Strengthening Consumer Brand Relationships Through Avatars: Mohamed H. Elsharnouby
Strengthening Consumer Brand Relationships Through Avatars: Mohamed H. Elsharnouby
https://www.emerald.com/insight/2040-7122.htm
                                                                                                                         Strengthening
    Strengthening consumer–brand                                                                                            consumer–
     relationships through avatars                                                                                               brand
                                                                                                                          relationships
                                Mohamed H. Elsharnouby
 Faculty of Business and Economics, Badr University in Cairo, Cairo, Egypt and
               Faculty of Commerce, Cairo University, Giza, Egypt                                                                             581
                                    Chanaka Jayawardhena                                                                 Received 2 February 2022
              Surrey Business School, University of Surrey, Guildford, UK                                                    Revised 30 April 2022
                                                                                                                                      21 July 2022
                                              Hongfei Liu                                                                       16 September 2022
                                                                                                                       Accepted 17 September 2022
Southampton Business School, University of Southampton, Southampton, UK, and
                                       Alaa M. Elbedweihy
 Department of Business Administration, Cairo University Faculty of Commerce,
                                Cairo, Egypt
Abstract
Purpose – Avatars have become increasingly prevalent on brand websites, yet their impact on consumers’
use of these sites remains underexplored. The current study focuses on avatars, which are three-dimensional
animated graphical web interfaces that verbally aid the brand stakeholders (e.g. customers, employees and
suppliers). Avatars provide administrative and technical information through the brand website. Drawing
upon the stimuli–organism–response (S-O-R) paradigm, this research examines the impact of avatars as an
information provision and interacting tool (vs a traditional format) on consumers’ perceptions, attitudes and
behaviors toward a brand. It also investigates the roles of familiarity with avatar use and the language used
by an avatar in shaping consumers’ responses.
Design/methodology/approach – Across two laboratory experiments, the authors examined and
confirmed causal relationships between the use of avatars (vs a traditional format) on a website and
attitudinal and behavioral constructs.
Findings – We show that avatars (vs written information) had a significant effect on controlling
information. The users in our experiments had greater control over the information provided when it was
presented as text on a website compared to the case of avatars “telling” the information. Different languages
and familiarity with avatar use also affected the consumers’ hedonism in terms of website use.
Originality/value – We advance the understanding of avatar use in website design, particularly avatars’ verbal
interaction, in shaping consumers’ cognitive, affective, attitudinal and behavioral responses and add important
empirical evidence to the growing body of research and practices involving avatar use in interactive marketing.
Keywords Avatar elements, Apply intention, WOM, Information recall, Hedonic, Usefulness, Attitude
toward a brand, Familiarity
Paper type Research paper
Introduction
Avatars are digital entities with anthropomorphic appearance that are controlled by a human or
by software (Miao et al., 2022). In practice, avatars offer interactive touch points that may be
verbal (voice) or nonverbal (text and animation) (Liew et al., 2017). Since their introduction as
interactive features, avatars have become increasingly prevalent in the design of websites.
Brands have incorporated avatars into their websites for a variety of reasons, including
customer relationship management and facilitating purchases, increasing the probability to
purchase from the brand (e.g. Choi et al., 2020; Foster et al., 2022). For example, HSBC has two                       Journal of Research in Interactive
well-known virtual assistants, called “XiaoLingTong” and “Olivia.” Interactive marketing                                                       Marketing
                                                                                                                                      Vol. 17 No. 4, 2023
emphasizes the significance of bidirectional communication in which avatars play                                                               pp. 581-601
                                                                                                                          © Emerald Publishing Limited
irreplaceable roles in enriching the customer experience (Foster et al., 2022; Wang, 2021).                                                    2040-7122
                                                                                                                         DOI 10.1108/JRIM-02-2022-0035
JRIM      Previous research mainly focused on understanding consumers’ general perceptions of
17,4   avatars (e.g. Liew et al., 2017). However, as many brands are now using avatars on their
       websites, the implications of consumer–avatar interaction remain underexplored.
