New (sound)waves in sport marketing: do semantic differences in analogous music impact shopping behaviors of sport consumers?
Ballouli, Khalid ; Bennett, Gregg
Introduction
Retailers increasingly recognize that the physical attributes of
their facilities provide a means to enhance the delivery of goods and
services to consumers. The atmospherics of a retail store (e.g., colors,
lighting, sounds) can be manipulated to produce certain emotional and
behavioral responses in consumers (Kotler, 1973). Bitner (1992) argues
positive mood states produced by the physical environment in which
services are experienced significantly influence consumers'
emotional, cognitive, and physiological responses. Extant research
suggests these responses are primary determinants of the extent to which
consumers will spend beyond their original expectations (Donovan &
Rossiter, 1982). Ambient features of the store environment can also
produce negative behavioral outcomes when atmospheric variables are
perceived as incongruent with other store features, leading to adverse
effects (Beverland, Lim, Morrison, & Terziovski 2006; Mattila &
Wirtz, 2001). Such dynamics point to the primacy of focusing on
atmospherics to ensure these features serve a role complementary to
retail branding and image development (Beverland et al., 2006).
Music is an atmospheric cue applied frequently to enhance the
delivery of products and services in brick-and-mortar retail settings.
Extensive literature demonstrates the potential for atmospheric music to
influence consumer behavior. For example, researchers suggest music
played in a retail store is significantly influential in explaining
choice behaviors and impulse purchases (North, Hargreaves, MacKenzie,
& Law, 2004; MacInnis & Park, 1991; Mattila & Wirtz, 2001).
It is further suggested that consumer evaluations of merchandise and
attitudes toward the brand are more favorable when music is perceived as
congruent with other store elements (Mattila & Wirtz, 2001; Oakes
& North, 2008). Dube and Morin (2001) suggest music in the retail
environment is often the primary influence of consumers'
evaluations of the store and satisfaction with the shopping experience.
Further, evidence supports the notion that music is perhaps capable of
fulfilling a role larger than most other store elements in impacting
decisions at the point of purchase (e.g., Areni & Kim, 1993). While
investigations of the application of atmospheric music in retail
settings have been at the forefront of consumer research for some time,
there is a relative dearth of empirical research related to the effects
of music employed in service settings located within the confines of the
sport stadium (Lee, Heere, & Chung, 2013).
Some researchers have employed the concept of "music fit"
to understand the effects of atmospheric music on consumer behavior
(e.g., Beverland et al., 2006; MacInnis & Park, 1991). Previous
studies on music fit have included assumptions about various factors,
such as genre (Areni & Kim, 1993), style (North et al., 2004), and
tempo (Chebat, Chebat, & Vaillant, 2001), but relatively little
attention has been given to song lyrics inherent to all non-instrumental
music. The theoretical perspectives of conceptual fluency and semantic
relevance suggest certain words and phrases may enhance an
individual's overall recognition and processing of concepts when
the words or phrases are congruent with the individual's
expectations in a context setting (Lee & Labroo, 2004). Based on
these principles, atmospheric music with song lyrics related to a brand
should be more conceptually fluent in a service environment where
patrons expect to experience brand-related marketing activity, thereby
leading to more efficient processing of environmental stimuli among
consumers. To this end, research focused on consumer perceptions of
lyrical content in background music (e.g., Brodsky, 2010) have emerged
to provide important implications for new "brand music" to
positively affect consumer behavior.
Brand music is custom-designed music featuring composition and
lyrics tailored exclusively for brand-related communications (Jackson,
2003). The design of brand music involves a process by which a brand
partners with a music artist to create original music and custom song
lyrics that--while appealing to a diverse group of consumers--reflect
the values and personality unique to the brand (see Jackson, 2003;
Lusensky, 2010). For example, Gatorade worked with music producer David
Banner to create a "brand song" written and produced
exclusively for the enhancement of the brand's new G Series
(Schnipper, 2010). This partnership led to a brand song titled
"Gatorade Has Evolved," which became the featured song in
Gatorade commercials advertising the G Series.
While there is limited research on brand music in sport marketing
literature (Ballouli & Heere, 2014), the number of brands investing
in the development of brand music to enhance brand equity and brand
loyalty has steadily grown in recent years (Jackson, Jankovich, &
Sheinkop, 2013). This study was motivated by recent developments within
the US sport industry, where numerous college and professional sport
teams have developed brand music in efforts to create more memorable
experiences and longer lasting impressions among sport consumers. For
example, the Green Bay Packers of the National Football League (NFL)
recently created an entire CD featuring original music written and
recorded specifically for team marketing purposes. Such music branding
efforts have been shown to enrich brand experiences, thus improving
brand perceptions (Fulberg, 2003).
The more properties in the sport and entertainment industry
continue to employ music in innovative and pioneering ways, the more
apparent that empirical assessments of such strategies are needed. The
purpose of this study was to examine the impact of one professional US
sport team's efforts to incorporate custom-designed brand music in
the retail store of its home stadium. More specifically, this research
examines the effects of brand music on consumers' evaluations,
satisfaction, and attitudes related to a shopping behavior, as compared
to the effects caused by "generic" (i.e., popular, mainstream)
music typically featured in retail stores. In the subsequent sections, a
theoretical framework, operational definitions of relevant constructs,
and a series of study hypotheses derived from the broader literature are
provided, all of which are intended to invite research into an area
largely underdeveloped in marketing theory and research.
