Chapter 2
Marketing Concepts and Definitions

Contents

Selling Recorded Music

What Is Marketing?

The Marketing Mix

Showrooming and Shrinking Retail Inventories

Are the Four P’s Dead?

Conclusion

Glossary

References

If you have previously taken an introductory marketing or consumer behavior course, much of this chapter and the next will be review, but don’t use that as an excuse to skip the chapters because we will tie those concepts specifically to the music business. If you have not taken marketing before, this chapter will give you an introduction to some basic marketing concepts that you need to understand. We also look at how the Internet has impacted some of those practices.

Selling Recorded Music

The concept of selling recorded music has been around for more than a century. While the actual storage medium for music has evolved—from cylinders to vinyl discs, to magnetic tape, digital discs, and now downloads and streaming services—the basic notion has remained the same: a musical performance is captured to be played back at a later time, at the convenience of the consumer. Music fans continue to enjoy the ability to develop music collections, whether in the physical compact disc format, or collections of digital files on their computer hard drives. Consumers also enjoy the portability afforded by contemporary music listening devices, allowing the convenience of determining the time and place for listening to music. The ways in which consumers select to access music have been undergoing changes in the past few years, as physical sales have diminished and the industry scrambles to find new business models for underwriting the cost of developing new creative products.

Music consumption should not be confused with music purchases. The consumption of music by consumers has increased (Hefflinger, 2008), despite the fact that the sales of recorded music albums in the U.S. have decreased over the past five years, from 373.9 million units in 2009 to 289.4 million units in 2013, according to Nielsen Soundscan. In response to the decline in sales of recorded music, record labels are experimenting with new ways to monetize the consumption of their music. For example, new services like SoundCloud, LastFM, Pandora, and Spotify offer music fans the opportunity to listen to music without actually purchasing it. According to IFPI research, over 28 million people worldwide paid for music subscription services in 2013 (IFPI Facts and Figures). Record labels are compensated for licensed streams through advertising revenue sharing. These revenues are collected by SoundExchange and accounted for 8% of record sales revenue in 2013.

Thus recorded music is finding ways to make money much the same as television programming has done for over 50 years. For much of this time, the television programming industry relied solely upon advertising revenue to fund some of the most popular television shows in history. Other, more recent forms of revenue have come from premium (fee-based) programs and physical sales of shows (DVDs). Fee-based programming did not occur until the premium channels such as HBO and Showtime started developing their own proprietary shows. The physical sale of this commodity did not occur until consumers started collections of videotapes and DVDs. Even with these other forms of income, the bulk of revenue for producing television content still comes from advertising. Perhaps the recording industry can look to the television industry for ideas in developing new models to create revenue from creative products.

As the paradigm shifts from physical sale of recordings to a more complex model of generating revenue, marketing efforts must also evolve to respond to the plethora of income possibilities.

What is Marketing?

In today’s marketplace, the consumer is showered with an array of entertainment products from which to choose, making the process of marketing more important than ever. Competition is fierce for the consumers’ entertainment budget. But, before explaining how recorded music is marketed to consumers, it is first necessary to gain a basic understanding of marketing. Even the concept of a record or album has undergone changes recently. Record is short for recorded music—that much has not changed. An album is still a collection of songs released as a unit, whether it’s in the CD format or otherwise.

Kotler and Armstrong (2014) define marketing as “the process by which companies create value for customers and build strong customer relationships in order to capture value from customers in return.” Marketing involves satisfying customer needs or desires. To study marketing, one must first understand the notions of product and consumer (or market). The first questions a marketer should answer are, “What markets are we trying to serve?” and, “What are their needs?” Here we are using the term “need” not in the way that Maslow defined needs (see Chapter 3), but in the generic sense that includes wants and desires, not just needs. Marketers must understand these consumer needs and develop products to satisfy those needs. Then, they must price the products effectively, make the products available in the marketplace, and inform, motivate and remind the customer of their availability. In the music business, this involves supplying consumers with the recorded music they desire where they want it and at a price they are willing to pay.

The market is defined as consumers who want or need your product and who have the willingness and ability to buy. This definition emphasizes that the consumer wants or needs something. A product is defined as something that will satisfy the customer’s want or need. You may want a candy bar, but not necessarily need one. You may need surgery, but not necessarily want it. Markets used to be physical places where buyers and sellers met but today they are just as likely to be a website on the Internet.

The Marketing Mix

The marketing mix, often called the Four P’s, refers to a blend of product, distribution (place), promotion and pricing strategies designed to produce mutually satisfying exchanges with the target market. Let’s take a closer look at each of the components of the marketing mix.

