The Role of Reversal Theory in Digital Advertising
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This chapter introduces reversal theory, discusses the theory’s relevance to online consumer behavior, reviews the interactive digital advertising literature from the reversal theory perspective, and suggests areas for future research.
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See discussions, stats, and author profiles for this publication at:https://www.researchgate.net/publication/319805693 The Role of Reversal Theory in Digital Advertising Chapter· March 2017 CITATIONS 0 READS 151 3 authors, including: Some of the authors of this publication are also working on these related projects: Meanings of money among the middle classView project Reversal TheoryView project Jae Min Jung California State Polytechnic University, Pomona 20PUBLICATIONS220CITATIONS SEE PROFILE Drew Martin University of South Carolina 62PUBLICATIONS694CITATIONS SEE PROFILE All content following this page was uploaded byJae Min Jungon 16 September 2017. The user has requested enhancement of the downloaded file.
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The Role of Reversal Theory in Digital Advertising Jae Min Jung (corresponding author) College of Business Administration California State Polytechnic University at Pomona 3801 West Temple Boulevard, Pomona, CA 91768, United States Phone: 909-869-2449, E-mail: jmjung@cpp.edu Kyeong Sam Min College of Business Administration University of New Orleans 2000 Lakeshore Drive, New Orleans, LA 70148, United States Phone: 504-280-6195, E-mail: kmin@uno.edu Drew Martin College of Business and Economics University of Hawaii at Hilo 200 West Kawili Street, Hilo, HI 96720 United States Phone: 808-932-7250, E-mail: drmartin@hawaii.edu 1
Abstract Interacting with online digital activities, consumers tend to be multi-static and non-rational. Reversal theory offers a compelling approach to explain complex consumer behaviors that fluctuate between metamotivational states (e.g., serious-mindedness vs. playfulness) in consumers’ cyber journeys. This chapter explicates how reversal theory relates to interactive advertising, identifies causes of reversals in the metamotivational states, and discusses state dominance, state balance, and change. Reviewing the digital advertising literature from the reversal theory perspective, this chapter concludes by discussing avenues for future research. 2
Inevitably companies increasingly use interactive marketing tools to engage customers and remain relevant in the market place (Rodriguez, Dixon, & Peltier, 2014; Stone & Woodcock, 2013). As the prevalence of the Internet and digital media ushers in the era of unprecedented two-way communications between companies and consumers, the value of popular web sites that provide interactive features has skyrocketed (Jung, Hui, Min, & Martin, 2014). At the heart of interactive marketing is digital advertising. This chapter introduces a relatively under-researched theory called reversal theory (Apter, 2007, 2015) that offers promising utility in understanding consumer behavior (Cummins, Peltier, Schibrowsky, & Nill, 2013) in the era of social media and digital marketing. While much research demonstrates that interactive advertisements are effective (Kim & Forsythe, 2008; Köhler, Rohm, de Ruyter, & Wetzels, 2011), relatively little attention identifies the conditions under which the interactivity may harm persuasion (Jung, Min, & Kellaris, 2011; Schlosser, 2003; Seyedghorban, Tahernejad, & Matanda, 2016). For instance, Schlosser (2003) finds that interactivity is effective for casual Internet browsers, who do not have specific goals in mind, but that it is ineffective for searchers, who have specific goals. Jung et al. (2011) further advance the notion of contingency to the game advertising. Specifically, they find that for casual Internet browsers, interactivity enhances persuasion regardless of the user’s need for cognitive closure. For information searchers, interactivity’s persuasive effect is contingent upon the searchers’ need for cognitive closure. Under high need for cognitive closure, the interactivity tends to harm persuasion for searchers (see Schlosser, 2003); however, under low level of need for cognitive closure, the interactivity still facilitates persuasion even for searchers. Thus, Jung et al. (2011) show that consumer characteristics, such as the need for cognitive closure, can 3
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determine the effectiveness of the interactivity. However, these studies assume that consumers remain static and they pursue only one goal. According to reversal theory, individuals’ metamotiviational modes fluctuate between telic (i.e., serious-minded) and paratelic (i.e., playful-minded) states due to situation, frustration, and satiation (Apter, 2007). Taking this multi-static, non-rational view of consumers (Holbrook, 1994), Rodgers and Thorson (2000) integrate the reversal theory into their Interactive Advertising Model (IAM). IAM recognizes reversal theory’s potential role in explaining consumers’ online behaviors. To date, the advertising and marketing literatures are slow in adopting reversal theory. This chapter introduces reversal theory, discusses the theory’s relevance to online consumer behavior, reviews the interactive digital advertising literature from the reversal theory perspective, and