Nostalgia consumption

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An example of a vintage television Vintage Rank-Arena television set (Model C1210) (25065374823).jpg
An example of a vintage television

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. [1] [2]

Contents

History and theory

It could be said that, through their everyday consumption, goods acquire new meanings in relation to the way consumers use and perceive them. Indeed, consumers enrol themselves in a new kind of activity, transforming goods into personal objects through an active work of symbolisation. [3] As reported by Sassatelli in the book Consumer Culture, "the value of things depends on the value they are given by the subject, rather than being founded on absolutes". [4]

Origins

The origins of consumed nostalgia date back to the second half of the twentieth century. As explained in the article Media, Memory and Nostalgia in Contemporary France: Between Commemoration, Memorialisation, Reflection and Restoration, one of the first important sociologists who studied nostalgia, Fred Davis (1979), divided the nostalgic experience into three different levels: simple, reflexive and interpreted. The first one is based on the belief that "things were better in the past". [5] At the second level, the individual starts raising questions concerning the truth of the nostalgic claim, then entering in the third one by going beyond the issues of historical accuracy into a deeper analysis. [5]

As far as the consuming dimension is concerned, it might be said that the first level proposed by Davis helps us in understanding how consumed nostalgia has always achieved excellent results in various markets from the 1900s: generations usually experience this feeling for an epoch before its own of about twenty years. Nowadays, the most iconic nostalgia is the one that comes from the early 2000s. Anyway, this nostalgia could turn into a utopian vision of the past since "an individual's idealized perception of it automatically erases any negative traces". [6]

Patina

From a sociological point of view, the anthropologist Grant McCracken (1988) talks about the patina of time as the value that objects gain with the flow of time: it is strictly related to the family, as the action of passing down an object through different generations, and it poses its emphasis on the past. [3] It is somehow opposed to the definition of fashion given by Georg Simmel, focused on an individualistic emphasis of the present and its newness. [3] This dualistic vision is still present in contemporary societies, even if today these two elements seem to coexist: patina has been recuperated in simulated forms, created through mass-production, such as artificially aged items. This new dimension of consumption is enriched by a "modern hedonism", described by Campbell as a private state of the mind through which goods become the results of human creativity and fantasy. [3]

Nostalgia and Consumption: reluctant, progressive, playful

According to the Hartmann and Brunk’s article Nostalgia marketing and (re-)enchantment, it might be stated that we are nowadays dealing with a re-establishment of enchantment, a way to escape from ordinary and rationalized life in order to recuperate the hedonism of life. [7] This "(re-)enchantment", at the base of the previously described modern hedonism, is described as the "recovery of utopian, romantic, mythical, emotional, and imaginary elements of the relationship consumers have with the world". [8] According to Badot and Filser, who are cited in the same article, markets absolve an important role in this process, allowing to incorporate non-functional sources of value in goods and services and turning them into sources of hedonic, symbolic, and interpersonal value. As a result of their experiment, the researchers found out that a past-themed consumption can create (re-)enchantment by eliciting different kinds of nostalgia, as explained in the following lines.

Iconic cases

Nostalgic signals may be found in many areas of consumption as well as in advertising. The choice to use nostalgic cues could be justified by the fact that nostalgic symbols provoke nostalgic memories, which in turn induce emotions in consumers. [9] In media and advertising, nostalgia-evoking references are used strategically to create a sense of association between the products and the consumers, in order to convince the public to consume. [10] As the early 1990s wave of nostalgia-related marketing adopted references from the 1960s to captivate the young adults of that time, [11] in the same way, the corresponding marketing strategies work nowadays referring to the background of today's consumers. A lot of products and packages related to the past have been reintroduced in several market sectors. The following lines will treat meaningful examples of the use of nostalgia in different consumption areas.

Nokia 3310 Nokia 3310 (2017).jpg
Nokia 3310

Technology

Nostalgia consumption plays a meaningful role in the technology industry as many goods went through a resurgence thanks to this phenomenon. Objects like Nokia 3310 enjoyed a revival due, in large part, to social media. In 2017 Nokia relaunched a new version of the cell phone to exploit the second-hand success.

A modern vintage-designed record-player Audio-Technica turntable playing coloured vinyl.jpg
A modern vintage-designed record-player

Furthermore, record players regressed almost to forgotten objects with the rise of CDs and digital music. However, they have recently taken on a role as vintage-design items probably for the appeal of the ceremony which is linked to this experience and is very dissimilar from the one of digital music. [12]

Social media

In its early years, Instagram had many similarities with Polaroid snapshots. The possibility to post only square photographs and the design of the trademark were the most distinct parallels that may have elicited nostalgia in early users. More recently both Facebook and Instagram introduced the Memories function which allows users to recall moments of their lives through old posts.