Product

The marketing mix begins with the product. It would be difficult to create a detailed strategy for the other components without a clear understanding of the product to be marketed. Record label marketers are, however, often asked to create a basic marketing mix and marketing plan knowing very little about the final project because the music has not yet been recorded.

An array of products may be considered to supply a particular market. Then the field of potential products is narrowed to those most likely to perform well in the marketplace. In most industries this function is performed by the research and development (R&D) arm of the company, but in the music business, the artist and repertoire (A&R) department performs this task by searching for new talent and helping decide which songs will have the broadest consumer appeal.

New products introduced into the marketplace must somehow identify themselves as different from those that currently exist. Marketers go to great lengths to position their products to ensure that their customers perceive it as more suitable for them than the competitor’s product. Product positioning is defined as the customer’s perception of a product in comparison with the competition. This is achieved primarily through advertising and publicity.

Consumer tastes change over time. As a result, new products must constantly be introduced into the marketplace. New technologies render old products obsolete and encourage growth in the marketplace. For example, the introduction of the compact disc (CD) in 1983 created opportunities for the record industry to sell older catalog product to customers who were converting their music collections from the vinyl LPs to CDs. Similarly, when a recording artist releases a new recording, marketing efforts are geared toward selling the new release, rather than selling older recordings (although the new release may create some consumer interest in earlier works and they may be featured alongside the newer release at retail).

The Product Life Cycle

The product life cycle (PLC) is a concept used to describe the course that a product’s sales and profits take over what is referred to as the lifetime of the product, from its inception to its demise.

It is characterized by four distinct stages: introduction, growth, maturity, and decline. Preceding this is the product development stage, before the product is introduced into the marketplace. The introduction stage is typically a period of slow growth as the product is launched into the marketplace. Profits are nonexistent because of heavy marketing expenses. The growth stage is a period of rapid acceptance into the marketplace during which profits increase. Maturity is a period of leveling in sales mainly because the market is saturated—most consumers have already purchased the product. Marketing is more expensive (to the point of diminishing returns) as efforts are made to reach resistant customers and to stave off competition. Decline is the period when sales fall off and profits are reduced. At this point, prices are cut to maintain market share (Kotler and Armstrong, 1996).

The PLC can apply to a variety of situations such as products (a particular album), product forms (artists and music genres), and even product classes (cassettes, CDs, and vinyl) that are referred to as formats in the music business. Product formats have the longest life cycle—the compact disc has been around since the early 1980s (and is currently in the decline phase). However, the life cycle of an average album release is 12–18 months. It is at this point that the label will generally terminate most marketing efforts and rely on catalog sales to deplete remaining inventory. When a product reaches the decline stage, the company may withdraw from the market or, as in the case of vinyl records, efforts or circumstances may lead to a revival of the product that will sustain a smaller number of competitors for an extended maturity stage.

Not all products will have the nice bell shaped curve. A hit song may have a very steep, short introduction and growth stage and just as steep and quick decline, looking more like an inverted V than a bell. Other products, like vinyl records, may never be withdrawn from the market but, instead, achieve a mature stage where sales level off and maintain a steady, albeit lower, level of sales for many years.

Diffusion of Innovations

When a product is introduced into the marketplace, its consumption is expected to follow a pattern of diffusion. Diffusion of innovations is defined as the process by which the use of an innovation is spread within a market group, over time and over various categories of adopters (American Marketing Association, 2004). The concept of diffusion of innovations describes how a product typically is adopted by the marketplace and what factors can influence the rate (how fast) or level (how widespread) of adoption. The rate of adoption is dependent on consumer traits, the product, and the company’s marketing efforts.

Consumers are considered adopters if they have purchased and used the product. Potential adopters go through distinct stages when deciding whether to adopt (purchase) or reject a new product. These stages are referred to as AIDA, which under one model (affective or driven by emotion) is represented as attention, interest, desire, and action. Another model (cognitive or driven by logic) uses awareness, information, decision, and action. These stages describe the psychological progress a buyer must go through in order to get to the actual purchase. First, a consumer becomes aware that they need to make a purchase in this product category. Perhaps the music consumer has grown tired of his or her collection and directs their attention toward buying more music. The consumer then seeks out information on new releases and begins to gain an interest in something in particular, perhaps after hearing a song on the radio or attending a concert. The consumer then makes the decision (and desires) to purchase a particular recording. The action is the actual purchase. Some products (like a car, or music to study by) have elements of both the emotional and the logical models present in the decision-making process.

