consumer engagement during concerts1114282/fulltext01.pdf · active participant during a live music...
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IN DEGREE PROJECT COMPUTER SCIENCE AND ENGINEERING,SECOND CYCLE, 30 CREDITS
, STOCKHOLM SWEDEN 2017
Consumer Engagement During ConcertsA Study on Using Mobile Interactive Technology to Enhance the Live Music Event Experience
DENISE LORDIN
KTH ROYAL INSTITUTE OF TECHNOLOGYSCHOOL OF COMPUTER SCIENCE AND COMMUNICATION
Consumer Engagement During Concerts: A Study on Using Mobile Interactive Technology to
Enhance the Live Music Event Experience
Denise Lordin, [email protected]
Royal Institute of Technology School of Computer Science and Communication
Master of Science Thesis in Media Management (30 CTS credits) at the Media Management Master Program
Supervisor: Christopher Rosenqvist, [email protected]
Examiner: Haibo Li, [email protected]
June 19th 2017
ABSTRACT
The emergence and development of mobile technology has changed traditional behavior during live music events and
challenges concert etiquette. Artists have polarized reactions to the ubiquity of smartphones and companies have
started realizing the potential to develop systems which allow the audience to interact more with both the performer
and the light and sound show itself. Research has looked into how people traditionally behave and how consumer
expectations have altered due to the digital revolution, but has not looked into differences between age groups, gender
and concert genre to find out how different people express engagement. The research question is: How can interactive
technology be used to enhance audience engagement? With the sub-questions: What engages individuals at concerts?
How can engagement be measured? Findings within the study show that there are some differences between both age
groups and between concert genres but engagement is expressed in similar ways regardless of gender. The differences
that do exist between generations and genre preference are slight. People most commonly express engagement with a
combination of voice and movement. Interactive technology designed for live music events settings needs to be based
on existing patterns of behavior as people do not want too much focus to be on technology during concerts. The
technology should enhance existing behavior and have a low learning curve as interactive technology risks becoming
disengaging if it requires too much focus from the user.
Konsumentengagemang vid Konserter: En Studie Kring Använvandet av Interaktiv Mobil Teknik för att
Förstärka Live Musik Eventupplevelsen
ABSTRAKT
Framväxten och utvecklingen av mobil teknik har förändrat det traditionella beteendet vid live musik konserter samt
lett till att konsertetikett utmanats. Artister har polariserade reaktioner gällande användningen av smartphones och
företag har börjat realisera potentialen till att utveckla system som gör det möjligt för publiken att interagera mer med
både artisten samt ljus- och ljudsshowen. Forskning har hittills undersökt hur människor traditionellt sett beter sig och
hur konsumenternas förväntningar har förändrats på grund av den digitala revolutionen, men har inte tittat på skillnader
mellan åldersgrupper, kön och konsertgenrer för att ta reda på hur olika människor uttrycker engagemang.
Forskningsfrågan är: Hur kan interaktiv teknik användas för att öka publikens engagemang? Med delfrågorna: Vad
engagerar individer under konserter? Hur kan engagemang mätas? Resultatet i studien visar att det finns vissa
skillnader mellan åldersgrupper och mellan konsertgenrer men att engagemang uttrycks på liknande sätt oavsett kön.
Skillnaderna som finns mellan generationer och genrepreferenser är få och små. Människor uttrycker oftast
engagemang genom en kombination av röst och rörelse. Interaktiv teknik som är designad för live musikevent behöver
baseras på befintliga beteendemönster eftersom människor inte vill att alltför stort fokus hamnar på teknik under
konserten. Tekniken bör förbättra det befintliga beteendet och ha en låg inlärningskurva eftersom interaktiv teknik
risker att blir oengagerande om det kräver för mycket fokus från användaren.
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ABSTRACT
The emergence and development of mobile technology
has changed traditional behavior during live music events
and challenges concert etiquette. Artists have polarized
reactions to the ubiquity of smartphones and companies
have started realizing the potential to develop systems
which allow the audience to interact more with both the
performer and the light and sound show itself.
Research has looked into how people traditionally behave
and how consumer expectations have altered due to the
digital revolution, but has not looked into differences
between age groups, gender and concert genre to find out
how different people express engagement. The research
question is: How can interactive technology be used to
enhance audience engagement? With the sub-questions:
What engages individuals at concerts? How can
engagement be measured? Findings within the study show
that there are some differences between both age groups
and between concert genres but engagement is expressed in
similar ways regardless of gender. The differences that do
exist between generations and genre preference are slight.
People most commonly express engagement with a
combination of voice and movement. Interactive technology
designed for live music events settings needs to be based on
existing patterns of behavior as people do not want too
much focus to be on technology during concerts. The
technology should enhance existing behavior and have a low
learning curve as interactive technology risks becoming
disengaging if it requires too much focus from the user.
Keywords
Active participation; Engagement; Interactive
technology; Live mass events; Live music events; Mobile
technology; Smartphone.