Theoretical Background
The theoretical perspectives of conceptual fluency and semantic
relevance served as a foundation for this investigation. Conceptual
fluency involves the ease and accuracy with which a targeted concept is
grasped by an individual (Danesi, 1995). The key premise of conceptual
fluency lies in the assumption that while a person focuses his or her
attention on a main task (e.g., shopping), other information that is not
the object of attention (e.g., atmospheric music) is incidentally
processed (Janiszewski, 1988; Shapiro, 1999). Whether this information
consists of closely interrelated associations or stimuli related to the
main task determines the extent to which a person will make prompt and
explicit decisions (Tversky & Kahneman, 1974). Lee and Labroo (2004)
suggest a conceptually fluent association or stimulus in a service
setting should be readily understood and easily processed. For instance,
a study by North, Hargreaves, and McKendrick (1999) found that playing
French or German music in a wine section of a supermarket significantly
affected the propensity for consumers to buy more French or German
wines, respectively. It was these authors' contention that the
geographical origin of French and German music served as distinct
associative mechanisms that likely primed concepts related to French or
German wines in consumers' minds. Studies indicate that incidental
exposure to tightly linked information in this manner can affect
one's attitudes and behaviors (Lee & Labroo, 2004). Yet, while
these studies have been instrumental in enhancing our knowledge of
conceptual fluency and its effects, key issues remain as warranting
further investigation.
With one or two exceptions, the focus of the existing literature is
on the structural components (e.g., genre, instrumentation) of music
rather than lyrics as a way to affect consumer behavior (Yeoh &
North, 2011). The current study is an investigation of whether
conceptually fluent lyrics can produce similar effects as these
structural components found in earlier studies, which would contribute
to our current understanding of conceptual fluency and variables from
which musical effects might emanate. Such findings would be particularly
useful in the context of sport since certain musical selections are made
based on lyrics being able to communicate more specific and less
ambiguous messages to sport consumers (Ballouli & Heere, 2014).
With regard to brand communications and consumer behavior,
conceptual fluency is considered a function of high-level semantic
associations related to a stimulus (Shapiro, 1999)--that is, certain
words or phrases in various forms (e.g., song lyrics) are thought to
enhance one's overall recognition and processing of a targeted
concept (e.g., brand) when they are congruent and predictable within a
context setting (e.g., retail store). For example, the concept Olympics
is identified easier when used in a predicable context (e.g., "he
won a gold medal in the Olympics") as opposed to an unpredictable
context (e.g., "she has been training for the Olympics").
Building on conceptual fluency principles, Sartori and Lombardi (2004)
introduced a theory of semantic relevance that takes into account the
degree to which a "semantic feature"--a word or phrase of
words--eases the processing one engages in to identify a target concept.
The basic premise of semantic relevance is that certain semantic
features more effectively relay concept information than others. For
instance, the phrase has red seams serves as a highly relevant semantic
feature for the concept of baseball since most people use it to define a
baseball, whereas very few use the same phrase to define other concepts.
Conversely, the phrase made of leather is a semantic feature with
relatively lower relevance for the concept of baseball because fewer
people use it to define the concept while using it to define numerous
other concepts (Sartori & Lombardi, 2004). Hence, while a specific
concept may be associated with various semantic features, only a few
actually assist to isolate the target concept ahead of other closely
related concepts. A semantic feature can assist in concept retrieval
only when, according to theory, the semantic relevance for the feature
is strongly dominant and distinctive with regard to the key concept.
Semantic features that are strongly dominant are features that people
cite regularly in defining a concept. Semantic features that are
strongly distinctive are features that are seldom cited by individuals
in defining other concepts. Semantic features exhibiting strong
dominance and distinctiveness are likely to facilitate communication
with greater efficiency.
Based on these illustrative examples, it is plausible to suppose
that brand music--consisting of tightly linked brand associations--will
come to mind more readily and will be easier to process in a retail
store, thereby leading to improved processing of information among
consumers. Grimes (2008) suggests conceptual fluency "is likely to
be enhanced by the inclusion of context information that facilitates
identification of the brand and therefore increases the likelihood of
associations being activated in memory" (p. 79). Further, Jackson
(2003) argues that certain dialog systems (e.g., music) consisting of
semantic representations of a brand may also lead to more favorable
consumer attitudes and responses. While the construction of brand music
involves the strategic arrangement of various individual components
(e.g., genre, tempo, voice), the integration of brand-specific concepts
and meanings into semantically relevant song lyrics is a foremost
requisite (Jackson, 2003), as well as an under-researched area (Olsen
& Johnson, 2002). Some researchers suggest that song lyrics have the
capability to create meaningful relations among specific concepts and
constructs in the minds of consumers (e.g., Olsen & Johnson, 2002).
Brodsky (2010) suggests that individuals are ably equipped to decode the
intentions of marketers to express brand characteristics and product
features through music, and they are equally capable of successfully
designating lyrics to the appropriate brand. Therefore, because a sport
team's brand music should play a formative role in priming
brand-specific concepts related to the team, we predict this music will
lead to favorable store evaluations, levels of satisfaction, and brand
attitudes among shoppers when played in a stadium retail store (Lee
& Labroo, 2006).
Hypotheses Development
Areni and Kim (1993) examined how perceptions of music fit in a
retail store influenced shoppers' attitudes and behaviors. These
authors found classical music played in the background of a wine cellar
led consumers to purchase significantly more expensive wine than did
Billboard Top 40 music. It was concluded the attributes associated with
classical music were more fitting of the attributes salient to expensive
wine. Results of this study demonstrate the potential for music to
highlight product attributes and store qualities to the extent that can
effectively prime shoppers' product selection. Beverland et al.
(2006) found that misfit between background music and other atmospheric
variables can have adverse effects on shopping behaviors. These results
indicate the importance of emphasizing atmospheric variables that fit
seamlessly with retail environment, otherwise adverse thinking about the
store and brand may be triggered.