suggests areas for future research. A Review of Reversal Theory and Implications for Online Consumer Behavior What is Reversal Theory? In the mid-1970s, Drs. K.C.T. Smith and Michael Apter proposed reversal theory to explain the structure of mental life. Reversal theory relates to motivation, emotion, and personality (Apter, 1981, 2007). Apter further developed the theory in the 1980s that has generated sustained interests in various fields of psychology and other disciplines including marketing and advertising (e.g., Davis, 2009). Surprisingly, the theory remains relatively undeveloped by marketing scholars. Apter rejects the notion that people’s motivational states remain static (homeostatic) and contends that people’s motivational states fluctuate in two opposite states instead. Thus, most individuals display bi-stability such as ‘serious-mindedness’ 4
and ‘playfulness.’ Sometimes, people are motivated to achieve goals by minimizing their felt arousals and engaging in a goal-directed way, which often involves planning for the future. Other times, behaviors are directed by pleasurable feelings at the present state. Basically, everyone experiences the same universal set of states differently not only from each other but also from within a person at different moments. These universal common experiences are metamotivational states operationalized as four pairs of opposites – (1) telic and paratelic (means-end dimension), (2) conformist and negativistic (rules dimension), (3) mastery and sympathy (transaction dimension), and (4) autic and alloic (relationship dimension) (Apter, 2015). Each pair of states has basic psychological value and a different range of emotions. The outcome is seeing the world from a particular perspective. Among them, the telic and paratelic states are the most widely researched (Apter, 2013) and arguably the most relevant for understanding consumer behavior in the digital world. An Overview of Telic and Paratelic States Telic and paratelic metamotivational states display interesting contrasting features. Telic states (from Greektelosmeaning a “goal”) refer to a serious-minded state in which individuals prefer a low level of arousals and seriously engage in a purposeful way to achieve a goal. They also plan carefully and rationally, and do not pay attention to the emotions. In contrast, paratelic states (“para” from Greek meaning “alongside”) refer to a playful state. Paratelic state individuals engage in an activity seeking immediate enjoyment spontaneously. They prefer a high level of arousals and seek to maintain the level as long as possible. Thus, telic and paratelic states are polar opposite metamotivational states representing a means-ends domain (Apter, 1984). Whereas the telic state focuses on important future goals and planning ahead, the paratelic 5
state focuses only on the present. As a result, a telic state seeks achievement and progress and a paratelic state prefers fun and immediate gratification. Further, telic and paratelic states have a range of emotions associated with the arousal level (see Figure 1). -------------------------------------- Insert Figure 1 about here -------------------------------------- Figure 1 shows that telic emotions vary from relaxation to anxiety as the arousal level individuals feel changes from low to high. Heightened arousal induced by a demanding task causes individuals in a telic state to become anxious, but they become pleasantly relaxed once the task is completed. In contrast, paratelic emotions vary from boredom to excitement as the arousal level changes from low to high. When individuals in a paratelic state are highly involved and aroused with an activity, they will be pleasantly excited. When the activity lacks enough stimulation, the paratelic state person becomes bored. As a result, individuals experiencing the same level of arousal may have completely opposite emotions depending on the person’s metamotivational state. For example, the same high arousal level can be source of anxiety or excitement, depending on the person’s bi-stable state or mode interpreting the motivational experience. This condition is a unique perspective of the reversal theory and differs from optimal arousal theory (Hebb, 1955), which posits an inverted u-shaped curve with a medium level of arousal showing greater pleasantness than either low or high arousal levels (Apter, 2007). Reversal theory employs a bi-stability concept; both high and low arousal levels as two opposite points are optimal at a given time, and either arousal level can be effective under certain situations (Apter, 2007). Lastly, telic-paratelic states provide a different experiential structure. The paratelic state creates a ‘protective frame’ (not in a telic state) that helps individuals feel 6