1. INTRODUCTION
ITH the digital revolution and expansion of mobile
technology, how people behave in different social
settings, such as live music events, has altered. Social media
has affected how people share information and communicate
and as the culture of fandom has changed, so has how people
engage with live music. Finding like-minded peers before,
during and after concerts has become easier and can happen
much faster than before. Sharing the experience with those
outside the physical borders of the event has also become
possible. During concerts, people use their smartphones to
send text messages, connect on social media, take photos,
record film clips, and use the flashlight function in
replacement of a lighter. (Bennett, 2012). With altered
behavior, the future of concert etiquette is also subject to
change as future generations grow up with their daily lives
entwined with mobile technology. What it means to be an
active participant during a live music event is being
redefined. From the performer’s perspective, there are
polarized reactions where artists have either attempted to ban
technology from their concerts or embraced the change and
encouraged the audience to engage through their
smartphones (Bennett, 2012).
Companies such as Xylobands have seen the potential in
using mobile technology during live event settings such as
concerts, sports events, conferences and private parties
(Xylobands, 2016). Using radio frequencies with an HTXL
range of 400 meters to control wristbands, the objective is to
allow greater concert personalization for the artists and more
opportunities to interact for the audience members. The
wristbands contain LED lights which can light up in any
color of the RGB spectrum which enables intriguing light
shows to be created within crowd itself (Xylobands, 2016).
However, the light show is still controlled by the performer
and not by the actual members of the audience.
One behavioral change which is a result of the digital
revolution is that consumers have changed from being
passive receivers to empowered and informed co-creators.
Co-creators who expect a tailored experience (Edelman &
Singer, 2015). Consumers strive to exercise their influence
in all interactions in order to co-create value, live music
events included. Besides personalization, providing an
experience which is contextual is also important in order to
meet consumer needs and expectations. Emerging
technology need to co-create unique experiences together
with their users in order to be successful (Prahald &
Consumer Engagement During Concerts A Study on Using Mobile Interactive Technology to
Enhance the Live Music Event Experience
Denise Lordin
Royal Institute of Technology
School of Computer Science and Communication
+46 735 64 13 88 | [email protected]
W
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Ramaswamy, 2004). However, while people now have the
option of freely choosing what they want to watch and when
they want to watch it, they still spend time and money on
going to live mass events such as concerts, sports events,
amusement parks and museums. The reasons being that live
events provide people with experiential qualities, only
achievable by being physically present at a specific event.
The value gained by experiencing a specific event also
extends to the time before and after; dressing up in relevant
merchandise, talking to peers about hopes and expectations
as well as looking through and posting on social media,
perhaps using official hashtags (Ludvigsen & Veerasawmy,
2010).
There is extensive research which has looked into live
event experiences, and these highlight the importance of
audience members being active participants, meaning
individuals who contribute to the experience itself. Actions
performed by the audience is to a large extent what creates
the atmosphere during a concert setting and research points
to technology as an aspect that can enhance the audiences
experience (Ludvigsen & Veerasawmy, 2010). However,
there is little research which go beyond stating this fact.
Emerging technology and the shift in how people behave
allow new opportunities to arise, making it possible for
people to interact with their surroundings in new ways with
the help of their ubiquitous smartphones.
2. THEORY / LITERATURE STUDY
2.1 The audience members roles
When individuals gather in a specific place and time with
a common purpose, a collective identity is created. With live
music events, the individuals within the collective assume
the role of audience and thus act in concert. Studies have
shown that at live music events, the audience members are
for the most part active participants, immersed in the
experience and a handful of people are passive spectators,
lingering at the back of the venue (Dowdy, 2007).
The roles played by both audience and performers are
traditional and follow a certain pattern, defined and
appropriated through cultural understandings and rules. The
audience knows when to cheer and applaud as well as when
to be silent and the performer knows the right moment to aim
the microphone towards the crowd to encourage them to sing
along (Barkhuus & Jørgensen, 2008). When looking at
specific expressions of participation and engagement,
gestures such as jumping, dancing, clapping and singing
along are most commonly used (Lee, 2012).
Research has indicated that both the performers and
audiences strongest experiences are characterized by
engagement (Lamont, 2012). This term is therefore relevant
when studying what affects people’s perceptions of their
concert experiences. A relevant measure of engagement
could be physiological measures such as heart rate and
number of steps taken as well as objective data such as
number of photos taken and amount of film recorded.
However, these metrics do not provide insights into
consumer’s perception of their own level of engagement.
This is efficiently studied through self-perception reports
from live music event consumers (O'Brien & Toms, 2010).
2.2 Consumer demands on interactive technology
When designing a technological interaction, one needs to
make sure it is simple with a low learning curve. The effect
of the interaction must be clear and the social barrier of
participation must be taken into consideration. People do not
want to be the first to participate at the beginning of a
performance as they do not want to draw attention to
themselves, but are more likely to want to stand out at the
end of a performance. Interactive technology designed for
these social settings, therefore, needs to be flexible between
allowing people to stand out but also encourage quick initial
participation from a large number of people to increase the
feeling of contribution (Lee, 2012).