Music fit is a multi-faceted concept by which many researchers have
largely based their assumptions on likability (MacInnis & Park,
1991), genre (Areni & Kim, 1993), and structural elements (Chebat et
al., 2001; Kellaris & Kent, 1991). However, extant literature
provides only slight discussion on the effects of lyrical content.
Further, while researchers suggest music can play a chief role in the
total communicative task of presupposing information and communicating
messages (Fulberg, 2003), the study of music as it relates to
"fit" in sport settings should not be remote from the
semantics and meanings that accompany it. To this end, it might be
supposed that sport consumers who hear music with lyrics featuring brand
associations in sport settings should have more favorable perceptions of
music fit than sport consumers who hear music with lyrics that do not
feature brand associations.
An important factor to consider in dealing with atmospherics is the
personality trait of atmospheric responsiveness. Atmospheric
responsiveness was first developed in the field of environmental
psychology by McKechnie (1974), who argued the tendency for qualities of
the immediate physical environment would be to influence
individuals' dispositions and behaviors. The basic premise is that
individuals who possess the trait will exhibit a heightened sensitivity
to their immediate physical surroundings, and will therefore respond
more affectively to changes in atmospheric stimuli than individuals who
lack the trait (Craik & McKechnie, 1977; McKechnie, 1974).
Grossbart, Lapidus, Rammohan, and Hampton (1990) applied this principle
to the retail environment, where they more appropriately defined
atmospheric responsiveness as "the extent to which physical design
and condition influence a customer's decisions on where to shop and
how much time to spend shopping" (p. 226). These authors argued
that shoppers who are more aware of the environmental features in a
retail store are more likely to experience the affective states of which
the store was designed to produce. Previous models adopting the
construct depict how the mood states caused by store atmospherics
mediate the relationship between store atmosphere and shopper attitudes,
satisfaction, and approach/avoidance behaviors, but only by moderating
effects of atmospheric responsiveness (e.g., Eroglu, Machleit, &
Davis, 2003). As such, we propose the following hypotheses:
H1: Shoppers who hear brand music in a stadium retail store will
perceive a higher degree of musical fit than shoppers who hear generic
(popular) music.
H2: Shoppers' atmospheric responsiveness will moderate the
relationship between music played in a stadium retail store and
shoppers' perceptions of musical fit.
Previous researchers suggest that consumers make judgments and
evaluations based on a factor known as "associative learning,"
the mechanism by which thoughts and feelings towards a target are
generated (Shimp, Stuart, & Engle, 1991). Scholars have recognized
the importance of understanding consumer judgments and evaluations,
since they are important indicators of brand success (Aaker &
Keller, 1990; Boush & Loken, 1991) and significant contributors to
shoppers' overall store assessments (Grewal, Baker, Levy, &
Voss, 2003). Dube and Morin (2001) found music to be an effective
atmospheric stimulus for priming desired thoughts and feelings among
shoppers, which, in turn, significantly affect evaluations of the
store's environment. Specifically, these authors found that well
liked music perceived by shoppers led to positive evaluations of the
store as opposed to music that was disliked by consumers. In addition,
scholars argue evaluations of the store environment ought to be more
favorable when music is perceived as being congruent with other
observable stimuli in the store (Grewal et al., 2003; Mattilla &
Wirtz, 2001; Oakes & North, 2008; Yalch & Spangenberg, 1993).
Further, Mattila and Wirtz (2001) found music was a key factor in how
consumers evaluated the overall store environment, and that store
evaluations were significantly influential in explaining consumers'
satisfaction levels and choice behaviors. Aaker and Keller (1990) also
demonstrate the propensity for consumer evaluations to impact shopping
behavior such that evaluations of the store are powerful predictors of
satisfaction with the shopping experience. Thus, the following two
hypotheses are offered:
H3: Shoppers who perceive a higher degree of musical fit will have
more positive evaluations of the shopping environment in a stadium
retail store.
H4: Shoppers who have more positive evaluations of the shopping
environment in a stadium retail store will have higher levels of
satisfaction with the shopping experience.
Over the years, there has been a growing interest in the effects of
store music on a wide range of consumer behaviors and shopping outcomes
(see Bruner, 1990; Garlin & Owen, 2006; Turley & Milliman,
2000). One of the most important of these studied is shoppers'
satisfaction with the shopping experience (Babin, Darden, & Griffin,
1994). A positive shopping experience leads to approach behaviors
(Davis, Wang, & Lindridge, 2008) that are consistent with a higher
number of unplanned purchases (Babin et al., 1994), increased time spent
in the store (Yalch & Spangenberg, 2000), and enhanced customer
loyalty (Brakus, Schmitt, & Zarantonello, 2009). In their study
focused on shoppers' emotional responses, Mattila and Wirtz (2001)
manipulated the effects of scent and music in a specialty store and
offered evidence that only when atmospheric stimuli fit in terms of
their arousing qualities can they increase one's level of
satisfaction with the shopping experience. Using an experimental design
in the context of banking services, Hui and Dube (1997) also revealed
how positive perceptions of music might improve one's sense of
satisfaction with a service experience, which thereby leads to positive
attitudes one has towards the service organization. As such, the
following two hypotheses are forwarded:
H5: Shoppers who perceive a higher degree of musical fit will have
higher levels of satisfaction with the shopping experience.
H6: Shoppers who have higher levels of satisfaction with the
shopping
experience will have more positive attitudes toward the brand (sport
team).