Television, movies, video games, music

In the 1970s, movies such as Grease and American Graffiti started a trend in entertainment content production that was based on arousing nostalgia for an earlier decade in consumers of the Baby boom generation. The trend was carried on by other popular TV series and movies such as Happy Days and The Big Chill in the 1980s. [12]

The Netflix science-fiction drama series Stranger Things is a popular example of television both using and evoking nostalgia (or "pseudo-nostalgia" for the younger consumers that never originally experienced the era by Generation X) for the 1980s. [13]

In the video game industry, the launch of Pokémon Go in 2016 was an archetypal example of the exploitation of widespread nostalgia towards an old item for the success of a new one.

Music has also taken advantage of nostalgia consumption. Compilations have been produced with recognizable decade-genres, giving those decades a nostalgic patina.

Younger Generations

Younger generations have faced disruptions in education, job markets, and cost of living, leading them to seek solace in pre-social media eras. People are increasingly seeking comfort and escape by looking back to the past, especially after the challenges of recent years. Gen Z (born between 1997 and 2006) is the most nostalgic generation, with 15% preferring to think about the past. Millennials (born between 1981 and 1996) closely follow, with 14% sharing this preference. [14]

Related Research Articles

<span class="mw-page-title-main">Nostalgia</span> Feeling sentimentality for the past

Nostalgia is a sentimentality for the past, typically for a period or place with happy personal associations. The word nostalgia is a learned formation of a Greek compound, consisting of νόστος (nóstos), meaning "homecoming", a Homeric word, and ἄλγος (álgos), meaning "sorrow" or "despair", and was coined by a 17th-century medical student to describe the anxieties displayed by Swiss mercenaries fighting away from home. Described as a medical condition—a form of melancholy—in the early modern period, it became an important trope in Romanticism.

<span class="mw-page-title-main">Consumer behaviour</span> Study of individuals, groups, or organisations and all the activities associated with consuming

Consumer behaviour is the study of individuals, groups, or organisations 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.

<span class="mw-page-title-main">Luxury goods</span> Good for which demand increases more than what is proportional as income rises

In economics, a luxury good is a good for which demand increases more than what is proportional as income rises, so that expenditures on the good become a more significant proportion of overall spending. Luxury goods are in contrast to necessity goods, where demand increases proportionally less than income. Luxury goods is often used synonymously with superior goods.

A souvenir , memento, keepsake, or token of remembrance is an object a person acquires for the memories the owner associates with it. A souvenir can be any object that can be collected or purchased and transported home by the traveler as a memento of a visit. The object itself may have intrinsic value, or be a symbol of experience. Without the owner's input, the symbolic meaning is lost and cannot be articulated.

In advertising and marketing, aspirational age is an ideal age whose characteristics consumers aspire to embody. Thus, marketing messages aimed at that target age will resonate with consumers of other ages.

Emotional branding is a term used within marketing communication that refers to the practice of building brands that appeal directly to a consumer's emotional state, needs and aspirations. Emotional branding is successful when it triggers an emotional response in the consumer, that is, a desire for the advertised brand that cannot fully be rationalized. Emotional brands have a significant impact when the consumer experiences a strong and lasting attachment to the brand comparable to a feeling of bonding, companionship or love. Examples of emotional branding include the nostalgic attachment to the Kodak brand of film, bonding with the Jim Beam bourbon brand, and love for the McDonald’s brand.

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. 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.

Theories of consumption have been a part of the field of sociology since its earliest days, dating back, at least implicitly, to the work of Karl Marx in the mid-to-late nineteenth century. Sociologists view consumption as central to everyday life, identity and social order. Many sociologists associate it with social class, identity, group membership, age and stratification as it plays a huge part in modernity. Thorstein Veblen's (1899) The Theory of the Leisure Class is generally seen as the first major theoretical work to take consumption as its primary focus. Despite these early roots, research on consumption began in earnest in the second half of the twentieth century in Europe, especially Great Britain. Interest in the topic among mainstream US sociologists was much slower to develop and it is still not a focal concern of many American sociologists. Efforts are currently underway to form a section in the American Sociological Association devoted to the study of consumption.

<span class="mw-page-title-main">Markus Giesler</span>

Markus Giesler is a consumer sociologist and Professor of Marketing at the Schulich School of Business at York University. His research examines how ideas and things such as products, services, experiences, technologies, brands, and intellectual property acquire value over time, technology consumption, moral consumption, and the role of multiple stakeholders in the market creation process. Before doing his PhD in marketing, Giesler spent ten years operating his own record label and recording business in Germany. In 2014, he was named "one of the most outstanding business school professors under 40 in the world." Giesler is also the creator of the "Big Design" blog, which develops a sociological perspective on marketing, market creation, and customer experience design.

Fan loyalty is the loyalty felt and expressed by a fan towards the object of his/her fanaticism. Fan Loyalty is often used in the context of sports and the support of a specific team or institution. Fan loyalties can range from a passive support to radical allegiance and expressions of loyalty can take shape in many forms and be displayed across varying platforms. Fan loyalty can be threatened by team actions. The loyalties of sports fans in particular have been studied by psychologists, who have determined several factors that help to create such loyalties.