An application needs to be not only efficient and effective
but also have the ability to engage users and provide a unique
experience. Factors that influence engagement during events
are audio, video, text, animations, design, communicational
ability, interactivity, stimulation through intellectual
challenge and affective involvement (O'Brien & Toms,
2010). Besides individual engagement, studies have also
pointed to the importance of collective engagement.
Individuals value the sense of being engaged not only
directly with the performer but also with other audience
members through either verbal or nonverbal, intra- or
interpersonal interaction. Sharing the live concert experience
with others reinforces the emotions and behavior connected
to that specific event and is heightened when people feel as
though they are part of a collective, rather than being alone
(Radbourne, Johanson, Glow, & Tabitha, 2009).
2.3 Tested technological interaction
Technological interaction during live concerts has been
tested to a limited extent. Hödl, Kayali and Fitzpatrick
(2012) performed a study where the audience had the ability
to control the lead guitar’s stereo panorama. Results showed
that both guitarist and audience were hesitant to this level of
control as the quality of the musical experience was valued
more than the ability to control the sound. While smartphone
technology allowed interaction between the show and
audience members, there was also a need for constraints. It
was important that the quality of the performance was not
compromised and that the interactive moment did not
distract too much from the event itself (Hödl, Kayali, &
Fitzpatrick, 2012).
Another interactive moment that has been tested was a
cheer meter during a rap competition. When the crowd
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cheered, a monitor showed the volume which provided
instant feedback to the crowd and encouraged more cheering
(Barkhuus & Jørgensen, 2008). This interaction, facilitated
by technology, increased engagement without removing
attention from the event itself as the action performed by the
audience was in line with traditional behavior exhibited by
the members of the crowd. There was also a low learning
curve and no participation barrier which contributed to its
success.
Research also shows that taking pictures and recording
film clips is common practice during live music events. At
large events, the amount of recorded images and film clips
makes up a large database of digital content (Peltonen, et al.,
2007). In a study by Vihavainen, Mate, Seppälä, Cricri and
Curcio (2011), large amounts of this digital content was
collected and automatically edited to one photo and film reel.
Results showed that gathering images and recordings
provided greater value for the individual audience members
than their photos and recordings did alone. Results also
showed that audience members valued the opportunity of
participating in the editing process and co-creating the
content reel by editing in their own images and recordings or
remixing exiting images and recordings (Vihavainen et al.,
2011).
While technology provides opportunities for increased
engagement, technological devices have also been deemed a
disturbance to other members of the audience, for example
by blocking the view (Hödl, et al., 2012).
2.4 Definitions
Audience participation or interactive audience
participation is defined as individuals within an audience
having the possibility of contributing to an event through the
use of technology. Research has shown that utilizing
smartphone technology is a suitable way of increasing
audience participation, and in extension, audience
engagement. The development of mobile technology and the
extent to which people use their smartphones provides
opportunities to develop systems that utilize internet of
things mindset (Hödl, Kayali, & Fitzpatrick, 2012). Active
spectatorship is another term which refers to audience
engagement by sharing interactive experience with the
performers as well as other audience members. Being a part
of an audience is a social phenomenon and the individual
members experiences increase in value when able to engage,
express themselves and share their experiences verbally,
through performance and with the help of technology
Peltonen, et al., 2007).
Participation and engagement are within the scope of this
study used interchangeably as engagement is expressed by
participatory actions.
Live mass events is within the scope of this study used to
describe events in which a large number of people gather.
This includes but is not limited to events such as concerts,
sports events, musicals, theaters and conferences.
3. SCOPE OF THE STUDY AND RESEARCH
QUESTION
This paper is written for the Media Management master
program at the Royal Institute of Technology in Stockholm
and the research is carried out in collaboration with
Stagecast AB. Stagecast provides a live interaction platform
which collaborates with the users surroundings for the
purpose of enhancing the experience during live mass events
such as concerts. The platform allows the user’s smartphone
to become an interactive part of the show by utilizing light
and sound technology which already exists within the device
itself.
The aim of this study is to perform market research and
provide insights from the user’s perspective. To look into
how people behave when attending concerts as an audience
member, how they use technology as well as their
perceptions of the role of technology in this setting. This
project is a complement to Stagecast’s existing knowledge
of the artist’s perspective regarding interactive technology
during live concerts. The term engagement entails emotional
commitment and great interest which is why it is interesting
to look into. Finding what exactly engages people at
concerts, how they express engagement and how
engagement can be measured is of great value for companies
such as Stagecast, when designing platforms with the
purpose of enhancing engagement through interactive
technology. Previous research has studied how people
behave but not the differences between age groups, gender,
concert genres or how different expressions of behavior
correlate to each other and effect an individual’s experience.
Thus, the research question and sub-questions are the
following:
How can interactive technology be used to
enhance audience engagement?
What engages individuals at concerts?
How can engagement be measured?