Much of the extant literature on brand attitude stems from
theoretical principles developed by Fishbein and Ajzen (1975) on
attitudes, intentions, and behaviors. According to Fishbein and Ajzen
(1975), an individual's attitude is a function of his or her
salient beliefs at a given point in time. Therefore, attitudes toward a
concept can only be changed through changing salient beliefs about the
same concept. In marketing terms, changing consumers' salient
beliefs about a product or service can change their attitudes toward a
brand in the same way. Mitchell and Olson (1981) suggest that the causal
determinants of attitudes are critically important to understand due to
the mediating effects they have on marketing decision variables. These
authors further argue a more comprehensive understanding "of the
causal dynamics of attitude formation would not only aid marketing
researchers in measuring the attitudinal impact of marketing variables,
but also help managers develop more effective marketing strategy"
(Mitchell & Olson, 1981, p. 318).
Rossiter and Percy (1991) showed purchase intentions influenced by
changes in song selections were mediated by consumers' attitudes
toward the brand. Specifically, findings show consumers were less likely
to buy a product when the brand was perceived as being linked with
disliked music (negative attitude), and more likely to buy a product
when the brand was matched with liked music (positive attitude).
Beverland et al. (2006) examined the influence of music on brand
attitude formation by examining the different uses of background music
in television ads. Researchers found that music positioned to fit an ad
significantly affected participants' attitudes toward the brand.
The findings also showed that music demonstrating a good overall fit
with the advertisement was particularly effective among consumers
without prior knowledge of the brand. On this point, the authors
concluded that consumers with less knowledge of a brand observed an
advertisement's background music as an important indicator of the
brand's overall personality and identity. To this end, music that
is fitting of a stadium retail store may also positively affect
shoppers' attitudes toward the organization. The following
hypothesis is therefore put forth:
H7: Shoppers who perceive a higher degree of musical fit will have
more positive attitudes toward the brand (sport team).
Method
Materials and Pilot Study
The design of this research consisted of two experimental field
groups: brand music (conceptually fluent) and generic music (not
conceptually fluent). To satisfy the conceptually fluent condition
needed for the brand music group, three songs were selected from the
Carolina Panthers' (NFL) music album titled Black & Blue: The
Official Music of the Carolina Panthers based on the authors'
judgments that these songs all featured semantically relevant song
lyrics and had relatively the same tempo and genre. The descriptors of
tempo and genre can be crucial to music analysis, as they are used
widely as meaningful differentiators between music selections across
various research disciplines (Kellaris & Kent, 1991). The songs
selected for this condition were written and produced for the Carolina
Panthers by popular local music artists Electric Blitz, Paper Tongues,
and Sloe Gin Army, and featured the song titles "Panthers
Runnin' Wild," "Gridiron Fight," and "Sweet
Carolina," respectively.
Two coders who were trained in musical analysis performed a content
analysis on these songs to ascertain whether their lyrics consisted of
words or phrases (i.e., semantic features) related to the Carolina
Panthers, as well as confirm the authors' judgments that these
songs did not differ significantly in tempo or in genre. As expected,
results from the coders' analyses indicated that these songs
consisted of numerous semantic features highly associated with the
Carolina Panthers. Some examples of semantic features coded as dominant
and distinct included "this is Panther Nation," "down
here in Carolina," and "boys in black and blue." Further,
there was a high degree of agreement among coders that the songs each
contained complete phrases, were analogous in tempo (i.e., 116 bpm for
"Panthers Runnin' Wild"; 122 bpm for "Gridiron
Fight"; 118 bpm for "Sweet Carolina"), and belonged to
the same musical genre (i.e., rock). Due to the overwhelming presence of
dominant and distinct semantic features related to the Carolina Panthers
in these songs, it was predicted that sport consumers who shopped in the
retail store at Bank of America Stadium--the home field of the
Panthers--would perceive the songs in this music condition as having a
high degree of music fit (Hypothesis 1).
To satisfy the "not conceptually fluent" condition needed
for the generic music group, three songs were chosen from the Billboard
rock charts, which rank the most popular rock songs based on radio
airplay and audience impressions as measured by Nielson BDS (DeWall,
Pond, Campbell, & Twenge, 2011). The songs selected represented
three of the top ten rock songs on the Billboard rock charts at the time
data were collected, namely "Up in the Air" by 30 Seconds to
Mars, "Radioactive" by Imagine Dragons, and "Safe and
Sound" by Capital Cities. Songs from the rock genre were selected
for the generic music condition on the basis of previously determined
studies that rock music is used most commonly in football stadiums.
Bateman and Bale (2009) argue rock music and classic rock music are the
choice genres for the marketing and advertising of the so-called
"physical sports" in the United States. Moreover, the
selection of these specific songs was substantiated by the fact that all
three songs were featured on ESPN's Artists of the Month program,
where musicians or bands receive exclusive airtime during live event
converge and daily programming on ESPN (Hamp, 2012), during the time of
the study. A second content analysis was performed on these songs to
ensure their song lyrics did not consist of semantic features relevant
to the Panthers. A high degree of agreement was found on song lyrics in
this condition, as the coders concluded there were no specific relations
to the team in these songs' lyrics. Coders were also asked to
analyze these songs for the same purposes as above, and both coders
agreed the songs contained complete phrases, were relatively similar in
tempo (i.e., 120 bpm for "Up in the Air"; 114 bpm for
"Radioactive"; 118 for "Safe and Sound"), and
belonged to the same musical genre (i.e., rock).