Figure 2.2 The AIDA decision-making process

Figure 2.2 The AIDA decision-making process

This process may take only seconds or may take weeks, depending on the importance of the decision and the risk involved in making the wrong decision. Purchase involvement refers to the amount of time and effort a buyer invests in the search, evaluation, and decision processes of consumer behavior. If the consumer is not discriminating or the consequences of a poor decision is not a major financial or social risk, then the process may take only moments and is thus a low-involvement decision. On the other hand, if the item is expensive, such as a new car, or highly visible, like clothing, and if consequences of a wrong decision are severe, then the process may take much longer. Several factors influence the consumers’ level of involvement in the purchase process, including previous experience, ease of purchase, product involvement, and perceived risk of negative consequences. As relative cost increases, so does the level of involvement.

Product Involvement: Aka the Collector

“Product involved” consumers tend to be early adopters of new products. This is the guy in your high school class who spent all his money from his part-time job at the record store on music and was the first to hear of new groups before they became famous. Product involvement is product specific and product involved consumers often become opinion leaders for their peer group. You might ask your friend who works in the record store his advice on music but not on fashion, since his wardrobe consists entirely of jeans and rock-related t-shirts. Product involvement is different from purchase involvement. Product involvement tends to be more central to one’s life or self image—he’s the car guy or the jazz guy. Purchase involvement is temporary or short-term and tends to be highest when there is social or economic risk to the decision. You may have done a lot of research and gathered a lot of information before you bought your car to be sure it was reliable and economical, but now that you have made your choice your identity and leisure time don’t revolve around cars. You don’t read about and talk about cars all the time. It’s just a tool, a way to get to where you need to go. If you are “the car guy” and subscribe to several car magazines, watch car shows and basically eat, drink, and sleep cars, then you are product involved. In the entertainment world product-involved consumers are the collectors, the people who have ten recordings of the same song because there are (minute) differences in every one.

One major advantage of being product involved is that it may decrease purchase involvement—the time spent making the decision—because you routinely spend the time and effort gathering all the information that is needed to make your selection.

Consumers who adopt a new product are segmented into five categories:

  • Innovators
  • Early adopters
  • Early majority
  • Late majority
  • Laggards

Innovators are the first 2.5% of the market (Rodgers, 1995) and are eager to try new products. Innovators are above average in income and thus the cost of the product is not of much concern. Early adopters are the next 13.5% of the market, and adopt once the innovators have demonstrated that the new product is viable. Early adopters are more socially involved and are considered opinion leaders. Their enthusiasm for the new product will do much to assist its diffusion to the majority. The early majority is the next 34% and will weigh the merits before deciding to adopt. They rely on the opinions of the early adopters. The late majority represents the next 34%, and these consumers adopt when most of their friends have. The laggards are the last 16% of the market and generally adopt only when they feel they have no choice. Laggards adopt a product when it has reached the maturity stage and is being “deep discounted” or is widely available at discount stores. When introducing a new product, marketers target the innovators and early adopters. They will help promote the product through word of mouth. How the adopter categories drive the product life cycle is shown in Figure 2.1.

Products (or innovations) also possess characteristics that influence the rate and level of adoption. Those include:

  • Relative advantage: the degree to which an innovation is perceived as better than what it supersedes. Cassette tapes were perceived to be superior to vinyl because they could be played on portable devices.
  • Compatibility: the degree to which an innovation is perceived as consistent with existing values and experiences. Using a 4K TV is no different than using an HD TV, it just looks better.
  • Complexity: the degree to which an innovation is perceived as difficult to understand and use. If your VCR is still flashing 12:00 then you are not an early adopter and complexity may be an issue that keeps you from adopting new technology.
  • Trialability: the degree to which an innovation may be experimented with on a limited basis. This is why artists should give away free songs and allow sampling of every song on their new albums.
  • Observability or communicability: the degree to which the results of an innovation are visible to or can be communicated to others.” The more easily you can see or hear the difference, the faster consumers can make a decision to adopt, or not. (Rogers, 1995)

One way marketers can increase the potential for success is by allowing customers to “try before they buy.” Listening stations in retail stores and online music samples have increased the level of trialability of new music. Marketers can improve sales numbers by ensuring the product has a relative advantage, that it is compatible, that it is not complex, and that consumers can observe and try it before they purchase.

