Content-Type: text/html This paper was presented at the Association for Education in Journalism and Mass Communication in Toronto, Canada, August 2004. If you have questions about this paper, please contact the author directly. If you have questions about the archives, email [log in to unmask] For an explanation of the subject line, send email to [log in to unmask] with just the four words, "get help info aejmc," in the body (drop the ""). (Oct 2004) Thank you. Elliott Parker ************************************************************************ Quarter Position Effect during Super Bowl Broadcast : How adverting effectiveness changes as a game goes on Yong-Ick Jeong Ph.D. Student Address 105 BPW Club Rd. #A Carrboro, NC 27510 Phone: 919-843-5860 Email: [log in to unmask] Koang-Hyub Kim Ph.D. Student And Xinshu Zhao Associate Professor School of Journalism and Mass Communication University of North Carolina at Chapel Hill Paper submitted to advertising division Association for Education in Journalism and Mass Communication 2004 Abstract The primary goals of this study are to investigate the ad effectiveness originating from placing ads in different game segments and to suggest marketing implications based on these game segment position effects, especially in media planning strategy. The primacy effects were observed from the results. The brands advertised in earlier quarters are more remembered than those in later quarter. However, ad liking is not related with the quarter-based position. Marketing implications for the results are discussed. Order Effects in the Super Bowl: The Examination of the Relationship between the Order of Ads and the Effectiveness of Ads Since the first game in 1967, the Super Bowl has been positioned as the most beloved game in the U.S. More than 100 million people watch the game (Quindt, 2003), and television sets in four out of ten households are tuned into the game (Kanner, 2004). In addition, on Super Bowl Sundays, more people gather than on New Year's Eve (Kanner, 2004), and even crime rates drop significantly (Lamb, 1992). The Super Bowl has become an American institution. The Super Bowl is also an event for celebrating advertising. New advertisements are introduced, and those ads often become the topics of discussion among people and the media the next morning. However, advertising during the Super Bowl requires a much higher financial investment than does advertising on other programs. In 2004, it cost $2.25 million for a 30-second commercial, a new high for Super Bowl advertising (Linnett, et, al., 2004). Advertising is arguably one important factor that makes the Super Bowl the biggest media event of the year. The Super Bowl is divided into seven sectors based on quarter-based game sequence. They are the pre-game show, first quarter, second quarter, half time show/report, third quarter, fourth quarter, and post-game show. Advertising placement is determined based on this quarter-based (game sequence) segmentation. Thus, this quarter-based order division is important not only to Super Bowl players, but also to Super Bowl advertisers because ordering differences may influence the effectiveness of the ad, which costs millions of dollars. The quarter-based segmentation provides researchers with an ideal tool with which to examine advertising effectiveness based on quarter differences in the Super Bowl. Using the order effect theories of social psychology, this study will explore whether quarter-based partitions influence ad performance, and which sector (quarter) provides the best advertising environment. The primary goals of this study are first, to develop better conceptual understandings of ad effectiveness on quarter-based order differences; second, to understand insightful theoretical underpinnings of order effect; and third, to produce useful marketing implications, especially in media planning strategy. The Super Bowl and Super Bowl Advertising: An Overview The first Super Bowl was played at the Memorial Coliseum in Los Angeles, California, in 1967, when National Football League (NFL) and American Football League (AFL) were merged (Zimmerman, 1995). Since then, the Super Bowl has become the most popular event not only in the sports, but also in any televised program throughout the year (Kanner, 2004). In fact, eight of the eleven most watched television programs were Super Bowl games, indicating how popular this game is in American society (Kanner, 2004). Americans love the Super Bowl regardless of their gender. Around 74% of men and 61% of women watch the game (Hugick, 1992), and females are composed of 43% of Super Bowl viewers (McAdams, 1999). However, not all Super Bowl viewers are considered die-hard football fans (Callahan, 1991). About three out of four viewers are regarded non-football fans (Kanner, 2004). Order Effects The Super Bowl consists of seven segments based the quarter-based game sequence: pre-game show, first quarter, second quarter, halftime show/report, third quarter, fourth quarter, and finally, post-game show. Thus, the advertisements seem to be simply positioned in the game based on this classification. However, the partitions of Super Bowl advertising is more complicated than the classification above because of the segue between segments. For instance, what should one call the advertisements between the first quarter and the second quarter? The advertisements placed in the Super Bowl are classified again