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immune from the consequences of failure. This feature helps explain why some people engage in dangerous sports such as parachuting and rock-climbing (Apter & Batler, 1997). While this behavior initially creates anxiety, overcoming the danger creates a protective frame and induces the switching of the person’s mental state from telic to paratelic mode. The outcome is excitement as intense as the initial anxiety. Causes of Reversals in Telic-Paratelic States According to Apter (2007), psychological conditions including (1) contingency, (2) frustration, and (3) satiation cause reversals in metamotivational states. Contingency.Contingent conditions refer to situations that give rise to reversals. Specifically, faced with a threat or duty, individuals normally switch to a telic state, if not already in this mode. Removing a threat or absence of duty leads to a paratelic state (Apter, 2007). In addition to this obvious situational condition, other enduring conditions induce the metamotivational mode. For example, different locations can prompt contingent reversals (Kerr & Tacon, 1999; Tacon & Kerr, 1999). A university library and a lecture hall were shown to foster a telic state, whereas a university sports center and a student union building triggered a paratelic state. Students in a lecture hall who were in a telic mode were switched to paratelic mode when they were given a surprise break in the middle of a lecture (Kerr & Tacon, 2000). Prior studies of competitive sports demonstrate reversals by recording the activities and interviewing the players (Bellew & Thatcher, 2002; Cox & Kerr, 1990; Males, 1999). Manipulations of metamotivational state in laboratory experiments also reveal reversals. When participants were presented with a financial reward, a telic state was induced, but when they were presented with comedy films, a paratelic state was induced (Svebak & Apter, 1987). 7
Reversals likely occur due to contingency in the digital world, too. Filling out an online purchase order form creates a telic state as the consumer feels relaxed or anxious. Once the form is completed, the same person switches to a paratelic state feeling either bored or excited. In addition to random events, online or off-line retail or service establishments can produce rather enduring conditions that evoke either telic or paratelic modes. Frustration.Frustration is the second condition for reversal to occur. When individuals become frustrated, they switch from a paratelic to a telic mode (Apter, 2007). For instance, a person who simply wants to have fun playing a game online may become increasingly frustrated if unable to improve a personal best score. If the person fails to achieve a higher score, the player becomes increasingly frustrated as the game continues. At a certain point, improving the score outweighs the fun of just playing the game. The game’s excitement gives way to the anxiety of not achieving the goal. Frustration results in a reversal from arousal-seeking to arousal-avoidance and a concomitant reversal from paratelic to telic states. Further, frustration can motivate individuals to switch from telic to paratelic modes. Suppose Bob wants to buy an air purifier to use at home for his family. As Bob searches for product information online, he discovers many brands and technologies with prices varying from less than $100 to over $1,000. Each manufacturer has a websites complete with videos and testimonials claiming superior product technology. Information overload leads to simply too many evaluative criteria. “What should I look for? What would be the right size? Which technology is better for me? Is there any unknown harmful effect of the technology?” Yet he has a limited time to make an informed decision. Bob becomes frustrated and gives up searching. He thinks to himself “Let me just try a product that is priced at below median price with an acceptable star rating at a popular ecommerce site. How bad could it be? Having any purifier 8
would be better than not having anything at all.” Bob suddenly finds himself fantasizing goal achievement of the family welfare. At the start of the information search, Bob was in a serious mode, but his telic mode is now switched to a playful, paratelic mode as he visualizes goal achievement. The unachievable goal of buying the best air purifier loses centrality, and is replaced by immediate gratification and excitement of anticipating positive responses from his family. An empirical study demonstrates both types of reversals due to frustration (Barr, McDermott, & Evans, 1993). The stimulus was a kind of jigsaw puzzle in which over 300,000 ways of combining the pieces incorrectly and only one way of combining the pieces correctly. The participants’ metamotivational states were measured using telic/paratelic state scales before and after they attempted to assemble the puzzle. Surprisingly, six out of 30 participants (50 percent female) successfully solved the difficult puzzle. None of these puzzle masters showed reversals in their metamotivational state probably due to the absence of frustration. Most participants (79.2 percent) who experienced frustration, however, experienced reversals. Whereas 41.7 percent reversed from a paratelic to a telic state, 37.5 percent reversed from a telic to a paratelic state. Further, the researchers confirm that participants’ arousal seeking tendency changed accordingly reflecting their telic/paratelic state before and after the puzzle task. Satiation.A third reason for reversal could be metamotivational satiation—an internal dynamic that leads naturally to reversal unless something else happens. According to the theory, satiation is a kind of “underlying rhythm that moves forward and backward between telic and paratelic states (Apter, 2007). People make a gratuitous switch from one state to the other for no apparent reason than being fed up with current trivial daily activities such as gardening, interior decoration, and browsing on social media sites (Apter, 2007). Many consumers spend a 9
