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Branded Apps and Mobile Platforms as New


Tools for Advertising

Chapter · January 2016


DOI: 10.13140/RG.2.1.3744.3042

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Branded Apps and Mobile Platforms as New Tools for Advertising

By Becky Wang, Su Jung Kim and Edward C Malthouse

Abstract

With the popularity of mobile devices, firms have embraced mobile platforms and mobile

applications (apps henceforth) as a new channel that can potentially enhance consumer

experience, brand loyalty, and ultimately revenue growth. Unlike traditional advertising

channels, mobile devices are characterized by their portable, interactive, immediate and

ubiquitous nature. As such, a firm can take advantage of app technology and enable

consumers to engage with its brand even when they are on the move. Such “anytime,

anywhere” engagement can positively affect consumers’ attitudes and relationships toward a

brand and their purchase intention. In this chapter, we examine the way mobile platforms and

branded apps forge new grounds in advertising, and we also posit forward-looking

implications that offer managerial recommendations that allow advertisers to strategically

leverage branded apps and mobile platforms to promote consumer engagement and loyalty.

Keywords. Branded apps; New media advertising; Mobile marketing; Interactive features;

Habitual engagement; Relationship management; Native advertising; App discovery; Mobile

platforms; Smartphones; Tablets; Wearables


Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           2

Introduction

Ever since the introduction of multi-touchscreen smartphones in 2007, consumers

across the globe have swiftly adopted mobile devices and apps. As of August, 2014, 174

million Americans own smartphones, comprising 72% of the mobile market.1 It is estimated

that media companies and retailers receive more than 50% of online traffic from smartphones

and tablets as opposed to personal computers (PCs).2 Rapid proliferation of mobile devices

and healthy app development ecosystems3 create conditions for the widespread adoption of

apps. Statistics from Apple App Store and Google Play show that the total number of

downloads exceeds 135 billion, and it is expected to surpass 268 billion by 2017.4 Mobile

users spend more than half of their digital media usage time on mobile apps,5 indicating the

prevalence of apps in their lives. In short, consumers are addicted to their smartphones and

tablets.

Considering the increasing level of consumer engagement with mobile devices, many

companies have developed branded apps6 so they can communicate or advertise to attract

new customers and increase brand loyalty among current ones. These branded apps allow

prospective or existing customers to perform an array of tasks such as searching, retrieving,

and sharing information; passing time with entertainment content; paying bills; navigating

maps; making purchases; and performing basic functions such as making calls and sending or

receiving text messages. However, even though app use and mobile commerce are

widespread, many firms have yet to embrace mobile advertising. According to a survey of

445 business leaders, even though a majority sees its value and potential, only 45%

confirmed having leveraged mobile marketing, and 37% cited “lack of strategy” as the top

reason for not having a mobile program in place.7 In addition to this challenge, most apps that

are discovered from app stores will only be used once after the download.8 A major reason

for app abandonment is that consumers do not tolerate even a single bug in an app: 79% of
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           3

consumers said that they would retry a failing app only once or twice if it does not work

properly during the first try.9

Given the managerial need and the nascent state of mobile advertising, scholars began

to recognize the emerging power of mobile platforms as a new and interactive way to

communicate with and attract consumers. Earlier literature conceptualizes the phenomenon of

mobile commerce as the ability to utilize networked technologies and communicate

interactively without the restraints of fixed physical locations at any point in time, so that at

least one party can achieve economic benefits.10 The characteristics make it an ideal way to

reach and influence consumers. More recent literature offers a critical review on how mobile

advertising and marketing change the way firms do businesses with their customers.11 In

particular, advertising via mobile platforms requires consumers to opt-in (i.e., consumer

consent is needed for an ad or app to show up on their devices), and it is also unconstrained

by neither time nor location.

Mobile Platforms and New Advertising

When a firm places an advertisement, it seeks to provide information to potential or

existing customers and persuade them to adopt its products or services. Consumers in turn

learn about its offerings through the various channels in which it has advertising presence.

Mobile platforms and branded apps offer new ways and opportunities for brands to influence

awareness, recall, attitudes, preferences, and ultimately, decisions during their learning and

buying processes. Building upon existing practices and theories in multichannel advertising

and marketing,12 we propose that branding via mobile platforms is a powerful tool that allows

advertisers to generate cross-channel synergy alongside other advertising media such as PC

Internet, search engine results and personalized emails.

However, mobile platforms are not a typical advertising channel. Existing theories on

consumer learning13 suggest that consumers make decisions on brand choice after they have
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           4

learned about its products and services. Before the existence of mobile technology,

consumers’ learning abilities depended on their surroundings (e.g., they could only access

brand information when a PC or television was available). Due to their ubiquitous nature,

mobile devices allow consumers to learn about the brands more immediately. Extending

existing theories on consumer learning and interactivity, we contend that mobile platforms

provide consumers with an interactive brand experience, which enhances the firm’s

persuasive effectiveness and increases consumers’ positive attitudes and purchase intentions.

Branded apps also change the way advertising influences consumers’ interactions

with a brand. Because mobile devices are engrained in consumers’ daily lives, branded apps

can potentially achieve what other channels typically cannot – (1) to actively prompt for

context-dependent recalls on a frequent, immediate basis and (2) to alter the way consumers’

make use of a brand’s offerings. Thus, branded apps are useful instruments that can persuade

consumers and facilitate their learning process. Additionally, branded apps break new

grounds because, when implemented successfully, they trigger consumers to form new

consumption habits or reinforce existing engagement behavior.

Having highlighted the importance of branded apps and how they fit into advertising,

we organize the rest of the chapter as follows. We first discuss mobile media as an added

channel in multi-channel advertising and marketing. Then, we turn to the question of what

makes mobile platforms, especially mobile apps, unique by exploring the concept of

interactivity and the application of interactivity in a mobile context. Next, we examine how

branded apps can contribute to habit formation and reinforcement by providing apps with

high “stickiness.” In addressing each point, we will provide selected research findings

pertaining to advertising strategies using mobile platforms—particularly as a contact point for

both communicating with consumers and facilitating their buying process. Finally, we

conclude with recommendations to advertising students and practitioners.


Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           5

The Synergetic Role of Mobile Apps in Cross-Channel Advertising

From an advertiser’s point of view, the emergence of a new medium, such as online

and Internet-based platforms, offers the opportunity to increase the reach and frequency of ad

campaigns. Research on Internet advertising shows that by exposing customers to marketing

communication messages via banner ads or online video ads, their positive affection14 and

cognition15 increase. Cross-channel advertising has a positive effect on firm performance if (1)

increased access by a brand’s cross-channel availability leads to higher brand loyalty16 and (2)

multiple touch points across different platforms generate synergy among media platforms,

both of which result in the overall effect exceeding the mere sum of each marketing mix

channel’s effect.17

Empirical evidence shows that television is the medium that can achieve the largest

reach when used as a single channel for advertising.18 However, an addition of more

channel(s) does not always increase brand recall or retention.19 One possible explanation

regarding the inconsistent results of cross-media campaigns is that there is a threshold where

an increasing level of exposure to ad messages yields the maximum positive results. Once

past the threshold, consumers’ perception of the given brands turns negative because

consumers tend to think that brands that run too many commercials are of low quality.20 A

second explanation is that if ad campaign messages are similar and congruent across

platforms (i.e., higher fit), the focal brand is less recognized and recalled because the use of

the same verbal and/or visual cues reduces the need to pay more attention from the

consumer’s perspective. A cross-media campaign with different verbal and visual elements

across platforms (i.e., lower fit) garners more attention due to the inconsistent cues it

provides its viewers.21 Third, synergy may come from different formats used in ad content

but not different devices.22 Experiments conducted by Varan et al. showed that displaying ad

content in the same format (i.e., video) using different devices (TV, PC, mobile phone, iPad)
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           6

did not produce synergy, whereas using different formats with interactivity (e.g., banner ads

superimposed on video channels on a mobile phone) did.