4. METHOD
In order to answer the research question, a mixed methods
approach was used, combining qualitative and quantitative
data collection methods (Denzin & Lincoln, 2011). This
method allowed for a more in-depth understanding of how
people express engagement and how this is affected by the
use of mobile technology. The primary method was a
quantitative questionnaire. The secondary method was
qualitative interviews. For the method to successfully be
carried out there needed to be participants willing to donate
their time, the questionnaire respondents needed to have an
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internet connection and both participants of the
questionnaire and interviews needed to have some
experience of attending live music events.
4.1 Questionnaire
The questionnaire comprised twelve questions regarding
demographics, music preference, concert preference, event
attendance frequency, behavior during concerts, self-
perception of engagement and previous use of interactive
technology during concerts. A pilot test was first performed
with 10 participants in order to discover anomalies and
adjust the questionnaire before publishing online. The
published questionnaire was completed by 116 people and
the respondents were between the ages 15 and 64. An
additional 28 people answered the questionnaire but these
results were removed due to incompletion. A link to the
survey was posted on the social media platforms Facebook
and LinkedIn and was aimed towards people with an interest
in music and live concerts. The gender distribution of the
respondents was 62% females and 38% males. The age
distribution was as follows:
Figure 1. Age distribution of questionnaire respondents
Data gathered from the questionnaire was analyzed using
Microsoft Excel and pivot tables in order to group the data
into different clusters, allowing comparison between data
points in order to find patterns between behavior, self-
perception and preferences.
4.2 Interviews
Ten semi-structured interviews were performed with
questions focused on what type of concerts the respondents
usually attend, how they behave, their self-perception of
engagement as well as self-perception regarding their use of
mobile technology. The age distribution was between 23 and
54 and the gender distribution was even with 5 females and
5 males. The respondents were chosen based on age, to
correspond with the questionnaire respondents as well as
gender and previous experience of attending live concerts.
Data gathered from the interviews was analyzed through
qualitative content analysis.
5. RESULTS
The results are divided according to the different questions
answered by the respondents. First, the results from the
questionnaire are presented, followed by the results from the
interviews. Depending on the question, the results show e.g.
how many people have answered in a certain way or behavioral
differences depending on gender, age or preferred music genre.
Results from the interviews are presented with the help of
quotes from the respondents to highlight different perceptions.
5.1 Questionnaire – Previous use of interactive technology
The respondents stated if they had previous experiences
with interactive technology, such as a concert specific
application or a wristband such as Xylobands. The results
were as follow:
Figure 2. Result of previous use of technology
Of the 30 respondents who had tried interactive
technology at a live music event, 27 felt that the technology
made them feel more engaged while 3 people did not feel
more engaged. Of those who felt that technology was
engaging, 26 were between the ages 15 to 34 and 1 person
was between 45 and 54. Regarding gender, 17 were female
and 10 were male. Of those who did not feel engaged, the
age spanned between 25 and 54 with 1 respondent from each
age group, 2 were female and 1 was male.
Comparing these results with the respondent’s perception
of how they express engagement, 1 of the 3 respondents who
did not feel engaged when using interactive technology
stated that they felt engaged when using technology in
general. Of the 27 respondents who did feel engaged when
using interactive technology, 15 stated that they felt engaged
when using technology in general, 4 were neutral and 8 did
not feel engaged. Looking at the concert genre that the
respondents usually attend, both those who did and did not
feel engaged using interactive technology most often attend
rock, pop and/or indie pop concerts.
5.2 Questionnaire – Technology perceived as engaging
When asked if engagement was expressed by using
technology, 53% of the respondents agreed, 9% were neutral
in their opinion and 38% disagreed with the statement.
Looking at these results based on age, the distribution was
relatively even between the ages of 15 and 34 compared to
Age distribution
15 - 24
25 - 34
35 - 44
45 - 54
55 - 64
Previous use of interactive technology
I have never heard of this type
of interactive technology
No
Yes, this made me feel more
engaged/participant with the
showYes, but this did not make me
feel more engaged
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older generations. Of those between the ages 15 and 34, 52%
agreed that engagement was expressed through technology,
9% were neutral and 30% disagreed. Compared to older
generations where the distribution was 55% who agreed with
the statement that engagement was expressed through
technology, 5% were neutral and 40% disagreed.
5.3 Questionnaire – How engagement is expressed
When answering the questionnaire, the respondents
reacted to 6 statements which claimed that engagement was
expressed by acting in a certain way, such as moving,
making noise or using technology. The respondents replied
by stating to what extent they agreed, using a 5-point Likert-
scale in which 1 corresponded with strongly disagree and 5
corresponded with strongly agree. Based on the responses,
the average was calculated or each of the 6 statements.
Figure 3. Average value of expressions of engagement
Looking at the average value of different ways of
expressing engagement for each age group, the average
between groups were relatively even in the categories
making noise and moving. Differences in perception of
engagement occurred between age groups in regards to using
technology, where the respondents in the age groups 15 to
34 and those in the age group 45 to 54 feel technology is
more engaging than respondents from the other age groups.
