Shift of consumption behavior :“Experiential,” “Meaning” and “Emotional” consumption

Shift of consumption behavior :“Experiential,” “Meaning” and “Emotional” consumption

Consumption behavior has changed over time, shifting from "Material" consumption to "Experiential," "Moment," "Meaning," "Emotional," and "Human" consumption. In this case study, we explain the differences and provide examples of those behaviors.


What is "Experiential" consumption?

"Experiential" consumption is a consumption behavior that emphasizes experiences that come with the products or service rather than the purchase of the products and services themselves.

The Ministry of Economy, Trade and Industry defines it as the following.

"'Experiential' consumption is a consumption activity that does not involve the purchase and use of a product or the enjoyment of a single functional service, but rather a ‘series of experiences’ that are the sum of individual events."
Source: Summary of the study group on creating "experiential" consumption atmosphere, Regional Economy and Industry Group, Ministry of Economy, Trade and Industry

Here are some concrete examples.

・Enjoying playing musical instruments and watching live music rather than singing at karaoke parlors
・Buying materials for DIY room decorations instead of buying ready-made home decorations
・Using a kimono rental service so you can explore the streets of Kyoto in a kimono

From an era of "Material consumption" in which value was placed on scarce luxury brand goods, the emphasis has shifted to experiences obtained through products and services.

Background of the "Experiential" consumption craze

One of the reasons for the popularity of "Experiential" consumption is the advent of an era where people were freed from the need of owning so many things. From the postwar period, when food was scarce, through the period of rapid economic growth, to the Heisei (1989-April 2019) and Reiwa (May 2019-present) eras, the world has become overflowing with goods.

With the popularization of fast fashion, people are able to enjoy fashion without spending a lot of money, and subscription services for luxury cars, cameras, watches, and jewelry are also on the rise. For example, " KIRA SHARE" allows you to rent jewelry of your choice for as little as JPY 2,780 per month.

Many things have become easily accessible without having to go to the trouble of owning luxury brand products.

Analysis by the Consumer Affairs Agency also revealed that young people in their 20s and early 30s have become more reluctant to spend. With wage increases unlikely due to prolonged deflation, it is thought that thrifty young people place less value on ownership and more value on the experiences that lie beyond it.

7 types of "Experiential" consumption

"Experiential" consumption can be subdivided into the following seven types.

Consumption types Characteristics
“Pure experience” type Enjoying the experience itself, such as staying at the hotel accommodations, camping, skiing and BBQ
“Event” type Going to a commercial establishment to attend an event to see a celebrity in person, and shopping, eating, and drinking along the way.
“Attraction facility type Going to a movie theater or museum, but also enjoying shopping and eating/drinking at the commercial facility attached to the theater or museum.
“Long stay” type Shopping and eating/drinking while spending time at facilities such as outlet malls for extended periods of time.
“Community” type Gathering information from the community and making purchases.

E.g. Joining an online road bike group and purchasing equipment based on the information you gather there.
“Lifestyle” type Purchasing with your lifestyle in mind.

E.g. Buy a set of necessary equipment for a weekend of solo camping.
“Exciting shopping” type Enjoying the store layout and presentation of the products and making the shopping experience exciting.

Reference: Tetsuya Kawakami, The lie behind "experiential" consumption, Kadokawa Publishing, 2017 https://www.kadokawa.co.jp/product/321708000027/

“Event,” “attraction,” “stay time,” and “community” consumption types all have one thing in common: they all have a purpose outside of simply purchasing goods/services. It is clear that they give priority to experiences such as events and attractions, and that they consume goods as an addition.

Although the "lifestyle" and "exciting shopping" types have a strong aspect of Material consumption, they also devise ways to present and suggest products as ways to offer "Experiential" consumption.

By combining "Experiential" consumption with "Material" consumption in this way, it is possible to encourage purchases in a synergistic way.

Comparison of consumption styles and examples

New consumer behavior is not limited to "Experiential" consumption. From "Moment" consumption to "Emotional" consumption, "Human" consumption, and "Emotional' consumption, there are new consumption behaviors forming one after the another, focused on "Generation Z ."

Each consumption behavior is not clearly divided. For example, there is some overlap between "Moment,” "Emotional,” and "Human" consumption.