       Pioneering researchers and practitioners highlighted the importance of understanding
       customers’ responses elicited by interaction with avatars, thereby improving the
       effectiveness of website designs that incorporate these tools. The outcomes of customer–
       avatar interactions are important to understand. Unlike static website features, an avatar
582    can communicate in real time, offering real-time information – in that participants’ attitudes
       toward the brand in both the avatar and the avatar based on text designs are higher than
       those for the written style design – and interacting like a human. Such interaction is distinct
       from navigating traditional websites, and the underlying process of how consumers
       respond to avatars needs to be examined specifically.
          Given the importance of avatars in interactive marketing research and practice, our
       research aims to understand how avatars help brands strengthen consumer–brand
       relationships. Drawing from the existing research, we identified several important
       research gaps that informed and shaped our research objectives. Our research objective is
       three-fold. First, despite the growth in the use of avatars, relatively little academic inquiry
       to date has explored the brand avatar factors that influence consumers’ perceptions and
       behaviors (Crolic et al., 2022). More specifically, as avatars can be incorporated in different
       ways into website designs (e.g. with text and with verbal communication), which elements
       of an avatar, from a user perspective, are more effective remains an important and
       unexplored line of inquiry (e.g. Miao et al., 2022). Therefore, our first research objective
       was to examine the effectiveness of avatar use by comparing consumers’ responses when
       having information provided as written text on a website, verbally through an avatar and
       through an avatar based on text.
          Second, avatars are responsible for providing information and assisting brand–consumer
       communication, but how avatars contribute to the effectiveness of this interaction poses
       a need for urgent inquiry (Hoyet et al., 2019; Lee and Lee, 2006). Therefore, our second
       research objective focuses on examining the impact of the use of avatars on consumers’
       perceptions of website design. Here, we specify three dimensions of website design (i.e. clarity,
       control and convenience) in order to examine the influence of avatars.
          Third, previous research highlighted that there is a need to examine human–avatar
       interactions because avatars might be perceived as more competent in the utilitarian realm
       than in the hedonic (Borau et al., 2021). Previous research also called for an examination of
       possible mitigators that may assist consumers’ willingness to follow avatar advice (Lin et al.,
       2021) and expand the interaction. Based on this call, our third objective was to understand
       whether consumers’ familiarity with using avatars and the language an avatar uses might
       mitigate the impact of avatars on those consumers’ responses. In relation to consumers’
       responses to marketing stimuli, in addition to purchase intention, word of mouth (WOM) is
       one of the most powerful information sources and exerts a strong influence on product
       evaluation by consumers (e.g. Sheth, 2021). However, a positive and rewarding consumption
       experience is an important requirement (Kohler et al., 2011). Therefore, our inquiry contributes to
       understanding the role of avatars in shaping consumer experiences and responses (Farzin and
       Fattahi, 2018; Park et al., 2021).
          Against this background, the aim of this study was to examine the causal relationships
       of interacting and providing information tools (avatars, avatars based on text and
       a traditional format [no avatar/information as text]) on (1) the consumer/user perception
       including the tool’s elements (clarity, control and convenience) that reflect the perceived
       ease of use (e.g. Chen, 2019) and (2) affective (hedonism), (3) cognitive (information provision
       and usefulness), (4) attitudinal (attitudes toward brands) and (5) purchase-related and
       voluntary behavior (e.g. WOM) outcomes. This research also examines the roles of
consumers’ familiarity with using avatars and the language avatars use in strengthening            Strengthening
the relationships between avatars and consumers’ responses. Understanding this influence               consumer–
is valuable as consumers become more likely to anticipate having avatars provide
information (e.g. Keeling et al., 2010) and interact with them (Foster et al., 2022).
                                                                                                           brand
   Our research contributes to the interactive marketing literature. For example, our work          relationships
makes contributions to the increasing body of literature that examines how consumers
interact with brands through new media and tools on websites (e.g. Lim and Childs, 2020;
Wang, 2021), showing the significant outcomes of adding an avatar as a new communication                     583
tool. Our study also extends previous research that focused on examining chat avatars (e.g.