However, in regards to expressing engagement by using
social media, respondents within the age group 45 to 64 felt
that this type of technology was more engaging than the
respondents within age group 15 to 44. Searching for
information about an artist or a song was what the
respondents found least engaging. Buying merchandise was
perceived relatively equally engaging by the different age
groups. The difference being that the respondents between
age group 15 to 34 and 45 to 64 perceived this action to be
slightly more engaging than those in the other age groups.
Figure 4. Age vs. average value of engagement
Comparing the average value of expressing engagement
relative to gender, the results were evenly distributed in
regards to perception of expressing engagement by making
noise, movement, searching for information about the artist
or song and buying merchandise. Differences between
genders occurred in regards to using technology and using
social media where females stated that they perceived using
these actions to be more engaging than males perceived them
to be.
Figure 5. Gender vs. average value of engagement
5.4 Questionnaire – Live music event behavior
The respondents also reacted to 12 statements regarding their
behavior during live music events and the extent of that
behavior. This was done using a 5-point Likert-scale in
which 1 corresponded with never and 5 corresponded with
very frequently. Based on the replies, the average was
calculated for each of the 12 statements.
Figure 6. Average value of behavior
Looking at the average value of different behavior for each
age group, the results varied in regards to how different age
groups behave during concerts. Respondents within the age
group 15 to 24 are the group who most often jumps, uses the
flashlight and records film clips. They are also the group
who least often looks through social media and searches for
information related to the concert. Respondents within the
age group 25 to 34 did not behave in any way more than the
other age groups but were the group who least often posts on
social media during concerts. Respondents between ages 35
to 44 most often clap, call back, take pictures and search for
information related to the concert but least often sing along
and dance. Respondents within the age group 45 to 54 most
often look through social media and use their phones in ways
unrelated to the concert and least often clap, take pictures
and record film clips. Respondents within the age group 55
to 64 most often sing along, dance and post on social media
and least often jump, call back, use the phone flashlight and
use their phone in ways unrelated to the concert.
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Figure 7. Age vs. Average value of behavior
Comparing the average value relative to gender, there
were some differences between how females and males
behave during live music events. Females stated that they
make noise, move, use technology, search for information
about artists or songs, buy merchandise, take pictures, record
film clips, look through and post on social media more than
what males claim to do. Males stated that they search for
concert related information and use their phone in ways
unrelated to the concert to a greater extent than what females
stated they did.
Figure 8. Gender vs. Average value of behavior
5.5 Questionnaire – How music genre affects behavior
Another relevant aspect when looking into how people
perceive and express engagement in order to measure
engagement during live music events is comparing to what
extent people behave in a certain way with what type of
concert genre they usually attend. Showing if there are
differences in how people behave depending on what type of
concert they go to as well as what those differences might
be. The following graphs show the music concert genres
which more than 10% of the respondents stated they usually
attend relative to how frequently they behave in a certain
way. The graphs also show, out of the total amount of people
who usually attend a specific concert, what percentage of
those people behave very frequently, frequently, sometimes,
rarely and what percentage never behaves in that specific
way.
The following two graphs illustrate that singing along and
clapping were deemed to be very frequent behavior for all
genres. The graphs also show that the frequency of how
people behave is similar for all genres. One difference that
stands out was clapping, which was very frequently
performed by the majority of the respondents except those
attending electronic and/or techno concerts. Respondents
who usually attend electronic and/or techno concerts are also
the only group who stated that they never clap during
concerts.
Figure 9. Singing along vs. concert genre
Figure 10. Clapping vs. concert genre
The following graph shows the frequency of which the
respondents of different genres dance. Looking at the posts
rarely and never, metal, closely followed by rock were the
genres that stuck out. In other words, a higher percentage of
people who usually attend metal and/or rock concerts rarely
or never dance, in comparison to other music concert genres.
Figure 11. Dancing vs. concert genre
Results stating to what extent people jump, another
interaction based on movement, were also relatively between
0%
10%
20%
30%
40%
50%
60%
70% Electronic /
TechnoHiphop /
RapIndie pop
Metal
Pop
R&B /
SoulRock
0%
10%
20%
30%
40%
50%
60%
70% Electronic
/ TechnoHiphop /
RapIndie pop
Metal
Pop
R&B /
SoulRock
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%Electronic
/ Techno
Hiphop /
Rap
Indie pop
Metal
Pop
R&B /
Soul
Rock
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genres, with those attending electronic and/or techno
concerts generally performing this action less than those who
attend other concert genres. However, jumping, on average
occurs less frequently than clapping, as seen in figure 6.
Figure 12. Using phone flashlight vs. concert genre
Looking at the graph for the extent to which people take
pictures, the only two genres where respondents stated they
never take pictures were indie pop and pop. And of those
who usually go to pop concerts, a larger percentage of people
stated that they frequently take photos compared to other
genres. Other than that the responses were very equal
between genres and frequency of behavior.
Figure 13. Taking pictures vs. concert genre
Results of how people film during concerts was similar to
that of how they take pictures, as shown in the graph above.
The difference being that recording film is slightly less
frequent overall, as seen in figure 6. One difference that
sticks out is metal during which more than 50% of the people
who usually go to metal concerts stated that they rarely film
in comparison to other concert genres, during which 20-30%
claim they rarely film.
