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There are myriad methods for assessing media effects in both traditional and digital environments, from basic surveys to netnography to neuromarketing. This entry reviews a selection of quantitative and qualitative research methods that are currently used to examine consumer behavior, and thus media effects. The entry focuses on tried-and-true methods of assessing media effects as well as new exploratory research that is being done in the physiological and neuromarketing space.

Surveys and Consumer Panels

Surveys using consumer panels are an effective and efficient method for collecting consumer responses to media from a representative sample of consumers. Online surveys and traditional mail panels differ from each other only in the medium through which they are given: Internet versus print. Thus, online surveys have essentially the same strengths and weaknesses as traditional mail surveys. However, the use of the Internet to assess media effects exaggerates some of the weaknesses associated with surveys. During any survey data collection, participants will eventually reach the point of “satisficing” if they lose interest or become impatient for whatever reason. Satisficing occurs when participants begin to focus on simply completing the survey rather than providing accurate answers to the questions. This can happen for a number of reasons, but the most common cause is poorly designed or long surveys. The self-administered nature of online surveys exacerbates this behavior because there is no researcher present to engage the participant. To prevent satisficing, T. Downes Le Guin and colleagues (2012) have recommended that both off- and online surveys should be kept as short as possible, employ simple language, and have a well-organized design.

Many researchers have argued that the design of an online survey creates an experience for participants that will be similar to their experiences during other web-based activities. Therefore, surveys should include visual and interactive features that can be supported by the Internet. Surveys must be enjoyable and engaging (or at least not a burden) for participants, otherwise participants will quickly move on to one of the many other activities that the Internet has to offer. Some of these new design techniques include drag-and-drop features rather than radio buttons for selecting answers, and the use of color and images to define answer categories. Other research has shown that participants prefer more traditional HTML-based survey designs over interactive designs that focus on rich media. Rich media designs may lead to unintended results and are more likely to suffer survey abandonment, which can be counterproductive to the research project.

Media Effects Experiments

To overcome the control issues associated with online surveys, many researchers have looked to both on- and offline experiments to assess media effects in a more controlled environment. Some researchers have used laboratory facilities to conduct experiments in which the participants can be observed as they participate in the experiment; this observation can be both visual and physiological (e.g., eye tracking, galvanic skin response). In such an environment, researchers can limit the impact of confounding variables while also monitoring the capture of participants’ choices and behaviors. Despite advances in technology and the use of computers in experiments, researchers are still aggregating their participants in a physical location during their data collection. If experiments were to be conducted online, researchers would be able to reduce the costs of their projects; however, the validity and reliability of the results would suffer. Similar to online surveys, online experiments would suffer not only from satisficing but from other control complications as well. Some researchers speculate that despite this cost advantage, experiments do not commonly take place online because many researchers are apprehensive about their ability to recruit and pay participants via the Internet as well as achieve internal validity.

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