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Entertainment Center
INTRODUCTION
The idea of adding a major entertainment center to a shopping mall has been gaining popularity over the past few years. Several of these so called 'mega-malls ' have been constructed in various regions of the country, with substantial square footage allocated to large-scale entertainment centers. The first major entertainment mall was probably the West Edmonton Mall in Alberta, Canada, which came complete with a full amusement park and indoor surfing. Some of the largest U.S. entertainment malls now include The Mall of America in Minnesota, Forest Fair Mall in Cincinnati, River Fair Mall in Louisville, North Park Mall in Davenport, Iowa, and the Sawgrass Mills Mall in Florida. The entertainment centers in these mega-malls typically feature attractions like: carrousels, ferris wheels, trains, bumper cars and other children 's rides, skill games, bowling alleys, miniature golf courses, roller or ice skating rinks, and video arcades.
The generally accepted notion within the industry is that such entertainment centers can substantially extend a mall 's draw, lengthen shopper stays, and increase revenues for tenants. Patterson (1994) points out that entertainment centers function as anchors in malls, "they are a traffic generator without being a competitor with smaller specialty stores". Risley (1990), further points out that "there is a growing recognition in the industry that fun and games - if done properly - not only can attract shoppers but also can improve the bottom line". Forest Fair Mall, in Cincinnati, which was on the brink of filing for bankruptcy in 1989, is said to have saved itself from disaster by installing rides and games. Forrec International of Toronto Canada, calculates that major amusements can extend a mall 's draw by as much as five times current industry averages. Whereas shopping centers used to be in the business of selling only merchandise, they now see themselves as being in the business of providing fun and entertainment, and an enjoyable family shopping experience. In fact, this growing trend, and the success of most of these mega-malls has mall developers now looking at other attractions in addition to amusement rides, e.g., theme museums, aquariums etc.
However, there has been very little academic research done across different malls that lends support to these arguments about the substantial benefits provided by entertainment centers. Most of the available research studies are those done by individual malls which have primarily dealt with the amount of patronage at the entertainment centers and the mall in general, and the overall draw of the mall. There has been almost no focus on the exact extent to which the existence of an entertainment center impacts the shopping behavior of consumers in terms of the distance traveled to reach the mall, the amount of time and money spent at the mall, and the extent of patronage at other mall stores.
The present study examines the impact of such entertainment centers by investigating the characteristics and shopping behavior of consumers who visit the entertainment centers, and comparing these to the characteristics and shopping behavior of customers who did not visit the entertainment centers.
LITERATURE REVIEW
The concept of 'entertainment ' is hard to define in the context of a shopping center. It could be viewed in a very narrow sense as consisting of just fides, games, and shows, or in a broad sense as a combination of the entire shopping experience. The present study, however, focuses specifically on common area entertainment centers within malls, operationally defined as a concentrated, centralized, entertainment area of at least 30,000 square feet and containing a variety of entertainment opportunities, including various types of rides for children, carrousels, miniature golf courses, soft play structures, simulator rides, etc. Although malls have traditionally offered several different types of entertainment options, it is this category that has seen the most growth in recent years.
Most previous academic research studies have treated such entertainment centers as just one additional characteristic of a shopping center which could be included in retail gravitational models to predict consumer patronage of shopping centers or the market potential of a particular location. Such gravitation models have traditionally included factors such as distance and travel time, size of a shopping area, characteristics of the shopping center, consumer characteristics, and the cost of shopping to consumers (Craig, Ghosh, & McLafferty, 1984). In terms of shopping center patronage, Bellenger et al. (1977) found that some consumers placed the greatest value on convenience and economic attributes including convenience to home, accessibility, and the presence of services such as banks and restaurants. Others, however emphasized recreational attributes including atmosphere, fashionability, variety of stores and merchandise. More recent studies have supported these results on the importance of recreational attributes including atmospherics (Donovan & Rossiter, 1982); pleasurable shopping experiences (Dawson, Bloch, & Ridway, 1990); and the social aspects of mall shopping (Feinberg, Sheffler, Meoli, & Rummel, 1989; Jarboe & McDaniel, 1987).
However, as mentioned earlier, there has been very little academic research on mega-malls and the effects of entertainment centers in such malls on consumer behavior. Most of the research conducted on this relatively recent phenomenon has been done by either mall developers in specific malls (e.g., Stiller & Smith, 1992) or by private research agencies which provide a fee-based information service (e.g., U.L.I. Publications). These studies have primarily focused upon defining the trading area of the mall, the consumer characteristics, and the extent of patronage at various stores and entertainment centers. Testimonials to the effectiveness of the entertainment centers seem to be based not so much on this research as on the gut instinct of developers and the success of most of the mega-malls. For example, John Denlinger, the vice president of operations for Time-Out Amusements Inc., an operator of entertainment centers, says that such entertainment centers "are helping attract people from farther away, encouraging them to bring the whole family to the mall, and getting them to shop more once they are there". James Ginsberg, vice-president of Recreational Concepts Inc., also an operator of such entertainment centers has similar views, "if malls get people into their centers, they will stay longer. This is especially true in the case of people coming from longer distances, who to justify the time spent getting there, are more likely to spend more money because they are there" (Bivins 1989, p.23). None of these statements, however, are supported by any published research findings.