An initial pilot study was conducted to ensure the songs applied in
the primary study (1) were identifiable as either brand music or generic
(i.e., popular) music, (2) were observed as rock music, and (3) were
equally likable (MacInnis & Park, 1991). Forty-six students who were
self-identified fans of the Carolina Panthers were recruited from
graduate sport management courses at a major university in the
Southeastern region of the United States. Participants were asked to
listen to each group of songs from the brand music and generic music
conditions and to respond to the following questions regarding each
song: "Does this song remind you of a brand; if so, what is
it," "What is the musical genre of this song," and
"On a scale of 1 to 5, how much would you say you like this
song?" Consistent with prior judgments, participants classified all
songs as belonging to the rock genre, and reported the songs
"Gridiron Fight," "Panthers Runnin' Wild," and
"Sweet Carolina" reminded them of the Carolina Panthers, while
no brand was reliably recounted when "Up in the Air,"
"Radioactive," or "Safe and Sound" was played.
Lastly, participants in the pilot study reported the songs in both
conditions were equally likable (MacInnis & Park, 1991).
Procedure
This research involved a between-subjects field experiment in which
study participants heard either the generic music or brand music
analyzed during the pilot study while shopping in a retail environment.
The sample consisted of sport consumers visiting the stadium retail
store of the Carolina Panthers at Bank of America Stadium located in
Charlotte, NC. Data were collected over a span of six hours during two
NFL preseason games scheduled in the month of August, which helped
neutralize any positive or negative feelings fans might have had about
the team's performance during the actual season. Songs from one of
the music conditions were played sequentially and, after a brief time of
no music allowed for survey completion with previous participants, were
substituted for with songs from the second condition. This process
continued for the course of each preseason game, during which the
primary researchers and six graduate assistants trained in field
experimentation monitored the store for visitors who entered and shopped
for a period of time in which they heard only one condition of
background music. A crossfade feature was used to provide a more
professional and realistic sound that might be heard in a retail store.
Crossfading is an audio layering and mixing technique used by sound and
music professionals to smoothly transition between songs in background
music soundscapes, whereby the acoustic environment becomes more
abstract and the abstract becomes more environmental (Truax, 2008).
Songs in the brand music condition had a combined length of
approximately 10 minutes, whereas songs in the generic music condition
were roughly 11 minutes in total length. Songs in each group were played
in the same order, and the music volume in the store was set at a
consistent level across all participants. Visitors of the store were
randomly and individually identified and asked to participate in a study
conducted by "consumer behaviorists curious about the shopping
behaviors of sport consumers." Participants who agreed to
participate in the study were asked to read and answer questions related
to the dependent variables, and concluded their participation by
providing demographic information in the closing section of the
questionnaire. Once the steps of these procedures were completed,
participants were debriefed concerning the purpose of the study and
thanked for their participation. The demographic makeup of the study
sample (N = 232) was 58.5% males, an average age of 36.22 years old,
with a racial breakdown of 69.1% Caucasians, 17.1% African Americans,
7.4% Hispanics, 3.8% Asians, and 3.6% other. Most participants (94%)
resided in North Carolina and all participants were self-identified fans
of the Carolina Panthers.
Measures
A five-item scale developed by MacInnis and Park (1991) was adopted
to measure perceptions of music fit. Items were measured using a
seven-point Likert-type scale ranging from strongly disagree to strongly
agree ([alpha] = .91). Evaluation of the store environment was measured
using a seven-item scale developed by Mattila and Wirtz (2001), who
adapted the items from Fisher's (1974) environmental quality scale
(a = .90). Satisfaction with the shopping experience was assessed with
three seven-point scale items (strongly disagree to strongly agree)
developed by Westbrook and Oliver (1981) ([alpha] = .92). A four-time
scale created by MacKenzie and Lutz's (1989) was used to assess
participants' attitudes toward the brand ([alpha] = .90). The
standardized regression weights for the scale items of each
abovementioned latent variable are presented in Table 1. Atmospheric
responsiveness was measured using a four-item scale developed by Eroglu
et al. (2003): "I pay attention to my physical surroundings while
shopping," "Store elements like music, colors, and lighting
affect my shopping experience," "My shopping decisions are
affected by different atmospheric elements in the store
environment," and "Store environment influences my decisions
about where I shop." These items were measured on a seven-point
Likert-type scale ranging from strongly disagree to strongly agree
([alpha] = .90). Lastly, the trait characteristic known as team
identification is a commonly studied variable in sport marketing
literature that has been shown to predict cognitive, affective, and
behavioral dimensions of consumer behavior (Kwon, Trail, & Anderson,
2005). In order to isolate the effects of music on the dependent
variables, it was necessary to assess whether there were any significant
differences among participants with regard to their identification with
the Carolina Panthers. Further, using team identification as a covariate
in our analysis effectively increased the precision of the experiment
(Lattin, Carroll, & Green, 2003; Hair, Black, Babin, Anderson, &
Tahum, 2006). Trail and James' (2001) three-item scale was used to
measure levels of identification with the Carolina Panthers: "I
consider myself to be a fan of the Carolina Panthers," "I
would experience a loss if I stopped being a fan of the Carolina
Panthers," and "Being a fan of the Carolina Panthers is very
important to me." These items were analyzed on seven-point scales
from strongly disagree to strongly agree ([alpha] = .93).
[FIGURE 1 OMITTED]
Data Analysis
Structural equation modeling was used to test the afore-mentioned
seven hypotheses (see Figure 1 for an illustrative summary of study
predictions). Following the suggestions of Marsh, Wen, and Hau (2004),
moderation analysis was conducted whereby a standardized measure of the
atmospheric responsiveness variable was used to create the music
condition atmospheric responsiveness product term. Prior researchers
have noted difficulties detecting interactions via moderated regression
due to a significant loss in statistical power (McClelland & Judd,
1993); therefore, researchers and statisticians generally accept
significant alpha levels of .10 for such analyses (Harrison, Price,
& Bell, 1998). The fit indices that were utilized to assess the
goodness of fit of the hypothesized model included: comparative fit
index (CFI), root mean square error of approximation (RMSEA), and Tucker
Lewis Index (TLI), whereby CFI values greater than .95, RMSEA values
less than .08, and TLI values greater than .90 were considered to be
suggestive of acceptable model fit (Hu & Bentler, 1999).
