account
Bermeitinger et al. (2009) conducted an experiment where the Dextro brand logo was subliminally incorporated into a computer game to measure real-world consumption behavior. The study found that tired, primed participants consumed more glucose than primed, lively participants, suggesting that subliminal priming is effective only when the prime addresses an existing need that can be satisfied in the current situation.

Authors

Sources

Referenced by nodes (1)