influence of music, as a hedonic aspect of web
medium, on online consumer responses (internal and
behavioural)
.
According to Oakes (2003), managers suggest
that atmospheric music affects the following aspects:
(1) according to the beat of the music the
atmospheric music influence customers to eat (e.g.
Caldwell and Hibbert, 1999…); (2) affects
customers’ perceptions of the atmosphere of a store
(e.g. Hui et al., 1997…); (3) must cater to the
preferences of different age segments (e.g. Yalch
and Spangenberg, 1990…); (4) can distract
customers from cognitive tasks (e.g. Park and
Young, 1986…); (5) can facilitate interaction
between customers and staff (e.g. Dube et al.,
1995…); (6) can drive customers away from an
establishment depending on if they like it (e.g.
Donovan and Rossiter, 1982…); (7) makes time pass
more quickly when it is enjoyable (e.g. Wansink,
1992…); (8) can convey an upscale or downscale
image depending on the specific genre or format
(e.g. Areni and Kim, 1993…); (9) can make
customers stay longer than they otherwise would
(e.g. Milliman, 1986…); (10) eliminates
unacceptable silences (e.g. North et al., 1999…).
The new media represent an important
opportunity for marketers (Alba et al., 1997) in order
to offer to their consumers a pleasant shopping
experience. Hirschman and Holbrook (1982)
describe consumers as either “problem solvers” or in
terms of consumer seeking “fun, fantasy, arousal,
sensory stimulation, and enjoyment”. Both visions
have been represented in a retail traditional context
in order to compare the shopping functional
perspective (e.g. Sherry et al., 1993…) versus the
shopping enjoyable perspective (e.g. Babin et al.,
1994…).
In an online context, this twofold
characterization of motivations is consistent with the
adoption of interactive shopping behaviour. Creating
a more enjoyable environment may require the use
of more powerful web languages, and the inclusion
of images, video, colour, humour, sound, music,
games, animation, and all of the other interactive
aspects that could define an enjoyable experience. A
technology oriented perspective that attempts to treat
media shopping as cold information systems, rather
than immersive, hedonic environments, is likely to
be misguided, mainly for products with strong
hedonic attributes, as can be the case of apparel
(Childers et al, 2001).
Music or sounds are considered as low task-
relevant cues (Eroglu et al., 2001, 2003) because
they do not directly affect the completion of the task,
although they can create an atmosphere that has the
potential to make the shopping experience more
pleasurable. So, we suggest the following
hypothesis:
H1: The users who are exposed to an online
shopping environment with music will show affective
responses more positive than those who are exposed
to an online shopping environment without music.
Eroglu et al. (2001) found that, within online
environments, low task-relevant cues affect
positively users’ cognitive states. Because that
concept includes several kinds of online atmospheric
cues, our intention is focused in the analysis of a
specific cue (i.e. music) and whether it affects users’
cognitive states (attitudinal process and
learning/knowledge). So, regarding cognitive
responses we propose the following hypothesis:
H2: The users who are exposed to an online
shopping environment with music will show
cognitive responses more favourable than those who
are exposed to an online shopping environment
without music.
In online environments, satisfaction has been
tested by Eroglu et al. (2003) as a behavioural
response which includes measurement variables
relating to loyalty and satisfaction toward web site.
However, literature found that behavioural responses
(e.g. loyalty) are consequence of satisfaction, both in
brick-and-mortar and in online environments (Bigné
and Andreu, 2004; Zeithaml et al., 1996; Flavián et
al., 2004). In fact, Vanhamme (2000) accepts
customer’s satisfaction as “a relative psychological
state which is a result of purchase/consumption
experience”. In spite of this conceptual difference,
the most of works obtain that store atmosphere
affects satisfaction and, in turn, behavioural
responses (Eroglu et al., 2001, 2003; Bigné and
Andreu, 2004; Childers et al., 2001…). Thus, we
propose the following hypothesis:
H3: The users who are exposed to an online
shopping environment with music will show more
satisfaction than those who are exposed to an online
shopping environment without music.
Finally, regarding behavioural responses we
proposed the following hypothesis, attending two
groups of variables analyzed (loyalty and
approach/avoidance behavioural). Specifically, as
regards users’ loyalty toward online store after their
visit in the web site is measured by Eroglu et al.
(2003) as satisfaction measurement. However,
according to above works, loyalty is considered as
the consequence of the satisfaction (Zeithaml et al.,
1996; Bigné and Andreu, 2004; Flavián et al.,
2004…). In spite of this conceptual difference, the
most works posit that atmospheric cues (specifically,
low-task relevant cues according to Eroglu et al.,
2001, 2003) affect positively loyalty toward store,
although this relationship is mediated by consumers’
HEDONIC MOTIVATIONS IN THE WEB SITE: EFFECTS OF MUSIC ON CONSUMER RESPONSES IN AN
ONLINE SHOPPING ENVIRONMENT
61