as the following: (1) ads before the pre-game show, (2) ones in the pre-game, (3) ones between the pre-game and the first quarter, (4) ones in the first quarter, (5) ones between the first quarter and the second quarter, (6) ones in the second quarter, (7) ones between the second quarter and the halftime show/report, (8) ones in the halftime show/report, (9) ones between the half time show/report and the third quarter, (10) ones in the third quarter, (11) ones between the third quarter and the fourth quarter, (12) ones in the fourth quarter, (13) ones between the fourth quarter and the post-game show, (14) ones in the post-game show (15) ones after the post-game. This classification provides a practical mechanism for investigating the effectiveness of Super Bowl advertising based on its presenting order. According to social psychology theories, generally, items (i.e., stimuli) in the first and last positions are found to be more effective in memory-based evaluations (e.g., recall and recognition) than those in the middle positions (Burke & Drull, 1988; Dean, 1980; Haugtvedt & Wegener, 1994). The tendency to remember items in earlier positions in a sequence is known as the primacy effect, and the tendency to remember items in last positions is known as the recency effect. Both primacy and recency effects have been actively used to explain the order effects in various areas: sense of taste (Dean, 1980), survey questionnaire (Becker, 1954; Blunch, 1984; Coney, 1977; Friedman & Friedman, 1994; Krosnick & Alwin, 1987; Landon, 1971), product test (Day, 1969), magazine readership (Sekely & Blakney, 1994; Whipple & McManamon, 1992), and the relationship among verbal, auditory, and visual stimuli (Sharps, et, al, 1996). According to previous studies, order effects (i.e., primacy and recency) are found to be moderated by various factors: emotional and cognitive statuses, processing motivation, and message relevancy. According to Crano (1977), a significant primacy effect occurs when people are under conditions of low arousal or attention. Using an attention decrement approach, Crano (1977) explained that, because attention to the stimuli over a complete list progressively declines, the significance of later stimuli is less heavily weighed than that of earlier stimuli during the interpreting process. Krosnick and Alwin (1987) determined the relationship between order effects and personal cognitive statuses. They found that respondents whose cognitive sophistication was low were more influenced by changes in response orders. For those respondents, items placed in the first three on the list were more chosen as the three most important qualities for a child. Haugtvedt and Wegener (1994) examined the relationship between message relevancy (i.e., high personal relevance vs. low personal relevance) and order effects (i.e., primacy vs. recency) using the Elaboration Likelihood Model (ELM). According to their study, the levels of personal elaboration moderate the types of order effects. They found that when personal relevance of a certain issue was high (i.e., high motivation to process), the primacy effect dominated the entire cognitive process; therefore, an initial message had a significant impact on final judgments and led to better recall. On the contrary, when personal relevance of the issue was low (i.e., low motivation to process), the recency effect occurred; thus, a later message had a greater impact on final judgments and led to better recall. Order effects have been also investigated with the recall and recognition of advertisements. Burke and Srull (1988) argue that associative interference processes contribute to the primacy and recency effects on the recall and recognition of television commercials because later stimuli (e.g., competing commercials, other product information) inhibit viewers' ability to remember advertised information. Pieters and Bijmolt (1997) found the significant primacy effect in examining the serial order effects of television commercials. In their study, when the recall of brand names in the middle commercial was calculated as 100%, that of the first spot commercial was 129% while that of the last one was 101%. Thus, although the both brands placed in the first and last spot were more recalled than those placed in the middle, the effect of the last-positioned brand was not as significant as the one positioned in the first. Krosnick and Alwin's explanation (1987) about the primacy effect provides a useful theoretical framework to understand why the primacy effect occurs in the interpretation of ads. First, stimuli presented earlier stages may construct a cognitive framework that can be used to compare later ones. Thus, earlier stimuli may be considered more significant determinants in subsequent judgments. Second, stimuli presented earlier stages are likely to be processed in a cognitively deeper level than later alternatives. This is because stimuli presented in later stages are likely to be cluttered with thoughts about prior alternatives that hinder cognitive consideration in a deeper level. Thus, earlier stimuli are likely to take over during the entire cognitive process. Additionally, people have a tendency to minimize psychological costs by seeking for simply satisfactory or acceptable alternatives as early as possible. Thus, instead of attempting to search optimal alternatives, people seek for acceptable ones in the earlier process (Simon, 