[FIGURE 2 OMITTED]
Results
Descriptive Statistics
Means, standard deviations, and bivariate correlations were
computed in order to understand the relationships between the antecedent
variables and outcome variables (see Table 2). It is important to note
that music was coded as 0 = generic music, 1 = brand music. The results
indicated that participants who perceived music as a better fit with the
brand (r = .55, p < .01), expressed more favorable evaluations of the
store environment (r = .42, p < .01), had an overall satisfactory
experience while shopping (r = .30, p < .001), and displayed more
positive attitudes toward the brand (r = .46, p < .01). Perceived
music fit was significantly related with atmospheric responsiveness (r =
.41, p < .01), as were evaluations of the store environment (r = .36,
p < .05), and attitudes toward the brand (r = .39, p < .01). As
expected, team identification was found to have no significant impact as
a covariate, Wilk's Lambda = .95, F(1, 228) = 2.73, p = .45, and a
small effect size (partial n2 = .06). As such, the observed effects of
music on the dependent variables were not contaminated by differences
among the participants' affinity for the Carolina Panthers, which
for both groups was high. Given the participants were surveyed upon
exiting the official retail store of the Carolina Panthers' at Bank
of America Stadium (the home stadium of the Carolina Panthers), the
result of a highly identified sample was anticipated.
Hypothesis Testing
Hypotheses were tested through observed path analysis. Results
yielded good support for the model: [x.sup.2] (df = 109, n = 232) =
258.64, p < .001; RMSEA (90% CI: .06, .08) = .07; CFI = .97; TLI =
.94. An illustrative summary of the hypothesized findings appears in
Figure 2. In comparing model fit statistics of alternative structural
equation models, only a few differences were found, none of which were
statistically significant. As such, the present model was retained on
the basis that more parsimony could be obtained given the presence of a
moderating variable.
Hypothesis 1 predicted brand music would be positively related to
perceptions of music fit. This hypothesis was supported ([beta] = .47, p
< .001), demonstrating that participants who heard brand music while
shopping viewed this music more favorably in terms of fit with brand
than did participants who heard generic music. This effect was qualified
by a significant music x atmospheric responsiveness interaction ([beta]
= .17, p = .06). Interaction effects between Hypothesis 1 and Hypothesis
2 were measured with atmospheric responsiveness as a continuous variable
(see Aiken & West, 1991) so that more responsive participants in the
generic music condition could be compared with more responsive
participants in the brand music condition, and so that--vice versa--less
responsive participants in the generic music condition could be compared
with less responsive participants in the brand music condition. The
results of this interaction reveal that, among participants with low
atmospheric responsiveness, there were no significant differences
between the two music conditions with regard to perceptions of music fit
(i.e., the songs in both conditions had the same degree of fit). Among
participants who displayed high levels of atmospheric responsiveness,
however, there were significant differences between the two music groups
whereby selections in the brand music condition were perceived to be a
better fit with the Carolina Panthers than were songs in the generic
music condition. These interaction effects support Hypothesis 2 and are
depicted in Figure 3.
[FIGURE 3 OMITTED]
Hypothesis 3 predicted a positive relationship between the
participants' perceptions of music fit and their evaluations of the
store environment, while Hypothesis 3 predicted a positive relationship
between evaluations of the store environment and participants'
satisfaction with the store environment. Both hypotheses were supported
([beta] = .41, p < .001, and [beta] = .54, p < .001,
respectively). Support was found for both of these predictions equally
through the preliminary correlation analysis as well as by observed path
analysis statistics. In regards to Hypothesis 3, results indicate that
sport consumers are likely to evaluate team environments more favorably
when atmospheric music (when utilized) is perceived as being a good fit
with the brand. With concern to Hypothesis 4, previous researchers
indicate consumers often make judgments about their satisfaction with a
shopping experience based on their evaluations of a store environment
(Donovan & Rossiter, 1982; Dube & Morin, 2001). This notion is
supported here, as correlation analysis and SEM model results suggest
these two constructs were significantly related to each other.
Hypothesis 5, which predicted a positive relationship between music
fit and satisfaction with the shopping experience, was supported ([beta]
= .30, p < .05). In addition, Hypothesis 6, which predicted that
satisfaction with the shopping experience would have a positive
relationship with attitude towards the brand, was also supported ([beta]
= .51, p < .001). Participants who perceived a greater degree of
music fit in the brand music group had significantly more satisfactory
shopping experiences, which led to more positive attitudes toward the
brand among these participants.
Finally, Hypothesis 7 predicted that favorable perceptions of music
fit would positively relate to participants' attitudes toward the
brand. Support for Hypothesis 7 was demonstrated ([beta] = .39, p <
.05). Based on these results, all seven of the aforesaid significant
paths were retained in the final model.
Discussion and Implications
Results of this research indicate brand music designed specifically
for the enhancement of brand communications has significant potential
for positively affecting consumer behavior in a stadium retail store.
Specifically, our findings reveal that branded music leads to more
positive perceptions of music fit among listeners than generic music,
especially among listeners who are more sensitive and responsive to
auditory cues present in the physical service environment. The
enhancement of listeners' perceptions related to background music
in the retail store were also found to have a positive impact on
important consumer research variables, namely evaluations of the store
environment, satisfaction with the shopping experience, and attitudes
toward the brand. Despite its simplicity, the model presented in this
research is significant in that it emphasizes an area of emerging
importance in the sport marketing literature where sensory research is
involved (see Lee et al., 2013; Lee, Lee, Seo, & Green, 2012).