Hedonic Responses to Music

Researchers in the fields of psychology and marketing strive to understand the hedonic responses to music. Hedonic is defined as “of, relating to, or marked by pleasure.” Hedonic products are those whose consumption is primarily characterized by an affective or emotional experience. It is a study of why people enjoy listening to music and what motivates them to seek out music for this emotion-altering experience. Recorded music is considered a tangible hedonic product, compared to viewing a movie or attending a concert, which is an intangible hedonic product. “The purchase of a tangible hedonic portfolio product, such as a CD, gives the consumer something to take home and experience at her convenience, possibly repeatedly” (Moe and Fader, 1999). This convenience factor has fueled the increase in consumption of music, despite the fact that sales of recorded music have been falling this century.

Consumers like music for a variety of reasons, mostly connected to emotions or emotional responses to social situations involving music. A brief glance through articles and studies offers the following reasons:

  • To evoke an emotional feeling or regulate a mood
  • To evoke a memory or reminisce
  • As a distraction or escape from reality
  • To create a mood in an environmental setting or a cultural/sporting event
  • To combat loneliness and provide companionship
  • To foster social interaction with peers
  • To calm and relax
  • To stimulate (such as to stay awake while driving)
  • For dancing or other aerobic performances
  • To enhance/reinforce religious or cultural experiences
  • For therapeutic purposes (such as pain reduction)
  • To pass the time while working or waiting

By understanding the situations that drive consumers to purchase or consume music, marketers can be more effective in providing the right music to the right customers at the right time. Even retail placement of music can benefit from understanding the context in which the music will be consumed. For example, music designed to inspire sports fans may be made available in locations that fans are likely to visit on their way to or while attending a sporting event.

Figure 2.3

Figure 2.3

Altissimo! Recordings is dedicated to the continuing production and distribution of the vast array of music from the wonderful musicians of the United States military bands, orchestras, ensembles, and choruses. The album A Patriotic Salute to Military Families is a collection of marches, bugle calls, ceremonial, and Americana music and features performances from bands of ALL branches of the U.S. Military. The songs are used for many military and patriotic events, and the album charted at number seven in the Billboard Top Classical Albums Chart in July 2002.

Price

Pricing is more complex than how much it costs to make the product. Pricing structure must consider not only economic costs but market influences and business practices as well. Once the wholesale and retail pricing is determined, price-based incentives must then be considered. For example, should the product be put on sale and if so, when? Should coupons be issued? Should the retailers receive wholesale price breaks for quantity orders or other considerations?

There are generally three methods for deciding the retail price of a product: cost-based pricing, competition-based pricing, and consumer-based (value-based) pricing.

Cost-Based Pricing

Cost-based pricing is achieved by determining the cost of product development and manufacturing, marketing and distribution, and company overhead. Then an amount is added to cover the company’s profit goal. The weakness with this method is that it does not take into account competition and consumer demand.

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When determining cost-based pricing, consideration must be given to the fixed costs of running a business, the variable costs of manufacturing products, and the costs related to marketing and product development. Fixed costs include items such as overhead, salaries, utilities, mortgages, and other costs that are not related to the quantity of goods produced and sold. In most business situations, variable costs are usually associated with manufacturing and vary depending on the number of units produced. For recorded music, that would include discs, CD booklets, jewel cases, and other packaging. However, within the marketing budget of a record label, the costs of manufacturing and mechanical royalties are considered fixed once the number of units to be manufactured is determined and the recording costs have been computed. Then there are other (semi) variable costs, which can vary widely, but are not directly related to the quantity of the product manufactured. They would include recording costs (A&R) and marketing costs. For purposes of the formula below, the costs of marketing are considered variable costs, and the recording and manufacturing costs, having already been determined for the project, are considered fixed at this point.

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Table 2.1 Standard Business Model vs. Record Label Business Model

Variable costs Fixed costs Semi-variable

Standard business model Manufacturing cost per unit, royalties, licensing, or patent fees per unit, packaging per unit, shipping and handling per unit Overhead, salaries, utilities, mortgages, insurance Marketing, advertising, research and development (R&D)
Record label business model All marketing aspects, including advertising, discounts, promotion, publicity expenses, sales promotions, etc. Overhead, salaries, utilities, mortgages, insurance, manufacturing costs, production costs (A&R)

Competition-Based Pricing

Competition-based pricing attempts to set prices based on those charged by the company’s competitors—rather than demand or cost considerations. The company may charge more, the same, or less than its competitors, depending on its customers, product image, consumer loyalty, and other factors.