The potential of mobile apps as a new advertising channel lies in their ubiquitous and

interactive nature. Advertising or marketing through apps is more than adding a traditional

offline or conventional PC-Internet channel. Their enhanced digital mobility allows

consumers to overcome time and spatial constraints so that they are now able to engage with

a brand in a seamless fashion, which to some extent resolves the issue of repetition or lack of

fit. Wang, et al. (2015) examined the adoption of app use in the context of online grocery

shopping.23 They found that customers already familiar with PC-shopping are more likely to

return to the retailer after adopting the app to shop. Additionally, brands should encourage

customers to engage in multiple channels. Customers who utilize all possible online

platforms – PCs, smartphones and tablets – to shop generate the most revenues, as shown in

Figure 1.

Figure 1: Example Showcasing the Importance of Multi-Channel Engagement: Customer


Purchase Behavior by Channel Use

Average Order Sales (Dollars) Average Interpurchase Time (Days)


180

22
170

20
160

18
150

16
140

All PC Tablet PC Tablet All PC PC


Devices Tablet Phone Phone Tablet PC Phone Phone Devices Phone Phone Tablet Tablet PC

Note. Customers who shop using all device types – PCs, smartphones, and tablets – are ones

that place the highest order size, without sacrificing order frequency. Revenues from multi-

channel segments are the highest. Data from a major U.S. based Internet grocer, July 2011

through June 2013.


Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           7

Mobile Devices Are Ubiquitous

The most frequently mentioned characteristic of mobile technology is (perceived)

ubiquity.24 Oxford English Dictionary defines ubiquity as an attribute that allows an entity or

a person “to be everywhere at once” or be “seen or encountered everywhere.” According to

conceptualizations in extant research, ubiquity is a multidimensional concept that includes

continuity (i.e., the state of being “always on”), immediacy (i.e., perceived time between an

action and its resulting consequences), portability (i.e., the quality of being light enough to be

carried for long periods of time) and searchability (i.e., the capability of making a thorough

examination to find information).25 In an advertising context, mobile media are distinct from

other mass marketing channels because they enable location-specific, wireless and portable

communication.

Taking advantage of these characteristics, consumers who adopt mobile devices now

have a “life on the screen” and have the ability to interact with any brands that fit into their

lifestyles.26 Mobile devices are portable and personal, so unlike other types of media or

consumer electronics, they are not only functional gadgets but “cultural objects” as well.27

Consumers’ mobile lifestyles provide additional opportunities for a brand to build and

maintain personal and frequent relationships with its customers anytime, anywhere.

Mobile Devices Provide Utility and Entertainment


Consumers can enjoy a wide range of values made available on mobile platforms.

These include a number of informational, entertainment, social and monetary values.28 For

example, consumers can search for and have easier access to information using mobile apps

or mobile Internet. Streaming music and movies or playing games on the go becomes a great

way to pass time. Many social media apps or branded apps offer “sharing” features, which

allows consumers to post their status, feelings and thoughts on social media. These apps are
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           8

also a tool to receive discount or promotion offers. Many branded apps offer incentives in the

form of discount coupons, promotion codes, or punch cards at the time of download to attract

customers as the first step to build a long-term relationship.

Consumers decide to adopt a new technology when they determine they can

successfully extract utility or gratifications by using it. Technological acceptance model

(TAM) and other approaches based on uses and gratifications confirm that the adoption of

mobile phones and services is indeed influenced by several motivational factors. People in

Hong Kong have a myriad of intentions when they use mobile phones, including, but not

limited to, 1) looking stylish, 2) showing affection to family members, 3) relieving boredom,

4) doing financial activities and 5) having a sense of security. 29 The intention to use mobile

services is a function of perceived usefulness, perceived ease of use, perceived

expressiveness and perceived enjoyment.30 In sum, people aim to seek informational,

financial, entertainment, cultural and social gratifications when they adopt mobile devices

and services.

Persuasive Effects of Adopting an App on Brand Choice and Spending

Motivated by these types of values, consumers may initially choose to adopt an app.

What is less clear is whether branded apps have any persuasive effect on consumers’ attitudes

or behaviors. Bellman et al. (2011) conducted an early study, examining the financial effect

of using branded apps.31 They did an experiment to see whether using popular branded apps

impacted brand attitude and purchase intention. They found that consumers who used

branded apps had higher interest in the brands and the product category in which the brands

belonged. The style of the apps also matters. Apps with an informational/user-centered style

(i.e., utilitarian/goal-directed creative style for online shopping or banking) are more effective

in increasing purchase intention than apps with an experiential style (i.e., experiential creative

style such as online magazines or chat rooms). Friedrich et al. (2009) maintained that mobile
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           9

platforms have the greatest potential to enhance consumer engagement, brand loyalty, and

lifetime value compared to existing marketing channels.32

Kim, et al. (2015) used empirical data from a large coalition loyalty company to show

how consumers’ app adoption can financially impact a brand’s revenues.33 They found that

consumers who downloaded a brand’s app showed an increasing level of spending compared

to their “twins”—those consumers whose pre-app adoption spending levels were similar but

who did not download the app. Relative to their twins, adopters’ spending levels show an

increase after app use. As shown in Figure 2, the impact was not only immediate (as seen

during the month of first app use), but it also continued at an attenuated level after the month

of adoption.

Figure 2: Example Showcasing the Importance of Interactivity and App Feature Adoption

Launch
90

80
Point Accrual

70

60

50

40

Mar Apr May Jun Jul Aug Sep Oct Nov Dec Jan Feb
2012 2013
Adopters Non-Adopters

Note. Customers who use both features - personalized information lookup and location-based

check-ins – show the most increase in spending (measured by point accruals in this context)

after app adoption. Comparison is between app adopters with non-adopters whose preexisting

spending behaviors are similar. Data from a Canadian loyalty coalition company, Mar. 2012

through Feb. 2013.  


Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           10

Another way that apps can increase lifetime value is from advertising. For example, if

users are exposed to ads then the app owner can charge the advertiser for access to the

audience.

Apps Offer Rich User Experience and Interactive Features

The persuasive effectiveness of branded apps is attributable to the rich user

experience made possible by interacting with the app and the brand.34 What specifically

makes the experience of using a branded app unique and why does it generate a positive

attitude toward the brand? A content analysis35 sheds some light on the mechanisms by which

branded apps influence consumer behavior. This analysis coded interactive features of 106

global brand’s apps and found that most apps use attributes such as vivid graphics, sounds, or

animations, in addition to novelty, motivation, control, customization and feedback. Unlike

computer-based websites, branded apps provide a greater sense of control to consumers with

navigation and other features that can be easily used in the mobile environment, which are

known to generate positive attitudes and/or behavioral intentions to the content or the product

being advertised.36 These apps also increase consumers’ enjoyment and willingness to

continue the relationship by including gamification features or providing a chat box for

customer service.