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significant portion of their time on computers almost every day, reading newspapers, searching for information on products, visiting blogs about topics of personal interest from cooking to politics, and checking their news feeds on social media. During the course of these mundane activities, satiation can kick in and consumers may experience reversals in their metamotivational states. Lafreniere, Cowles, and Apter (1988) confirm that indeed such satiation can explain reversals. Students from statistics classes were recruited to participate in a study of personality and attitudes to computers. Participants were asked to spend for two hours on a computer. All participants were given a set of teaching programs on statistics and a varied set of video games. Results showed that 80.6 percent of participants changed either from a statistics program to video games or vice versa, suggesting reversals in metamotivational states. Subsequent questionnaires and interviews revealed that participants offered no reason for wanting to change the materials. State Dominance and Individual Difference Walters, Apter, and Svebak (1982) find that some participants’ preferences for arousal seeking or avoidance remain unchanged considerably longer than others, typically towards one of the two polar ends. This behavior does not imply, however, that those traits are stable because metamotivational states did reverse in all participants despite the differences in duration that the one mode lasted (Apter, 2007). This form is so-called state dominance. Individuals can be telic dominant or paratelic dominant. However, this condition does not mean that those individuals never experience the opposite state. State dominance differs from many personality traits such as extraversion or introversion. Murgatroyd, Rushton, Apter, and Ray (1978) develop the Telic Dominance Scale (TDS). Their scale uses 42 items to operationalize state dominance of individuals in terms of telic 10
dominance. Scale instructions ask participants to choose one of the two courses of action, telic- versus paratelic-related actions; based on which one they would most usually prefer or most closely apply to them. The telic dominance scale consists of three subscales, namelyserious- mindedness(14 items),planning-orientation(14 items), andarousal-avoidance(14 items). Although these three dimensions likely correlate, they represent three distinctive phenomena. In addition, Cook and Gerkovich (1993) develop the Paratelic Dominance Scale that consists of 30 items. These items primarily employ temporal components (e.g., “I often take risks”, “I usually take life seriously”). Svebak and Murgatroyd (1985) compare extremely telic-dominant individuals with extremely paratelic-dominant individuals in in-depth interviews. Paratelic-dominant individuals tend to be engaged in a greater variety of activities, act more flexible and spontaneous, and appear less well-organized than telic-dominant individuals. In contrast, telic-dominant individuals tend to execute their planned activities more carefully, spend more time carefully monitoring their activities and performance, and show concerns about achieving their longer- term goals. When describing the account of activities, the two groups were also quite different. Telic-dominant individuals were detailed and described events in a more systematic way, whereas paratelic-dominant individuals described events more generally. In addition, the two groups differ in their language use. Telic-dominant people tended to use descriptive language, whereas the paratelic-dominant group tended to use evaluative language (Apter, 2007). State Balance, State Dominance, and Change According to the reversal theory, personality is about patterns over a period of time rather than fixated traits. Thus, individuals are flexible and change in their metamotivational states. A consumer might spend more time in the paratelic state than in the telic state over the weekend. 11
This same person might spend more time in the telic state than in the paratelic state on a weekday. Thus, the balance of time spent on one state rather than the other can change. This weekday versus weekend partitioning is referred to as a “state balance” and the state balance changes over time (Apter & Larsen, 1993). State balance differs from state dominance. State balance refers to the actual time spent in one state rather than the other. State dominance refers to the individual’s innate bias or tendency to be in one state than the other. State balance and dominance tend to associate strongly; however, they do not necessarily move to the same direction all the time (Apter, 2007). Girodo (1985) reports generally paratelic-dominant individuals changed to telic-dominance after undergoing dramatically serious and potentially traumatic training (e.g. undercover police training). Further, some evidence suggests consumers’ state dominance changes toward telic dominance over the span of their lives. Prior studies find strong, positive correlations between age and telic dominance; the older consumers are, the more they exhibit telic dominance (Murgatroyd, 1985; Tacon & Abner, 1993). Summary In sum, the telic state is goal-oriented, serious-minded, and arousal avoiding, whereas the paratelic state is spontaneous, playful, and arousal seeking (Apter, 1984). Reversal theory is primarily concerned about how consumers interpret experiences (e.g., arousal) rather than the specific content (Apter, 1981). A lot of complex and inconsistent behaviors of consumers that traditional psychological theory fails to account for can be explained by acknowledging the fact that consumers reverse between those psychological states depending on the particular motive they felt at a particular time (Apter & Batler, 1997). Researchers adopt reversal theory to explain individuals’ complex and inconsistent behaviors in various contexts such as stress-moderating effects (Martin, Kuiper, Olinger, & Dobbin, 1987), design (Fokkinga & Desmet, 2014; Gielen & 12
