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The Impact of Labels and Advertisements in Motivation for Bottled Water
Creator
Papies, E, University of Glasgow
Claassen, M, University of Glasgow
Rusz, D, Frontira Strategic Design
Study number / PID
856037 (UKDA)
10.5255/UKDA-SN-856037 (DOI)
Data access
Open
Series
Not available
Abstract
Consumers’ daily water consumption remains below the recommend level. Previous research has shown that the degree to which drinks are thought of in terms of consuming and enjoying them (i.e., simulations) predicts intake. Here, we examined whether water labels or advertisements framed in terms of consumption and reward simulations increases motivation for a fictitious bottled water. In three pre-registered experiments with regular consumers of SSBs (N = 1355), we presented numerous different labels of fictitious water brands with words related to the rewarding consumption experience of water (e.g., “refreshing”, “cool”), with conventional descriptions of water that emphasised its origin and purity, or with brand names only. Contrary to our expectations, waters with consumption and reward-focused labels were not rated more favourably than waters with conventional labels, but both were rated higher than brand-only labels.
In three additional online experiments (Nexp1 = 984; Nexp2 = 786), participants immersed themselves in situations shown in advertisements that highlighted the rewarding consumption experience of water (e.g., “refresh all your senses with this smooth, cool water”), health consequences of drinking water (e.g., “this water takes care of your health”), or control advertisements. We assessed participants’ descriptions of the bottled water with a Feature Listing task. Responses were coded for features related to consumption and reward, and positive long-term health consequences. We also measured ratings of attractiveness (Exp. 1), desire, and Willingness To Pay (WTP; Exp. 1 and 2). Simulation-enhanced advertisements increased the number of consumption and reward features, and health-focused advertisements increased the number of health features mentioned. Moreover, significant indirect effects showed that simulation-enhanced advertisements increased attractiveness (Exp. 1), desire, and WTP (Exp. 1 and 2) through an increase in consumption and reward...
Terminology used is generally based on DDI controlled vocabularies: Time Method, Analysis Unit, Sampling Procedure and Mode of Collection, available at CESSDA Vocabulary Service.
Methodology
Data collection period
31/05/2018 - 14/09/2022
Country
United Kingdom
Time dimension
Not available
Analysis unit
Individual
Universe
Not available
Sampling procedure
Not available
Kind of data
Numeric
Text
Data collection mode
Participants were recruited through an announcement on Prolific (https://www.prolific.co) detailing the purpose and duration of the experiment. Informed consent was obtained from participants prior to the study. We included participants who were between 18 and 70 years old, where a resident in the UK, and had not previously participated in any of our other studies. The study consisted of a survey that participants filled in online at a location of their choice.
Funding information
Grant number
ES/R005419/1
Access
Publisher
UK Data Service
Publication year
2022
Terms of data access
The Data Collection is available from an external repository. Access is available via Related Resources.