In Experiment 1, we tested the hypotheses that simulation-enhancing advertisements would increase representations of consumption and reward simulations (Hyp. 1), anticipated reward (Hyp. 2), attractiveness (Hyp. 3) and desire (Hyp. 4) for the bottled water compared to health-focused and control advertisements. In addition, we predicted that simulation-enhancing advertisements would increase the attractiveness of water compared to health-focused or control advertisements through increased anticipated reward (mediation; Hyp. 3b), and we predicted the same pattern for desire (mediation; Hyp. 4b). Lastly, we predicted that simulation-enhancing advertisements would increase the choice of the advertised bottled water over a Coca-Cola compared to health-focused and control advertisements (Hyp 5.).
Method
Participants
Power analyses suggested a minimum sample size of N = 975 (see the SOM for more details). Participants were invited through the online platform Prolific (26) to participate if they 1) were living in the UK, 2) were between 18 and 70 years old, and 3) had not participated in any of our previous studies of SSBs and water. We collected data from N = 989 participants. Based on our pre-registered exclusion criteria, we excluded participants who took more than four times the median duration to complete the study (n = 5). The final sample consisted of N = 984 participants of which 65.0% identified as female, 33.6% as male, and 0.01% as nonbinary or other. The mean age was 37.4 (SD = 13.2) years.
Experimental design and stimuli
The experiment had a between-subjects design with random assignment to one of three advertisement conditions: simulation-enhancing, health-focused, or control. In the simulation-enhancing and health-focused condition, participants viewed three advertisements of a bottled water of a fictitious brand with slogans either referencing consumption and reward (i.e., “Invigorate your body with a cool splash of Aquaviva”), or referencing health (i.e., “Aquaviva takes care of your health”). In the control condition, participants viewed three advertisements for a fictitious insurance company. Within each condition, the order in which the three advertisements were presented was randomized (see Figure 1).
Participants were asked to “Please take a close look at this advertisement. Try to immerse yourself in the situation shown in the ad, really imagine being there. Then, imagine interacting with the product in the situation shown as best as you can, and with as much detail as possible.” Then, the following instructions were customized for each advertisement condition. Participants in the simulation-enhancing condition were asked to “Imagine that you are in this situation, and you are holding this drink in your hand. What would it feel like to drink it? How would the drink taste and feel in your mouth? How would your body feel after drinking it?” Participants in the health-focused condition were asked to “Imagine how your life would be affected if you had this drink. How would drinking this drink affect your health? How would the drink affect your body in the long-term? How would consuming this drink influence your health goals?” Participants in the control condition were asked to “Imagine that you are in this situation, and you own a product of this insurance company. What would it feel like to own this insurance? What sensations would you feel if you owned this insurance? How would having this insurance feel in your day-to-day life?” Each advertisement was shown to participants for 30 seconds.
Procedure and measures
Participants were first asked to rate their current thirst level (M = 47.38, SD = 25.38) on a 0–100 Visual Analogue Scale (VAS) with the anchors 0 = not at all, 50 = somewhat, 100 = definitely. They were then presented with the advertisements and were instructed according to the condition they were assigned to.
After viewing the advertisements, participants were shown the bottled water presented in the ads and were asked to describe the bottled water: “How would you describe this drink now? Please try to fill all 5 boxes. Type in what comes to mind spontaneously” (Feature Listing task).
After this task, participants were asked to rate the bottled water on four measures responding on a 0-100 VAS with the anchors 0 = not at all, 50 = somewhat, 100 = very/completely. They were first asked to rate anticipated reward for the bottled water: “To what extent do you agree with the following statements? a) This drink would taste very nice, b) This drink would be refreshing, c) This drink would make me feel energised, d) I would really enjoy drinking this drink.” Cronbach’s alpha of these items was ⍺ = 0.87, so they were combined into mean scores. Then, participants rated the bottled water on attractiveness: “How attractive do you find this drink?” and desire: “How much they would you like to drink this drink right now?” Participants were asked to rate the anticipated health benefits of the bottled water: “To what extent do you agree with the following statements? a) This drink is healthy, b) This drink would help me reach my health goals, c) This drink would be good for my body in the long-term.” Cronbach’s alpha of these items was ⍺ = 0.83, so they were combined into mean scores.
