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Waiting experience and reversal theory

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Waiting Experience and Reversal Theory

Mark van Hagen, Mirjam Galetzka & Ad Th. H. Pruyn

Marketing Research & University of Twente Consultancy, NS

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Environmental design generally based on aesthetics, practical considerations and intuition

BUT

Environmental effects depend on:

 task/activity at hand (complex vs simple task, concentration or fun)

 situational context (e.g., peak or off peak hours; supermarket or railway station, and the

 consumer’s emotional and motivational state (e.g., are consumers looking for a specific goal or just enjoying the environment?)

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MUST PASSENGERS:

run-shoppers, utilitarian shoppers, goal oriented shoppers, frequent visitors

 task and time oriented (Kaltcheva & Weitz, 2006; Roelofs, 2010)

 predictability, overview & control (Massara et al., 2010; Roelofs, 2010)

 seek relaxation and overview & avoid excitement = telic motivational state (Apter, 2007)

LUST PASSENGERS:

fun shoppers, hedonic shoppers, recreational consumers, incidental visitors

 no hurry (Deci & Ryan, 1985; Kaltcheva & Weitz, 2006; Van Hagen, 2011)  sensitive to environmental stimuli (Ang & Leong, 1997)

 fun & light hearted – looking for diversion, entertainment, stimulation = paratelic state (Apter, 2007)

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Time

Value

Unpleasant Pleasant

Low Arousal High

• Too deserted • Too dark • Too quiet

• Too crowded, • Too much light • Too much noise

Optimal Arousal

Optimal arousal theory (Berlyne, 1971)

Comfort zone:

• In control, certain, safe • Different colours & light • Different music

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Time value

Low pleasure High pleasure

Low arousal High

Reversal theory (Apter, 2007)

Time faster

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Time flies, when you are having fun…..

….but a watched pot never boils

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Atmospherics and customer experience of railway

stations: 3 lines of research

To investigate the (interactive) effects of environmental variables (also referred to as ‘atmospherics’ , cf. Kotler, 1973)

in a public transportation setting (i.e., a railway station)

on time perception and customer evaluation

Infotainment & advertisement Background music

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Atmospherics and customer experience of railway

stations: 3 lines of research

• Field studies & virtual lab and/or online studies

Infotainment & advertisement Background music

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Measures

Emotions: Pleasure, Arousal, Dominance (Mehrabian & Russell, 1977)

“At the station I felt dominant (1) – submissive (7)”

Station evaluation (12 items) , Platform score (“1 = very poor, 10 = excellent”) “This platform has a pleasant atmosphere”

Time perception (in minutes; 1 = very short, 7 = very long)

Hedonic appraisal of the wait

“The time spent on the platform was (1 = annoying – 7 = pleasing”)

Utilitarian appraisal of the wait

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Music

Study 3: Online study Dutch Railways customer panel (Leiden central station)

2 (genre: stimulating vs calming) x 2 (density: off-peak vs peak hours) x 2 (motivational orientation: must vs lust) between subjects design

Study 1: Field experiment Dutch Railways (the Hague central

station)

2 (music no vs music) x 2 (density: off-peak vs peak hours) between subjects design

Study 2: : Field experiment Dutch Railways (the Hague central

station)

2 (music tempo: slowvs up-tempo x 2 (density: off-peak vs peak hours) between subjects design

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• Interactions: music effects for motivational orientation

Results & Discussion

– Music

3,5 3,7 3,9 4,1 4,3 4,5 4,7 4,9 must lust T im e p e rc e p ti o n (i n m in u te s ) calming music stimulating music 4,5 4,6 4,7 4,8 4,9 5 5,1 must lust A ccep tab le w ai t calming music stimulating music (F(1,319)=4.79, p < .01) (F(1,349)=3.45, p < .04)

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• 57.6% heard music

• Situational context: music effects for density (on pleasure, arousal and platform score

 OFF PEAK > stimulating music (greater pleasure, arousal and platform score)

 PEAK > calming music (greater pleasure & platform score, no effects arousal)

• State: music effects for motivational orientation (on time perception and acceptance of the wait)

 LUST > stimulating music (shorter time perception, more acceptance)

 MUST > -

Results

– Music

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Colour & Light

Study 3: Virtual online study Dutch Railways customer panel (Leiden central station)

2 (colour: blue vs yellow vs red) x 2 (light intensity: high vs low) x 2 (density: off-peak vs peak hours) x 2 (motivational orientation: must vs lust) between subjects design

Study 1: Field study Dutch Railways (Leiden central station)

2 (colour: none vs rainbow) x 2 (light intensity: high vs low) x 2 (density: off-peak vs peak hours) between subjects design

Study 2: Virtual Reality Laboratory (Leiden central station)

2 (colour: red vs blue) x 2 (light intensity: high vs low) design

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Study 3: Online study Dutch Railways customer panel (Leiden central station)

2 (colour: blue vs yellow vs red) x 2 (light intensity: high vs low) x 2 (density: off-peak vs off-peak hours) x 2 (motivational orientation: must vs lust) between subjects design

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• Virtual lab study:Time in a blue environment appeared to pass faster than in a red one. This was not confirmed in this online study.

• State: colour effects for motivational orientation (on hedonic/utilitarian wait)

 LUST > warm colours (hedonic and utilitarian wait)  MUST > cool colours (hedonic wait)

Results

– Colour

3,2 3,3 3,4 3,5 3,6 3,7 must lust U tilit a ria n w a it blue red yellow 3,6 3,7 3,8 3,9 4 4,1 4,2 must lust H ed o n ic w ai t blue red yellow (F(2,1310)=6.77, p < .001) (F(2,1311)=3.28, p < .04)

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• Interactions: lighting effects for density (F(1,1320)=8.90, p < .003) (F(1,1315)=5.58, p < .02)

Results

– Lighting

5,2 5,3 5,4 5,5 5,6 5,7 5,8 5,9

low density high density

A ccep tab el w ai t

low light intensity high light intensity

3 3,1 3,2 3,3 3,4 3,5 3,6 3,7 3,8

low density high density

T im e p er cep ti o n

low light intensity high light intensity

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• 92.6% claimed to have a (cognitive) preference for a station with high light intentsity (despite positive affective evaluation of the lower light intenstiy)

• Time appeared to pass faster in a dimly lit environment than in a brightly lit environment. Dimmed lighting also enhanced pleasure, dominince, useful and acceptable wait.

• Ambient lighting is perceived subconsciously (fringe?)

• Situational context: lighting effects for density (on time perception and acceptance of the wait)

 OFF PEAK > dimmed lighting (time perception)

 PEAK > -

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Must

• In a hurry

• Time orientation

• Telic state

• Infotainment  News

• Colour 

Cool

• Lights 

Bright

• Music 

Relaxed

• Time

 goes faster!

Lust

• Not in a hurry

• Environment orientation

• Paratelic state

• Infotainment  Entertainment

• Colour 

Warm

• Lights 

Low

• Music 

Stimulating

•Time goes faster!

CONCLUSION & PRACTICAL IMPLICATIONS

Different needs for must and lust

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