1957). Hypotheses This study examines the effectiveness of Super Bowl advertising, considering the order effects (primacy and recency). According to previous studies, the primacy and recency effects may occur in the process of a series of stimuli, such as advertisements in a television program. Thus, Super Bowl advertising, which is classified into the 15 quarter-based order, offers a unique opportunity to determine the relationship between the order of ads and ads performance. Using this approach, this study tests which part of game provides more favorable advertising environment. Based on the literature review, because attention to commercials should gradually wane over the exposure of a series of stimuli, this study expects the primacy effect of Super Bowl advertising. The factors found as moderators of order effects (e.g., individual's emotional and cognitive status, motivation, and message relevancy) also predict the primacy effect of commercials placed in Super Bowl game. For instance, the Super Bowl is perceived as a considerably important event by audiences. Thus, viewer's emotional status should be higher as the game progresses, and their cognitive ability and motivation to process the commercial information during the game should be low. Moreover, a relatively long period of game time (about four hours) also suggests primacy effect because numerous memory inhibitors, such as competitive advertising and game fluctuations, should decrease the ability to recognize all the advertisements throughout the game. Thus, this study argues that the ads placed in the earlier positions should earn more attention from the viewers than those in the later positions. Therefore, this study proposes the following hypotheses: H1: Respondents are more likely to remember brands advertised in the earlier quarters than those in the later quarters. H2: Respondents are more likely to view the advertised brands placed in the earlier quarters favorably than those in the later quarters. Methods While most of advertising studies conduct controlled experiments or conventional surveys, this study uses a naturalistic quasi-experiment. The data were from two years of Super Bowl broadcasts in 2002 and 2003. Because the respondents knew nothing about the study until at least twenty-four hours after the game, their viewing (or non-viewing) behavior may be assumed to be perfectly natural. Such behavior may include a reduced exposure and attention to television during a commercial break, as a result of zapping, room-leaving, socializing, and participation in other non-TV focused activities. This natural setting carries particular importance in advertising effectiveness studies regarding clutter or order. If the baseline attention/involvement is artificially intensified, as it might in a laboratory setting, the true advertising effects could be distorted. Hence, in comparison with most of the forced viewing experiments of advertising research, this study appears naturalistic in several important aspects, including naturally varying length of commercial pods, broader range of commercial qualities, more representative sample of viewers, home viewing environment, and longer time between exposure and memory test. Generalizability, however, is only relative. In comparison with a hypothetical "dream study," this study's generalizability may be also limited in a number of regards. The quality of the Super Bowl advertisements, especially the network advertisements, may be far higher than the quality of average advertisements. The annual media hoopla surrounding the two "super championships" – the football championship in stadiums and the advertising championship on the air – may have also contributed to an unusually high exposure or attention to both the broadcast and the advertisements. Nevertheless, advertisers and commentators suspect that the uniqueness of the Super Bowl as an advertising event has been overstated, and they cite the lower than expected recall scores of Super Bowl advertisements to support their suspicion (Deveny, 1993; Moore, 1993; Goldman, 1994). A trade-off for a higher generalizability is a lower degree of internal control. Like most field studies, this study is correlational rather than causal. Although various measures were taken to guard against some of the methodological threats, causal inference should be made with caution. The design in itself is no more valid than the more often used controlled experiments. It is strong where the controlled experiments are often weak, and it is weak where the others are typically strong. This difference, however, may be one of this study's main contributions. By comparing field results with laboratory findings, our collective understanding of advertising effects may become more valid externally and internally. The unit of analysis in this study is each brand advertised during the two games. The dependent variables were measured through telephone interviews and then aggregated across respondents by brands. The independent variables were measured by analyzing the content of the television commercials taped during the games. Telephone Interviews: Measuring Memory and Liking. A telephone survey was conducted from Monday evening through Thursday evening following each of the two Super Bowl games played in 2002 and 2003. Graduate and undergraduate students enrolled in research classes at a major university used random digit dialing to reach the