Participants were then asked their WTP for the bottled water (M = 0.67, SD = 0.30): “How much are you willing to pay for this drink?” On a slider scale, they could pick any number between £0 and £1.50 (with steps of £0.01). Next, participants were asked to imagine being offered a choice between the bottled water they saw in the advertisements and a Coca-Cola and were asked which one they would choose to drink right now.
Participants were then asked to report their consumption frequency of bottled water (any type), tap water, and soft drinks on a 0–100 VAS with anchors 0 = never, 50 = sometimes, 100 = very often. Finally, we collected self-reported demographic information, including age and height and body weight, before participants were debriefed, thanked, and paid.
Coding of feature listing entries
The features that participants listed in the Feature Listing task were coded using a feature listing app (https://niklasjohannes.shinyapps.io/feature coding/) according to a standardized procedure (27). The main features of interest were consumption and reward features and positive long-term health consequences features. The proportion of consumption and reward features was calculated by adding the proportions of sensory and action features (e.g., “sweet”, “cold”, “fizzy”), contextual features (e.g., “with salty food”, “with friends”), and immediate positive consequences (e.g., “tasty”, “thirst quenching”), then dividing this total by the total number of features generated per participant. Similarly, the proportion of long-term positive health features (e.g., “good for you”, “healthy”) was calculated by dividing these features by the total number of features listed by the participant.
Similar to previous findings (12), participants listed an average of 4.59 (SD = 0.72) features. The average proportion of consumption and reward features was 0.45 (SD = 0.29), and the average proportion of 0.10 (SD = 0.15) positive long-term health consequences features was 0.10 (SD = 0.15). These values were similar across all three experiments in the current study.
Analysis plan
To test the effect of advertisement condition, we used binomial regressions for the proportion of consumption and reward features, t-tests (Welch method) for anticipated reward, attractiveness, and desire, and Chi-squared tests to examine the choice for bottled water versus Coca Cola. Confirmatory tests were evaluated based on one-sided tests, and exploratory on two-sided. We adjusted our alpha levels from p < .050 to p < .0125 in order to control for multiple comparisons. For the mediation analyses we used the lavaan package (28). We report unstandardized coefficients given the dichotomous nature of our predictor variable (29). All analyses were conducted in R (30).
All experiments were sequentially pre-registered on the Open Science Framework where all materials, data, and analysis scripts can be accessed (31). Hypotheses were specified before any data was collected. We clearly distinguish between confirmatory analyses to test our hypotheses and exploratory analyses. Additional results of covariate assessments and exploratory analyses can be found in the SOM but do not bear on the main findings.
Results
Confirmatory analyses
The effect of advertisement condition on consumption and reward simulations (Hyp. 1). In line with our hypotheses, participants represented the bottled water more in terms of consumption and reward simulation features after viewing simulation-enhancing advertisements compared to health-focused or control advertisements (see Table 1 and Figure 2).
The effect of advertisement condition on anticipated reward, attractiveness, desire and choice (Hyp. 2-5). Contrary to our hypotheses, there was no difference in anticipated reward, attractiveness, desire, or choice for bottled water vs. Coca-Cola between participants in the different advertisement conditions after controlling for multiple comparisons (see Table 1).