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van Leeuwen, 2014), sports (Sit & Lindner, 2006), behavioral counseling (Blaydon, Lindner, & Kerr, 2004), management (Carter, 2005), and digital advertising (Davis, 2009; Jung et al., 2014; Rodgers & Thorson, 2000; Seyedghorban et al., 2016). The Role of Reversal Theory in Digital Advertising Interactivity in Digital Advertising and Reversal Theory Online advertising or communication between firms and consumers can be characterized as interactive (Yadav & Varadarajan, 2005). A computer-mediated environment allows consumers to control online media and communicate back to the sender of the message any time of the day. With digital technology advancing, new and innovative interactive technologies extend the capability of computer-mediated communication to a whole new level. The literature on on-line advertising shows several researchers investigating how online interactivity affects persuasion (Jung et al., 2011; Schlosser, 2003). These studies manipulate goal types (e.g., information vs. entertainment) and observe effectiveness of the interactivity in the ads from a rather homeostatic, traditional consumer behavior perspective. Traditional models such as the integrative attitude formation model (MacInnis & Jaworski, 1989) may be adequate in a static environment. However, some evidence suggests that Internet users are different from traditional consumers. Internet consumers tend to be more active searching for information (Hoffman, Novak & Schlosser, 2000; Rosenkrans, 2009). Consumers appear multi-static and non-rational (Holbrook, 1994), especially when they use technology (Mick & Fournier, 1998). Rogers and Thorson (2000) integrate the psychological reversals in the Internet user mode into their Interactive Advertising Model (IAM). 13
According to the IAM, Internet users’ motives (e.g., research vs. entertainment) interact with the likely user mode, which in turn transpires information processing (i.e., attention, memory, and attitude). The user’s motives also interact directly with information processing because motives encourage the user put efforts to carry out any online activity. Based on the motives such as research, shopping, entertainment, communication, or socializing, online users differentially attend to, comprehend, and form attitudes about interactive advertisement (Rodgers & Thorson, 2000). Further, an Internet user’s motives closely relate to user mode (e.g., serious vs. playful). An Internet user searching for product information arguably is serious-minded. In contrast, a user seeking entertainment is playful. Because the user’s motive changes more frequently while using the Internet than traditional media, an online user’s mode likely changes frequently as well. Hence, the IAM incorporates reversal theory and classifies an Internet user mode as ‘telic’ (high goal-oriented, seriousness, and present-oriented) and ‘paratelic’ (low goal- oriented, playfulness, and future-oriented) along the goal-directedness continuum. Further, building on multi-stability (Apter, 1984; Mick & Fournier, 1998), Davis (2009) tests reversal theory and finds coexistence of two reversal states such as telic and paratelic states when consumers encounter multimedia messaging services. Online Consumers’ Mode and Advertising Interactivity Few studies investigate the relationship between online consumer mode and advertising interactivity. Li and Bukovac (1999) find that larger banner ads invite a higher click-through rate from playful mode online users than serious mode online users. The IAM suggests that paratelic users respond more positively to interactive online advertising, whereas telic users respond more negatively to interactive online advertising because interactive features interfere with telic users’ goal pursuit process. 14
Drawing on the reversal theory and the IAM, Jung et al. (2014) conduct a field experiment to examine how online consumers’ user mode influences their evaluation of advertisements that vary in its interactivity. They used a 2 (advertising interactivity: high vs. low) x 2 (user mode: telic vs. paratelic) between-subjects design. The advertising interactivity was manipulated with a banner implanted on a cell phone section of a fictitious online retailer. Under the high interactivity condition, each banner component comes to life as the banner expands to a larger size and each component appears one at a time when participants move the mouse over the banner. Under the low interactivity condition, the banner remained static without any interactive components activated. The user mode is measured using an adapted version of Telic/Paratelic Statement Instrument (T/PSI) (O’Connell & Calhoun, 2001). Jung