Consumption style Characteristics Era it was popularized
“Material” consumption Emphasizing scarce brand-name products 1970s~
“Experiential” consumption Focusing on experiences gained through products and services Late 1980s~
“Moment” consumption Contributes to one-time experiences through consumption Late 2000s~
“Meaning” consumption Selecting products and services that contribute to society Early 2010s~
“Emotional” consumption Focusing emotionally-fulfilling consumption experiences Late 2010s~
“Human” consumption Focus on consumption experiences related to people you like Early 2020s~

(*The time period is not strictly defined, so the general time is listed)

"Moment" consumption

"Moment" consumption is a consumption behavior of participating in an experience that can only be experienced at that moment and contributes in some way. Hakuhodo Institute of Life and Living proposed this concept.

Unlike "Material" consumption and "Experiential" consumption that you can experience multiple times, they find value in participating in something that can only be experienced once in a lifetime.

"Moment" consumption 3 characteristics
Unrepeatability Time and place are limited, and the same experience can never be had twice.
Participation Where the purpose is to be there and participate rather than content of the experience
Contribution The results from participation are visible, and you can feel a sense of contribution

Source: "experiential" consumption does not sufficiently explain it. What is "moment" consumption proposed by Hakuhodo Institute of Life and Living?|-HAKUHODO-
https://www.hakuhodo.co.jp/magazine/42742/

・Supporting an idol group until they successfully have a chance to perform at Tokyo Dome
・Watching and rooting for the Japanese national team in the World Cup from a sports bar
・Participating in crowdfunding to support an artist's solo exhibition

For example, there is only one “first performance” at Tokyo Dome for an idol group after their debut. The fans not only listen to the music, but also contribute through purchasing concert tickets and goods, and share the excitement of their dream come true with other fans.


It is similar to participating in a festival that is held one time only and can be considered an experiential consumption behavior that goes one step beyond "Experiential" consumption.

“Meaning” consumption

"Meaning" consumption is a consumption behavior that emphasizes the social and cultural meaning of a product or service. It places importance on the secondary value created by purchasing the product or service. Hot Pepper Gourmet Research Institute Evangelist Kuni Takeda proposed this concept.

"Meaning" consumption is believed to have been born in the wake of the Great East Japan Earthquake of 2011. Much of consumption behavior was geared toward supporting the reconstruction of the affected areas by sending daily necessities and purchasing local products and services to support their economy.

The following consumption behaviors also apply.

・Buying fair trade chocolates
・Buying environmentally-friendly products that help reduce greenhouse gas emissions
・Participating in the hometown tax program (contributing your tax to a less-major prefecture of your choice) to support the local, more rural, communities
・Purchasing pesticide-free vegetables and organic foods for health

There is also individual-oriented "Meaning" consumption, such as buying foods that not only contribute indirectly to society through consumption behavior but also lead to the health benefits.

“Emotional” consumption

"Emotional" consumption is a consumption behavior for emotional or mental satisfaction. It was proposed by columnist Kazuhisa Arakawa.

Young Japanese people often use "emo," a slang term derived from "emotional," to mean "emotionally satisfied or moved."

The popularity of "Emotional" consumption comes from the increase in the number of single-person households. It can be said to be a consumption behavior that helps fulfill a social role and belong to a momentary community in order to satisfy the solitude from living alone or loneliness in general. A "momentary community" is a temporary connection made through likes and comments with people who share the same interests and attributes on a social media.

Reference: Moving from "material" and "experiential" consumption to the next stage|BBT
http://www.bbt757.com/servlet/content/41590.html

・Cycling to a places with a spectacular view and posting a photo on Instagram
・Going to your favorite online streamer and posting about it on Twitter
・Taking pictures with a film camera, which takes time and effort to develop

Purchasing gasoline, food and beverages to get to the scenic spot is a means to an end, and the goal is to gratify the heart with an "emotional" experience.

“Human” consumption

The term "human" here includes not only real people such as celebrities, artists, YouTubers, and athletes, but also fictional characters from anime, manga, and video games.

In 2020, when COVID-19 forced the restrictions on events and community gatherings, fans began going online to show their support for their favorite “humans.”

・Donating to or social tipping YouTubers during livestreams
・Purchasing a large number of tickets for a general election of an idol group (a system where the idols with the most “votes” are features in songs, etc.)
・Supporting new idols who were discovered on audition programs by purchasing their goods/merch
・Going to an anime character event expo and posting limited-edition goods on social media

Supporting idols and characters is also a type of "Human" consumption, and young people are actively supporting their favorite person (idols, artists, characters, etc.).

Use "Dockpit" for marketing to Generation Z

Consumption behavior will continue to change. Driving this change are young people in their teens and twenties, the so-called "Generation Z."

They skillfully navigate social media and continue to consume one fad after another. Timely data analysis on the Internet is essential to understanding their consumption behavior and apply it to marketing.