Table 1
Means and test statistics comparing the variables of interest in the different advertisement conditions for Exp. 1, Exp. 2, and Exp. 3
|
|
Control advertisement
|
Health-focused advertisement
|
Simulation-enhancing advertisement
|
Control vs. simulation enhancing
|
Health-focused vs. simulation enhancing
|
|
|
M (SD)
|
|
|
Consumption and reward simulation features
|
Exp. 1
|
0.38 (0.26)
|
0.39 (0.28)
|
0.58 (0.28)
|
b = 0.80, SE = 0.16, p < .001
|
b = 0.81, SE = 0.16, p < .001
|
Exp. 2
|
0.41 (0.26)
|
0.40 (0.27)
|
0.58 (0.29)
|
b = 0.68, SE = 0.18, p < .001
|
b = 0.70, SE = 0.18, p < .001
|
Exp. 3
|
0.40 (0.27)
|
0.41 (0.27)
|
0.55 (0.29)
|
b = 0.63, SE = 0.17, p < .001
|
b = 0.58, SE = 0.16, p < .001
|
Anticipated reward
|
Exp. 1
|
66.9 (21.3)
|
67.9 (20.1)
|
69.8 (20.4)
|
t = -1.83, df = 653, p = .034
|
t = -1.20, df = 654, p = .116
|
Exp. 2
|
67.6 (21.7)
|
68.7 (19.9)
|
70.0 (20.8)
|
t = -1.25, df = 522, p = .210
|
t = -0.73, df = 521, p = .464
|
Exp. 3
|
67.1 (19.9)
|
68.5 (19.3)
|
69.2 (21.2)
|
t = -1.26, df = 600, p = .209
|
t = -0.45, df = 597, p = .651
|
Attractiveness
|
Exp. 1
|
49.5 (28.3)
|
47.8 (27.5)
|
49.1 (26.4)
|
t = 0.20, df, = 651, p = .578
|
t = -0.62, df = 653, p = .268
|
Desire
|
Exp. 1
|
56.6 (29.6)
|
54.1 (30.2)
|
56.3 (29.3)
|
t = 0.15, df = 654, p = .558
|
t = -0.95, df = 654, p = .172
|
Exp. 2
|
57.1 (29.9)
|
57.1 (28.6)
|
58.8 (28.8)
|
t = -0.33, df = 522, p = .371
|
t = -0.56, df = 521, p = .287
|
Exp. 3
|
61.8 (28.8)
|
61.9 (28.0)
|
62.8 (29.0)
|
t = -0.40, df = 602, p = .344
|
t = -0.36, df = 602, p = .358
|
|
|
Binary choices
|
|
|
Choice
|
Exp. 1
|
247 water, 81 Coca-Cola
|
250 water, 78 Coca-Cola
|
247 water, 81
Coca-Cola
|
χ2 = 0.00, df = 1, p = 1.00
|
χ2 = 0.03, df = 1, p = .855
|
Willingness To Pay
|
Exp. 1
|
0.66 (0.30)
|
0.66 (0.30)
|
0.69 (0.30)
|
t = -1.04, df = 654, p = .299
|
t = -1.01, df = 654, p = .312
|
Exp. 2
|
0.69 (0.32)
|
0.73 (0.31)
|
0.73 (0.32)
|
t = -1.68, df = 524, p = .094
|
t = -0.24, df = 522, p = .405
|
Exp. 3
|
0.68 (0.32)
|
0.67 (0.35)
|
0.71 (0.34)
|
t = -1.31, df = 600, p = .096
|
t = -1.42, df = 602, p = .077
|
Positive long-term health consequences features
|
Exp. 1
|
0.08 (0.13)
|
0.15 (0.17)
|
0.07 (0.13)
|
b = -0.07, SE = 0.30, p = .827
|
b = -0.81, SE = 0.27, p = .002
|
Exp. 2
|
0.08 (0.14)
|
0.18 (0.18)
|
0.07 (0.13)
|
b = -0.18, SE = 0.33, p = .289
|
b = -1.05, SE = 0.29, p < .001
|
Exp. 3
|
0.06 (0.10)
|
0.14 (0.17)
|
0.06 (0.10)
|
b = 0.12, SE = 0.34, p = .364
|
b = -0.86, SE = 0.29, p = .002
|
The mediating role of anticipated reward (Hyp. 3b and 4b). Although there was no difference in attractiveness and desire ratings of bottled water after viewing simulation-enhancing advertisements compared to control or health-focused advertisements, we conducted the pre-registered mediation analyses in accordance with current practices which allows this even in the absence of a direct effect (32–34). Results from these analyses revealed no significant indirect effect of advertisement through anticipated reward on attractiveness (simulation-enhancing vs. health-focused: b = 1.58, p = .231; simulation-enhancing vs. control: b = 2.69, p = .068), nor on desire (simulation-enhancing vs. health-focused: b = 1.94, p = .231; simulation-enhancing vs. control: b = 2.98, p = .068).