Companies may use an attractive price on one product to lure consumers away from the competition to stimulate demand for their other products. This is known as leader pricing. The item is priced below the optimum price in hopes that sales of other products with higher margins will make up the difference or that purchase will create brand loyalty. The most extreme case of this is loss leader pricing. Under loss leader pricing, the company actually loses money on one product in an attempt to bring in customers who will purchase other products that are more profitable. Compact discs were once used by retailers like Best Buy and Circuit City (who are now out of business) as loss leaders because they believed it would generate traffic to the store and increase sales of other, more profitable items. Record labels responded to the cries of independent record stores (who had no high margin appliances to sell) by instituting a minimum advertised price policy (MAP). Lawsuits were filed to overturn MAP, but before a decision could be reached, the practice ended because the stores realized that CDs were not an effective loss leader. Consumers did not simply return to the store where they bought CDs to buy refrigerators. They went online and found the best deal they could and spent the money they saved on cheap CDs at the appliance store!

Companies are prohibited from coordinating pricing policies to maximize profits and reduce competitive pricing. Such price fixing is illegal under the Sherman Act (1890), which prevents businesses from conspiring to set prices (Finch, 1996). The Robinson-Patman Act (1936) prohibits any form of price discrimination, making it illegal for manufacturers to sell products to competing wholesale or retail buyers at different prices unless those price differentials can be justified. But neither of these laws keeps competitors from shopping the competition and adjusting their prices accordingly, nor does it keep retailers like Wal-Mart or Apple from dictating prices because of their power in the distribution channel.

Value-Based (Consumer-Based) Pricing

Consumer-based pricing uses the buyer’s perceptions of value, a reversal from the cost-plus approach. The music business has at times sought to maintain a high-perceived value for compact discs by tweaking and repackaging the product. Lady Gaga, U2, Green Day, Eric Clapton and others have released special editions or boxed sets of albums in addition to the standard versions. Consumers are willing to pay a premium price well beyond the economic value of these special editions because they are limited releases or have exclusive content. This same concept is applied in the concert side of the industry which is selling deluxe packages that may include special items, meals, and a meet and greet with the artist, priced well beyond the actual costs and any normal profit, just because fans are willing to pay for the experience.

In an effort to maintain the perceived value of recorded music, record labels are now focusing on how to add value to music downloads, which provide a limited amount of value-added materials compared to a physical CD. Electronic “digital booklets” are available to consumers who download albums. These digital booklets, usually in PDF file form, contain the artwork, liner notes, and lyrics normally found in a CD booklet.

Crowdfunding

A recent trend in the arts and entertainment industries is the use of crowdfunding to finance new projects. Crowdfunding is the collecting of money from multiple sources to fund the production or venture rather than getting the funding from a single source. Crowdfunding replaces the label and gives the artist greater control over the project. Several companies offer crowdfunding services to would-be artists, the most popular being Kickstarter. For their services Kickstarter takes 5% of the money from successfully funded projects. Their financial partners, PayPal in the U.S., take another 5%. Kickstarter only collects money from project supporters if the fundraising goal is met; however competitors like Indiegogo have options that allow the artist to keep whatever is raised, less the fees, of course. To attract supporters, artists typically offer incentives ranging from a free download for a $1 donation to a house party for a donation in the thousands.

Crowdfunding has not been without its controversies. Because the company gets a percentage of the money raised, there is no incentive for them to cut off the fund-raising when the artist reaches the goal. In the case of former Roadrunner Records artist Amanda Palmer, more than 10 times the original goal was raised. This raises ethical issues for both the artist and for Kickstarter (Clover, 2012).

Crowdfunding: The Case of Amanda Palmer and the Grand Theft Orchestra

On April 30, 2012, recording-artist Amanda Palmer launched a Kickstarter campaign to raise $100,000 to release a new album. Palmer offered incentives to contributors based on the amounts of their gifts, from a download for $1, to a CD and art book for $125, to $5000 for a show at your house, to $10,000 for dinner with her and she would paint your portrait. Palmer raised over $379,000 from more than 6,600 supporters in just two days. When the campaign ended on May 31, 2012, Palmer had raised more than $1.19 million and had over 24,000 backers donating from $1 to $10,000. The album debuted at #10 on the Billboard charts. In response to a question on Twitter, Palmer posted the following on her blog on May 13, 2012:

first i’ll pay off the lovely debt—stacks of bills and loans and the like—associated with readying all of the stuff that had to happen BEFORE i brought this project to kick-starter. for the past 8 months or so, i wasn’t touring—and therefore wasn’t making much income—but every step of the way, there were expenses. so, during that time, i borrowed from various friends and family who i’d built up trust with over the years. (Palmer, 2012)

Palmer goes on to lay out the estimated expenses for the entire project, including incentives that were part of the fundraising effort. In the end she claimed she would do well if she had $100,000 left over after the entire project was completed.