local residents of Orange County of North Carolina. Guided by a computerized questionnaire, the interviewers asked for the person who had the next birthday. If a call yielded a machine-recorded answer or no answer, that number was re-dialed at least three times before being discarded. A total of 528 interviews were completed, with an average response rate of nearly 60%. Each year, more than two thirds of the respondents reported having watched the game. Dependent Variable 1: Unaided Brand Recall. The interviewers asked each respondent whether he or she had watched the Super Bowl game, and which part. Those who watched any part were then asked to list all advertisements they remembered seeing during the game. Two coders coded independently the responses, which had been recorded verbatim during the interviews. The recall rates were then calculated according to: Rb Recall Rate = __ _ 100 Ws Where Rb is the number of respondents who recalled the brand, and Ws is the number of respondents who watched the segment(s) in which the brand was advertised. To see if any of the recalls may have been a false alarm _ a respondent could mistakenly recall a brand he or she had seen elsewhere but not during the Super Bowl advertising _ we searched the responses for brands that were not advertised during the game segments that a given respondent reportedly watched. No such false alarms were found in two years. Dependent Variable 2: Brand Recognition. After the unaided recall measure, each respondent was given a list of brand names. Students, teaching assistants, and the instructor had compiled the list by observing the advertisements aired during the game. The observations were cross-verified via video tapes. Respondents were asked if they remembered seeing an advertisement for that brand during the game. The recognition rates were calculated according to: Gb Recognition Rate = __ _ 100 Ws Where Gb is the number of respondents who recognized the brand, and Ws is the number of respondents who watched the segment(s) in which the brand was advertised. The threat of false alarms is typically larger for recognition measures than for unaided recall. To address this concern, interviewers emphasized to respondents that the brands listed may or may not have been advertised during the game. Further, false-alarm tests were conducted for each year. The 2002 and 2003 questionnaire included several brands that had not been advertised during the game but were major competitors of the advertised brands. The recognition rate and liking score were then recalculated after being weighted by each respondent's correction rate in the false-alarm tests. The correlation between the weighted and unweighted scores is .99. This result suggest that false alarms, while a low frequency phenomenon, also occurred rather randomly and distributed quite evenly among brands. Therefore, false alarm should not significantly affect correlation between variables, which is the basis of our analysis. However, we use the weighted scores as the major basis of analysis and reporting. A parallel analysis based on the unweighted scores gave essentially the same results. Dependent Variable 3: Advertisement Liking. Advertisement liking was measured by asking those respondents who remembered seeing an advertisement how good or poor they thought the advertisement was. Likert scales (1- 7 for each year) were used. To facilitate interpretation, all liking scores were linearly transformed to a 0-100 scale (100: the best; 0: the poorest): OL _ 1 Liking = ___ _ 100 6 Where OL is the original liking score. Those scores were then averaged across respondents for each brand of each year. Content Analysis: Measuring Position. Each independent variable involved at least two coders who did independent coding using video tapes recorded during the games. If disagreement happens, consensus on the case was reached quickly after re-examining the tape. When a brand had just one advertisement in the Super Bowl broadcasting, the general concept of clutter was measured by the number of other ads in the pod, that is, the total number of commercials in the pod minus one. Here, a pod means a position where a series of ads are placed between program contents. When a brand was advertised twice or more, the number of other ads in all pods in which the brand was advertised were summed to measure the total amount of clutter competing with the advertisements of the given brand. Identifying and Measuring Control Variables. An obvious confounding factor is ad frequency, defined as the number of advertisements promoting the same brand during a given game. Higher frequency may be associated with better memory. Our one of independent variable, clutter, is also associated with frequency; a brand airing three advertisements tends to have more ads than a brand advertised only once. Prior studies addressed this problem by restricting frequency to one advertisement per brand. This study controlled frequency statistically, rather than physically. Conceptually, it is equivalent to examining the effects within each level of frequency, and then averaging the magnitude of the effects across frequency levels. Another possible source of contamination was the year variable. The ads in 2002 Super Bowl broadcast should be different from those in 2003 as well as games themselves. When the data were pooled together, there was a chance that differences between the years could confound