The concept of interactivity provides theoretical explanations for how branded apps

can lead to positive awareness, attitudes, intentions, and behaviors. Many scholars have

attempted to define this concept and its sub-dimensions, particularly in a web context.

Kiousis (2002) provided a comprehensive review of interactivity.37 According to him,

interactivity refers to:

The degree to which a communication technology can create a mediated environment

in which participants can communicate (one-to-one, one-to-many, and many-to-many),


Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           11

both synchronously and asynchronously, and participate in reciprocal message

exchanges (third-order dependency). For human users, it additionally refers to the

ability to perceive the experience as a simulation of interpersonal communication and

increase their awareness of telepresence. (372)

Kiousis’ definition suggests that interactivity has three dimensions: technological

characteristics (e.g., range, speed, timing flexibility, and sensory complexity), communication

setting characteristics (the interconnected relationships among exchanged messages), and

perceptions of audience members (e.g., perceived speed, proximity, and telepresence).

Interactivity can be an important feature in ad messages. When delivered with interactive

features, ads allow for a more active and engaging consumption experience, which can then

lead to consumer retention, positive attitudes, and increased sales.

Literature also differentiates interactivity into machine and person interactivity.38 In a

mobile context, machine interactivity refers to a user’s capability to access content and

information via its technological functions. Examples include tools embedded in smartphones

or tablets (e.g., hyperlinks, drag-and-zoom controls and screen flips with gyroscopes). Mobile

person interactivity, on the other hand, refers to perceived closeness amongst humans when

they interact with each other using mobile platforms. Examples include click-to-call, live chat,

consumer reviews, and any features that help engender a sense of social connection with a

brand or other consumers. Research shows positive influence of both machine and person

interactivity on consumers’ perception, attitudes and financial performance.39

Persuasive Effects of Adopting an App’s Interactive Features

Interactivity can be attributable to an app’s ability to provide personalized or location-

based information. Similar ad messages delivered with interactive features make the

consumption experience of such messages more active and engaging, which can produce

higher brand retention, positive attitudes, and increasing sales. Kim, et al. (2015) focused on
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           12

the use of two interactive features that are available from a branded app of a coalition loyalty

company, which partners with a variety of retail stores across multiple categories in Canada.

Consumers who download the loyalty program’s app can use it to look up personalized

information such as their loyalty point balances or search for reward items (Figure 3-a).

Additionally, the app leverages GPS technology of mobile devices and provides location-

based features such as finding nearby partnering stores or checking-in at those storefronts

(Figure 3-b). Their study showed that using either of the two features had a positive effect on

spending levels at the partnering stores. Additionally, the positive effect on spending was the

highest for consumers that used both app features (Figure 2). If a brand succeeds in engaging

and interacting with its consumers in multiple ways through its app, it can increase its

revenues. By logging in with a branded app and using its features, consumers experience

multiple touch points, which further deepens their relationships with the brand.

Figure 3: Example of Interactive Features of a Branded App

a) Personalized Information (fig3a.png)

b) Location-based Store Search and Check-In (fig3b.png)


Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           13

c)

Engaging Consumers through Mobile App Stickiness

We have established that after consumers adopt a branded mobile app and use its

interactive features, their subsequent spending levels increase. Now we draw from literature

and use the concept of “stickiness” to discuss the effect on consumers’ spending behavior if

they develop a habit of repeatedly using a branded app.

The concept of stickiness is not new. It has been discussed since the emergence of the

Internet. Website stickiness is defined as “the ability of web sites to draw and retain

consumers.”40 It is regarded as the level of users’ value expectation when they visit a site.

Website stickiness can be measured by the length and/or frequency of website visits, and it is

found to be positively associated with trust, commitment and purchase intentions.41


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Furner et al. (2014) applied this concept to a mobile context and introduced the notion

of mobile app stickiness.42 They explored the key behaviors and decision points pertaining to

consumers’ adoption, use and stickiness to mobile apps. Their framework suggests that

mobile app features (e.g., sub-categorized as user interface experience, user experience

consistency, dexterity, focus, and response time) affect perceived interactivity (e.g., control,

two-way communication, and responsiveness), which then impacts stickiness. Similar to

website stickiness, mobile app stickiness has been operationalized as continued patronage and

duration of usage. In addition, they noted three potential outcomes of stickiness: (1) trust in

the provider, (2) the intent to share positive word-of-mouth and (3) conducting commercial

transactions.

Successful Apps are Sticky

Sticky apps that succeed in engaging consumers repeatedly can increase consumers’

loyalty to the firm and, therefore, its revenues. Because of the continuous and immediate

nature of mobile technologies, repeat users have more opportunities to be reminded of the

value that the brand offers.43 Thus, providing a stickier app that encourages adopters to use it

repeatedly and frequently is a key mobile strategy. If consumers find a branded app sticky

because it provides a novel brand experience that has not been possible through other media

channels—or it fulfills consumers’ informational needs (e.g., product reviews, store locations,

and coupons) or entertainment needs (e.g., games and check-ins)—they will continue to use

the app, which in turn leads to an increase in spending.

There are many examples of sticky apps. Apps that provide hedonic benefits such as

games are notoriously addictive. Minecraft, Megapolic, Traffic Racer and 2048 are some of

the most popular apps in this genre,  although the Audi A4 Driving Challenge, which allows

iPhone users to steer an A4 sedan through progressively more challenging driving courses, is

an example of an app from a product manufacturer creating hedonic value. Other hedonic
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           15

media apps such as Spotify, YouTube, Netflix and Redbox are also popular. Another way to

create value for consumers is by providing social value, and apps such as Facebook and

Snapchat are among the most popular. Apps such as Google Maps or MapQuest and REI’s

snow report and Kraft’s iFood Assistant that provide utilitarian value can also be sticky.

Successful Apps Turn Lukewarm Customers into Habitual Engagers

Apps are potential habit changers, and depending on consumers’ preexisting

relationships with the brands, their adoptions may impose different levels of effect on loyalty.

Wang, et al. (2015) argued that making mobile shopping available to customers can be

viewed as an intervention designed to increase their existing level of interactions. They

further showed that when a branded app facilitates customers’ purchase decisions and buying

routines, customers who have low spending prior to app adoption have a higher percentage

increase in both order size and order rate after app use than those with high spending. In other

words, the magnitude of the effect of an intervention, such as app adoption, on customers

depends on whether they perceive their environment to be relatively stable. If customers

perceive mobile shopping as merely a natural evolution of continuing their relationships with

the brand, they tend to persist in their existing routines. Any increase in spending is therefore

due to the fact that they have more access than before to the brand’s storefront. If, on the

other hand, customers become aware of the way adopting the mobile channel changes their

environment in which they shop, then their existing spending behavior will change.