Palmer then set out on a tour to promote the album, but not before putting out a request for “professional-ish” musicians to join the band and play for free. “We will feed you beer, hug/high-five you up and down, give you merch, and thank you mightily.” She claimed that she did not have the resources to pay them. Her request was met with a huge backlash, including a petition posted at change.org and protests from musician unions (change.org, 2012).

The crowd-funding platform Kickstarter.com also faced criticism for allowing Palmer to raise more funds than requested. Some critics argued that contributions should be limited to the amount requested to fund the project. Kickstarter posts the running total so that contributors can know how much money has already been raised before deciding to donate funds. Others argued that Kickstarter.com should not permit “established artists” to post fund requests, because the platform was created to allow aspiring artists to find support for their projects. Eventually the company responded with a press release defending its position. One industry analyst said, “the Kickstarter team tried to shoot down one of the biggest complaints about celebrities using Kickstarter: that it takes away attention and funding from other worthy projects from lesser-known people on the website… the Veronica Mars and Zach Braff projects have brought tens of thousands of new people to Kickstarter,” the founders wrote. But the analyst adds, “Even if it’s the case that famous people like Braff end up attracting new donors to the website, there’s still a more fundamental question about whether the presence of these celebrities end up encouraging or discouraging more people to take a chance on launching a campaign of their own” (Fiegerman, 2013). Of course, Kickstarter receives 5% of the money from funded projects, so they have a lot to gain from allowing larger sums to be raised. Only 43.94% of all project offerings have been successfully funded (www.kickstarter.com).

Amanda Palmer defended her actions as “the future of music.” According to Palmer, “we’re moving to a new era where the audience is taking more responsibility for supporting artists at whatever level” (Peoples, 2013). Palmer argues that social media allows for an unprecedented connection with fans, that now the artist has opportunities to connect with fans on a personal basis, which is more important than the traditional music-industry based formula for artist control.

—From Padgett, Barry L. and Rolston, Clyde Philip, “Crowd Funding: A Case Study at the Intersection of Social Media and Business Ethics.” Journal of the International Academy for Case Studies, Allied Academies, 2014.

Name Your Own Price

Radiohead was one of the first to use “name your own pricing” methods to sell their albums. After a small fee of about $.25 the fan could pay whatever price they wanted to download the entire In Rainbows album. The idea was great publicity and it probably made the band more money than they would have made with a record label; still, most people paid less than three dollars for the download. Both Palmer and Radiohead have the advantage of having once been on a major label and had household-name recognition. For a new, or independent artist, these types of funding are difficult to achieve.

Figure 2.4

Figure 2.4

Promotion

Promotion includes the activities of advertising, personal selling, sales promotion, and public relations. It involves informing, motivating, and reminding the consumer to purchase the product. In the recording industry, the four traditional methods of promotion include: radio promotion (getting airplay), advertising, sales promotion (working with retailers), publicity, tour support, and street teams. Recently, record labels have created new positions dedicated to Internet and social media marketing and co-branding—creating tie-ins with non-musical products.

Basic Promotion Strategies: Push vs. Pull

There are two basic promotion strategies: push promotion and pull promotion. A push strategy involves “pushing the product through the distribution channel to its final destination in the hands of consumers.” Marketing activities are directed at motivating channel members (wholesalers, distributors, and retailers) to carry the product and promote it to the next level in the channel. In other words, wholesalers would be motivated to inspire retailers to order and sell more product. This can be achieved through offering monetary incentives, discounts, free goods, advertising allowances, contests, and display allowances. All marketing activities are directed toward these channel members and are regarded as “trade” promotion and “trade” advertising. With the push strategy, chan nel members are motivated to “push” the product through the channel and ultimately on to the consumer.

Figure 2.5

Figure 2.5

Under the pull strategy, the company directs its marketing activities toward the final consumer, creating a demand for the product that will ultimately be fulfilled as requests for product are made from the consumer to the retailer, and then from the retailer to the wholesaler. This is achieved by targeting consumers through advertising in consumer publications and creating “consumer promotions.” With a pull strategy, consumer demand pulls the product through the channels. Years ago, when MTV still played music videos, they employed a pull strategy to get onto more cable systems, imploring teenagers to call their cable operators and tell them “I want my MTV.” The campaign was so creative that it was immortalized in Dire Strait’s song “Money for Nothing.”

Different record companies have different philosophies on the emphasis of the two strategies. Some companies employ a balanced combination of consumer advertising and consumer promotions (coupons and sale items) and trade promotion (incentives), while others focus on consumers and a pull strategy, relying on the sales and promotions departments to win over retailers and radio, respectively.