advertising effects. One dummy variable for 2002 was created. The brands from 2002 served as a comparison group. Product categories posed yet another problem requiring statistical control. Brands in certain product categories might be more easily remembered than others, and some of those brands might happen to be in certain positions. Therefore, seven dummy variables were created to represent seven product categories. An eighth category, entertainment advertisements, served as a comparison group. Finally, while there could different classification methods for a game, for the clarity of this study, five quarter-based segments were selected and used as the classification in this study. They are (1) the first quarter, (2) the second quarter, (3) the third quarter, (4) the fourth quarter, and (5) other game segments. The most important reason for this classification is the small number of ads in other game segments. With the very small number, it was difficult to include those other game segments in the model. Also, when only considering the main game, these four quarters contain most ads from Super Bowl broadcast. The other game segments was averaged into one segment and used as the basis for other four dummy variables of four quarters. Results The results supported the first hypothesis regarding brand memory. The primacy effect prediction was supported among four quarters in a whole game. Recognition and recall rates were the highest for the ads in the first quarter and decreased gradually afterward. However, liking rates for ads in each quarter were not different by each quarter and similar to ads in the other game segments. Quarter-based order effects were found to be more important than ad frequency effects –placing an advertisement in the first quarter could be almost five times beneficial than running an additional advertisement in the other game segments, the basis for the comparison of the dummy variables. As shown in TABLE 1, recall and recognition rates for ads in earlier quarters were significantly higher than those in later quarters. Means for recognition, recall, and liking scores for ads in 15 game segments were described in TABLE 2, FIGURE 1 and FIGURE 2. These rates for ads are peaked during each quarter and decreased gradually. Also, TABLE 1 shows means for five classification categories. The scores for ads in a earlier quarter is higher than those in a later quarter, and the scores for ads in all four quarters are higher than the scores for ads in other game segments. ----------------------------------------------------- Table 1 and FIGURE 1 and 2 about here ----------------------------------------------------- Findings from Univariate Analysis. 75 brands in 2002 and 65 brands in 2003 were advertised in each game, totaling 140 for analysis. Those brands were from eight product categories (Table 3). The most successful brands had recall and recognition rates around 80%, as is shown in Table 4. The least successful brands recorded no recall or very low recognition rates. Those who recognized the brands also tended to like the advertisements moderately, giving an average score of nearly 60 on a scale of 0-100. The number of ads in each pod ranged from one to seven. The total number of other ads indicating general clutter ranged from 1 to 22. ----------------------------------------------- Table 2, 3, and 4 about here ----------------------------------------------- Two of our dependent variables, recognition and liking, had reasonably bell-shaped distributions. Deviation from normality is nevertheless inevitable for unaided recall considering many respondents with no ad recall. So, recall distribution tends to be skewed toward the positive end. Because of the robustness of regression, however, such deviation is deemed within the tolerable range. The other variables we used are independent or control variables, therefore their normal distribution is not concerned. While advertising researchers often use ANOVA to analyze experimental data, this study chose the multiple regression method, a technique most often used in field studies for its power and flexibility (Cohen & Cohen, 1983). This method enables effective controlling of confounding factors. The analysis procedure was the same for each dependent variable. Year, product categories, and advertising frequency were entered first as a control block (nine entries because of dummy coding. See Section 1 of Table 5). On top of those controls, two blocks of the independent variables were entered. The first block contained general clutter, the number of ads in a same pod. Quarter-based orders (four entries because of dummy coding of the first, second, third and fourth quarter) were included in the final regression model as the last block. The results of the multiple regression analysis are summarized in Table 5. -------------------------------- Table 5 about here -------------------------------- Effects of Control Variables. Average brand memory and advertisement liking did not change significantly from 2002 to 2003. They varied somewhat significantly, however, among product categories. Another important factor in the control block was the number of advertisements that each brand aired during each game. When an advertiser runs an additional advertisement, he should expect it to bring additional memory for his brand. The Results show that an additional advertisement tends to increase recall by more than six percentage