Wang, et al. (2015) also showed that as consumers increase their mobile shopping

trips, their order frequency and size increase.44 They suggested that apps are ideal for a brand

to form habitual interactions with its consumers because mobile devices themselves are an

integral part of the consumers’ daily lives. These interactions reinforce consumers’

psychological and experiential state of being in a relationship with the firm. Apps therefore

help integrate the brands’ products or services into their routines. This integration is then
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           16

reflected in the consumers’ recurring mobile activities, which then lead to repeated purchases

from and interactions with the firm, and then the cycle continues. If consumers engage with a

brand on a habitual basis, they rely on automatic thinking and cease to consider alternative

brands. The brand can therefore grow by potentially increasing share-of-wallets and attracting

consumers away from its competitors. Additionally, habitual behavior is reinforced by

contexts and past performances.45 Thus, the more adept consumers are with interacting with a

brand, the more likely they will continue to do so in the future, and as this cycle ensues,

habits are formed.

Thus, successful, sticky apps are ones that customers can easily adopt but provide

lifestyle-changing conveniences, entertainment, or utility values. As an example, a well-

designed grocery-shopping app that provides interactive maneuverability to browse for items

and simple but useful features that allow a consumer to quickly generate a shopping list and

buy the basket could potentially be sticky. For instance, if a young professional who

commutes to work and typically only has time to shop on the weekends adopts a mobile

shopping app, he/she can now shift their grocery shopping schedules to weekdays while

traveling to work. By providing concrete values to their customers on a daily basis via sticky

apps, brands can then turn their lukewarm customers to habitual engagers.

Apps Reinforce Habitual Brand Engagement, Not Exploratory Learning

The way apps change consumers’ brand engagement and buying habits is partly

attributed to the portability of mobile devices, which provides anytime, anywhere access to

the brand. However, such portability comes with a price. The screens of mobile devices are

limited in size and functionalities. When facing time or resource pressure, consumers tend to

act habitually.46 Thus, given their limitations, mobile channels are convenient when

consumers are reluctant to invest in search costs and simply want to interact or shop

according to their habitual needs.


Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           17

Wang, et al. (2015) proposed the habitual purchase hypothesis, which posits that

when consumers shop on mobile platforms, they tend to buy products that they have

purchased before or from manufacturers that they are already familiar with. In contrast,

products with long consumption cycles typically impose more risks and thus require more

research, planning or consideration. As such, durables are less frequently purchased on

mobile platforms than habitual products. Because of the limited viewing “real estate,”

searching on apps and mobile browsers requires numerous maneuvers of scrolling and

zooming. Consumers can therefore only retrieve a limited amount of data.47 Even though

consumers are taking advantage of the convenience provided by their mobile devices, high

search costs can negatively affect their cognitive abilities in locating brand information. Thus,

consumers prefer to use PCs for exploratory search and handheld devices for specific tasks.48

Given the current state of their technologies, apps are tools for reinforcing existing

habits, not for learning new information. Wang, et al. (2015) suggested that branded apps

should be used in conjunction with other types of new media to allow for easier searches and

learning. When a firm launches a new brand or product, it should refrain from advertising

solely on mobile platforms, especially if the firm is a secondary player in the market and has

only modest household or market shares in the category. For major brands or firms with a

loyal consumer base, increasing presence through sticky apps or mobile storefronts has the

potential of retaining existing consumers, who rely on their habitual choices or heuristic

brand perceptions when they use mobile devices. Especially for low or occasional spenders,

who have the lowest spending and are the most difficult to retain, successfully branded firms

should take advantage of the mobile channel and emphasize their positive brand image to

these consumers.
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Beware of Disengaging Customers with Poorly Designed Branded Apps

Given the potential benefits of branded apps, it may seem obvious that all companies

should have one. Problems arise, however, when companies launch an app that fails to create

value for its users. When consumers go to the trouble of downloading and installing a

branded app and then find that it does not do anything they find valuable, the negative effect

toward the app may carry over to the relationship with the brand itself. Kim, et al. (2015)

found that discontinued use of a brand’s mobile app hurts brand sales. Apps that provide little

utilitarian, social or entertainment value engenders disengagement, which is opposite of

stickiness.

As an example, consider a grocery retailer with only physical stores that launched an

app with limited functionality. It provides a store locator, but do consumers need a separate

app to find stores when they already have a mapping app such as Google Maps, which has

better functionality? The app also gives store hours, but rather than finding and launching the

branded app and then clicking three times to get to the store hours, a consumer is more likely

to simply “speak” to a search engine (“store hours [retailer] [city]”) and have the answer

instantly. The app lists the products carried in the store by category, but it does not offer the

ability to search for items, which is a limitation because the category under which an item is

classified is not always obvious. It also lists which items are on sale each week, which may

provide value to some very loyal shoppers, but most customers are not going to scroll through

long lists of sale items.

The reasons why abandoning an app decreases subsequent spending are not clear. The

decline may be attributable to the negative or dissatisfying experience the customer has after

exploring the app. A survey by TechCrunch showed that more than half of consumers

reported experiencing a problem with apps. Over 60% of these problems included technical

glitches such as apps crashing, freezing, or displaying errors, followed by apps that were not
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           19

launching at all or too slowly (47%).49 Following these results, companies should be cautious

about making apps available on the marketplace before their functionalities are fully tested

because faulty apps may be even more than providing no app.

Increasing app recency (i.e., the number of days a customer goes without accessing

the app) indicates an early sign of possible harm and should be monitored as a trigger event,50

which is something that the company can detect, such as app abandonment that portends the

future of the relationship with the customer. When a firm links app abandonment to a decline

in future revenues, there are several possible courses of action. There will be segments of

consumers, some who are likely to be engaged in the app and derive value from it (and whose

future revenues increase due to app use), and others who are likely to become disengaged and

not find value in the app (and whose revenues decrease). One strategy is to employ a more

targeted approach in promoting the app. After segmenting customers or predicting each

customer’s disengagement likelihood, a brand can selectively promote its app to only those

who are likely to be engaged. Another strategy is to improve the app by adding features that

the disengaged segment will value. The company can then use microtargeting to highlight the

relevant features to each segment. For example one segment may find social aspects of an

app valuable, such as checking in and sharing photos, while another segment may value the

utilitarian information provided by the app. The app would emphasize social benefits to one

segment and utilitarian to the other.

In Addition to Sticky Apps, Mobile-Optimized Websites, Software Scalability, and Mobile


Native Advertising Are Important, Too

Besides branded apps, firms should also consider complementary approaches such as

optimizing their websites for mobile devices or making their information easily accessible

through search engines. Since navigation on mobile devices can be cumbersome, consumers

rely heavily on result rankings when performing exploratory searches on their smartphones or

tablets.51 To increase the chances that their brands show up at the top of search results,
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advertisers should optimally bid on appropriate keywords. Brands should also ensure that

their websites include all the necessary content to showcase their values or differentiations,

(e.g., quick information on store hours or locations or detailed product specifications), in a

way that can be parsed by search engines without difficulties.

Due to the fact that Internet traffic is increasingly coming from mobile devices as

opposed to PCs, a consumer’s first touch point with a brand may very well be on a mobile

web browser. Successful brands are the ones that are capable of putting the “best face

forward” no matter which device or platform a consumer is using. By streamlining

advertising communications and their presentations across all digital platforms such as PCs,

smartphones, and tablets, firms can avoid putting forth inconsistencies in their messaging and

help consumers develop positive attitudes while learning about their brands.

