Advances in Psychological Science ›› 2025, Vol. 33 ›› Issue (6): 965-983.doi: 10.3724/SP.J.1042.2025.0965
• Academic Papers of the 27th Annual Meeting of the China Association for Science and Technology • Previous Articles Next Articles
XIANG Diandian1,2, YIN Yule1(
), GE Mengqi1, WANG Zihan1
Received:2024-10-24
Online:2025-06-15
Published:2025-04-09
Contact:
YIN Yule
E-mail:yuleyyle@163.com
CLC Number:
XIANG Diandian, YIN Yule, GE Mengqi, WANG Zihan. The impact of brand-developing versus collaborative virtual influencer endorsement selection strategies on consumer engagement[J]. Advances in Psychological Science, 2025, 33(6): 965-983.
| 代表文献 | 术语 | 定义描述 |
|---|---|---|
| Byun & Ahn, | 虚拟影响者 Virtual influencer | 一类数字化实体, 具有拟人化的外观、类似真人的社会角色和独立的身份特质, 借助人工智能技术能够与其他人类在社交媒体中展开高质量互动, 其控制者可以是人类或算法。 |
| Ham et al., | 虚拟品牌代言人 Virtual brand endorser | 在社交媒体中拥有粉丝基础并能和粉丝互动, 旨在服务于品牌代言工作的一类虚拟数字人。 |
| 晏青,何丽敏, | 虚拟明星/偶像 Virtual celebrity/idol | 具有人类、动物、拟人化生物等形象, 能够在计算机、互联网及人工智能技术搭建的场景中进行演艺活动(如歌手), 企业能够将其用于产品推广和品牌传播。 |
| Baudier et al., | 社交媒体中的机器人影响者 Social media robot influencer | 运用人工智能情感技术, 机器人影响者能够在社交媒体中识别、理解和表达情感, 以此增强它们与人类的互动效果, 从而服务于传递信息和建立关系的功能。 |
| Sands, Campbell et al., | 人工智能影响者 Artificial intelligence (AI) influencers | 依托机器学习技术驱动, 能与真人影响者一样在多个社交媒体的内容板块中生成内容; 其拥有多种不同类型的外观。 |
| Chen & Hu, | 虚拟主播 Virtual uploader/Vtuber | 通常拥有卡通外观, 主要在社交媒体中(如哔哩哔哩)进行各式各样的直播活动, 由真人穿戴设备并依托实时捕捉技术和虚拟直播系统来实现角色扮演。 |
| 代表文献 | 术语 | 定义描述 |
|---|---|---|
| Byun & Ahn, | 虚拟影响者 Virtual influencer | 一类数字化实体, 具有拟人化的外观、类似真人的社会角色和独立的身份特质, 借助人工智能技术能够与其他人类在社交媒体中展开高质量互动, 其控制者可以是人类或算法。 |
| Ham et al., | 虚拟品牌代言人 Virtual brand endorser | 在社交媒体中拥有粉丝基础并能和粉丝互动, 旨在服务于品牌代言工作的一类虚拟数字人。 |
| 晏青,何丽敏, | 虚拟明星/偶像 Virtual celebrity/idol | 具有人类、动物、拟人化生物等形象, 能够在计算机、互联网及人工智能技术搭建的场景中进行演艺活动(如歌手), 企业能够将其用于产品推广和品牌传播。 |
| Baudier et al., | 社交媒体中的机器人影响者 Social media robot influencer | 运用人工智能情感技术, 机器人影响者能够在社交媒体中识别、理解和表达情感, 以此增强它们与人类的互动效果, 从而服务于传递信息和建立关系的功能。 |
| Sands, Campbell et al., | 人工智能影响者 Artificial intelligence (AI) influencers | 依托机器学习技术驱动, 能与真人影响者一样在多个社交媒体的内容板块中生成内容; 其拥有多种不同类型的外观。 |
| Chen & Hu, | 虚拟主播 Virtual uploader/Vtuber | 通常拥有卡通外观, 主要在社交媒体中(如哔哩哔哩)进行各式各样的直播活动, 由真人穿戴设备并依托实时捕捉技术和虚拟直播系统来实现角色扮演。 |
| 代表文献 | 关键机制检验 | 代言人选择策略研究 | 边界条件 |