points. But advertising frequency was not statistically significant in affecting advertisement liking and recognition. However, the coefficients for these variables were in the positive direction. Considering the statistical significance on recall rates, which is one of measures of brand memory, the sample size is too small to have enough power to detect the statistically significant relationship between ad frequency and recognition. While liking was usually believed to be negatively related to ad frequency, this relationship was not found in this analysis. There is no significance difference in brand memory for ads between 2002 and 2003 after controlling other variables. However, ads for 2002 were liked five percent more than those for 2003. The effects of product category appear different in this data set. Advertisements for health and beauty, for example, have a lower liking score than entertainment advertisements by over 11 points on a scale of 0-100. The first control block with year, product categories and advertising frequency control explain over 39% of the variances in recall, 44% in recognition and nearly 31% in liking (Section 4 in TABLE 5). They appear to be reasonable to be included in the model because they have accounted for a good amount of variances. However, these variables were confounding factors in this study. General Clutter Effects. Advertisements placed in longer pods were believed to generate lower brand memory for the advertised brand. The direction of clutter effects showed up; coefficients for clutter effects were all negative. However, in this study, it didn't show statistically significant results for this variable in recognition, recall, and liking. This might be due to the small sample size, or quarter-based order effects might take most of clutter effects. This indicates that probably general clutter effects in previous studies might be inflated without controlling order effects in a whole program. Quarter Position Effects. There were five quarter positions in this study including the first, second, third, fourth quarter, and other game segments. Due to the low number of ads in other game segments, ads in other game segments were combined and used as the comparison basis for the ads in quarters. As shown in TABLE 1, there were quite large differences in recognition and recall rates for ads in the four quarters and in other game segments. If we only consider mean scores of brand memory, the first quarter has the highest scores among all followed by the second, third, and fourth quarter. The mean of liking seemed reasonably similar among all game segments. With the multiple regression model, we could see the unique effects originating from quarter-based orders. The ads in the first quarter had almost 20 points higher recognition rates and 8 points higher recall rates than the ads in other game segments. The ads in the second quarter also had significantly higher recognition (12%) and recall rates (6%) compared to the ads in other game segments. The Ads in the third quarter only had significantly higher recognition (10%) but not recall rates. Recognition and recall rates for the ads in the fourth quarter were very similar to the ads in other segments. Based on these results, several important findings were observed. First of all, the ads in quarters achieved higher brand memory scores than the ads in other game segments. In other game segments, audiences are likely to be ready for upcoming ads and could use various defense mechanisms to avoid those persuasive messages. Second, the size of quarter-based order effects was considerably huge compared to the effects of other variables. Third, the primacy theory was working from the first to fourth quarter successively. Comparing Quarter-based Order Effects with Effects of Frequency and Other Variables. The number of advertisements to be aired is decided by the advertiser; and there is almost always a cost for any additional advertisement. Interestingly, our data suggest that quarter-based order effects may be stronger than the effects of frequency. By comparing the appropriate regression coefficients (in Sections 1 & 3 of TABLE 5) we can see that placing ads in an earlier quarter significantly improve the recognition and recall rates for ads. However, liking rates were not different by quarters. If the objective of ads is an improved brand memory, placing ads in the first quarter might exceed running one more ad. The beta coefficients are often used for comparing the effects of different independent variables (Zhao, 1997). The beta coefficients in Table 5 show that advertising frequency variable is among the best predictor. However, coefficients for quarter dummies also seem to be important predictors, too. Predictive Power of Quarter Position Variables. Quarter positions of ads are good predictors of the brand memory and advertisement liking. That is, if an advertisement is aired in a better quarter-based order, we should not only predict that the advertised brand may be remembered by more people, but we should also be fairly confident that our prediction may be quite close to the actual effects. Our confidence comes from the (incremental) R squared statistics. On top of the more than 31%-44% variance in memory already explained by the control variables, the block of quarter-based order variables can add another 5%-14% (Sections 4 & 6 of Table 5). Both results represent substantial