Technologically speaking, developing and maintaining a website that is equally

usable on a mobile device presents some challenges. Consumers control mobile devices

mostly by touch, but they can more readily rely on external accessories such as mice and

keyboards when operating PCs. Thus, to ensure websites remain capable of providing a fluid

user experience when viewed on mobile devices, brands should carefully design their

interfaces and dialogue box flows. Secondly, mobile screens are smaller, and relative to PCs,

mobile devices may be used under many types of locations or situations. So, if its content is

laid-out inappropriately, a website risks overwhelming consumers’ brand learning abilities or

testing their patience. In addition, typefaces that are designed for screen (e.g., Georgia and

Vernada) may not work well on a mobile website or app. The issue of legibility and

readability should be properly tested before brands put their apps on the marketplace. Third,

mobile plans usually have more stringent limits on data consumption while download speeds

vary by geographic location. Large graphic images and videos that download instantly on a

PC may be an annoyance to a mobile visitor or may not even download. Lastly, mobile
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           21

devices have fewer resources such as random access memories (RAMs) and central

processing units (CPUs). Graphics and features that work on PCs may not run on mobile

browsers. As a general rule, firms should begin their website development using mobile-

optimized or hybrid frameworks, design concepts and then translate it for devices with larger

screens, rather than starting off with technologies that are more suitable for building PC-

based software.

There are additional technological issues that advertisers should consider. First, apps

often require updates, and there is often a lag between the update and consumer adoption of it.

Installing updates can burden consumers, and when the updates are frequent, consumers may

decide to skip the update. Thus, consumers may be using obsolete versions. Similarly,

browser compatibility can create problems, especially when consumers do not have the latest

versions of browsers with the latest functionality, possibly because their mobile device will

not support new releases.

Native advertising,52 in the mobile context, refers to the way in which a brand

presents its messages and whether it matches the look-and-feel consumers expect when they

operate a mobile device. This strategy is especially important for brands that utilize cross-

channel advertising, as social expectations of each medium may be different. Native

advertising may also be a useful way to combat advertising tedium and learning costs.

Customers feel more at ease when they encounter an environment that they expect, and

because each channel’s look-and-feel is different, they do not perceive the messages as

repetitive. In terms of actual implementations, advertisers should ensure that a website

remains fluid, fluent and fast when it is accessed via a mobile device instead of a PC, in

addition to making sure the design and flow are in accordance to social expectations.

Furthermore, matching the style of a mobile-optimized website with that of the branded app

helps keep the software cognitively fluent as consumers migrate from one to the other.
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Given the additional touch points made available by mobile devices, online traffic

may grow to a point that deteriorates user experience as the brand gains traction. Besides

scaling their software to work across platforms, firms should also ensure that all of their

websites, apps and any other online materials are scalable in user size, so they can provide

seamless access no matter how many consumers may be simultaneously browsing or logged

in.

Overcoming Perceived Security Issues and Privacy Concerns

When users disable cookies on a PC, microtargeting becomes impossible, and when a

consumer opts out of receiving emails, the organization loses the ability to send emails

directly to the consumer—which is usually an inexpensive way to communicate with

customers. Similarly, if a user perceives mobile environments as unsecure, marketers will not

have user data and will be unable to derive benefits of insights and improved targeting.

Mobile customers who feel overwhelmed by marketing messages will find ways to ignore

them. So, the first steps in mobile advertising are to ensure security, earn—and keep—the

consumer’s trust, and ensure that outbound messages sent to consumers provide value.

Consumers do not want to feel stalked by marketers, and they do not want to feel that the

information and data shared with a company will be used to their detriment. The value fusion

concept is important, where both consumers and the organization derive positive value from

the data. There is often a fine line between impressing a consumer with a well-targeted,

personalized message and giving the creepy sense that the consumer’s privacy has been

violated.

Attribution of Mobile Advertising Is Challenging

It is well known that measuring advertising attribution can be difficult. In an

observational, empirical setting, having a randomly assigned control group is often

impractical. Consumers who view or receive information may have different characteristics
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           23

from those who do not. As such, comparisons between viewers and non-viewers potentially

suffer from selection bias. Estimates of an advertisement’s impact therefore may be biased by

possible confounding variables that affect both the likelihood of ad exposure and the

consumers’ spending behavior. These challenges usually apply to measuring the effects of

mobile initiatives as well. Propensity scoring models, where matched control individuals are

identified as a basis for comparison, can potentially reduce selection bias and bias from

confounds.53 Other methods involve forming and estimating causal graphical models, which

describe causal links amongst app adoptions, spending behavior and brand affinity using

extant theories and philosophies. Finally, careful experimental designs and estimations can

also help measure mobile attribution.

Another challenge arises from the fact that purchase transaction data may be missing

or unavailable. It is possible that consumers have multiple contact points with a brand over a

mobile device but then make the final purchases on PCs or at brick-and-mortar stores, where

they can anonymously pay with cash. Even when a credit card is used, linking the identity of

the purchaser with mobile exposures can potentially be difficult, especially for firms that lack

the resources to establish practices of database marketing and information management. It

becomes more complicated when sales are transacted at a third-party vendor, such as a

retailer, who captures and owns the transaction data and does not share it with its brand

partners. However, the problem with missing transaction data can potentially be mitigated as

mobile web payment via wireless application protocols (WAP) becomes the norm for both

online and offline purchases. If a consumer’s buying behavior at app stores as well as

everyday goods and services are linked to the same mobile web payment account, brands will

be able to successfully associate app activities with total sales.

Summary
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Mobile apps are examples of “non-push marketing contacts”54—consumers decide to

interact with a brand rather than the brand pushing products to consumers. Engaging

consumers via branded apps is a desirable advertising approach because it does not require

buying media, although there can be great cost in developing an app and attracting people to

download it. Traditional promotions and advertising risk engendering negative attitudes from

repetition or wrong messaging, and may also hurt the firm’s profits even though consumers

generate revenues by repeated purchases. In the case of mobile channels, however, if a

branded app succeeds in repeatedly engaging with consumers, it can increase their spending

levels without having to sacrifice profits to maintain consumer relationships.

Given the potential that apps may complement traditional advertising, it is important

to understand their effectiveness and the mechanisms by which they increase loyalty. In this

chapter, we discuss some of the advantages and disadvantages of using mobile apps as an

advertising channel with up-to-date research findings. First, mobile devices themselves are a

game-changing hardware. They are ergonomically very accessible due to their size and

portability, so consumers can easily pull them out and learn about a brand’s offerings on the

go. They are also more connected than PCs and utilize both telecommunication networks

such as 4G LTE and local area wireless technology (Wi-Fi). Second, apps offer a unique

opportunity for advertisers because they can repeatedly remind consumers of the values that

the brand offers. In addition, the habitual use of the app will allow the brand to be integrated

into the consumer’s life and have an amplified voice when combined with other advertising

channels and platforms. The potential of cross-channel advertising can thus be optimized.

Even though apps are a powerful advertising tool, their positive impact on consumer

loyalty and firm revenues is realized only when they are sticky and can satisfy consumers’

needs (e.g., by providing utility or entertainment value). Firms should refrain from launching

poorly designed apps that may in fact lead to brand disengagement and decreased sales.
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Branded apps that contain functional flaws or do not showcase their offerings or values

should be reevaluated and repaired before they are released.

Figure 4: Example Showcasing the Increasing Trend of Mobile App and Browser Use

Note. Data from a major U.S. based Internet grocer, July 2011 through June 2013.