VALUES Inc., which operates "Manamina," also develops Dockpit, a marketing tool that enables analysis of big data on consumer behavior.

Feature 1: Consumer needs / Recognizing trends

Dockpit enables you to understand consumer needs and trends based on search keywords and website browsing data. With easy-to-use, at-a-glance dashboards, you can analyze the web behavior of your target audience. By narrowing down your target demographics, such as age and household income, you will be able to appeal to the groups you wish to target.

Feature 2: Competitive research and understanding of market trends

Dockpit allows you to catch competitive activity and market changes in a timely manner. The data comes from VALUES Inc.'s consumer panel of 2.5 million consumers in Japan.

Accurate marketing strategies are realized through competitive research and understanding of market trends based on big data.

Feature 3: Linked to Google Analytics

Data from Google Analytics can also be linked and displayed in easy-to-understand graphs. Data analysis can be managed centrally, so there is no need to switch between the two.

With these features, Dockpit allows you to analyze the online behavior of Generation Z and, by extension, their consumption behavior. An intuitive dashboard will help you identify trends and apply them to your daily marketing activities.

Summary

In this issue, we explained "Moment" Consumption, "Emotional" consumption, "Human" consumption, and "Meaning" consumption, with a focus on "Experiential" consumption. Consumption behavior that emphasizes aspects such as experience, support, and social contribution, rather than mere Material consumption, is emerging.

Since consumption behavior will continue to change with each age group, marketing strategies are required to understand "the up-and-coming consumption styles" and to anticipate trends.

In order to appeal to Generation Z, who make full use of social media, it is important to unravel the needs behind trending keywords.

Marketers who want to know the consumer psychology behind Generation Z, analyze data in a timely manner, and select the right advertising targets are recommended to use Dockpit, which enables detailed analysis of user needs.

About Dockpit

▼Dockpit allows you to easily perform keyword analysis and trend research within the browser, using behavioral data updated monthly. A free version is also available, so if you are interested, please register below.

dockpit Get free version

※日本語での記事はこちらをご確認ください

コト消費からトキ消費、イミ消費、エモ消費。歴代消費行動の比較・まとめ

https://manamina.valuesccg.com/articles/2179

私たちが商品・サービスを購入することを消費行動と言います。消費行動は時代とともに変化し続けてきました。モノ消費からコト消費、トキ消費、イミ消費、エモ消費、ヒト消費と移ろう消費行動を知っているでしょうか。今回は、コト消費を中心に、イミ消費やヒト消費など、各消費スタイルの違いや具体例について解説します。

この記事のライター

マナミナは" まなべるみんなのデータマーケティング・マガジン "。
市場の動向や消費者の気持ちをデータを調査して伝えます。

編集部は、メディア出身者やデータ分析プロジェクト経験者、マーケティングコンサルタント、広告代理店出身者まで、様々なバックグラウンドのメンバーが集まりました。イメージは「仲の良いパートナー会社の人」。難しいことも簡単に、「みんながまなべる」メディアをめざして、日々情報を発信しています。

関連するキーワード


マーケティング用語 Z世代

関連する投稿


AI検索で迷ったZ世代がたどり着くのはSNSではなく“Google検索"と"公式サイト”に【アウトオブザボックス調査】

AI検索で迷ったZ世代がたどり着くのはSNSではなく“Google検索"と"公式サイト”に【アウトオブザボックス調査】

アウトオブザボックス株式会社は、Z世代がAI検索にどこまで信頼を置いているのか、そして満足できない時にどのような行動を取るのかを調べるため、AI検索(ChatGPTなど)を使っている20代の男女を対象に、AI検索に関する調査を実施し、結果を公開しました。


BeRealの魅力は「比較からの解放」。Z世代の50%がリアルな友情の深化を実感、「SNS疲れ」の受け皿に【Z-SOZOKEN調査】

BeRealの魅力は「比較からの解放」。Z世代の50%がリアルな友情の深化を実感、「SNS疲れ」の受け皿に【Z-SOZOKEN調査】

Fiom合同会社は、同社が運営する、Z世代当事者が実態や価値観を分析するシンクタンク「Z-SOZOKEN(Z世代創造性研究所)」にて、全国のZ世代(18歳〜24歳)を対象に「Z世代のBeRealについての意識調査」を実施し、結果を公開しました。


Z世代の約半数が顔出し強制ならSNSを辞める!55%は複数人格を使い分け、匿名空間にアイデンティティ【Z-SOZOKEN調査】

Z世代の約半数が顔出し強制ならSNSを辞める!55%は複数人格を使い分け、匿名空間にアイデンティティ【Z-SOZOKEN調査】

Fiom合同会社は、同社が運営する、Z世代当事者が実態や価値観を分析するシンクタンク「Z-SOZOKEN(Z世代創造性研究所)」 にて、全国のZ世代(18歳〜24歳)を対象に「Z世代のアイコン人格についての実態調査」 を実施し、結果を公開しました。


おじさん構文、おぢポ、無課金おじさん...なんで“おじさん”ってバズるの?

