Three minutes to change preferences: perceptual fluency and response inhibition

Perceptual fluency and response inhibition are well-established techniques to unobtrusively manipulate preference: objects are devalued following association with disfluency or inhibition. These approaches to preference change are extensively studied individually, but there is less research examinin...

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Main Authors: Bryony McKean, Jonathan C. Flavell, Harriet Over, Steven P. Tipper
Format: Article
Language:English
Published: The Royal Society 2020-10-01
Series:Royal Society Open Science
Subjects:
Online Access:https://royalsocietypublishing.org/doi/pdf/10.1098/rsos.200766
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spelling doaj-258b0edab86a4c59b81d3488588029b22020-11-25T04:02:45ZengThe Royal SocietyRoyal Society Open Science2054-57032020-10-0171010.1098/rsos.200766200766Three minutes to change preferences: perceptual fluency and response inhibitionBryony McKeanJonathan C. FlavellHarriet OverSteven P. TipperPerceptual fluency and response inhibition are well-established techniques to unobtrusively manipulate preference: objects are devalued following association with disfluency or inhibition. These approaches to preference change are extensively studied individually, but there is less research examining the impact of combining the two techniques in a single intervention. In short (3 min) game-like tasks, we examine the preference and memory effects of perceptual fluency and inhibition individually, and then the cumulative effects of combining the two techniques. The first experiment confirmed that perceptual fluency and inhibition techniques influence immediate preference judgements but, somewhat surprisingly, combining these techniques did not lead to greater effects than either technique alone. The second experiment replicated the first but with changes to much more closely imitate a real-world application: measuring preference after 20 min of unrelated intervening tasks, modifying the retrieval context via room change, and generalization from computer images of objects to real-world versions of those objects. Here, the individual effects of perceptual fluency and inhibition were no longer detected, whereas combining these techniques resulted in preference change. These results demonstrate the potential of short video games as a means of influencing behaviour, such as food choices to improve health and well-being.https://royalsocietypublishing.org/doi/pdf/10.1098/rsos.200766perceptual fluencyinhibitionpreferencelearningmemory
collection DOAJ
language English
format Article
sources DOAJ
author Bryony McKean
Jonathan C. Flavell
Harriet Over
Steven P. Tipper
spellingShingle Bryony McKean
Jonathan C. Flavell
Harriet Over
Steven P. Tipper
Three minutes to change preferences: perceptual fluency and response inhibition
Royal Society Open Science
perceptual fluency
inhibition
preference
learning
memory
author_facet Bryony McKean
Jonathan C. Flavell
Harriet Over
Steven P. Tipper
author_sort Bryony McKean
title Three minutes to change preferences: perceptual fluency and response inhibition
title_short Three minutes to change preferences: perceptual fluency and response inhibition
title_full Three minutes to change preferences: perceptual fluency and response inhibition
title_fullStr Three minutes to change preferences: perceptual fluency and response inhibition
title_full_unstemmed Three minutes to change preferences: perceptual fluency and response inhibition
title_sort three minutes to change preferences: perceptual fluency and response inhibition
publisher The Royal Society
series Royal Society Open Science
issn 2054-5703
publishDate 2020-10-01
description Perceptual fluency and response inhibition are well-established techniques to unobtrusively manipulate preference: objects are devalued following association with disfluency or inhibition. These approaches to preference change are extensively studied individually, but there is less research examining the impact of combining the two techniques in a single intervention. In short (3 min) game-like tasks, we examine the preference and memory effects of perceptual fluency and inhibition individually, and then the cumulative effects of combining the two techniques. The first experiment confirmed that perceptual fluency and inhibition techniques influence immediate preference judgements but, somewhat surprisingly, combining these techniques did not lead to greater effects than either technique alone. The second experiment replicated the first but with changes to much more closely imitate a real-world application: measuring preference after 20 min of unrelated intervening tasks, modifying the retrieval context via room change, and generalization from computer images of objects to real-world versions of those objects. Here, the individual effects of perceptual fluency and inhibition were no longer detected, whereas combining these techniques resulted in preference change. These results demonstrate the potential of short video games as a means of influencing behaviour, such as food choices to improve health and well-being.
topic perceptual fluency
inhibition
preference
learning
memory
url https://royalsocietypublishing.org/doi/pdf/10.1098/rsos.200766
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