These insights have significant managerial relevance. Evident in industry reports and

academic research (e.g., Figure 4), mobile app and browser use is an unstoppable trend as the

world continues to adopt and use smartphones and tablets. Mobile technology’s unique

characteristics provide persuasive effectiveness, which, if leveraged strategically, can lead to

increased brand or storefront accessibility, consumer engagement and firm revenues. In sum,

branded apps have the great potential as a marketing tool, and our aforementioned

recommendations and warnings serve as a practical guide for planning mobile advertising

campaigns.

Conclusion: What Lies Ahead

Channel Attribution

Advertising through multiple channels can generate synergetic effects. However, from

the standpoint of advertising accountability, it poses a challenge in calculating mobile

channel attribution, which stems from the fact that in most empirical settings, not all touch

points can be observed. In a hypothetical situation where consumers learn about a brand and
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           26

make subsequent purchases—all with their mobile devices—the mobile channel can be

attributed with 100% of those purchases. In reality, however, consumers most likely engage

with the brand through various touch points and channels to learn about its offerings before

making purchase decisions.55 There is a saying along e-commerce companies that “the last

click wins,” meaning a sale is attributed to the last click. The problem with this is that the

consumer may have visited the company’s website and browsed the item beforehand, had a

virtual experience with the product on a table and seen display ads before finally clicking on

“buy” on some device, and all of the interactions on the different devices influenced the

purchase decision. It is very likely that consumers are susceptible to a brand’s persuasion

through not only their mobile devices, but also other channels like PC websites or even

offline activities such as direct-mailing or television commercials.

Aside from carefully designed field experiments, one other possible solution is to

formulate a model that imputes each consumer’s likelihoods of ad exposure from each

channel of interest. Any attribution calculations of more traditional channels such as PC

Internet or television commercials can also be compared against existing benchmarks, which

in theory, can be derived from performing meta-analyses on extant literature. Mobile

attribution can then be backed out after taking into consideration all possible touch points.

Attribution models in general are challenging, and given the additions of mobile channels,

this area still presents many exciting, on-going research opportunities.

Search Engines Become Personal, Interactive Shoppers in the New Mobile Era

Given the fact that more and more Internet traffic comes from smartphones and

tablets, next-generation search engines should have a mobile strategy. As we alluded earlier,

ergonomically speaking, consumers interact with mobile devices with touch, but they rely on

peripheral devices such as mice and keyboards when using PCs. Recognizing that typing, and

therefore extensive searches, is less convenient on mobile devices, search engines have
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           27

started to incorporate and improve predictive keyboard56 or speech recognition in their apps.

As assistive typing and voice search improve, mobile devices will become a better

exploratory learning tool.

Offering innovative features using statistical learning and artificial intelligence can be

a differentiator amongst different search engines. For example, instead of typing, consumers

seeking the store hours or phone number of a retailer can simply verbally ask the search

engine with their smartphone, and ideally the search engine would return the information

without further navigation and maybe even offer additional recommendations or personalized

reminders. Additionally, as mobile wearables such as bands, watches and glasses diffuse in

the marketplace and society, the differences in how consumers interact with mobile devices

vis-à-vis PCs increases and user-friendliness in search functions becomes even more essential.

Recommendation Agents and Combative Search Results

In a hypothetical scenario where consumers were omniscient about brands, search

engines would not exist. Since consumers already had complete information, they would

always optimally choose the best brand for their needs. In reality, consumers utilize search

engines to facilitate their brand learning process. Under this context, a search engine’s value

lies in its abilities to provide new information to its users in an efficient manner. Thus, in

situations where apps successfully communicate the brands’ offerings to consumers—who

then become loyal and are less likely to seek out alternative brands—search engines that

simply output similar information provide only marginal value. In other words, app stickiness

and brand loyalty reduces the necessity and value of search.

To counteract against consumers’ reluctance to learn about or switch to alternative

brands, the next generation of search engines should offer results that are beyond simple

listings or information retrievals. Instead, using innovative recommendation agents and

machine learning techniques, search engines should provide personalized, attractive results.
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Going one step further, next generations of search engines could offer combative search

results that compare competing brands side-by-side, lowering brand switching costs and

creating incentives for consumers to break away from their brand habits and learn again.

Overall, the societal consumer welfare increases as consumers become even more informed

about their brand choice sets. Brands in turn, will continue to develop even more beneficial

apps to provide value to their consumers.

Mobile Wearables and Advertising Opportunities

In 2014, major consumer electronics manufacturers began selling and promoting

mobile wearables, which potentially have major implications for advertisers. Unlike typical

fitness gadgets, mobile wearables not only track consumers’ biometrics or health habits, they

also allow users to stay connected to their digital routines such as emails, texting and online

social networking. The combination of the two presents interesting advertising and

relationship management opportunities that can potentially trigger brand engagement by

initiating context-based, offline learning, which apps on smartphones and tablets—not being

wearables—cannot do as easily. For instance, brands can send out messages57 that encourage

in-store visits in accordance to consumers’ health patterns and location schedules (e.g., when

consumers detect that a Facebook fan’s friend often jogs by the store in the morning, or that

today a consumer of a certain product has achieved a fitness goal, an advertiser can offer a

coupon for a related product with a congratulatory message). In short, wearables have the

potential of bringing contextual advertising58 to the physical world. Under these situations,

mobile wearables can attract new customers by enticing them to learn about and extract

values from brands in an optimal, corporeally contextual way. Thus, wearables have the

potential to do more than reinforcing habitual engagement. They can help brands forge new,

personalized, and even offline relationships with consumers.


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However, if offline learning does not occur, wearables may not be the ideal platform

for promoting minor brands or complex products that require learning prior to purchase.

Wearables are perhaps the most portable devices when compared to smartphones, tablets and

PCs. However, as the technologies stand now, wearables are still limited by small screens and

imperfect user interfaces (UIs).59 Thus, they are less interactive than smartphones and can be

more difficult to learn from. Furthermore, consumers currently use wearables for maintaining

fitness or staying connected digitally,60 both of which are routine functions. Under these

types of habitual contexts, consumers may not be motivated to learn about new brands or

explore new information. Thus, in cases where learning through offline or other online

channels might not occur, advertising via wearables will be more suitable for consumers that

already know of or have at least some experience with the brands.

Outlook Ahead: Addressing App Discovery and Embracing Programmatic Ad Buys

As of early 2015, there were close to three million apps available on Apple App Store

and Google Play. Even if a brand recognizes the benefits of implementing a mobile program

and launches a well-designed app, one challenge it still faces is getting consumers to find or

search for it in the sea of apps in the first place. Thus, questions remain: If an app is fluid,

fluent, and fast, why does it attract certain types of consumers but not others? What triggers a

consumer to download an app in the first place? What practices can improve app discovery?

Given the way consumers utilize mobile devices and the advances of technology,

consumers only adopt an app and keep using it when they are ready to commit to the brand or

when they predict that they will be able to extract value from the brand more easily if they

have the app installed. Downloading and keeping an app on a personal object such as a

smartphone signifies, “I belong to this brand.” The psychological construct of ownership and

commitment only comes from learning about a brand’s offerings and the ways they fit into

their lifestyles.
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In other words, content advertising tools61 that do not provide true value or incentives

to consumers will only have ephemeral effects, at best, regardless of whether they are

delivered via mobile platforms. Consumers only actively engage with a brand when they have

a purpose in mind, and specifically, when they intend to extract value from a brand. For

instance, in the case of a loyalty program, one of the best predictors of when consumers will

log-onto the company’s website or app is when they want to use their loyalty points to

redeem for rewards.