おじさん構文、おぢポ、無課金おじさん...なんで“おじさん”ってバズるの?

おじさん特有のLINEの文面「おじさん構文」、軽装備のオリンピック選手「無課金おじさん」など、聞き覚えのある方も多いのではないでしょうか。ポイ活アプリ「おぢポ」は250万ダウンロード、「おじさん構文」をテーマとした楽曲は3,000万回再生というようにバズっています。なぜ数々の「おじさん」は流行するのでしょうか?この記事では、おじさんがヒットの要因となる理由を探ります。


Z-SOZOKEN、Z世代のJiffcyについての意識調査結果を発表!Z世代の約8割が「入力中の文字が見える」機能で感情が伝わると実感

Z-SOZOKEN、Z世代のJiffcyについての意識調査結果を発表!Z世代の約8割が「入力中の文字が見える」機能で感情が伝わると実感

Fiom合同会社は、同社が運営するZ世代当事者がZ世代の実態や価値観を分析するシンクタンク、Z-SOZOKEN(Z世代創造性研究所)にて、Z世代間で普及する新感覚のコミュニケーションアプリ「Jiffcy(ジフシー)」 に着目し、「Z世代のJiffcyについての意識調査」 の結果を発表しました。


最新の投稿


約7割が再来店につながらず...単発購入で終わる顧客が増加傾向?小売業のリピーター獲得に立ちはだかる壁とは【iTAN調査】

約7割が再来店につながらず...単発購入で終わる顧客が増加傾向?小売業のリピーター獲得に立ちはだかる壁とは【iTAN調査】

株式会社iTANは、小売店経営者・店舗責任者・マーケティング担当者を対象に、「小売業界における再来店促進と顧客接点の実態」に関する調査を実施し、結果を公開しました。


ペットと人が共に暮らす時代〜中国で広がる“ペット・フレンドリー”

ペットと人が共に暮らす時代〜中国で広がる“ペット・フレンドリー”

中国ではいま、「ペット・フレンドリー(宠物友好)」という考え方が急速に広がっています。カフェやホテル、交通機関からオンラインプラットフォームまで、人とペットが共に過ごすことを前提にしたサービスが次々と登場しています。この記事では、拡大を続ける中国のペット市場と、その背景にある価値観の変化を中心に、ペットと共に過ごす空間や新しいテクノロジーの動きをたどっていきます。


「1円スマホ」の購入経験者は約1割も、機会があれば利用したい人は約5割と利用に前向きな姿勢あり【イード調査】

「1円スマホ」の購入経験者は約1割も、機会があれば利用したい人は約5割と利用に前向きな姿勢あり【イード調査】

株式会社イードは、スマートフォンやデジタルライフについてユーザー目線で最新情報をお届けするメディア「LiPro(インターネット)」において、1円スマホに関心のあるユーザーを対象に「1円スマホ」に関する関心・意向についてアンケート調査を実施し、結果を公開しました。


新興テック企業「Nothing」。2年で7倍成長の理由を世代別に分析

新興テック企業「Nothing」。2年で7倍成長の理由を世代別に分析

ロンドン発、今注目のテクノロジーブランド「Nothing(ナッシング)」。2020年の設立以来、スマートフォンやオーディオ製品を中心に、透明感ある唯一無二のデザインと高い性能で、多くの大企業がひしめくテック業界で急速に存在感を高めています。そんな革新的なNothing製品は、どのような人々に支持されているのでしょうか。本記事では、Nothingのサイト訪問者データをもとにユーザー像を分析し、なぜNothingが注目を集めているのかを年代別に考察していきます。


電通デジタル、リテールメディアが生活者にもたらす購買行動とブランド指標への影響についての調査結果を公開

電通デジタル、リテールメディアが生活者にもたらす購買行動とブランド指標への影響についての調査結果を公開

株式会社電通デジタルは、生活者のリテールメディアへの接触が購買行動およびブランド認知に与える影響を明らかにするため、「2025年 リテールメディア調査」を実施し、結果を公開しました。


競合も、業界も、トレンドもわかる、マーケターのためのリサーチエンジン Dockpit 無料登録はこちら

ページトップへ