Furthermore, the pilot study in this research indicates people do indeed
recognize lyrical differences in the music they hear, which sheds light
on a gap in current marketing literature on music effects that, until
now, has focused primarily on various structural components (e.g.,
tempo, tonality, style) of music in retail stores.
Because the study of music in sport contexts is still in its
relative infancy, extant research on the topic is still evolving and
reported findings are largely still inconclusive (see Likes, 2013). This
might perhaps be due to the fact there are various potential moderating
effects of individual traits that affect attitudes and behaviors of
sport consumers (see Funk, Mahony, & Havitz, 2003). To this end,
Eroglu et al. (2003) found atmospheric stimuli such as music created
reactions from shoppers only under conditions where these ambient
features were more pronounced. We argue that the use of brand music
examined in this research, as opposed to generic music studied, was very
much a pronounced effort on the part of the organization to bring music
to the foreground of the shopping experience. Since the construction of
brand music emphasizes the attributes of the brand through style and
lyrics, participants in this research likely responded more favorably to
brand music in the retail store because the sensory features in the
shopping environment were tightly linked with other prominent in-store
features (e.g., retail merchandise, store layout) and out-store
experiences (e.g., game day activities, game itself). As was mentioned,
sport marketers traditionally feature generic music of various genres in
their stores largely to appease the current preferences of the vast
majority of sport consumers. Such a casual and haphazard practice is not
limited to background music in the retail store--most sport
organizations do not understand the importance of stadium music in
fulfilling the sport consumer experience, or at least they don't
execute practices that leverage a unique aural experience (Ballouli
& Bennett, 2012). We show in this investigation how a team's
brand music surpassed generic music in regard to consumers'
perceptions of music fit with the team's stadium retail store.
Hence, a major implication of this study is one from the standpoint of
sport retailing, as brand music seems to have the ability to positively
influence the shopping behaviors of sport consumers.
Our sport retailing results also offer some meaningful insights for
comparable studies in actual stadium environments in which spectators
consume the event. Compared with the stadium atmosphere, retail stores
lack certain properties unique to the actual sport experience, including
crowd behaviors and fan interactions (see Hocking, 1982). Music has been
an integral part of the sport consumer experience, ranging from European
soccer fans singing The White Stripes' "Seven Army
Nation" after every goal during the UEFA's Euro 2012
championship, to Boston Red Sox fans singing "Sweet Caroline"
during midway point of the seventh inning in a MLB baseball game, to the
Chicago Bulls' notorious theme song "Sirius" by the Alan
Parsons Project.
Although these songs have carved out a place in each
organization's storied history, music played in sport contexts
generally does not always have as fond and lasting impression on sport
fans. However, our findings suggest that brand music, which is focused
on style and lyrics that complement the brand identity of the sport
organization, may positively enhance evaluations of the environment,
satisfaction with the experience, and attitudes toward the organization
such that lasting and fond impressions of music might be more
conditioned and less chanced.
This research also extends some new discussion on how the
theoretical perspectives of conceptual fluency and semantic relevance
may relate to the influence of lyrical content in music played in
consumer settings. Under conditions where tempo and genre effects are
held constant, this investigation demonstrates how song lyrics written
expressly for brand music might play an important role in facilitating
desired concepts in minds of consumers. The brand music utilized in this
study was most likely effective in emphasizing the attributes of the
team by highlighting concepts and semantic features that, to a larger
extent than the generic music utilized, were likely more fluent and
relevant, respectively. Therefore, rather than playing generic music
available to all brands at a premium cost, our findings imply brands
should look to join with music artists in designing and creating music
that is proprietarily owned and managed. To this end, managers should
provide information to potential music artists regarding the purpose
behind the project, including information about the image or personality
of the brand, or demographic information about the audience to which the
music is to be directed. Artists can then use this information to create
original music written and arranged specifically with the brand in mind,
stressing distinct concepts and features related to the brand in the
form of song lyrics. Such efforts might lead to an overall increase in
brand equity and brand loyalty among sport consumers.
Interesting effects of the characteristic trait known as
atmospheric responsiveness were also found, in which participants with a
greater innate consciousness of their immediate physical surroundings
responded more favorably to brand music than did participants with
self-reported lower levels of consciousness. In the context of sport
retailing, this begs the question of whether this trait can be primed
with a heuristic cue in the store environment. Whereas in the context of
live sport events, this finding is particular noteworthy given the
opinion of some researchers that sport consumers, as compared to the
general population, are more perceptive and "in tune" with the
sport stadium atmosphere created during live events (Uhrich &
Benkenstein, 2010). To date, however, the handling of music by sport
organizations at live sport events has been for the most part without
scholarly direction or knowledge of theoretical considerations (Ballouli
& Heere, 2014). If indeed sport consumers are more aware and
responsive to their physical environments than consumers of more
traditional goods and services, then sport marketers should make a more
serious effort to construct an optimal strategy for applying music in
sport facilities and arenas.
Limitations and Conclusion
Several limitations of this research should be noted. First,
authors purposefully selected the brand music of the Carolina Panthers
to serve as the primary focus of this study. It is possible that brand
music created for other teams or sport organizations could impact
consumers in future studies differently. Further, it is plausible to
assume that other structural elements of brand music could be more or
less relevant to the brand than lyrics. Future studies should consider
examining whether consumers perceive a specific genre, tonality, or
voice as fitting with their image of the brand. To this end, an added
note for future research concerns the examination of music beyond brand
music to see if significant differences exist between brand music and
"associated music" (i.e., songs traditionally associated with
a stadium/team). While the practice of audio branding has grown
considerably among sport organizations in recent years, the reality is
that most still rely on the associative value of generic music that can
sometimes grow during opportune, yet unreliable, circumstances.