predictive powers of the quarter-based order variables, and they are both statistically significant in the models. Incremental R squared in the model for liking as a dependent variable was not statistically significant. So, liking was not affected by quarter-based orders. Discussion The primary objective of this study is to examine the order effects on advertising effectiveness. A basic premise of the present study was that viewers' attention on the advertisements would be lowered as the game progresses. Therefore, this study expected that the primacy effect would occur during the game, and, consequently, advertisements placed in the earlier position would be more effective than that placed in the later position. The following discussion section contains a short summary of the key findings of this study, followed by a discussion of the implications of the results, limitations of this study, and finally directions for future studies. This study proposed two hypotheses, of which one was supported. The result indicated that the brands in advertisements placed in the earlier position (e.g., the first quarter) yielded the higher memory scores than those in ads place in the later position (e.g., the second through fourth quarter). This finding is consistent with previous studies that suggest advertisements shown early are processed at a deeper level than later ads because they are not in competition with other alternatives and are established as significant determinants to compare other ads. Therefore, the likelihood of memorizing the brand names in ads seen earlier should have increased. The quarter-based order effect on advertising effectiveness was considerably huge compared to the effects of other variables. This study found that the ads placed in any quarters were found to achieve higher brand memory scores than the ads in other game segments. However, the result indicated that ads in the first quarter were more effective than those in other quarters by at least 20% in terms of memory. Moreover, the scores of ads shown during the first quarter were as higher as five times than those in the other game segments. Thus, this study found a strong, significant primacy effect occurs during the Super Bowls. The context effect study provides a useful framework to understand the primacy effects in this condition. A number of studies found that the effectiveness of ads are higher when ads are embedded in a low involvement context than when they are embedded in a high involvement one (Bello, et al., 1983; Bryant & Comisky, 1978; Gunter, at al., 1997; Lord & Burnkrant, 1988; Norris & Colman, 1992; Park & McClung, 1986; Pitts, 1986; Soldow & Principe, 1981). According to Bello, et al. (1983) and Pitts (1986), a high involvement context produces the higher level of "need for closure" and makes audiences emotionally more intense than a low involvement context does. Therefore, when audiences are under a high level of need for closure, such as in the later quarters in the Super Bowl, ads are more likely to be considered disrupting stimulus, and consequently, negatively cause viewers' memory of the ads. One particularly interesting finding of this study is that the brand memory scores of ads placed in the fourth quarter were lowest among four quarters. This finding is inconsistent with the previous studies that found the memory advantages of the first and last positions (the U-shaped relationship). This finding is noteworthy. One possible explanation for this finding may come from viewers' emotional intensity. Because viewers' emotional arousal should reach the highest level during the fourth quarter, their attention toward ads should be lowered, as would their memory of the brands advertised. However, the present study failed to find the primacy effect of advertising liking during the game. There were no significant differences between ads distributed in the game. This finding indicates that liking the ads is not significantly influenced by the quarter-based order of advertisements. Rather, the ad liking might have been more likely to be influenced by other factors, such as the length of ads, creativity of the ads, or types of the products advertised. The present study has yielded several theoretical and marketing implications. First, this study found that the quarter-based order significantly influences the ad performance by examining an actual television program, the Super Bowl. Previous studies used a limited number of stimuli in relatively short duration of time (e.g., survey questions, paired verbal and auditory stimuli) to determine the order effects. Thus, by examining a four hour-long, actual program, this study successfully extended the area of order effect research. Second, the findings of the present study yield the great implications on media planning practice because deciding the ad position (pod) is one of few controls advertisers have in advertising at the televised program. Moreover, the recency effect has been pervasively adopted as an important marketing concept among advertising practitioners and applied to numerous advertising campaigns (Ephron, 1997, 1998; Orsini, 1998; Salvo, 1998). However, according to the findings of this study, the primacy effect dominates throughout the Super Bowl. Thus, current recency strategies should be reconsidered. Third, this study used two Super Bowls, one close game (2002 Super Bowl) and one loose game (2003 Super Bowl). Thus, this study