The hedonic music consumption model was created by music researchers Kathleen Lacher and Richard Mizeski in 1994. Their goal was to use this model to examine the responses that listening to rock music creates, and to find if these responses influenced the listener's intention to later purchase the music. [1] The article begins with a discussion of why the issue of music consumption is important. Music is then explored as an aesthetic product, prior to a discussion of what hedonic consumption is, as well as its origins, and concludes with an in-depth look at the model itself.
Music is consumed in a variety of ways, through the radio, television, and internet, as well as through concerts and performances. [2] North and Hargreaves [3] have suggested "record buying is perhaps the ultimate behavioural measure of musical preference, involving the purchaser's time, effort, and money" (p. 282). The study of music purchase and consumption was quite limited as of the early 1990s, as only a few academic studies had investigated this topic at that point in time. [1]
The impact of illegal music downloads and file sharing has again brought the issue of music purchases to the forefront. Much popular press and current academic work is being devoted to this topic. The latest report by the International Federation of the Phonographic Industry (IFPI) mentions four academic studies in particular (e.g., Zenter, 2003; [4] Liebowitz, 2006; [5] Michael, 2006; Rob & Waldfogel, 2006;) [6] that have examined file-sharing as having a negative impact on the record industry. Not all academics believe to be true however, as the Oberholzer & Strumpf (2004) study brought a different viewpoint to this topic in an article published in the prestigious Journal of Political Economy. These Harvard Business School professors received considerable media attention with the study's conclusion "the empirical evidence on sales displacement is mixed…the papers using actual file-sharing data, suggest that piracy and music sales are largely unrelated" (pp. 24–25). [7]
Hedonic consumption was first introduced as an alternative to the traditional consumer behavior model by in the early 1980s. [8] Conventional consumer research has traditionally used the black box approach and has historically analyzed the consumption activities of product categories such as package goods and major consumer durables. [9] Hedonic consumption focuses on products such as the arts, music, and cultural events such as rock concerts, fashion shows and films. These "experience" types of products tend to involve individual preferences that can generate certain emotions, feelings and behaviors.
Music is an aesthetic product as it often provides an emotional or spiritually moving experience specific to an individual. [10] Holbrook [11] also states that music is appreciated primarily for its internal essence as opposed to being viewed strictly as an objective product. However, consumer research literature focusing on these types of products often uses the terms "aesthetic" and "hedonic" almost interchangeably. Charters (2006) points out "hedonic consumption is essentially about pleasure" (p. 240), [10] and that pleasure is but one aspect of the overall aesthetic experience. He also notes that "popular culture works may have ‘layers of meaning' for consumers" as they may convey symbolic meaning for people in significance or emotion of some type. From a retailing standpoint, aesthetic products are characterized as having a wide range of product offerings in the marketplace. [11]
As Hirschman and Holbrook point out, hedonic consumption expands upon the traditional definition of consumer behavior through its inclusion of "the multi-sensory, fantasy and emotive aspects of one's experience with products…including tastes, sounds, scents, tactile impressions and visual images" (p. 92). [8] These types of experience-oriented products often involve "fun, amusement, fantasy, arousal, sensory stimulation, and enjoyment" (p. 37). [9] In addition, hedonic consumption often uses ethnic background, social class and gender to help determine the different consumer emotions and fantasies around a product. [8]
The study of the hedonic consumption as an academic field began in the late 1970s. It originated out of different behavioral science fields, including sociology, philosophy, psycholinguistics, and psychology. Hirschman and Holbrook considered key contributions to come from two fields of prior academic research. The first was the motivation research of the 1950s, "which focused on the emotional aspects of products and fantasies that the products could arouse and/or fulfill" (p. 93). [8] Ernest Dichter was a key figure in this field of research which was popular from the 1950s to the 1970s. One of the major shortcomings of the early motivation research was the fact that many of its clinical studies lacked rigor and validity.