et al. (2014) modify this seven-item, serious-mindedness/playfulness subscale of the T/PSI into a 10-item, 7-point semantic differential scale: five items for serious-mindedness and five items for playfulness. Before responding to the scale, participants read an instruction, “Please click on the number that best indicates how you were feeling in the last few minutes, just before you started this survey.” Since the telic and paratelic states should be mutually exclusive (Apter, 2007) and dichotomization determines the two states (O’Connell & Calhoun, 2001), the authors dichotomize the sample on each dimension based on the neural point of four, and determine telic users (those who score high on serious-mindedness and low on playfulness) and paratelic users (those who score high on playfulness and low on serious-mindedness). In addition, Jung et al. (2014) measure perceived advertising interactivity using four-item modified from McMillan and Hwang (2002). They also measure arousal-seeking tendency using 19 items adopted from Xie and Lee (2008). Some of the Arousal-Seeking Tendency scale items were “I prefer an unpredictable life full of change to a more routine one,” “I sometimes like to do 15
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things that are a little frightening,” and “I like to experience novelty and change in my daily routine.” Results of Jung et al. (2014) show that an interactive effect exists between user mode and advertising interactivity such that telic state online viewers form a more favorable attitude toward the low interactivity ad, whereas paratelic state online viewers form a more favorable attitude toward the high interactivity ad. Further, the study finds that when exposed to the low (high) interactive ad, the telic (paratelic) state online viewers form a more positive ad attitude than the paratelic (telic) state online viewers. Consistent with a mediation hypothesis, the study confirms that the impact of user mode (telic vs. paratelic) on ad attitude is mediated through arousal seeking tendency. When exposed to a low interactivity ad, paratelic state consumers, compared with telic consumers, form a less favorable attitude toward the ad because paratelic state consumers have a greater level of arousal seeking tendency, which makes them evaluate the ad with low interactivity less favorably. When exposed to a high interactivity ad, however, paratelic state consumers, compared with telic state consumers, form a more favorable attitude toward the ad because paratelic state consumers have a greater level of arousal seeking tendency, which makes them evaluate the ad with high interactivity more favorably. Conclusion This chapter argues that reversal theory is a valuable framework relevant for online consumer behavior in general and digital advertising in particular. While reversal theory is a well-established psychology theory, historical background, causes, state dominance, and state balance demonstrate applications to consumer behavior. Reviewing the interactive advertising literature from the reversal theory perspective, the results show a paucity of research using the reversal theory in digital advertising (i.e., Davis, 2009; Jung et al., 2014; Li & Bukovac, 1999; 16
Rodgers & Thorson, 2000). Jung et al.’s (2014) research is one of the first empirical studies rooted on the reversal theory in marketing, and contributes to the literature by incorporating the metamotivational state’s role in the context of an interactive ad. This research demonstrates that the users' metamotivational state and arousal seeking tendency affect persuasiveness of digital advertising that varies in interactivity. Results also have significant implications for practitioners. Since online consumers’ metamotivational state changes from telic to paratelic or vice versa during the course of their digital experience, and the user mode at the time of their exposure to an ad influences the persuasiveness of an interactive ad, digital advertising professionals should include both high and low interactivity advertisements available (Jung et al., 2014). Advancements in digital technology potentially help to identify the metamotivational state of online consumers. Enlightened digital advertisers can show either high or low interactive advertising that match online consumers’ modes to maximize ad effectiveness. Despite reversal theory’s relevance and the importance of digital advertising, adoption of this approach remains limited. Since Rodgers and Thorson (2000) incorporate telic versus paratelic user modes as an important part of the IAM, surprisingly few known researchers employ reversal theory in exploring the effectiveness of digital advertising. As the relationship between digital advertising and firm success continues to grow, researchers need to pay more attention to the value of reversal theory as a plausible explanation for changeable bi-stability of human behavior. This chapter only examines one dimension -- telic-paratelic dimension, but three more dimensions (conformity-negativity, autocentric-allocentric, mastery-sympathy) remain unexplored in this context. An essential first step is developing scales to measure these constructs. Further, more experiments are needed to show different types of metamotivational states that affect different types of advertisements beyond interactivity. 17
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