Exploratory analyses
The effect of advertisement condition on willingness to pay. We explored the influence of advertisement condition on WTP and found no difference in WTP for bottled water between participants in the different advertisement conditions (p’s > .299).
The effect of advertisement condition on positive long-term health consequences. Exploring the effect of advertisement condition, we found that after viewing health-focused compared to simulation-enhancing advertisements, participants represented the bottled water more in terms of positive long-term health consequences features. There was no difference between participants who saw control or simulation-enhancing advertisements (see Table 1 and Figure 2).
Mediation through shifts in cognitive representations. We explored whether the proportions of consumption and reward features and long-term positive health consequences features played a role in indirect effects of advertisement condition on desire and WTP, in separate mediation models. While there was no direct effect of advertisement on these variables, indirect pathways were significant, as we describe next (see Table 2 and Figure 3
Table 2 Indirect effects suggesting mediation through representations of consumption and reward simulations and through positive long-term health consequences, across the three experiments.
Mediation through consumption and reward simulations
|
|
|
Experiment 1
|
Experiment 2
|
Experiment 3
|
|
|
b (SE)
|
95% CI
|
b (SE)
|
95% CI
|
b (SE)
|
95% CI
|
|
|
|
Lower
|
Upper
|
|
Lower
|
Upper
|
|
Lower
|
Upper
|
Health-focused vs. simulation-enhancing
|
Desire
|
7.89 (1.16)
|
5.62
|
10.2
|
7.74 (1.29)
|
5.22
|
10.27
|
6.61 (1.17)
|
4.32
|
8.91
|
WTP
|
0.07 (0.01)
|
0.05
|
0.09
|
0.07 (0.01)
|
0.05
|
0.10
|
0.06 (0.01)
|
0.04
|
0.08
|
|
|
|
|
|
|
|
|
|
|
|
Control vs. simulation-enhancing
|
Desire
|
7.98 (1.16)
|
5.71
|
10.3
|
7.60 (1.30)
|
5.06
|
10.14
|
7.33 (1.20)
|
4.97
|
9.69
|
WTP
|
0.06 (0.01)
|
0.04
|
0.08
|
0.07 (0.01)
|
0.05
|
0.10
|
0.06 (0.01)
|
0.04
|
0.08
|
|
|
|
|
|
|
|
|
|
|
|
Mediation through positive long-term health consequences
|
|
|
Experiment 1
|
Experiment 2
|
Experiment 3
|
|
|
b (SE)
|
95% CI
|
b (SE)
|
95% CI
|
b (SE)
|
95% CI
|
|
|
|
Lower
|
Upper
|
|
Lower
|
Upper
|
|
Lower
|
Upper
|
Health-focused vs. simulation-enhancing
|
Desire
|
-2.87 (0.73)
|
-4.30
|
-1.44
|
-2.84 (0.94)
|
-4.67
|
1.01
|
-1.86 (0.68)*
|
-3.19
|
0.53
|
WTP
|
-0.03 (0.01)
|
-0.04
|
-0.01
|
-0.03 (0.01)
|
-0.05
|
0.01
|
-0.04 (0.01)
|
-0.05
|
0.02
|
|
|
|
|
|
|
|
|
|
|
|
Control vs. health-focused
|
Desire
|
2.99 (0.73)
|
1.56
|
4.42
|
4.16 (0.98)
|
2.24
|
6.07
|
1.82 (0.72)
|
0.42
|
3.23
|
WTP
|
0.02 (0.01)
|
0.01
|
0.04
|
0.06 (0.01)
|
0.03
|
0.08
|
0.04 (0.01)
|
0.02
|
0.06
|
Note. The first condition mentioned in the contrast was coded as the reference category.