Lin et al., 2021). We instead used avatars that are highly anthropomorphized (using real
human images and voices) and interacted with users verbally.
Avatars
There are multiple terminologies associated with avatars, such as chatbot, virtual assistant,
virtual agent and conversational agent embodiment (e.g. Aljukhadar and Senecal, 2011; Han,
2021). Many brands choose to humanize their consumer service chatbots by giving them
names and avatars (Crolic et al., 2022). Avatars are virtual characters that present human-like
features, such as a face and body parts (Han, 2019). In this research, we focus on avatars as
“digital entities with anthropomorphic appearance, controlled by a human or software that are
able to interact” (Miao et al., 2022, p. 5). In other words, avatars are three-dimensional (3D)
animated graphical web interfaces that imitate the brand’s representatives by providing
information and responding to users’/visitors’ queries orally and visually (Elsharnouby, 2015).
Avatar elements
Clarity. Clarity is one of the key ease-of-use elements of an avatar. The clarity of an avatar
refers to the extent to which the avatar’s voice, facial cues and the information provided are
clear (Elsharnouby, 2015). An avatar provides information on users’ websites in an oral
method. The logical order of the information provided should also be taken into
consideration. Previous research showed the importance of clarity in similar settings. For
example, the role of clarity in the virtual environment is affected by the avatar–consumer
interaction in terms of content, such as functional and social content (Kohler et al., 2011). In
addition, the type of virtual agent (two-dimensional embodied agents vs 3D embodied
agents) – a similar concept to an avatar – has highly significant effects on the clarity of
JRIM   the agent’s voice (McBreen and Jack, 2001). Voices using only an audio format were also
17,4   found to be significantly clearer than images with facial expressions (McBreen and Jack,
       2001). Based on previous research and Stæhr’s (2008) study, which found learners’ receptive
       vocabulary size to be strongly associated with their reading ability and moderately
       associated with their listening ability, we postulate the following:
          H1a. The degree of clarity is affected more by an avatar based on text than having only
584            an avatar or a written information design.
       Convenience. There is increasing evidence that convenience is a central element for customers
       when encountering service. Previous studies related to convenience have long been concerned
       with consumer expenditure of time and effort (e.g. Gottschalk, 2020). Providing smart
       technologies conveys convenient and instant digitalized services to meet brand consumers’
       expectations of high technology (Choi et al., 2020). Convenience refers to the level of effort and
       time required by the user to use an avatar to obtain the information needed from a website
       (Elsharnouby, 2015). The less effort and time required, the more convenient the avatar.
       Convenience is related to the appropriateness of avatars as a tool for providing information.
       Providing more choices in terms of interaction modes (e.g. dealing with front-desk human staff)
       may provide greater convenience for a brand’s consumers (Choi et al., 2020). Thus,
          H1c. The degree of convenience is affected more by an avatar based on text than
               having only an avatar or a written information design.
Usefulness. A website’s users might frame an avatar as a utilitarian tool (Etemad-Sajadi and
Ghachem, 2015). In this case, the perceived usefulness is more likely to be high. Perceived
usefulness refers to the degree to which a website’s user describes an avatar as being useful in
the sense of performing its tasks (Elsharnouby, 2015). Kohler et al. (2009), for example,
showed the usefulness of avatars in different product types (e.g. banking and
entertainment) through playing various roles such as giving instructions on ATM screens.
Artificial intelligence (AI)-powered avatars are considered useful, as highlighted by positive
results regarding gamers’ attitudes (Butt et al., 2021). The avatars might be perceived as more
competent in the utilitarian (usefulness) realm (Borau et al., 2021; Miao et al., 2022). Thus,
   H2c. The consumer’s perception of usefulness is affected more by an avatar based on
        text than having only an avatar or a written information design.
588
Figure 1.
One web page from
each scenario
                    (continued )
                                                                                                             Strengthening
                                                                                                                consumer–
                                                                                                                     brand
                                                                                                              relationships
589
                                                                                                                   Figure 1.