The graph below shows to what extent people attending
different genres look through social media. Of those who
usually go to metal concerts, a larger percentage of people
claim to sometimes look through social media in comparison
to other genres. None of the respondents who usually attend
hip hop/rap or indie pop have stated that they very frequently
look through social media.
Figure 14. Looking through social media vs. concert genre
Posting on social media had even results between genres,
with the difference being that respondents stated it was
slightly more common for them to post on social media
during a live concert event than it was to look through social
media.
5.6 Interview – Sitting vs. standing
When asked about preference regarding sitting or standing
at a concert, six respondents preferred standing and four
preferred sitting. Motivation behind a preference for
standing was perception of engagement and interaction. “I
feel it’s more engaging, you can more easily dance and interact with what’s happening around you”.
Motivation behind a preference for sitting was comfort.
“It’s more comfortable, calmer, nicer”.
5.7 Interview – How smartphone affects the experience
Responding to the question if they would enjoy a concert
more if they did not have access to their smartphones, five
people answered that they would not enjoy the experience
more, four people replied that they would enjoy the
experience more and one person stated that it depends on the
situation. Reasons why the respondents stated they would
not enjoy the experience more without access to mobile
technology was the value of recording photos and film clips
to look back on later. “I try to put it away but I would also
miss it if I don’t have it on me. I like to take pictures to look
at afterwards and perhaps listen to the clip again, so I enjoy
taking these pictures, I really value them”.
Reasons for enjoying the experience more without the
phone centered on being present rather than distracted by a
screen. “Yes, I think that many people who use their camera
also get stuck in the camera a bit, and miss what’s happening around it”.
The respondent who stated that it depends on the situation
answered in the following way: “I’m thinking of a smaller
concert I went to that my boyfriend couldn’t go to, so I sent
him quite a lot of video clips to make him feel jealous
0%
10%
20%
30%
40%
50%
60%
70%
80%Electronic /
Techno
Hiphop / Rap
Indie pop
Metal
Pop
R&B / Soul
Rock
0%5%
10%15%20%25%30%35%40%45%50% Electronic /
TechnoHiphop / Rap
Indie pop
Metal
Pop
R&B / Soul
Rock
0%
10%
20%
30%
40%
50%
60%Electronic /
Techno
Hiphop / Rap
Indie pop
Metal
Pop
R&B / Soul
Rock
8
[laughter]. But yeah, so maybe at that point I could have
enjoyed it more myself if I didn’t want to share it with him straight away. Yeah, it depends”.
5.8 Interview – Smartphone usage
All ten respondents stated that they mainly used their
smartphones to take pictures and record short film clips.
However, to what extent their phones were used differed
between respondents. “Yeah, I take quite a lot of photos or
small video clips, and also if it’s that kind of songs then you use the flashlight, kind of, especially in Ullevi when maybe
30,000 people had their flashlight on for one song that was quite amazing. That was cool, I think I got some pictures
from that”.
Another respondent explained the dualism between
wanting to capture certain moments but also being present
and not too focused on the screen. “I have a strange relationship with my phone during concerts because I often
feel a bit embarrassed in front of others that I was kind of
trying to capture something while I was not enjoying the here and now, but of course I want a good picture and a good
video because I know I value looking back at it”.
One respondent who usually attends rock concerts was
reluctant to use their smartphone because of the behavior at
these types of concerts. “Well, I do use, or take a couple of pictures in the beginning but then I stop doing that because
it’s just too dangerous when you’re in a circle, or death wall,
or mosh pit or whatever”.
5.9 Interview – Experiencing and expressing engagement
The respondents all stated that what makes them feel
engaged is the atmosphere, the connection with the
performers and that expressing engagement was done with a
combination of voice and body movements. In other words,
clapping, cheering, jumping and/or singing along. Using
interactive technology was not mentioned by the
respondents themselves. Regarding how they experience
engagement some respondents focused more on the
performers. “Usually, I like to stand very close to the artist
or stage, to see, well, facial expressions and everything”.
“When the artist is involving the crowd, I think that’s the biggest part. When you clearly can see the artist is making
an effort to make you feel welcome or whatever”.
Other respondents attributed more value to the crowd
experience. “If the crowd is in a nice atmosphere and
everybody is moving then I’m more likely to move, because, it’s just the crowd effect, so that I want to engage also, so I
think it’s more the crowd feeling that comes from the crowd
and not the artist”.
Regarding how the respondents express engagement the respondents stated that this was done by using both voice
and body movements. “I think it’s a great mixture between
body and vocal expression, so I sing along and I dance a lot”. Another respondent also stated it was a mixture of
sound and movement. “I cheer and jump quite a lot.
Screaming and jumping, and also singing if I know the
lyrics”.
Some respondents also focused on the interaction with the
performers and expressing engagement by following their
lead. “I guess you like, interact with the artist. It depends on
how the artist is with the crowd. If he’s like, hyping up the
dance, you dance. If he’s making you shout stuff with him you do that”.