Hedonic consumption also owes a big debt to the academic field of product symbolism research. [8] One of the important contributors to this academic field includes Sidney J. Levy, who is now the Coca-Cola Distinguished Professor of Marketing at Eller College of Management at the University of Arizona. He wrote the groundbreaking article "Symbols for Sale" which first appeared in the July–August 1959 edition of the Harvard Business Review. [12] Levy observed "consumers buy products and brands not only for so-called functional reasons but for the various ‘symbolic meanings' that their consumption provides" (p. 198). [13] Another early Levy article "Symbolism and Life Style" was originally published in the December 1963 American Marketing Association's Toward Scientific Marketing Winter Conference Proceedings. In this article, Levy expanded upon his earlier writings by urging marketers to consider "the sum of an individual's consumption of symbolic goods and services as a 'lifestyle'" (p. 199). [13] Levy was interested in the development of a taxonomy that would allow marketers to be able to think more systematically about how to meaningfully fulfill the needs of their individual consumers. [14]
Hirschman and Holbrook's research in the hedonic consumption field first led Kathleen Lacher to begin to explore music as a hedonic consumption product in the late 1980s. Her goal was to try to understand the factors behind why people bought music. [15] In 1994, she joined forces with Richard Mizerski to conduct an experiment that explored music purchase intentions. These professors proposed a theoretical model they named the "model of music consumption and purchase intention". Their basic premise was that people buy music because of the "experience that the music creates by itself or because music can enhance other experiences, whether it is an individual or shared experiences with others" (p. 367). [1]
Lacher and Mizerski based their experiments on previous music research that was conducted in the fields of music education and psychology. [16] They tested music on four "responses" to see what, if any, had any effect on music purchase intentions.
Next, these first four inputs link together along a pathway towards music purchase using four additional factors:
Lacher and Mizerski conducted experiments with college students to determine if the directly linked relationships they had proposed between these eight factors stayed consistent in ultimately predicting rock music purchases. They picked this music genre as previous research suggested most recorded music was bought by people between the ages of 10 and 25, and that this was the preferred genre of the students in test groups. [1]
Lacher and Mizerski found during the course of the tests that their hypotheses were not as consistent as they had thought, and in some cases, the relationships were not direct. Still they were able to make some general conclusions about why people buy music. They revised their original model to create a significant-paths-only model hedonic music consumption model detailing the revised relationships between the factors. The emotional response was broken down to include six different music dimensions that ranged from calm to exuberant. In short, their end goal was to "foster a systematic system of why people purchase music so we can better understand this important marketplace behavior" (p. 375). [1] One of the ways that Lacher and Mizerski believed that this hedonic music consumption model might prove helpful in terms of future research was to explain the consumption of other "hedonic" products such as books, movies, plays, paintings and sports events" (p. 377). [1]
Behavior or behaviour is the range of actions and mannerisms made by individuals, organisms, systems or artificial entities in some environment. These systems can include other systems or organisms as well as the inanimate physical environment. It is the computed response of the system or organism to various stimuli or inputs, whether internal or external, conscious or subconscious, overt or covert, and voluntary or involuntary.
The Experience Economy is the sale of memorable experiences to customers. The term was first used in a 1998 article by B. Joseph Pine II and James H. Gilmore describing the next economy following the agrarian economy, the industrial economy, and the most recent service economy. The concept had been previously researched by many authors.
Services marketing is a specialized branch of marketing which emerged as a separate field of study in the early 1980s, following the recognition that the unique characteristics of services required different strategies compared with the marketing of physical goods.
Consumer behavior is the study of individuals, groups, or organizations and all the activities associated with the purchase, use and disposal of goods and services. Consumer behaviour consists of how the consumer's emotions, attitudes, and preferences affect buying behaviour. Consumer behaviour emerged in the 1940–1950s as a distinct sub-discipline of marketing, but has become an interdisciplinary social science that blends elements from psychology, sociology, social anthropology, anthropology, ethnography, ethnology, marketing, and economics.
The buying decision process is the decision-making process used by consumers regarding the market transactions before, during, and after the purchase of a good or service. It can be seen as a particular form of a cost–benefit analysis in the presence of multiple alternatives.
In marketing, brand loyalty describes a consumer's positive feelings towards a brand, and their dedication to purchasing the brand's products and/or services repeatedly, regardless of deficiencies, a competitor's actions, or changes in the environment. It can also be demonstrated with other behaviors such as positive word-of-mouth advocacy. Corporate brand loyalty is where an individual buys products from the same manufacturer repeatedly and without wavering, rather than from other suppliers. Loyalty implies dedication and should not be confused with habit, its less-than-emotional engagement and commitment. Businesses whose financial and ethical values rest in large part on their brand loyalty are said to use the loyalty business model.