The present study seeks to provide this support by investigating the effects of the entertainment centers on the shopping behavior of consumers. In particular, the characteristics and shopping behavior of consumers who visit the entertainment centers is investigated and compared to the characteristics and shopping behavior of consumers who do not. Factors investigated include the distance traveled to reach the mall, demographic characteristics and group composition, the amount of time and money spent at the mall stores, the department stores, and the food court.
HYPOTHESES
Hypotheses were developed based mainly on the comments cited in the literature and reasonable assumptions.
Hypothesis 1: Consumers who visit the entertainment centers are more likely to have traveled a greater distance to reach the mall as compared to the distance traveled by consumers who do not visit the entertainment centers.
One of the most frequent comments in the literature is that a family entertainment center benefits a mall by "extending a mall 's draw", or drawing consumers from a larger geographical area. The assumption is that the additional attraction of a large family entertainment center will encourage consumers to drive a longer distance to reach the mall than they would normally have driven. In fact, taking this fact as a given, some industry experts have even gone on to say that since these consumers are driving a longer distance to reach the mall, they are likely to stay longer and spend more.
Hypothesis 2: Consumers who visit the entertainment centers are more likely to be visiting as a family with young children than consumers who do not visit the entertainment centers.
By definition the entertainment centers are family oriented and feature attractions that appeal to small children. It would seem reasonable to assume therefore that shoppers who visit the entertainment centers are more likely to be visiting as a family with young children than shoppers who do not visit the center.
Hypothesis 3: Consumers who visit the entertainment centers are likely to spend more time and money shopping at mall stores and department stores as compared to consumers who do not visit the entertainment centers.
This is also a comment which is mentioned frequently in the literature. The assumption is that consumers who visit the entertainment centers spend a longer time at the mall and hence spend more time and money shopping at the malls other stores and department stores.
Hypothesis 4: Consumers who visit the entertainment centers are more likely to visit the food court and spend more money there as compared to consumers who do not visit the entertainment centers.
Although the impact of the entertainment centers on the food court in particular is not mentioned in the literature, it would seem reasonable to assume that consumers who visit the entertainment centers are also more likely to visit the food court. These consumers are likely to spend a longer time at the mall, in an area which in most cases is located close to the food courts. They might therefore be more likely to visit the food court.
METHODOLOGY
Unlike most previous research on malls with large scale entertainment centers, which focused only on one specific mall, this study attempts to study consumer behavior across several different malls located in different areas of the country. Data were collected from 1,592 respondents from four different malls [Appendix A]. River Fair Mall in Louisville (248 respondents), Forest Fair Mall in Cincinnati (425 respondents), North Park Mall in Davenport, Iowa (419 respondents), and Woodline Center Mall in Toronto, Canada (500 respondents). The entertainment centers at these malls fit our operational definition of common area entertainment centers, since each had a concentrated, centralized, entertainment area of at least 30,000 square feet with a variety of entertainment opportunities, including various types of rides for children, carrousels, miniature golf courses, soft play structures, simulator rides, etc. The geographic locations of these four malls in different regions of the U.S. and Canada also provides some amount of generalizability for our results.
The survey instrument was a structured personal interview questionnaire, administered by trained market research agency personnel. Interviewers conducted mall intercept exit interviews on a random sample of mall shoppers. Questions focused on the following issues - distance traveled to reach the mall, whether the respondents had visited the entertainment center and the food court that day, number of department stores and mall stores visited, amount of time and money spent at the entertainment center, the food court, and other stores, and various demographic variables.
RESULTS
Overall, our sample of 1,592 respondents from four different malls included 424 families, with one or more children. Median income levels were $25,000 - $50,000. The largest percentage (66%) were between the ages of 18-44, and 18% were students. A majority, 85.5% were Caucasian while 13.3% were African American. Average time spent at the mall was 2 hours, with an average of $17 spent at the mall stores. Thirty-two percent of the total respondents had actually visited the entertainment center that day, for an average of 23 minutes and had spent an average of $7.