could find the generalizable quarter-based order effect on advertising effectiveness, regardless of tension associated with the game. The limitations of the present study and directions for future research are in order. First, one of the limitations may come from the sample frame, two Super Bowls. The Super Bowl is considered as the most important, meaningful sports/entertainment event in American society. Thus, viewers' emotional arousal, involvement level, physiological status and attention toward commercials may be different from other games or programs. Second, the telephone interviews were conducted on the following week from the Super Bowl. Thus, this study could determine the immediate impact of order influence on the ad performances. However, although this measurement is frequently utilized in advertising research (e.g., DAR – day after recall), this study might not have detected the sleeper effect of order influences on the effectiveness of ads. There are several directions which future research may follow. First, this study has paved a road for studying the order effects in advertising field by extending the number of stimuli and increasing exposure time. Thus, one approach is to broaden this area using more variables with various programs. For example, more dependent variables, such as recall, ad evaluation, and purchase intention, can be used in the future study with other types of television programs, such as regular-season football games, other sports games, or general television shows. Second, this study suggests determining the context effects of television programs in examining the order effects on advertising success. Because ads accompany television programs, viewers may be influenced by not only the advertising order, but by television contexts as well. Thus, this study suggests determining viewers' involvement in the game (high versus low), mood (happy versus sad), physiological status (aroused versus calmed), and the degree of excitation transfer (high versus low). Finally, although previous studies have found the first and last stimuli are generally better memorized than those in the middle, the last ads were least memorized in this study. Thus, it is recommended that future study thoroughly examine this unexpected finding to have a better understanding of the order effect on advertising effectiveness in television programs. Table 1 Mean recognition, recall, and liking scores for quarter positions Recognition Recall Liking Ads in the First Quarter 53.78 14.42 63.61 Ads in the Second Quarter 49.46 12.68 61.57 Ads in the Third Quarter 46.82 9.30 61.66 Ads in the Fourth Quarter 34.07 7.22 58.50 Ads in Other Game Segment (Average) 29.70 5.10 59.85 TABLE 2 MEANS OF RECOGNITION, RECALL, AND LIKING SCORES FOR ADS IN GAME Frequency Recognition Recall Liking Before Pregame show 6.00 20.37 2.37 63.66 Pregame show 16.00 24.63 3.73 59.90 Between Pregame and 1 Quarter 2.00 30.38 3.35 59.48 1Quarter 24.00 53.78 14.42 63.61 Between 1 Quarter and 2 Quarter 7.00 37.62 5.16 58.92 2 Quarter 27.00 49.46 12.68 61.57 Between 2 Quarter and Half time show 4.00 35.32 2.66 59.76 Half time show 7.00 28.68 0.44 58.82 Between Half time show and 3 Quarter 3.00 14.00 1.56 54.87 3 Quarter 21.00 46.82 9.30 61.66 Between 3 Quarter and 4 Quarter 5.00 43.54 23.04 69.50 4 Quarter 22.00 34.07 7.22 58.50 Between 4 Quarter and postgame show 5.00 48.46 8.91 57.91 Postgame show 32.00 29.66 5.42 58.42 After Postgame show 6.00 21.41 1.10 61.98 Table 3 Number of Brands advertised by year and product categories Across: Year Down: Product Categories 2002 2003 Total Services 21 15 36 Auto Related Products 13 11 24 Shoes & Clothes 4 4 8 Health & Beauty 4 3 7 Household Products 4 9 13 Food & Beverages 17 17 34 Public Announce-ments 4 3 7 Entertain-ment 15 12 27 Total 82 74 156 8 How adverting effectiveness changes Table 4 Univariate Statistics of Major Variables (n=156) Minimum Maximum Mean Median S.D. Skewness Kurtosis Liking (0-100) 36.85 79.30 58.81 27.00 8.46 -0.02 0.24 Recognition (0-100) 1.00 85.38 30.88 59.17 18.61 0.77 0.04 Recall (%) 0.00 97.37 3.68 0.44 11.78 5.55 35.37 Advertising Frequency 0.00 7.00 1.37 1.00 1.05 2.47 8.39 Total Number of Other Ads 1.00 22.00 5.79 5.00 3.89 1.92 4.33 8 How adverting effectiveness changes TABLE 5 Position Effects on brand memory and advertisement Liking Dependent Variables: Brand Recognition (%) Brand Recall (%) Advertisement Liking (0-100) 1. Control Block a Constant 27.05*** -6.66** 59.50*** Year 2003 -2.22 (-0.06) -2.23 (-0.09) -4.98 (-0.29)*** Services -7.14 (-0.16)* 1.50 (0.05) -2.77 (-0.13) Auto Related Products -11.88 (-0.25)** 0.46 (0.01) -3.70 (-0.16) Shoe & Clothes 4.80 (0.06) 3.08 (0.05) 6.85 (0.17)* Health & Beauty -16.01 (-0.20)** 3.60 (0.06) -11.19 (-0.28)*** Household Products -5.12 (-0.06) 2.70 (0.05) 0.15 (0.00) Food & Beverages -1.28 (-0.03) 6.41 (0.22)* 1.66 (0.08) Public Service Announcement -3.09 (-0.04) -4.05 (-0.07) 1.41 (0.04) Advertising Frequency 4.23 (0.24) 6.17 (0.51)** 3.47 (0.41) 2. General Clutter Block The number of other ads -0.29 (-0.06) -0.40 (-0.13) -0.29 (-0.13) 3. Quarter Block b First Quarter 19.30 (0.41)*** 7.46 (0.23)** 2.50 (0.11) Second Quarter 12.15 (0.27)*** 5.72 (0.18)* -2.20 (-0.10) Third Quarter 10.34 (0.21)** 0.73 (0.02) -1.29 (-0.05) Fourth Quarter 1.49 (0.03) 0.95 (0.03) -1.86 (-0.08) 4. Total R2 of Control Block (%) 44.2*** 39.0*** 30.8*** 5. 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