|---|---|---|---|
| 脉络1:对虚拟影响者属性的分析 | |||
| Kim & Park, | 吸引力→模仿欲望, 品牌依恋→购买意愿 | × | 产品类型的匹配 |
| Li et al., | 拟人化(外表, 行为)→产品真实性, 产品关联性→代言态度 | × | 产品类型 |
| El Hedhli et al., | 拟人化→温暖感知, 能力感知→采纳意愿, 购买意愿 | × | × |
| Alboqami, | 吸引力(外表等), 可信度(真实性等), 一致性(影响者−产品/消费者)→信任 | × | × |
| 王颖 等, | 真实性感知→虚拟依恋→旅游意愿 | × | 熟悉度; 代言人发展预期 |
| 脉络2:对虚拟影响者的比较分析 | |||
| 姜凌,冯源, | 虚拟影响者 vs. 真人影响者→积极情绪→广告说服力 | × | 独特需求 |
| 朱华伟 等, | 虚拟影响者vs. 真人影响者→加工流畅性→购买意愿 | × | 创新产品类型(突破式vs. 渐进式) |
| Franke et al., | 虚拟影响者 vs. 真人影响者→专业性感知→广告态度, 购买意愿等 | × | 产品类型; 影响者类型披露 |
| Ozdemir et al., | 虚拟影响者 vs. 真人影响者→可信度感知→品牌态度 | × | 语言类型(感性 vs.理性) |
| Sands, Campbell et al., | 虚拟影响者 vs. 真人影响者→心理距离→关注意愿, 口碑等 | × | 独特化需求; 影响者代理(自主 vs.管理) |
| Thomas & Fowler, | 虚拟影响者 vs. 真人影响者→责任感知→品牌态度, 购买意愿 | × | × |
| Wang & Qiu, | 类人虚拟影响者 vs. 动漫虚拟影响者→感知社会价值→购买意愿 | × | 广告信息框架(防御型 vs. 促进型) |
| Zhou, Li et al., | 虚拟影响者 vs. 真人影响者→情感投入, 准社会关系→品牌代言有效性 | × | 帖子类型(视频 vs.图片) |
| Zhou, Yan et al., | 虚拟影响者 vs. 真人影响者→意象难度, 感官能力感知→购买意愿 | × | 感官体验 |
| 本文 | 虚拟影响者代言人选择策略(自建vs.合作)→传播时效机制、信息分辨机制、关系建立机制→消费者融入 | √ | 人工智能技术因素, 虚拟影响者/消费者因素 |
| 代表文献 | 关键机制检验 | 代言人选择策略研究 | 边界条件 |
|---|---|---|---|
| 脉络1:对虚拟影响者属性的分析 | |||
| Kim & Park, | 吸引力→模仿欲望, 品牌依恋→购买意愿 | × | 产品类型的匹配 |
| Li et al., | 拟人化(外表, 行为)→产品真实性, 产品关联性→代言态度 | × | 产品类型 |
| El Hedhli et al., | 拟人化→温暖感知, 能力感知→采纳意愿, 购买意愿 | × | × |
| Alboqami, | 吸引力(外表等), 可信度(真实性等), 一致性(影响者−产品/消费者)→信任 | × | × |
| 王颖 等, | 真实性感知→虚拟依恋→旅游意愿 | × | 熟悉度; 代言人发展预期 |
| 脉络2:对虚拟影响者的比较分析 | |||
| 姜凌,冯源, | 虚拟影响者 vs. 真人影响者→积极情绪→广告说服力 | × | 独特需求 |
| 朱华伟 等, | 虚拟影响者vs. 真人影响者→加工流畅性→购买意愿 | × | 创新产品类型(突破式vs. 渐进式) |
| Franke et al., | 虚拟影响者 vs. 真人影响者→专业性感知→广告态度, 购买意愿等 | × | 产品类型; 影响者类型披露 |
| Ozdemir et al., | 虚拟影响者 vs. 真人影响者→可信度感知→品牌态度 | × | 语言类型(感性 vs.理性) |
| Sands, Campbell et al., | 虚拟影响者 vs. 真人影响者→心理距离→关注意愿, 口碑等 | × | 独特化需求; 影响者代理(自主 vs.管理) |
| Thomas & Fowler, | 虚拟影响者 vs. 真人影响者→责任感知→品牌态度, 购买意愿 | × | × |
| Wang & Qiu, | 类人虚拟影响者 vs. 动漫虚拟影响者→感知社会价值→购买意愿 | × | 广告信息框架(防御型 vs. 促进型) |
| Zhou, Li et al., | 虚拟影响者 vs. 真人影响者→情感投入, 准社会关系→品牌代言有效性 | × | 帖子类型(视频 vs.图片) |
| Zhou, Yan et al., | 虚拟影响者 vs. 真人影响者→意象难度, 感官能力感知→购买意愿 | × | 感官体验 |
| 本文 | 虚拟影响者代言人选择策略(自建vs.合作)→传播时效机制、信息分辨机制、关系建立机制→消费者融入 | √ | 人工智能技术因素, 虚拟影响者/消费者因素 |
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