Figure 2.6 Push vs. Pull Marketing Strategy

Figure 2.6 Push vs. Pull Marketing Strategy

Place

This aspect of marketing involves the process of distributing and delivering the products to the consumer. Distribution strategies entail making products available to consumers when they want them, at their convenience. The various methods of delivery are referred to as channels of distribution. The process of distribution in the record business is currently in a state of evolution, as digital distribution continues to encroach upon the market share for physical recorded music products. Digital delivery has had a dramatic effect on the physical marketplace, causing erosion in market share, closing of retail music chains, and causing big box stores to reduce the amount of floor space dedicated to selling recorded music.

Now the online retailers are suffering a decline of their own as consumers move from downloading to streaming. Billboard reported that 2013 was the first time in 10 years that digital music sales decreased. The decline in track sales of 5.7% and in album sales of .1% is attributed to the increase in popularity of music streaming services such as Pandora and Spotify (Christman, 2014).

Distribution Systems

Most distribution systems are made up of channel intermediaries such as wholesalers and retailers. These channel members are responsible for aggregating large quantities and assortments of merchandise and dispersing smaller quantities to the next level in the channel (such as from manufacturer to wholesaler to retailer). Manufacturers engage the services of distributors or wholesalers because of their superior efficiency in making goods widely accessible to target markets (Kotler, 1980).

Figure 2.7 Distribution Models

Figure 2.7 Distribution Models

The effectiveness of intermediaries can be demonstrated in figure 2.6. In the first example, no intermediary exists and each manufacturer must engage with each retailer on an ongoing basis. Thus, the number of contacts equals the number of manufacturers multiplied by the number of customers or retailers (M × C). In the second example, a distributor is included with each manufacturer and each customer contacting only the distributor. The total number of contacts is the number of manufacturers plus the number of customers (M + C).

Types of Distribution Systems

Three basic types of physical distribution systems are corporate, contractual, and administered. All three are employed in the record business.

Corporate systems involve having one company own all distribution members at the other levels in the channel. A record label would use a distribution system owned by the parent company, as well as a company-owned retailer in a fully integrated corporate system. In reality, the major record labels do not own record retailers, but they do own their own distribution. Such is the relationship between Mercury Records and Universal Music and Video Distribution. Both companies are owned by Universal Music Group. This type of ownership is often referred to as vertical integration or a vertical marketing system (VMS). When a manufacturer owns its distributors, it is called forward vertical integration. When a retailer such as Wal-Mart develops its own distribution or manufacturing firms, it is called backward vertical integration.

Contractual distribution systems are formed by independent members who contract with each other, setting up an agreement for one company to distribute goods made by the other company. Independent record labels commonly set up such agreements with independent record distributors. Before the major record labels developed in-house distribution systems in the 1960s and 1970s, nearly all recorded music was handled through this type of arrangement.

Figure 2.8 Distribution Chain

Figure 2.8 Distribution Chain

In administered distribution systems, arrangements are made for a dominant channel member to distribute products developed by an independent manufacturer. This type of arrangement is common for independent record labels that have agreements to be handled by the distribution branch of one of the major labels. However, branch distribution is on the decline as major labels shift resources away from physical product and toward digital distribution. Digital distribution systems will be addressed in the chapter on distribution and retail.

Retail

Retailing consists of all the activities related to the sale of the product to the final consumer for personal use. Retailers are the final link in the channel of distribution. There are numerous types of retailers, each serving a special niche in the retail environment. Independent stores focus on specialty products and customer service, while mass merchandisers such as Wal-Mart concentrate on low pricing. Online retailing of physical and digital download products through Amazon.com, CD Baby, and others has been growing in the past few years with iTunes now claiming the number one spot in music retailing.

Price and Positioning

Several years ago, the retail industry developed marketing tools to measure the effectiveness of product location in their stores. Universal product codes (UPC), or bar codes, and computerized scanners have helped retailers to determine the optimal arrangement of products within the store. They can move products around to various locations and note its effects on sales. As a result, retailers are charging manufacturers a rental fee for prime space in the store, including counter space, end caps, and special displays. Retail stores sometimes charge slotting fees—a flat fee charged to the manufacturer for placement of products on the shelves for a limited period of time. If the product fails to sell, the retail store has reduced its risk. A similar concept has developed in the record business, but it is also tied to promotion and favorable location for the product. It is referred to as price and position and will be discussed in Chapter 15.