Notes: (a) Avatar presence – study one, (b) avatar based on text – study one and (c) no avatar – study one
                       compared to the experimental condition (only listening to the information via an avatar).
                       However, the two experimental conditions (avatar and avatar based on text) did not differ
                       significantly (p > 0.05), as shown in Table 3 and Figure 2. Thus, H1b is partially supported.
                                                                                     Attitude
                                                                                                            Strengthening
                                                              Information            toward      Apply         consumer–
              Clarity Control Convenience Hedonism Usefulness    recall               brand     intention           brand
Clarity       0.796                                                                                          relationships
Control       0.565    0.819
Convenience   0.633    0.729       0.845
Hedonism      0.443    0.434       0.519           0.896                                                                 591
Usefulness    0.720    0.688       0.809           0.504       0.837
Information   0.618    0.677       0.715           0.571       0.705      0.934
recall
Attitude      0.388    0.165       0.347           0.690       0.420      0.508       0.900
toward                                                                                                                Table 2.
brand                                                                                                          Correlations and
Apply         0.391    0.407       0.344           0.485       0.371      0.447       0.610         0.763    square roots of the
intention                                                                                                      AVE (study one)
   Information recall, hedonism and usefulness. For the information recall construct,
although the avatar condition did not differ from the avatar based on text and the control
conditions (written style), there was a significant difference between the avatar based on
text and the written style, in that participants recalled the information provided by an
avatar based on text; thus, H2a is partially supported. Concerning the hedonism construct,
the results show significant differences between the two experimental conditions – avatar
design (M = 4.662; F(2,72) = 13.492, p < 0.01) and avatar based on text design (M = 4.710; F
(2,72) = 13.492, p < 0.01) – and the control condition – written style design (M = 3.297; F
(2,72) = 13.492, p < 0.01) – in that participants perceived both an avatar and an avatar based
on text design as more hedonic than the written style design. Thus, H2b is supported. For
the usefulness construct, the three designs were not significantly different, and thus H2c is
not supported.
   Attitude toward brand and intention to apply. The results in Figure 2 and Table 3 show
significant differences between the two experimental conditions – avatar design (M = 5.595, F
JRIM
17,4
592
Figure 2.
Influence of conditions
(study one)
                         (2,72) = 21.788, p < 0.01) and avatar based on text design (M = 5.750, F(2,72) = 21.788, p < 0.01) –
                         and the control condition – written style design (M = 4.007, F(2,72) = 21.788, p < 0.01) – in that
                         participants’ attitudes toward the brand in both the avatar and avatar based on text designs are
                         higher than those for the written style design. Thus, H3a is supported. Finally, a significant
                         difference was only found between an avatar based on text and the control conditions (written
                         style), in that the intention to deal with a brand was higher in the former (avatar based on text).
                         Thus, H3b is partially supported.
                         Discussion
                         Study one demonstrates partial support of H1. The users of the website did not find any
                         significant differences between the three conditions concerning clarity (H1a) and convenience
                         (H1c). However, they were more likely to find significant differences concerning their control
                         over information (H1b) between interacting with an avatar and using a written style. In the case
                         of the presence of an avatar, the user does not control the information provided, which is
                         consistent with previous linguistic studies (e.g. Vidal, 2011) that found that listeners did not
                         seem to be able to take as much advantage of the repetition, showing the less controllable
                         aspects of a sound system. Concerning information recall (H2a), the results of study one also
                         demonstrate that the users found significant differences between an avatar based on text and
                         having written information. The results also demonstrate that the users did not find any
                         significant differences between the three conditions concerning usefulness (H2c). These
                         results are contrary to those in Borau et al. (2021), which anticipated that avatars might be
                         perceived as more competent in the utilitarian realm than in the hedonic. Our results are also not
                         in line with those of Butt et al. (2021), who showed the usefulness of AI-powered avatars.
                         However, users are more likely to find significant differences concerning the degree of hedonism
                         (H2b) between the two conditions (avatar and avatar based on text) and a written style design.