One solution to app discovery is to combine incentivizing content with the practice of

programmatic ad buys. Operationally speaking, a description about the app, including its

capabilities, value proposition, and tie-in with the brand, should be clearly stated and easily

accessible in all of the available communication materials. Access to app downloads through

web browsers needs to be seamless, as well as from other platforms such as Facebook and

Twitter. Findings from extant research on micro-targeting can help define the algorithm that

runs programmatic ad buys.62 For instance, a possible targeting strategy could be to segment

consumers based on their other app downloads, online activities, or even physical locations

throughout the day or week. After calculating consumers’ digital profiles, the algorithm

decides whether they are worth pursuing, and if so, optimally chooses the right message and

timing for the ad that prompts them to download its app.

A possible moderating factor is how well known the brand is. A well-known brand

will face different issues than an unknown startup. The well-known brand is likely to spend

substantial resources on other contact points, which provides a foundation for launching the

app, but also constrains the look and feel of the app so that it is integrated with other brand

messages.

As Technology Evolves, Consumers Learn About and Commit to Brands On-the-Go


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Sticky apps can present ample opportunities to grow consumers. In contrast,

disengaging from an app may cause consumers to cease purchasing from the brand. Adding

to the mix is the role of the search engines and the ability to do exploratory search and

learning using mobile devices. Navigating in a changing world filled with branding tools and

evolving technology, advertisers should ground their strategies based on theories in habitual

engagement and consumer learning.

Learning is required to form a purpose or to make purchase decisions, since

consumers need to first understand the value of the brand’s products. However, the amount of

learning required is context dependent, and the process can be shortened or perhaps even

eliminated depending on the brand’s overall image, products’ pricing, consumption cycle,

and many other factors. Since apps are not the optimal way for brand learning given today’s

technology, relying on them alone to form consumer relationships is not ideal. Advertisers

should leverage branded apps only when consumers have also learned through other types of

devices (e.g., PCs) or channels (e.g., television commercials and print media).

However, in the continuously evolving world of advertising, our society’s digital

behavior and use patterns are changing as we speak. Products like Google’s Glass, Sony’s

Morpheus virtual reality helmet, and Microsoft’s HoloLens can fundamentally alter the ways

consumers engage with software associated with a brand. In the near future, these three-

dimensional, holographic technologies can potentially replace all other devices or channels,

perhaps even offline learning, that consumers still need today for brand learning. By

leveraging the newest technologies to their fullest and reducing consumers’ search costs and

potential post-purchase regret, advertisers can put forth the most sensual, interactive and

persuasive messages possible to shorten the time and steps required between learning and

buying. Given the technological landscape today and in the near future, and by advertising

via apps and mobile platforms, brands should be able to maintain healthy relationships with
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           32

their consumers, encouraging them to learn about their offerings and make purchase

decisions on-the-go.
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           33

Select Bibliography

Bellman, Steven, Robert F. Potter, Shiree Treleaven-Hassard, Jennifer A. Robinson, and

Duane Varan. "The effectiveness of branded mobile phone apps." Journal of

Interactive Marketing 25, no. 4 (2011): 191-200.

Kim Su Jung, Rebecca Jen-Hui Wang, and Edward C. Malthouse, "The effects of adopting

and using a brand’s mobile application on customers’ subsequent purchase behavior,"

Journal of Interactive Marketing (2015), forthcoming.

Larivière, Bart, Herm Joosten, Edward C. Malthouse, Marcel van Birgelen, Pelin Aksoy,

Werner H. Kunz, and Ming-Hui Huang. "Value fusion: the blending of consumer and

firm value in the distinct context of mobile technologies and social media." Journal of

Service Management 24, no. 3 (2013): 268-293.

Shankar, Venkatesh, Alladi Venkatesh, Charles Hofacker, and Prasad Naik. "Mobile

marketing in the retailing environment: current insights and future research avenues."

Journal of interactive marketing 24, no. 2 (2010): 111-120.

Wang, Rebecca Jen-Hui, Edward C. Malthouse, and Lakshman Krishnamurthi. "On the Go:

How Mobile Shopping Affects Customer Purchase Behavior." Journal of Retailing 91,

no. 2 (2015): 217-234.

Author Biographies

Rebecca is a Ph.D. candidate at Kellogg School of Management and a research fellow at the

Spiegel Research Center at Medill. Her research includes mobile marketing, retail

strategy, customer relationship management, and empirical data analysis, and has been

published in Journal of Retailing and Journal of Interactive Marketing. Prior to her studies at

Northwestern University, Rebecca worked as a consultant for Monitor Group in Cambridge,


Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           34

Mass. She also worked as a data engineer at a healthcare software-as-a-service start-

up. Rebecca holds a MEM (Master of Engineering Management) and an AB/BE in Electrical

Engineering from Dartmouth College in Hanover, NH.

Su Jung Kim (Ph.D., Northwestern University) is an assistant professor in the Greenlee

School of Journalism and Communication at Iowa State University. Her research centers on

the use of big data in communication, advertising, and marketing. Her research interests

include cross-platform media use and its effects, social media and electronic word-of-mouth

(e-WOM), mobile customer engagement, and communication strategies in digital media.

Edward C. Malthouse is the Theodore R and Annie Laurie Sills Professor of Integrated

Marketing Communications and Industrial Engineering at Northwestern University and the

Research Director for the Spiegel Center for Digital and Database Marketing. He was the co-

editor of the Journal of Interactive Marketing between 2005-2011. He earned his PhD in 1995

in computational statistics from Northwestern University. His research interests center on

engagement, new media, customer lifetime value models, and predictive analytics.

End Notes

                                                                                                                       
1
 comScore,
October 7, 2014.
2
Thomas Husson, Julie Ask, Carrie Johnson, Melissa Parrish, and Emily Kwan, "Predictions
2014: Mobile Trends For Marketers," January 13, 2014.
https://www.forrester.com/Predictions+2014+Mobile+Trend+For+Marketers/fulltext/-/E-
RES109681?docid=109681].IBM
3
A healthy software development ecosystem refers to the fact that mobile frameworks such
as iOS and Android are readily available for developers to write and release apps agilely and
efficiently, and in turn, Apple and Google make improvements on those frameworks, and the
cycle continues. This cyclical process leads to many app developments, which contrast with
earlier smartphone systems such as Blackberries that did not have publically available app
stores, open API frameworks, or programming tutorials and documentations, and therefore
did not lead to mass app adoptions. In 2007, former Apple CEO Steve Jobs referred to
iPhones as a “game changer.” Here we note that it is a game changer not just because of the
hardware, but also because of the surrounding business and development infrastructures that
provide a healthy ecosystem.
 
