimulation of multisensory stimuli can be used to create an illusion of reality, with
positive effects on bodily self-consciousness.
Experiencing such illusions promote dematerialization of the consumers’ extended self and so
increases their acceptance of digital products.
Consumer consciousness and impossible experiences
Reality-impossibility model of Velasco et al (2021) to think about impossible experiences in XR.
Includes two continua the reality-fantasy character of objects and environments, and the extent to
which they follow the laws of physics-other laws. The more illusion (e.g. sitting on a back of a unicorn)
there is a rick that the brain would simply reject the illusion. (more research needed).
Avatar consciousness
Thus, the re-embodiment of consumers in the body of an avatar can impact their self-perception.
(e.g. an improvement of negotiation skills has been observed when a subject is embodied in a taller
avatar).
Discussion
Consciousness is important for consumers to make decisions. But, lack of sensory inputs in online
experiences has long been a limitation to consumer consciousness. SETs provide different ways of
stimulating the consumer’s senses 1. Integrating sensory stimuli from the physical world into a
virtual world, 2. Integrating digital sensory stimuli into the physical world, 3. Combining them.
, 4
Ethical note: marketeers need to ensure that both, realism in the physical versus psychological, are
both positive for consumers. (e.g. photo filters have shown to impact self-acceptance and wellbeing.
Or e.g. a woman reported having been sexually harassed on Meta’s platform).
, 5
W2: Article 2: The power of sensory marketing in advertising
Aradhna Krishna, Luca Cian, Tatiana Sokolova
Abstract
Highlights:
This article the role of sensory marketing
in driving advertisement effectiveness.
Focusing on:
1. Vision; effect of mental simulation and imagery evoked (opgeroepen) by ad visuals on ad
effectiveness.
2. Review on gustation (smaak): effect of multi-sensory stimulation on taste perceptions.
3. Role of actual and imagined touch, in shaping consumer evaluations and behaviors.
4. Olfaction (reukzin): as a driver of ad recall and responses to ads.
5. Auditory sense in advertising: effect of music on consumers’ memory for and evaluations of
ads.
More attention to sensory marketing marketing that engages the consumers’ senses and affects
their perception, judgment, and behavior. Can be used to create subconscious triggers that
characterize consumer perceptions of the product.
Stimulus orientation and mental simulation
The position of a product in an add can affect how the viewer imagines using the product.
Los beneficios de comprar resúmenes en Stuvia estan en línea:
Garantiza la calidad de los comentarios
Compradores de Stuvia evaluaron más de 700.000 resúmenes. Así estas seguro que compras los mejores documentos!
Compra fácil y rápido
Puedes pagar rápidamente y en una vez con iDeal, tarjeta de crédito o con tu crédito de Stuvia. Sin tener que hacerte miembro.
Enfócate en lo más importante
Tus compañeros escriben los resúmenes. Por eso tienes la seguridad que tienes un resumen actual y confiable.
Así llegas a la conclusión rapidamente!
Preguntas frecuentes
What do I get when I buy this document?
You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.
100% de satisfacción garantizada: ¿Cómo funciona?
Nuestra garantía de satisfacción le asegura que siempre encontrará un documento de estudio a tu medida. Tu rellenas un formulario y nuestro equipo de atención al cliente se encarga del resto.
Who am I buying this summary from?
Stuvia is a marketplace, so you are not buying this document from us, but from seller StudentTilburgUni123. Stuvia facilitates payment to the seller.
Will I be stuck with a subscription?
No, you only buy this summary for 7,99 €. You're not tied to anything after your purchase.