* p < .05, all other effects were significant at p < .001
Mediation through representations of consumption and reward simulations. There was a significant indirect effect of simulation-enhancing advertisements on desire and WTP, through the proportion of consumption and reward simulation features, compared to health-focused and control advertisements. In other words, simulation-enhancing advertisements increased desire and WTP for water through an increase in consumption and reward simulation features.
Mediation through representations of positive long-term health consequences. There was a significant indirect effect linking health-focused advertisements to more desire and WTP, through the proportion of positive long-term health consequences features, compared to simulation-enhancing and control advertisements. In other words, health-focused advertisements increased desire and WTP for water through an increase in positive long-term health consequences features.
Importantly, in the representations of participants as assessed through our Feature Listing task, participants did not merely copy the words written in the advertisements. Across all conditions, the same kinds of words were used to describe the water, yet in different proportions (see the SOM for more details).
Discussion
In this experiment, participants represented a bottled water more in terms consumption and reward features after seeing simulation-enhancing advertisements compared to health-focused or control advertisements. Moreover, bottled water was represented more in terms of health features after seeing health-focused compared to simulation-enhancing or control advertisements. This suggests that the advertisements shifted participants’ representations of drinks towards consumption and reward or towards health implications. Whereas there was no direct effect of advertisement on desire or WTP, significant indirect effects showed that simulation-enhancing advertisements increased desire and WTP through increased consumption and reward representations, and health-focused advertisements increased attractiveness, desire, and WTP through increased representations of health.
Indirect effects can be significant and important to establish in the absence of a direct or total effect (33,34). This pattern can occur, for instance, if the effect of the mediator on the dependent variable is stronger than the direct effect. In this experiment, the effect of condition on desire may have been masked by the influence of completing the Feature Listing task on desire reported afterwards. This may have not occurred if desire had been measured right after seeing the advertisements. Alternatively, when there are two indirect effects with opposite directionality, the total effect may appear as not significant, and/or the direct may become significant (i.e., suppression effect; 32). It is likely that our two mediators acted as suppressors of the other pathway. Specifically, we found two opposing pathways through which simulation-enhancing and health-focused advertisements influence desire: through consumption and reward simulations and through health perceptions.
These results suggest that desire for bottled water is predicted by representations in terms of consumption and enjoyment after viewing simulation-enhancing advertisements, and by representations in terms of long-term health benefits after viewing health-focused advertisements. A possible explanation for why emphasizing the health benefits of water may increase desire for water is that people may feel positive affect when imagining the positive long-term consequences of drinking water on their health. Moreover, previous research suggests that health information may increase perceptions of tastiness of foods and drinks (36,37). Alternatively, the health-focused ads used in this experiment may have been attractive because they contained both health information and images that may have induced simulations of consumption and reward (e.g., an image of two people seemingly enjoying drinking the water).
To address this latter point, we replicated Exp. 1, adjusting the advertisements in the health-focused condition such that only the health benefits of water were emphasized. This was done by 1) changing the images to match the text in the advertisements and to emphasize the health benefits of water. This differentiated them more from the images in the simulation-enhancing advertisements, and 2) removing all references to the purity of water in the health-focused text and replaced them with health-related words.
In addition, in Exp. 2, we added a measure assessing self-reported drinking simulations. This allowed us to assess whether imagining the positive long-term health consequences of water increases simulations of drinking water.