One respondent also explained that expressing
engagement was in part for the benefit of the artist. “I scream a lot, and I also know the value of cheering, I mean
if there would be a really awkward crowd and everyone is just clapping, then how fun would that be for the artist. It’s
more fun when the people are pumped so I do that a lot and
it feels nice”.
5.10 Interview – Perception of future of technology
When asked about their outlook on mobile technology in
the future, imagining that their smartphone was a remote
control that could be used to contribute to the show itself,
nine were positive, though unsure how exactly it could work
and one was negatively inclined. While positive that
interactive technology will occur more in the future, some
were still a bit skeptical. “I can imagine that, because for
example with the camera it can make a flash and like wave along and make something like this, but then for me I see a
risk that I might get distracted”.
Others were more positive. “Yeah, I definitely think that it could be. That could be pretty fun, I think. I’ve never heard
of being able to do that but it would be pretty cool”.
The respondent who was negative to interactive
technology felt technology did not contribute to the concert
experience. “I don’t think so, because if I compare how concerts were 5 or 7 years ago and how they’re now, I think
it was a decrease of quality because of the phone. Because
people keep staring at their phones instead of engaging in the music, it kind of bugs me”.
6. ANALYSIS AND DISCUSSION
To summarize the results of the study, people express
engagement by using a combination of vocal and body
expression. Mobile technology can be used to express
engagement by taking pictures, recording film or using the
flashlight function. However, technology can also decrease
engagement, for example when looking through/posting on
social media or searching for information, either related or
unrelated to the live music event.
6.1 Analysis
Looking at the previous use of interactive technology, the
majority of those who had tried technology within a concert
setting felt engaged when using an interactive tool. Of those
who did not feel engaged, there was no clear indicator
pointing to a certain group being less inclined to enjoy
9
interactive technology. These respondents’ belonged to
different age groups and while two of three were female,
females also stated that using technology in general made
them feel more engaged compared to males. Ludvigsen and
Veerasawmy (2010) stated that technology can enhance an
audiences experience as long as it is interactive and allows
the audience members to actively contribute to the show.
When asked if technology was perceived as engaging, 38%
of the respondents disagreed. As 74% of the respondents had
not used or heard of interactive technology in concert
settings, the reason why a large percentage was disinclined
to see technology as engaging could be because a lack of
experience limits one’s perception of what is possible.
Historically, people have been unaware of what is possible
until it is invented, be it electricity, the internet or something
as recent as Swish, the Swedish mobile money transfer
service. In other words, since mobile interactive technology
is recent within concerts, it is reasonable that people are
skeptical or have difficulties imagining what could be
possible or interesting to have access to.
According to O’Brien and Toms (2010) one aspect that
affects engagement is stimulation through intellectual
challenge. However, results from the interviews stated that
while people thought technology could be used to enhance
the live experience, they also were concerned about being
distracted from what was happening live if their focus is on
a screen. Results from this study have shown that people
value a balance between using technology and not becoming
too immersed in it. This correlates with results from the
study by Barkhuus and Jørgensen (2008) who stated that
technological interactions should increase engagement
without removing attention from the performance.
While results were overall relatively even between
gender, there were large gaps between how different age
groups perceived and expressed engagement through use of
technology. Those between age group 35 to 44 as well as 55
to 64 felt that technology was disengaging. People between
15 to 34 and 45 to 54, however felt that using technology
was engaging.
Ludvigsen and Veerasawmy (2010) stated that live events
provide people with experiential qualities, only attainable
within that setting. Radbourne et al., (2009) also stated that
value is not only generated between the artist and the
audience but between audience members. Results from the
interviews showed that what people perceive to be special
about live music is not technology, lighting or sound in itself
but the combination of everything happening at that specific
moment. They value the atmosphere created by the
performer and the members of the audience. However, like
one respondent described, technology can then be used to
enhance, as when 30,000 people use the flashlight during a
concert at the request of the performer, creating a moment
which was greatly valued.
Results from the questionnaire pointed out that noise and
movement were the actions which made people feel most
engaged. Buying merchandise and using technology were
deemed to be neither engaging nor disengaging. Using social
media and searching for concert related information were
deemed slightly disengaging. Results from the questionnaire
also highlighted that the way people behave and express
engagement is similar regardless of what type of concert
they usually attend. Lee (2012) also pointed to movement
and singing along as the most common gestures during
concerts. Successful interactive technology needs to utilize
the way people behave during concert settings and find
technological ways to facilitate and enhance this behavior.
The study which tested a cheer meter during a rap battle was
one example in which the audience appreciated the
interactive technology as an element which increased the
engagement while not deferring attention from the purpose
of the event itself (Barkhuus & Jørgensen, 2008). This could
also be because the interaction was in line with traditional
means of behaving within the context of live music events,
which Prahald and Ramaswamy (2004) explain is important
in order for interactive technology to be successful. People
are skeptical to the use of mobile technology during concerts
as they are afraid to get too immersed in the digital world.
Interactions therefore need to limit the amount of time
focused on the screen and have a low learning curve.
