Corporate attempts to boost customer loyalty, or move customers to go to great lengths to repeat purchase behaviour, can be seen as creating a form of addiction without a pejorative connotation
Addiction isn’t always negative. The value proposition of products and the manner in which they are sold and used can be so compelling that many consumers willingly repeat the experience again and again, essentially becoming addicted to a brand. People with iPhones, for example, would likely go through intense withdrawal if they were deprived of their Apple devices without notice.
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Considered this way, corporate attempts to boost customer loyalty, or move customers to go to great lengths to repeat purchase behaviour, can be seen as creating a form of addiction without a pejorative connotation. Product addiction of the positive kind, of course, needs to be created. For many marketers, this requires significant change to how they operate. In Managing the New Customer Relationship: Strategies to Engage the Social Customer and Build Lasting Value, I discuss how companies can go beyond customer satisfaction, and even beyond loyalty, to develop intense bonds between their products and consumers. This article highlights the four main, inter-related areas in which brand addiction can be planned: product, rewards, price and communications.
Extrinsic rewards are those that focus principally on an individual’s behaviour, and factors external to the person. An example of extrinsic rewards includes providing consumers with points as they accomplish tasks or spend more. The points may be convertible for goods or services, or they may simply allow individuals to display their accomplishment for others to see (as will be discussed shortly).
When people modify their behaviours to achieve more points, and do this repetitively while rationalizing their behaviours, they may be converting extrinsic rewards into intrinsic ones.
Consumers are now spending more time playing online games and using new media than watching television. As a result, marketers are now focused on how to provide both short-term stimuli and longer-term recognition and rewards. Online loyalty programs let consumers use points for virtual rewards where the rewards are more or less without “real” value. For example, playing virtual games such as MyTown or Farmville allows users to obtain points and use the points within the game. Sometimes the points are awarded for game accomplishments, but points or benefits can often also be bought. The motivation for collecting the points is to improve a player’s score, performance or status within the game, essentially addressing a social need. By providing leader boards so that game players can see their status, games reinforce point-collecting habituation.
Some people may also feel that they derive intrinsic rewards from point-collecting behaviours, such as feeling better after an accomplishment in a virtual arena, which can serve as a possible offset for frustrations in the physical world. In the off-line world, points programs have long used a version of leader boards. For example, the highest mileage travellers on airlines receive higher rewards to recognize their importance to the airline and travellers are provided with luggage tags and other opportunities to communicate their status to other travellers.
PRICE
Marketers know that customers are more likely to buy when they have had an opportunity to experience the product and use it without risk. After all, that is why car companies have test drives and why many stores have “goods satisfactory or money refunded” return policies. Marketers have also long used price to encourage the trial that leads to changed behaviours. Retailers use loss-leaders to attract business to their stores. Manufacturers discount their products periodically to stimulate trial. Goods may even be given away to get consumers to try it out, like sampling consumer non-durables such as soap, razors and breakfast cereals. Trial, these marketers reason, interrupts existing behaviours and creates new ones. If consumers need material incentives to change behaviours, if they need an opportunity to try something out, if they are to start new behaviours, why not give them an opportunity to use the product for nothing? As mentioned earlier, products can be given away, but so can aspects of ancillary product and adjunctive product. Consumers can be given seats at an event the company hosts (ancillary product) or points to use as appreciation of loyalty (adjunctive product). Other examples of adjunctive product include t-shirts and other goods given away with purchases of beer, and recipes with baking powder.
A free price may be an essential component of a firm’s business model. The so-called “freemium” and “pay to play” business models are now widely used by many companies seeking to change consumer behaviour in virtual marketplaces. Here a product or service is given away for the consumer to try. If consumers want enhanced versions or additional features, they pay. This model is commonly used for software applications such as apps from Apple’s App Store, and solutions such as Google Analytics. It is also used in various forms for the sale of cable TV, cellular services and so on, with low initial prices used to attract customers – and change their initial behaviours – with prices escalating as behaviours become entrenched. “Free” is made possible in many industries where fixed costs are proportionately high and variable costs low. The cost of producing an incremental item—the n+1 unit—can be very low in comparison to a firm’s fixed costs, so a company’s profitability may not be damaged by giving away some incremental units. Software, telephone services, airlines, hotels, car rentals, banking services, movies, music and many others have cost structures that are skewed toward high fixed costs with proportionately lower variable costs.
In some cases, where high initial or one-time costs can be regarded as sunk and written off when incurred, there can be even more incentive to give away goods or services to penetrate markets and gain customer share, especially if there is an expectation that customers’ behavioural change will drive improvements in business profitability in the medium term.
Having noted that “free” may create new consumer behaviours and opportunities to habituate, price reductions should be approached with care. For example, a company that cuts prices by just 15 per cent would need to achieve a 60 per cent volume increase for its profits to remain unchanged if its variable costs are 55 per cent of selling prices. In another example, a price decrease of more than 25 per cent will generally result in less profitability unless a firm is able to more than double its sales (specific figures depending on the firm’s cost structure). Of course, for competitive and other reasons, it may not always be possible to achieve this level of sales increase.
While “free” can be addictive for the consumer, there are often related costs. Consumers do not use money directly when they get something for free, but they may pay indirectly in ways that benefit the supplier. Here are 12 examples:
Reprint from Ivey Business Journal
Reprint from Ivey Business Journal
[© Reprinted and used by permission of the Ivey Business School]