Another noteworthy limitation of this research is the fact purchase
behaviors were not addressed in the model. Researchers were provided
limited access during this field experiment; therefore, some measures
yielding potentially greater practical implications were not analyzed.
It should also be noted the location of data collection was a major
limitation of this work, as highly identified fans do not always
represent the majority of the consumer audience as they did here. As
such, researchers looking to advance the work we've presented here
might consider using a more diversified sample of participants to see
how brand music affects casual fans who may not be as emotionally
invested in the sport consumer experience as those examined in this
study. In addition, field experiments conducted in the future should
make concerted efforts to investigate the effects of brand music on more
practical applications (e.g., unplanned purchases, time spent shopping,
revisit intentions).
The findings presented here may also be limited with respect to
observed behaviors in the service settings outside of the stadium retail
store. Additional research is needed to evaluate the effects of brand
music in broader sports contexts, including live sport events, sport
advertising, and sport sponsorship activation. A limitation that perhaps
imposed constraints but could not be circumvented due to the nature of
this field research was that a "no music" control group was
not employed. While the presence of an additional experimental group
that did not experience music while shopping would certainly have added
to the scientific value of this investigation, this study lends itself
more to the discussion of whether semantic differences between otherwise
analogous music can affect shoppers differently than to the debate of
whether music should be played at all.
In sum, research on sensory marketing within the structure the
sport stadium has largely gone without the attention of sport marketing
researchers; therefore, very little is known when it comes to using
music effectively to generate positive behaviors among sport consumers
(Ballouli & Heere, 2014; Lee et al., 2013). In fact, Ballouli and
Bennett (2012) argue peripheral music in sport contexts is
"typically selected randomly and without regard to whether the
effects of the music played reinforce or contradict the [team's]
brand identity and value proposition" (p. 56). A recent example of
this is when the Cincinnati Bengals of the NFL featured pop star Katy
Perry's song titled "Roar" during the team's stadium
entrance. The marketers responsible for the decision likely believed
that the lyrics of the song (featuring the chorus "I am a champion
/ you're gonna hear me roar") were a close enough fit with the
team's moniker that they would positively affect the overall
attitudes and behaviors of Bengals fans in attendance. The outcome was
not positive, however, as fans responded negatively and even expressed
discontentment on social media both during and after the game (Harvey,
2013). This example illustrates the need for focused research on the use
of music in sport contexts, as the dynamics of sport are most often
captured in the production and consumption of music. This study provides
insightful implications in this regard.
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Khalid Ballouli, PhD, is an assistant professor in the Department
of Sport and Entertainment Management at the University of South
Carolina. His research interests include sport consumer behavior,
branding, and music in contemporary sport. Gregg Bennett, EdD, is a
professor in the Department of Health and Kinesiology at Texas A&M
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Table 1 Standardized Regression Weights for Scale Items of Latent
Variables.
Scale Items Estimates
Musical Fit (b) I think the music is suitable for .85
this store.
I think the music is suitable for my .88
shopping experience in this store.
I think the music fits well with the .93
merchandise sold in this store.
I think the music goes together well .88
with other features in this store.
I think the music fits the image and .92
personality I have of the Carolina
Panthers. (Based on MacInnis and
Park, 1991)
Evaluation of How bright did you find the store .86
environment to be?
the Store How attractive was the environment .88
in the retail store?
Environment (a) How interesting was the overall .84
store environment?
How comfortable did the store .85
environment make you feel?
How cheerful did you feel in the .88
store environment?
How pleasant was the overall store .89
environment?
How good did the store environment .86
make you feel?
(Based on Mattila and Wirtz, 2001)
Satisfaction with I truly enjoyed visiting this store. .89
the Shopping I am satisfied with this store. .87
Experience (b) My decision to visit this store was .89
a good one.
(Based on Westbrook and Oliver,
1981)
Attitude towards How favorable is your attitude .94
the Brand (a) toward the Carolina Panthers?
How would you describe your attitude .95
toward the Carolina Panthers?
How much do you like the Carolina .93
Panthers?
How would you describe your overall .95
attitude toward the Carolina
Panthers?
(Based on MacKenzie and Lutz, 1989)
(a) Items were measured using a 7-point semantic differential scale.
(b) Items were measured using a 7-point Likert-type (1 = strongly
disagree, 7 = strongly agree).
Table 2 Means, Standard Deviations, and Bivariate Correlations of
Antecedent Variables and Latent Variables.
Table M SD 1 2
Music 0.59 0.50 --
Atmospheric responsiveness 4.75 1.23 .28 * --
Music fit 4.79 1.57 .55 ** .41 **
Evaluation of the store environment 4.86 1.28 .27 * .36 *
Satisfaction with shopping experience 3.98 1.52 .23 * .15
Attitude towards the brand 4.83 1.46 .39 ** .39 **
Table 3 4 5 6
Music
Atmospheric responsiveness
Music fit --
Evaluation of the store environment .42 ** --
Satisfaction with shopping experience .40 ** .34 ** --
Attitude towards the brand .46 ** .45 ** .51 ** --
Notes: Music was coded as 0 = generic music, 1 = brand music.
** Correlation is significant at the 0.01 level (two-tailed)
* Correlation is significant at the 0.05 level (two-tailed)