The studies by Peltonen et al. (2007) and Vihavainen et al.
(2011) observed that the way people use mobile technology
to the greatest extent is taking pictures and recording film
clips. Bennett (2012) also came to this conclusion but added
that people use the smartphone to connect to social media,
send text messages and use the flashlight function. Which
correlates with results from this study as well. However,
previous studies have not looked into people’s overall
behavior to figure out how technology could be used to
increase interaction. While several respondents, during the
interviews, claimed that taking pictures and recording film
clips provided value, they also accentuated that this was
more for their benefit after the concert was over, too look
back on, rather than a method of interaction during the
concert. The study by Hödl et al. (2012) also pointed out that
technological devices such as the smartphone have a
tendency to be a disturbance as they block the view of others
or pull someone’s focus away from the performance.
Instead, interactive technology should focus on utilizing the
actions that people most often do, and perceive to be most
engaging in order to add value to the concert experience.
According to results from this study, these are singing along,
clapping, dancing and calling-back.
Looking at how people behave based on what types of
concerts they go to, results from the questionnaire showed
that regardless of genre, people have a similar perception of
how they express engagement. While some differences
existed these were slight, such as using one’s smartphone
10
slightly less at rock or metal concerts for fear of losing the
phone during moshpits, which are common at concerts
within these genres.
From the interviews two types of concert goers could be
deduced, those who wanted to stand in order to be closer to
the artist and interaction and those who preferred sitting to
be able to enjoy the experience comfortably. This correlates
with results from the study by Dowdy (2007) which defined
individuals within a crowd as active participants or passive
spectators. Dowdy (2007) however, did not look into
differences between age groups, gender or genre preference.
Both participants and spectators express engagement using
voice and movement, meaning that a preference of sitting or
standing does not necessarily affect engagement. Both
groups express engagement with the same general means.
6.2 Main findings
To summarize, the following are the three main findings
within this study:
1. For interactive technology within a live music event
setting to be successful, the interaction needs to be
designed to enhance existing patterns of behavior.
2. Key interactions with which people express
engagement at concerts are a combination of
movement and noise. An unexpected finding was
the lack of difference in behavior between groups.
3. An average value for different concert related
behavior was deduced, providing a foundation for
measuring engagement.
6.3 Alternative methods
Other relevant methods would have been field studies
during live concert events, alternatively gathering third party
data to gain insights into their behavior during concerts.
These methods would provide a more objective measure of
their behavior but would not provide insights into motivation
behind different behavior and insights into perception of
engagement. The results might differ in regards to metrics
with which engagement can be measured but results would
most likely be the same in regards to how people express
engagement as this is not affected by neither how the data is
collection nor how the analysis is performed.
6.4 Limitations and future research
This study has been limited to singular live music events
rather than looking into different live mass events such as
sports events, festivals, amusement parks, conferences etc.
The focus of this study has also been on self-perception of
behavior and engagement during concerts from the
perspective of westernized culture.
Relevant future research could be a study looking into data
received directly from user’s smartphones in order to
determine what they do with their phones in connection to
live mass events. This could give more specific and accurate
insights into how people actually interact with mobile
technology and to what extent rather than their self-
perception of how they behave. Furthermore, relevant future
research could design and test different types of
technological interactions based on movement and vocal
expressions in order to find interactions that add value while
simultaneously maintaining focus on the event itself.
7. CONCLUSION
The purpose of this study was to gain insights into how
people perceive engagement during live music events as well
as the role interactive technology plays in this setting.
Answering: what engages individuals at concerts, results
show that making noise and moving are the key interactions
and that audience members’ value the atmosphere created
between performers and members of the audience. Using
technology and buying merchandise are perceived as slightly
less engaging. Answering: how engagement can be
measured, this is possible by looking at the average value of
specific actions, calculated within this study. By registering
how much people move, for example the number of steps
taken or recording the noise level, the engagement can be
measured. Answering the main research question: how
interactive technology can be used to enhance audience
engagement, this can be done by designing an application
which utilizes and enhances traditional behavior by
providing direct feedback to the users. For example, by
showing the noise level the audience makes or connecting
the camera on a single phone to a larger screen, allowing
everyone to see what one person sees. Audience members’
value a balance between being present and interactive with
the show while also interacting and co-creating through
technology. It is important that technology does not become
a disturbance during the show. Technological interactions
need to be designed to maintain the balance between
focusing on the screen and on the live experience itself.
This study provides insights valuable for Stagecast in the
further development of their product so that functionality
provides people with experiences that add value to a concert
setting. Findings from this study can also be used for other
actors within the live music event industry as a foundation
on which further research regarding interactive technology
during live concerts can be made. There is extensive research
looking into how people behave, stating that technology can
be used to enhance the live experience and that in western
cultures people express engagement through movement and
voice. Some studies have also tested ways of allowing the
audience to interact through technology. This studies,
however, has contributed to the theoretical sphere by looking
into specific details of how people express engagement and
the differences between age groups, gender and what concert
genres they attend in order to provide insights into how
engagement could be measured in the future.
11
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