In cultural studies, media culture refers to the current Western capitalist society that emerged and developed from the 20th century, under the influence of mass media. The term alludes to the overall impact and intellectual guidance exerted by the media, not only on public opinion but also on tastes and values.

Hyperconsumerism, hyper-consumerism, hyperconsumption or hyper-consumption is the consumption of goods beyond ones necessities and the associated significant pressure to consume those goods, exerted by social media and other outlets as those goods are perceived to shape one's identity. Frenchy Lunning defines it curtly as "a consumerism for the sake of consuming."

An alternative purchase network (APN) is a contemporary commerce channel established as an alternative to perceived consumerism, and the cultural and economic hegemony of the global market. Alternative purchase networks aim to promote ethical shopping behaviour, which has an environmentally-friendly approach and considers local realities.

Guilt-free consumption (GFC) is a pattern of consumption based on the minimization of the sense of guilt which consumers incur when purchasing products or commercial services.

Consumer stereotyping is a process of creation of generalizations about consumption objects of members from a particular social category.

Consumer identity is the consumption pattern through which a consumer describes themselves.

The wanghong economy [internet celebrity economy] refers to the Chinese digital economy based on influencer marketing through social media platforms. Wanghong is the Chinese term for internet celebrity. Chinese wanghong celebrities attract the attention of internet users, which can translate into profit through e-commerce and online advertising.

<span class="mw-page-title-main">Sovietwave</span> Subgenre of synthwave

Sovietwave is a subgenre of synthwave music and accompanying Internet aesthetic which originates from the former Soviet Union, primarily Russia. It is characterized by an emphasis on the technology and culture of the Soviet Union, such as the Soviet space program and retrofuturistic Soviet era architecture and art, and is an expression of nostalgia for the Soviet Union. Linguist Maria Engström described Sovietwave as the post-Soviet counterpart to vaporwave, evoking a similar nostalgic critique of the "contemporary collapse of futurity" and longing for the lost optimism of a bygone era.

Kathryn LaTour is an American academic, researcher and author. She is an applied cognitive psychologist and currently serves as the Banfi Vintners Professor of Wine Education and Management at the School of Hotel Administration within Cornell University’s SC Johnson College of Business.

Mallsoft is a vaporwave subgenre centered around shopping malls.

References

  1. Consumed Nostalgia|Columbia University Press
  2. Nostalgia and Consumption Preferences: Some Emerging Patterns of Consumer Tastes on JSTOR
  3. 1 2 3 4 R. Sassatelli, "Consumer Culture: History, Theory and Politics”, SAGE Publications Inc, 2007.
  4. R. Sassatelli, “Consumer Culture: History, Theory and Politics”, SAGE Publications Inc, 2007, p. 64.
  5. 1 2 H. Dauncey and Chris Tinker, “Media, Memory and Nostalgia in Contemporary France: Between Commemoration, Memorialisation, Reflection and Restoration”, Modern and Contemporary France, vol. 23-2, 2015, pp. 135–145.
  6. M. Betti and I. Jahandad, “The unique nostalgia shopper: nostalgia and desire for uniqueness as determinants of shopping behavior among Millennials'', Master’s Thesis in Business Administration, 31 May 2016, p. 5.
  7. B. J. Hartmann and K.H. Brunk, “Nostalgia marketing and (re-) enchantment”, International Journal of Research in Marketing, Volume 36, Issue 4, 2019, pp. 669–686.
  8. B. J. Hartmann and K.H. Brunk, “Nostalgia marketing and (re-) enchantment”, International Journal of Research in Marketing, Volume 36, Issue 4, 2019, p. 670
  9. T. Serger Guttmann and I. Vilnai-Yavetz, “Nostalgic Consumption: Does it Also Work for Services?”, Rediscovering the Essentiality of Marketing: Proceedings of the 2015 Academy of Marketing Science (AMS) World Marketing Congress. Eds. L. Petruzzellis and R.S. Winer, Springer Verlag, 2016.
  10. “Nostalgia”, Wikipedia, The Free Encyclopedia. Wikimedia Foundation, Web, 2 March 2021.
  11. W. J. Havlena and S. L. Holak, "The Good Old Days: Observations on Nostalgia and Its Role in Consumer Behavior", NA – Advances in Consumer Research, Volume 18, 1991, Pages: 323–329.
  12. 1 2 G. Cross, "Consumed Nostalgia: Memory in the Age of Fast Capitalism”, Columbia University Press, 2015. 10. M. B. Holbrook and R.M. Schindler, “Nostalgic bonding: Exploring the role of nostalgia in the consumption experience”, Journal of Consumer Behaviour 3(2), 2003, Pages: 107–127.
  13. Orazi, Davide Christian; Laer, Tom van. "It's not nostalgia. Stranger Things is fuelling a pseudo-nostalgia of the 1980s". The Conversation. Retrieved 23 August 2022.
  14. Harlow, Stephanie (2 March 2023). "How are Gen Z and millennials driving nostalgia?". GWI. Retrieved 3 March 2024.