• 제목/요약/키워드: Incidental emotion

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Social Comparison Theory and Interpersonal Contact: The Influence of Incidental Envy on Contacting Higher or Lower Status Others

  • Youn, Y. Jin;Park, Kiwan
    • Asia Marketing Journal
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    • 제20권2호
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    • pp.41-63
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    • 2018
  • Incidental envy influences behavior in various domains. However, no research, to date, has investigated whether incidental envy influences interpersonal behavior toward others who are unrelated to the emergence of the emotion. That is, the literature is silent on how those who experience incidental envy engage in interpersonal contact and how this may affect consumers. In this paper, we address this question by investigating the influence of incidental envy on interpersonal contact with others of higher or lower status based on the social comparison theory. We demonstrate that incidental envy (versus a neutral emotion) motivates people to contact higher status others to facilitate upward assimilation (experiments 1 and 2). We also show that when competition (a situational factor that heightens the personal relevance of the interaction with the target) is involved, individuals who feel envy (versus a neutral emotion) are more likely to contact lower status others to engage in downward contrast (experiment 3). We conclude with a discussion of the practical implications of our findings.

제품의 구매의도에 대한 자아 메시지의 유형과 환경적 프라이드의 유형의 효과 (Effects of Self Message Type and Incidental Pride Type on Product Purchase Intention)

  • 최낙환
    • 산경연구논집
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    • 제10권10호
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    • pp.53-65
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    • 2019
  • Purpose - Current study aimed at investigating the effects of the choice easiness as a thought triggered at the time of making decision and the goal achievement emotion as a prediction of how consumers feel in the state of achieving consumption goal on brand purchase intention. And It also explored moderation role of incidental pride type such as ambient hubris pride and ambient authentic pride felt before the event in the effects of message type such as self-verifying message and self-enhancing message on the choice easiness and the goal achievement emotion. Research design, data, and methodology - Message type was divided into self-verifying message and self-enhancing message. Incidental pride type was divided into hubris and authentic pride. Smart mobile phone was selected for empirical study. And the experiment was performed with 2(pride type: hubristic versus authentic) × 2(message type: self-verifying message versus self-enhancing message) between-subjects design. Questionnaires from 215 undergraduate students were used to test hypotheses by Macro process model 7. The hypotheses were tested at each of self-verifying message group and self-enhancing message group. Results - First, both choice easiness and goal achievement emotion positively influenced on the purchase intention at both self-verifying message group and self-enhancing message group. Second, at self-verifying message group, the positive effects of self verification on both choice easiness and goal achievement emotion were higher to the customers under incidental hubris pride than to those under incidental authentic pride customers. Third, at self-enhancing message group, the positive effects of self enhancement on goal achievement emotion were higher to the customers under incidental authentic pride than to those under incidental hubris pride. However, at self-enhancing message group, the positive effects of self enhancement on choice easiness (goal achievement emotion) were not higher (higher) to the customers under incidental authentic pride than to those under incidental hubris pride. Conclusions - Focusing on the results of this study, to promote their brand purchase intention, brand managers should use self-enhancing message to induce goal achievement emotion from incidental authentic pride customers. And the brand managers should develop and use self-verifying message to induce choice easiness as well as goal achievement emotion from hubris pride customers, which in turn, promote their brand purchase intention.

Do We Always Hope to Become "Better" When We Experience Envy? Effects of Incidental Envy and Social Context on Self-Improvement Behavior

  • Youn, Y. Jin;Park, Kiwan
    • Asia Marketing Journal
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    • 제19권2호
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    • pp.45-61
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    • 2017
  • Incidental envy is known to motivate self-improvement behavior. This phenomenon occurs in part because feelings of inferiority guide subsequent behavior in a way to self-improve, after experiencing envy. However, no research has yet examined whether this tendency may be affected by social context: private versus public. Although extant literature suggests that envy generally leads to self-improvement, we demonstrate that this effect may be mitigated under public social contexts. Across two studies, we find that although incidental envy generally increases self-improvement behavior (e.g., effort exertion and charitable giving) in private social contexts, this tendency is attenuated under public social contexts. We conclude with a discussion of theoretical and practical implications of this finding.

감성판단에 대한 SOM(States of Mind) 모형 : 긍정적/부정적 정보의 비대칭성 (SOM(State of Mind) Model for Emotional Judgement Asymmetry between Positive and Negative Information)

  • 임승락;김지혜
    • 감성과학
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    • 제4권2호
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    • pp.69-77
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    • 2001
  • 인간의 적응적인 마음상태는 긍정적/부정적 사고의 상호작용에서 자기 고양적인 방향으로 편향된 비대칭성을 가정한다. 본 논문에서는 긍정적/부정적 인지, 정서의 균형에 대한 심리 수학적 모형인 SOM 모형을 감성판단 영역에 적용하여 보았다. ,iOM 모형은 개인이 긍정적, 부정적 감성의 이분법적 판단에 있어서 평균적으로 6B의 비율을 유지한다고 제안하며, 이러한 비율은 고대수학의 .6)0 ,.182의 황금분할비와 일치하는 것이다. 32명의 일반성인을 대상으로 한 분석결과, 긍정적/부정적 감성단어에 대한 자기 관련성 평정의 SOM 비율은 .62(SD=.On)로 나타났으며, 우연회상 과제수행의 SOM 비율은 .18(SD=.34)로 이론적 기준과 유사하게 나타났다. 또한 상관분석에서 개인의 10M 비율은 긍정적/부정적 감성단어에 대한 평정과도 유의미한 상관관계를 지니고 있는 것으로 나타났다. 이러한 결과를 바탕으로 인지적 균형비의 의미와 감성과학 분야의 적용 가능성에 대해 제안하였다.

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온라인 지네 게임으로 알아본 심리적 변인이 의사결정 시간에 미치는 영향 (Effect of Psychological Variables on Decision-making Time in the Online Centipede Game)

  • 김보라;권영미
    • 디지털융복합연구
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    • 제15권12호
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    • pp.169-185
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    • 2017
  • 인터넷과 모바일 사용이 일상화되고 활용 범위가 넓어지면서 어디서나 온라인에 접속해 일을 처리하고 결정을 내리는 속도가 매우 빨라지고 있다. 기존 행동실험경제학 연구 분야에서 종속변인은 주로 점수나 상금 같은 수행 결과였으나, IT 발전과 함께 변화하는 시대적 흐름을 고려할 때, 의사결정의 '시간'도 온라인에서 중요한 결과변인으로 다룰 필요가 있다. 이 연구는 온라인의 전파성과 익명성에 주목해 돌발적 정서와 사회적 거리라는 심리적 변인이 온라인 지네 게임 속 의사결정 시간에 미치는 영향에 대해 알아보았다. 실험 결과, 게임수행시간은 분노조건에서 짧고, 행복조건에서 긴 경향이 있었다. 또 타인보다 지인과 게임을 할 때 게임수행시간이 더 길었다. 집중에 어려움을 느끼는 사람일수록 게임시간이 짧아졌고, 복잡한 문제를 싫어하는 사람일수록 자기 결정의 이유를 설명하는 데 시간을 짧게 쓰는 것으로 나타났다. 이 연구는 기존 연구에서 주목받지 못했던 의사결정시간을 결과 변인으로 다뤘다는 점에서, 그리고 온라인 의사결정 맥락에서 심리적 변인의 효과를 탐색했다는 점에서 의의가 있다. 후속 연구로 다른 온라인 의사결정 상황이나 심리적 변수들을 고려한 확장연구들이 가능할 것으로 기대된다.