Neuromarketing is a commercial marketing communication field that applies neuropsychology to market research, studying consumers' sensorimotor, cognitive, and affective responses to marketing stimuli. The potential benefits to marketers include more efficient and effective marketing campaigns and strategies, fewer product and campaign failures, and ultimately the manipulation of the real needs and wants of people to suit the needs and wants of marketing interests.
Customer satisfaction is a term frequently used in marketing. It is a measure of how products and services supplied by a company meet or surpass customer expectation. Customer satisfaction is defined as "the number of customers, or percentage of total customers, whose reported experience with a firm, its products, or its services (ratings) exceeds specified satisfaction goals." Customers play an important role and are essential in keeping a product or service relevant; it is, therefore, in the best interest of the business to ensure customer satisfaction and build customer loyalty.
Visual Merchandising is the practice in the retail industry of optimizing the presentation of products and services to better highlight their features and benefits. The purpose of such visual merchandising is to attract, engage, and motivate the customer towards making a purchase.
Frisson, also known as aesthetic chills or psychogenic shivers, is a psychophysiological response to rewarding stimuli that often induces a pleasurable or otherwise positively-valenced affective state and transient paresthesia, sometimes along with piloerection and mydriasis . The sensation commonly occurs as a mildly to moderately pleasurable emotional response to music with skin tingling; piloerection and pupil dilation not necessarily occurring in all cases.
Customer experience (CX) is a totality of cognitive, affective, sensory, and behavioral consumer responses during all stages of the consumption process including pre-purchase, consumption, and post-purchase stages. Nihat Tavşan and Can Erdem bring an extensive elucidation to the customer experience, encompassing the dimensions of consciousness, subjectivity, and interactional nature and define customer experience as the sum of subjective ideas regarding a product or service that occur at a conscious or subconscious level due to direct or indirect interaction of a customer with brand-related stimuli. Pine and Gilmore described the experience economy as the next level after commodities, goods, and services with memorable events as the final business product. Four realms of experience include esthetic, escapist, entertainment, and educational components. Tavşan and Erdem divided the customer experience into four categories based on the levels of cognitive and physical involvement of customers. These four categories are euphoric experiences, captive experiences, mellowing experiences, and conductive experiences.
The AIDA model is just one of a class of models known as hierarchy of effects models or hierarchical models, all of which imply that consumers move through a series of steps or stages when they make purchase decisions. These models are linear, sequential models built on an assumption that consumers move through a series of cognitive (thinking) and affective (feeling) stages culminating in a behavioural stage.
Consumer neuroscience is the combination of consumer research with modern neuroscience. The goal of the field is to find neural explanations for consumer behaviors in individuals both with or without disease.
Consumer socialization is the process by which young people acquire skills, knowledge and attitudes relevant to their functioning as consumers in the marketplace. It has been argued, however, that consumer socialization occurs in the adult years as well. This field of study is a subdivision of consumer behavior as its main focus is on how childhood and adolescent experiences affect future consumer behavior. It attempts to understand how factors such as peers, mass media, family, gender, race, and culture play an influence in developing customer behavior.
Sustainable consumer behavior is the sub-discipline of consumer behavior that studies why and how consumers do or do not incorporate sustainability priorities into their consumption behavior. It studies the products that consumers select, how those products are used, and how they are disposed of in pursuit of consumers' sustainability goals.
Research into music and emotion seeks to understand the psychological relationship between human affect and music. The field, a branch of music psychology, covers numerous areas of study, including the nature of emotional reactions to music, how characteristics of the listener may determine which emotions are felt, and which components of a musical composition or performance may elicit certain reactions. The research draws upon, and has significant implications for, such areas as philosophy, musicology, music therapy, music theory, and aesthetics, as well as the acts of musical composition and of musical performance like a concert.
Hedonic motivation refers to the influence of a person's pleasure and pain receptors on their willingness to move towards a goal or away from a threat. This is linked to the classic motivational principle that people approach pleasure and avoid pain, and is gained from acting on certain behaviors that resulted from esthetic and emotional feelings such as: love, hate, fear, joy, etc. According to the hedonic principle, our emotional experience can be thought of as a gauge that ranges from bad to good and our primary motivation is to keep the needle on the gauge as close to good as possible.
John O'Shaughnessy is a British academic and business writer.
Consumer value can be affected by family and also environment.
Nostalgia consumption is a social and cultural trend that could be described as the act of consuming goods that elicit memories from the past, being associated with the feeling of nostalgia.