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Group2 - MusicSound and Consumer Behaviour1.1
Group2 - MusicSound and Consumer Behaviour1.1
BEHAVIOUR
MUSIC/SOUND and CONSUMER BEHAVIOUR
TEAM
• ALAN J MATHEW -06
• AMAN YADAV – 07
• ANANYA SATARKAR – 08
• ANGELA JADHAV - 09
• ANKUR MAHANTY -10
• ARUNADITYA RAJ JAIN - 11
SENSES AND THEIR
IMPORTANCE
• SENSE, SENSATION refers to the consciousness of
stimulus or perception as pleasant or unpleasant.
A SENSE is an awareness or recognition of something;
the stimulus may be subjective, and the entire
process may be mental or intellectual: a sense of
failure. A SENSATION is an impression derived from
an objective (external) stimulus through any of the
sense organs: a sensation of heat. It is also a general,
indefinite physical or emotional feeling: a sensation
of weariness.
• Any of the faculties, as sight, hearing, smell, taste, or
touch, by which humans and animals perceive stimuli
originating from outside or inside the body
Sensory PROCESS
Types of Consumer
Ultimate
Consumer
• Consumer: According to the international
dictionary of management "Consumer is a
purchaser of goods and service for immediate Buyer
use or consumption
• Buyer: A person who buy goods either for Customer
resale or for use in production or for use of
somebody else.
• Customer: Individual who purchases the goods
for his use or for someone else Institutional
Buyer
• Institutional Buyer: Buyers who
are either govt. Institution or private
organization.
• It's a process where consumer decides what
to buy, when to buy, where to buy and how to
buy.
• It comprises of both mental and physical
activities.
Characteristics • Consumer behaviour is complex and
of Consumer's dynamic, and it keeps on changing.
• Individual buying behaviour is affected by
Behaviour internal like his needs, wants, attitudes,
motivation etc. And external factors such
as social group, culture, status,
environmental factor etc.
• Consumer behaviour starts before buying and
even after buying.
McDonald's is a
Need for the study of brilliant example of
Consumer Behaviour adaptation to the
specifications of each
culture and market
NOTE- The choice of music key, as bad music can do the very opposite of what
we want, and that is to increase sales.
a) CLASSICAL MUSIC – studies have shown that classical music can lead
customers to pay and spend more than they would normally. This is
because classical music is often linked to sophistication. Thus, when
classical music is played, customers are likely to be led to purchase products
that are perceived to be more sophisticated and expensive/luxury products.
b) UNFAMILIAR MUSIC – As strange as it sounds, when customers are exposed
to music that they haven't heard before, they tend to spend longer time
shopping. "Time" or the "perception of time" is what is affected here. So,
for example, if we were to play classical or slow old music for youngsters,
they would be more likely to spend a longer time in the shop.
Experience
pulse rates of players when played without
sound for both games were around 50 to 60,
rates with sound varied from 50 to 80 for
'Dead space' and 50 to 100 for 'Left 4 Dead
2'.
Results of Dead Space
Results for
Left 4 Dead
2
Reference
[1] Krause, Amanda & Hargreaves, David & North, A.. (2016). Music and
Consumer Behavior. 10.1093/oxfordhb/9780198722946.013.47.
[2] The Impact of Sound on Player Experience - A literature study on how
players experience the encounter with sound in horror games, by Nael Ningalei
and Sebastian Wöhrman -
www.diva-portal.org/smash/get/diva2:1480010/FULLTEXT01.pdf
Thank You.....!