                         In cases in which an avatar is present, users perceived the website as more hedonic, which
                         increased their perceived enjoyment, which is consistent with previous research (e.g. Han, 2021)
                         that found that users usually perceive an avatar as a hedonic tool. The results of study one also
                         demonstrate that adding an avatar significantly increases join/apply likelihood (H3a). However,
                         the current study shows that the presence of avatars significantly enhanced attitude toward the
                         brand. These results are in line with Borau et al. (2021) and Han (2021).
                         Study two
                         Design and participants
                         Study two aimed to compare the impacts of two conditions for providing information
                         (avatar and avatar based on text), user’s familiarity with an avatar (familiar vs
unfamiliar) and the language used (English vs user’s native language) on design                  Strengthening
elements (clarity, control and convenience), information recall, hedonism, usefulness,              consumer–
attitude toward the brand and WOM. A 2 × 2 × 2 factorial design was used to pursue
this objective. This study manipulated two main factors (two independent variables:
                                                                                                         brand
avatar design and avatar language), but familiarity with avatar technology was not                relationships
manipulated. Therefore, the strategy used in study two was one of quasi-
experimental research since we employed some of the rigor and control that exist
in experiments, but it contains a flaw that prevents the research from obtaining an                        593
absolute cause-and-effect answer, such as familiarity (Gravetter and Forzano, 2018).
Four student groups participated in this study, and each participant was exposed to
only one condition. As we did in study one, we carried out the power analysis to
determine the sample size. One hundred thirty-five university students participated
in the experiment (between groups) in study two. The four groups contained the
following numbers of participants: 33 (avatar in English design), 35 (avatar based on
text in English design), 34 (avatar in own language design) and 33 (avatar based on
text in own language design).
594
Figure 3.
One web page from
each scenario (study
two)
                       there was no interaction between any two of the three factors (avatar, language and
                       familiarity) or three-way interaction among these factors, as p > 0.05. Thus, H4 is
                       partially supported.
                       Discussion
                       Study two demonstrates partial support for H4. The results do not confirm an interaction
                       between avatar levels (avatar vs avatar based on text), language levels (English vs Own
                       language) and familiarity levels (low vs high). The results reveal the significant main effect of
                       language and familiarity only on the hedonism construct. A main effect of language indicates
                       that participants perceived the avatar as more hedonic when the avatar was talking in their own
                       language than when it was talking in English. These results confirm the argument of the
                       possibility of language being a cue for the hedonic character of a promoted product (Kronrod
                       et al., 2012). Similarly, a main effect of familiarity indicates that participants perceived an avatar
                       as more hedonic (enjoyable) when they were highly familiar with avatar technology compared
                       to if they were unfamiliar with this technology. These results are in line with previous research
                       showing that higher familiarity levels with technology (e.g. robots) increases the influence of
                       these technologies on consumers’ perceptions (e.g. Belanche et al., 2019).