Showrooming and Shrinking Retail Inventories

A source of tension between the digital and brick-and-mortar retail worlds is the phenomenon of Showrooming. Showrooming occurs when the consumer uses the brick-and-mortar store to gather information and gain “hands on” experience with a product before buying, then purchasing the product online, presumably at a cheaper price. This has not been a major issue for entertainment software (CDs, movies, or video games) because it can be easily sampled online, but for entertainment hardware (computers, game consoles, stereos, televisions, etc.), it is a concern for retailers that don’t have an online presence and can’t compete on price (including, in some cases, sales-tax-free purchasing).

Another trend impacting retailing is the ease of online access and the digitalization of old recordings by larger record labels. Chris Anderson, former editor of Wired Magazine, introduced the idea of “The Long Tail” in October 2004 (Anderson, 2004). Anderson proposed that everything should be made available—old recordings, obscure recordings, the song you made on GarageBand—everything. Yet brick-and-mortar retailers have reduced the space they devote to music while iTunes has become the largest seller of music. We will discuss the article in greater detail in Chapter 15, so for now, suffice to say that the cost of maintaining such huge inventories is not the only thing behind the shrinking record section at the big box retailers.

Are the Four P’s Dead?

Seth Godin and others have argued that the Four Ps are no longer relevant in a modern world of digital marketing. We have moved from a mass media, advertising based model (interruption marketing) to a fragmented, interactive model (permission marketing) (Merzel, 2011). Like Goldhaber’s (2006) attention economy, Godin points out that we are inundated with advertising and cannot attend to even a small percentage of the messages to which we are exposed. And we don’t. But we are more likely to pay attention to messages we are interested in, particularly if we have given the sender permission to contact us. This does not mean the Four Ps are no longer relevant, it simply emphasizes the importance of 1) being relevant (the right product in the right place at the right price) and 2) maintaining an up to date database of contacts (targeted promotion). Both of these issues will be discussed further in later chapters.

Conclusion

The application of marketing theories and ideas is constantly changing. As new tools become available—the Internet or social media, for example—marketers adapt, embracing the new tools and sometimes abandoning old ones. But the underlying theories evolve more slowly than the tools that are used to implement them. This chapter has introduced the reader to some of the theories and practices from marketing that are most applicable to the music business. We have also looked at some ways that technology and innovation have changed the way those practices are applied in the industry today.

Glossary

Call to action—A statement usually found near the conclusion of a commercial message that summons the consumer to act, such as “call today” or “watch tonight at 11.”

Channels of distribution—The various methods of distributing and delivering products ultimately to the consumer.

Competition-based pricing—Attempts to set prices based on those charged by the company’s competitors.

Consumer-based pricing—Using the buyer’s perceptions of value to determine the retail price, a reversal from the cost-plus approach.

Cost-based pricing—Determining retail price based on the cost of product development and manufacturing, marketing and distribution, and company overhead and then adding the desired profit.

Diffusion of innovations—The process by which the use of an innovation (or product) is spread within a market group, over time and over various categories of adopters.

EAN—The European Article Numbering system. Foreign interest in UPC led to the adoption of the EAN code format, similar to UPC but allows extra digits for a country identification, in December 1976.

Hedonic—Of, relating to, or marked by pleasure.

Involvement—The amount of time and effort a buyer invests in the search, evaluation and decision processes of consumer behavior.

Loss leader pricing—The featuring of items priced below cost or at relatively low prices to attract customers to the retail store.

Marketing—The performance of business activities that direct the flow of goods and services from the producer to the consumer (American Marketing Association, 1960). Marketing involves satisfying customer needs or desires.

Marketing mix—A blend of product, distribution, promotion and pricing strategies designed to produce mutually satisfying exchanges with the target market. Often referred to as the Four Ps.

Price fixing—The practice of two or more sellers agreeing on the price to charge for similar products.

Product class—Products that are homogeneous or generally considered as substitutes for each other.

Product form—Products of the same form make up a group within a product class.

Product life cycle—The course that a product’s sales and profits take over what is referred to as the lifetime of the product.

Product positioning—The customer’s perception of a product in comparison with the competition.

Pull strategy—The company directs its marketing activities toward the final consumer, creating a demand for the product that will ultimately be fulfilled as requests for product are made from the consumer.

Push strategy—Pushing the product through the distribution channel to its final destination through incentives aimed at retail and distribution.

Showrooming—When a shopper visits a store to gather information on or physically experience a product, but then purchases the product online.

Universal Product Code (UPC)—An American and Canadian coordinated system of product identification by which a ten-digit number is assigned to products. The UPC is designed so that at the checkout counter an electronic scanner will read the symbol on the product and automatically transmit the information to a computer that controls the sales register.

References

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