The paper proceeds as follows: Section 2 reviews relevant previous research in this area。 Section 3 presents the research model and hypotheses。 Section 4 describes the experimental design and methodologies used during the data collection phase of the study。 Section 5 summarizes the conclusions of the study。
2 The media equation and interface design
Drawing from works in psychology, sociology, and communications, the major thesis of Reeves and Nass’ work, The Media Equation, is that ‘‘media equals real life’’。 They claim that equating mediated and real life is neither rare nor unreasonable。 It applies to everyone, it applies often, and it is highly consequential。 The only time when this equation does not apply is when people make a conscious effort not to treat media as real。 The automatic and natural response is to accept what seems to be real as in fact real。 Reeves and Nass argue that the basic assumption that people treat media as merely tools is fundamentally wrong。 Further, they suggest that psychological and social rules that apply to human–human interactions also apply to human–media interactions。
These experts in the communications field posit that inpiduals’ interactions with computers, television, and other media are fundamentally social and natural, just like interactions in real life。 If there are social and natural values associated with media (including computers), then we can design them to best capture these values to our advantage。 Within this broad context, they further suggest that emotions are generated from interactions with media。
This undoubtedly applies to the e-commerce context。 This study seeks to apply Reeves and Nass’ research on traditional media (e。g。 television, video, static images) to the web medium, particularly in the e-commerce context。
2 。1。 Emotion, attention, and memory
According to Reeves, emotion, an innate human characteristic, associated with cognitive processes, is important for social interaction and organization。 The distinguishing feature in this view is that emotion is involved in the interaction with media。 Emotion can be simplified into two basic components: Valence (simply as good or bad) and Arousal (the volume of things good and bad)。 However, it is very difficult to measure emotion, even in its simplified components, directly。 Physiological measurements (e。g。 EEG) are among the few techniques available to measure emotion directly。 Therefore, psychologists have developed different methods to measure emotion indirectly。 The most reliable ones are those based on the relationship between emotion , attention and memory。 In this study, we focus on attention and memory for two reasons: they are important issues in an e-commerce context and they can be measured reliably。
2 。1。1。 Emotion and attention
One of the most prevalent views concerning the effects of arousal on performance has been that they are mediated by attentional mechanisms。 More specifically, it has often been assumed that heightened arousal has a substantial effect on attentional selectivity or narrowing。 This is usually tested by using a primary task and a secondary task that are performed concurrently。 There is general consensus that attention is a limited resource。