                                                                     STD           Cronbach’s
                                                                                                             Strengthening
Constructs                                                    Mean loading t-value   alpha    AVE     CR        consumer–
Clarity                                                       5.649                    0.817   0.550 0.859
                                                                                                                     brand
   The (design) is                                                                                            relationships
      Unclear concerning the language/clear concerning                0.703
      the language
      Not obvious/obvious                                             0.674    7.125                                       595
      Not apparent/apparent                                           0.782    8.149
      Unclear/clear                                                   0.828    8.541
      Unclear concerning the organization of                          0.710    7.471
      information/clear concerning the organization of
      information
Control                                                       4.759                    0.803   0.530 0.817
   The (design) allows me to control
      The provision of information                                    0.644
      The access to required information from the entire              0.646    6.280
      body of information
      The speed of getting the required information                   0.777    7.224
      The search process                                              0.828    7.502
Convenience                                                   5.296                    0.799   0.604 0.818
   It would not take much time to get the information                 0.625
   from the (design)
   The time required to receive the required                          0.863    7.581
   information is appropriate
   I am able to get to the information from the (design)              0.823    7.409
   quickly
Hedonism                                                      4.563                    0.801   0.831 0.936
   I feel about the (design) is
      Dull/exciting                                                   0.925   17.069
      Not delightful/delightful                                       0.906
      Not enjoyable/enjoyable                                         0.903   16.199
Usefulness                                                    5.474                    0.799   0.638 0.779
   The (design) provides relevant information                         0.763
   The (design) does a good job of presenting the                     0.833    8.763
   information
Information recall                                            5.109                    0.803   0.548 0.781
   I can remember
      Information provided by the (design) through                    0.611    6.967
      taking notes
      The most information provided by the (design)                   0.744    8.619
      The information provided by the (design) easily                 0.847
Attitude toward brand                                         5.590                    0.801   0.745 0.898
   After I navigate the website, I feel that the brand is
      Technologically developed                                       0.898
      Looking forward to change                                       0.837   12.795
      Modern                                                          0.854   13.246
Word of mouth                                                 4.926                    0.804   0.830 0.907
   Say positive things about the brand to other people                0.896
   Speak positively of the brand to people close to me                0.926   13.311
Familiarity                                                   3.637                    0.864   0.589 0.729
   By browsing the (design)
      It is very unfamiliar to me/it is very familiar to me           0.932    3.065                                      Table 4.
      I am not at all knowledgeable about it/I am very                0.556                                       Means, loadings,
      knowledgeable about it                                                                                  t-values, Cronbach’s
                                                                                                             alphas, AVE and CR
Note: STD, standardized                                                                                                 (study two)
JRIM                  Conclusions
17,4                  General discussion
                      Avatars are used by a growing number of brands that have become an accepted tool to
                      many consumers. Avatars as a marketing communications tool represent the “brand voice”
                      on the website and offer a crucial way to influence consumers’ buying perceptions and
                      behaviors. In this research, we examined one specific type of avatar (avatars that can
                      provide information verbally) and the outcomes of using this. Table 5 summarizes the
596                   results of the two studies we conducted for our research.
                      Theoretical contributions
                      Our research contributes to the literature on interactive marketing. First, our work contributes to
                      the increasing body of literature that examines how consumers interact with brands through
                      new media and tools on websites (e.g. Lim and Childs, 2020; Wang, 2021), showing the significant
                      outcomes of adding an avatar as a communication tool. To date, much of the work on avatars has
                      focused on the virtual environment (e.g. Kohler et al., 2009), and few studies have examined
                      avatars as consumer assistants on a brand website (e.g. Choi et al., 2020; Holzwarth et al., 2006).
                      Specifically, our research confirms the relationships proposed in the emerging theory of avatar
                      marketing (Miao et al., 2022). Our study also extends previous research that focused on
                      examining chat avatars (e.g. Lin et al., 2021). We instead used avatars that were highly
                      anthropomorphized (using real human images and voices) and interacted with users verbally.
                      Second, highlighting the important roles of avatars on brands’ websites, this study advances
                      previous research by adding to the knowledge of the quality of consumer–brand relationships in
                      online service contexts (Foster et al., 2022; Lin et al., 2021) since the brand avatar serves as an
                      interactive relationship partner for consumers (Foster et al., 2022). We thus extend the literature
                      on consumer–avatar interactions and the part they play in enhancing information recall,
                      enjoyment, attitude toward a brand and intention to deal with the brand. Our results support
                      the presence of causal relationships between an avatar and perceived control, hedonism and
                      attitude toward a brand after conducting two experimental studies, showing the high internal
                      validity of the results. Another important contribution of our work is the findings on the impacts
                      of familiarity with using avatars and the availability of language options in the model.
                      Practical implications
                      Practitioners need to consider placing more emphasis on the social interaction of a brand
                      avatar as a key factor contributing to positive attitudes toward the brand, as this could
                                                                                               Study two
                                                                          Interaction effect
                      Construct                  Study one                (3 factors or 2 factors)     Main effect
ORCID iD
Mohamed H. Elsharnouby          http://orcid.org/0000-0001-9447-5717
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