ISSN 0439-755X
CN 11-1911/B
主办:中国心理学会
   中国科学院心理研究所
出版:科学出版社

心理学报

• •    

创造性活动参与是否促进了恐怖娱乐消费?来自二手数据和实验的证据

杨巧英, 柳武妹   

  1. 兰州大学
  • 收稿日期:2023-12-22 修回日期:2024-06-26 接受日期:2024-07-03
  • 通讯作者: 柳武妹
  • 基金资助:
    国家自然科学基金面上项目(71972092)

Does engaging in creative activities increase consumers’ preference for horror consumption? Evidence from secondary data and experiments

YANG Qiaoying, LIU Wumei   

  • Received:2023-12-22 Revised:2024-06-26 Accepted:2024-07-03
  • Contact: Liu Wumei

摘要: 恐怖娱乐消费是指对唤起恐惧和害怕情绪的体验或产品的消费(如,观看恐怖电影)。以往研究表明,消费者会出于不同的动机和原因消费恐怖体验及产品。由于消费者过去的经历会对其后续消费偏好产生重要影响,因此,本文基于跨情境视角探究了影响消费者恐怖娱乐消费偏好的前因。通过一项二手数据研究和六项实验研究,本文发现先前参与创造性活动(vs.非创造性活动)会促进消费者随后对恐怖娱乐消费的偏好与选择,自我效能的提升是中介机制。此外,本文还表明,创造性活动参与对消费者的恐怖娱乐消费偏好的影响受到反馈效价以及活动难度的调节。本文对已有的消费者创造力研究和恐怖娱乐消费研究做出了推进,对恐怖娱乐产业提供了实践启示。

关键词: 创造性活动, 恐怖娱乐消费, 自我效能, 反馈效价, 活动难度

Abstract: As the horror consumption industry expands, horror-related entertainment projects have become one of the most popular and profitable forms of entertainment. However, although horror movies and horror challenge events appeal to some younger consumers, the majority of consumers show reluctance to consume these products due to fear and dread. Therefore, from a practical standpoint, the investigation of which factors can increase or decrease consumers’ willingness to consume horror products is worthy of study. However, past research focuses on the same-domain factors that drive consumers’ horror consumption preferences. It is limited to study the cross-domain factors that influence consumers’ preference for horror consumption. To respond to this research gap, this paper examines how consumers' horror consumption preferences are influenced by their experiences in a prior unrelated context. Specifically, this paper proposes that previously engaging in creative activities (versus engaging in non-creative activities) increases consumers’ preference for consuming horror products, and self-efficacy mediates the cross-domain effect. Furthermore, this paper shows that the cross-domain effect should be evident (disappear) when consumers receive positive (negative) feedback regarding their creative performance, and when the creative activity is less difficulty (high difficulty). Through seven studies, we provided converging evidence for our propositions. Specifically, we found that engaging consumers in a creative activity can increase their preference for horror consumption (Studies 1-3), and self-efficacy mediates the effect (Studies 4a-4b). Furthermore, the effect of creative engagement on consumers’ preference for horror consumption was disappeared (evident) when consumers received negative (positive) feedback (Study 5), and when the creative activity is high (low) difficulty (Study 6). Finally, the results of our studies were not easily explained by potential alternative explanations based on the mood (Study 2-3), new experience seeking (Study 4a), creative inspiration and pleasure (Study 4b). The current study makes several theoretical advancements to past research. First, this paper adds to past horror consumption literature by studying the cross-domain factor of consumers’ preference for horror consumption. By doing so, we open a new window to study consumers’ preference for horror products. Second, this paper contributes to creativity research by exploring how consumers’ behavior changes when they engaging in a creative activity. The current research reveals a novel outcome of consumers’ engagement in creative activities, namely preference for horror consumption. Finally, this paper adds to past self-efficacy research by building a linkage between creativity research and self-efficacy, and between self-efficacy and horror consumption. We differ from prior literature by proposing that creative engagement can enhance self-efficacy. In addition, we reveal that enhanced self-efficacy can promote consumers to engage in horror consumption.