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           35

                                                                                                                                                                                                                                                                                                                                                                                 
4
Zoe Fox, Sep 19, 2013, "Global App Downloads to Pass 100 Billion This Year,"
http://mashable.com/2013/09/19/app-downloads-100-billion/?utm_cid=mash-com-fb-main-
photo.
5
Andrew Lipsman, "Major mobile milestones in May: Apps now drive half of all time spent
on digital," June 25, 2014.
6
We adopt the definition of branded apps in Steven Bellman, Robert F. Potter, Shiree
Treleaven-Hassard, Jennifer A. Robinson, and Duane Varan," The effectiveness of branded
mobile phone apps," Journal of Interactive Marketing, 25, 4 (2011): 191-200. They define
branded apps as “software downloadable to a mobile device which prominently displays a
brand identity, often via the name of the app and the appearance of a brand logo or icon,
throughout the user experience” (p. 191). Thus, branded apps help a brand showcase its
products and services. Examples include 1) functional apps such as Amazon storefront app,
which allows consumers to shop or place orders, 2) experiential apps such as CBS video app,
which lets its viewers watch news and television episodes or participate in social forums, and
3) a hybrid apps such as Nike fitness app, which promotes its sporting goods alongside
healthy habits. Branded apps are almost always free to download and use. They contrast with
paid apps, which are products in themselves. Branded apps also differ from free apps that
earn revenues solely from online advertising, e.g., weather report apps; however, many of our
insights still apply to the latter.
7
StrongView, "Mobile marketing on track for rapid adoption in 2012 according to
StrongView Survey," May 23, 2012. http://www.strongview.com/about/news-and-
events/press-releases/2012/mobile-marketing-on-track-for-rapid-adoption-in-2012.
8
Dave Hosh, "App retention improves - Apps used only once declines to 20%," June 11,
2014. http://info.localytics.com/blog/app-retention-improves.
9
Sarah Perez, "Users Have Low Tolerance For Buggy Apps – Only 16% Will Try A Failing
App More Than Twice," March 12, 2013. http://techcrunch.com/2013/03/12/users-have-low-
tolerance-for-buggy-apps-only-16-will-try-a-failing-app-more-than-
twice/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Techcrunch
+%28TechCrunch%29.
10
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11
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10.1002/dir.20034. Scott A. Neslin and Venkatesh Shankar, "Key issues in multichannel
 
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           36

                                                                                                                                                                                                                                                                                                                                                                                 
customer management: Current knowledge and future directions." Journal of Interactive
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16
Kumar and Venkatesan (2005); Neslin and Shankar (2009).
17
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19
Taylor et al. (2013).
20
Amna Kirmani, "Advertising repetition as a signal of quality: If it's advertised so much,
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21
Hilde A. M. Voorveld and Sanne M. F. Valkenburg, "The fit factor: The role of fit between
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22
Duane Varan, Jamie Murphy, Charles F. Hofacker, Jennifer A. Robinson, Robert F. Potter,
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format synergies," Journal of Advertising Research 53, 2 (2013): 212-220. doi: 10.2501/JAR-
53-2-212-220.
23
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24
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25
Shankar and Balasubramanian (2009); Okazaki and Mendez (2013); Bart Lariviere, Herm
Joosten, Edward C. Malthouse, Marcel Van Birgelen, Pelin Aksoy, Werner H Kunz, and
Ming-Hui Huang, "Value fusion: the blending of consumer and firm value in the distinct
context of mobile technologies and social media," Journal of Service Management 24, 3
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of Consumer Psychology 19, 3 (2009): 556-566. doi:
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28
Lariviere et al. (2013).
 
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           37

                                                                                                                                                                                                                                                                                                                                                                                 
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mobile marketing: New chances for consumer companies, new opportunities for mobile
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33
Su Jung Kim, Rebecca Jen-Hui Wang, and Edward C. Malthouse, "The effects of adopting
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Wang et al. (2015)
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Perez, March 12, 2013.
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51
Ghose, Goldfarb and Han (2013).
52
Generally speaking, native advertising refers to the way messages are framed or designed
according to the environment in which they are embedded. For instance, advertorials can be
construed as a form of native ads, because they are written in a style that mimics editorial
articles.
53
For example, see Wang, Malthouse and Krishnamurthi (2015) and Kim, Wang and
Malthouse (2015).
54
Venkatesch Shankar and Edward C. Malthouse, "The growth of interactions and dialogs in
interactive marketing," Journal of Interactive Marketing 21, 2 (2007): 2-4. doi:
10.1002/dir.20080.
55
For further discussion of marketing contact points' indirect effects on customer acquisition
see Dingxi Qiu and Edward C. Malthouse, "Quantifying the indirect effects of a marketing
contact," Expert Systems with Applications 36, 3, Part 2 (2009): 6446-6452. doi:
http://dx.doi.org/10.1016/j.eswa.2008.07.045.
56
This feature reduces the amount of typing necessary by suggesting words or phrases for
users to choose from as they type, so they can input the rest of the texts with just a click or a
touch.
 
Branded Apps and Mobile Platforms as New Tools for Advertising                                                                                           39

                                                                                                                                                                                                                                                                                                                                                                                 
57
Conditional on a consumer’s prior consent with service providers such as fitness tracking
or social network firms. Detailed discussions regarding Internet security or privacy concerns
are outside of this chapter’s scope. Extant research shows that consumers are more likely to
opt-in permission-based location-aware mobile advertising if it is “entertaining, informative,
not irritating, and includes some incentives” (Richard and Meuli 2013, p. 698).
58
Conventionally refers to online advertising practices where ad content is generated in real-
time according to consumers’ browser activities.
59
In addition to touch navigations, mobile wearables may contain other types of UI
technologies such as speech, eye movement, hand gestures, or 3-D holographs. Whether the
various UI technologies can efficiently facilitate easy and enjoyable human-machine
interaction is critical, for it can influence consumers’ brand learning abilities while operating
these devices. Successfully implemented UIs also allow consumers to utilize mobile devices’
functionalities in a maximal capacity, which in turn helps diffuse the adoption and use of
these devices or integrate them into consumers’ daily routines.
60
Wearables’ use patterns contrast with those of smartphones when the latter were adopted
by the masses. Due to their size and touchscreen UI, smartphones were a drastic improvement
in both portability and ergonomics over PCs. Smartphones also provided functionalities that
were unavailable on PCs, such as telecommunication connectivity, global positioning system
(GPS), and interactive games and entertainment via multi-touch. In contrast, the difference in
portability between wearables and smartphones is much less. Fitness tracking aside, the
functionalities between wearables and smartphones are also similar. In fact, as of 2015,
wearables such as Apple Watch or Microsoft Band rely on being paired to smartphones for
them to be fully utilized.
61
As we discussed in section Summary, tools such as branded apps “pull” in consumers
instead of “pushing” messages. Some existing content advertising and marketing practices
include providing knowledge on brand websites (e.g., Krafts Foods offers recipes) or
encouraging word-of-mouth on social media (e.g., United Nations releases videos featuring
celebrities to advocate for women’s rights on YouTube), to name a few.
62
Sivadas, Eugene, Rajdeep Grewal, and James Kellaris. "The internet as a micro marketing
tool: targeting consumers through preferences revealed in music newsgroup usage." Journal
of Business Research 41, no. 3 (1998): 179-186. Jiang, Tianyi, and Alexander Tuzhilin.
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Knowledge and Data Engineering, IEEE Transactions on 21, no. 3 (2009): 305-320. Blanco-
Fernández, Yolanda, Martín López-Nores, José J. Pazos-Arias, and Jorge García-Duque. "An
improvement for semantics-based recommender systems grounded on attaching temporal
information to ontologies and user profiles." Engineering Applications of Artificial
Intelligence 24, no. 8 (2011): 1385-1397.

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