Hypothesis 1: Consumers who visit the entertainment centers are more likely to have traveled a greater distance to reach the mall as compared to the distance traveled by consumers who do not visit the entertainment centers
The results of a T-Test comparing the mean number of miles traveled by consumers who visited the entertainment center and consumers who did not, showed no significant differences between the two groups ([Alpha] - .05). Similar results were obtained when each mall was analyzed separately. Only River Fair Mall in Cincinnati showed a difference that was marginally significant at the [Alpha] - .10 level of significance. This hypothesis therefore was not supported. Consumers who were visiting the entertainment center did not appear to be traveling a longer distance to reach the mall. The entertainment center by itself did not seem to extend the mall 's draw.
Hypothesis 2: Consumers who visit the entertainment centers are more likely to be visiting as a family with young children than consumers who do not visit the entertainment centers.
Seventy-two percent of respondents who visited the entertainment center were families with children under the age of twelve, whereas only 20% of respondents who did not visit the entertainment center were families. Further, 75.6% of all respondents who came to the mall with young children (under 12) visited the entertainment center. These results supported the hypothesis, showing that the entertainment center seemed more likely to attract consumers who were visiting the mall with young children.
Hypothesis 3: Consumers who visit the entertainment centers are likely to spend more time and money shopping at mall stores and department stores as compared to consumers who do not visit the entertainment centers.
T-Tests were used to compare the mean amount of time and money spent by the two groups of respondents, those who visited the entertainment centers and those who did not. The results indicated that respondents who visited the entertainment center spent significantly less time ([Alpha] = .05) shopping, although the total amount of time they spent at the mall was higher (because of the time they spent at the entertainment centers). The number of mall stores visited was not significantly different between the two groups, although the amount of money spent at mall stores by consumers who visited the entertainment centers was significantly less than consumers who did not visit the entertainment centers.
There was a significant difference between the two groups in terms of the number of department stores visited and the amount of money spent at the department stores. The consumers who visited the entertainment centers tended to visit far fewer department stores and spent much less money at these stores than the other group.
[TABULAR DATA OMITTED]
Further, analyzing only the group of consumers who visited the entertainment center, a significantly higher percentage visited mall stores (64%) as compared to the percentage that visited department stores (47%). Further, 23% visited less than one mall or department store.
Hypothesis 4: Consumers who visit the entertainment centers are more likely to visit the food court and spend more money there as compared to consumers who do not visit the entertainment centers.
Fifty-seven percent of respondents who visited the entertainment center also visited the food court, whereas only 34% of the respondents who did not visit the entertainment center visited the food court. This difference as significant at the [Alpha] =.05 level. This hypothesis was therefore supported.
IMPLICATIONS AND CONCLUSIONS
The results associated with the above hypotheses provide some interesting insights into the effects of entertainment centers on shopper behavior in malls. First, it would appear that contrary to the generally accepted notion, the entertainment centers do not seem to extend the malls trading area significantly, at least in terms of shoppers who visit the entertainment centers vs. shoppers who do not. Shoppers who visited the entertainment centers were not driving a longer distance to reach the mall

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The idea of adding a major entertainment center to a shopping mall has been gaining popularity over the past few years. Several of these so called 'mega-malls ' have been constructed in various regions of the country, with substantial square footage allocated to large-scale entertainment centers. The first major entertainment mall was probably the West Edmonton Mall in Alberta, Canada, which came complete with a full amusement park and indoor surfing. Some of the largest U.S. entertainment malls now include The Mall of America in Minnesota, Forest Fair Mall in Cincinnati, River Fair Mall in Louisville, North Park Mall in Davenport, Iowa, and the Sawgrass Mills Mall in Florida. The entertainment centers in these mega-malls typically feature attractions like: carrousels, ferris wheels, trains, bumper cars and other children 's rides, skill games, bowling alleys, miniature golf courses, roller or ice skating rinks, and video arcades.
The generally accepted notion within the industry is that such entertainment centers can substantially extend a mall 's draw, lengthen shopper stays, and increase revenues for tenants. Patterson (1994) points out that entertainment centers function as anchors in malls, "they are a traffic generator without being a competitor with smaller specialty stores". Risley (1990), further points out that "there is a growing recognition in the industry that fun and games - if done properly - not only can attract shoppers but also can improve the bottom line". Forest Fair Mall, in Cincinnati, which was on the brink of filing for bankruptcy in 1989, is said to have saved itself from disaster by installing rides and games. Forrec International of Toronto Canada, calculates that major amusements can extend a mall 's draw by as much as five times current industry averages. Whereas shopping centers used to be in the business of selling only merchandise, they now see themselves as being in the business of providing fun and entertainment, and an enjoyable family shopping experience. In fact, this growing trend, and the success of most of these mega-malls has mall developers now looking at other attractions in addition to amusement rides, e.g., theme museums, aquariums etc.
However, there has been very little academic research done across different malls that lends support to these arguments about the substantial benefits provided by entertainment centers. Most of the available research studies are those done by individual malls which have primarily dealt with the amount of patronage at the entertainment centers and the mall in general, and the overall draw of the mall. There has been almost no focus on the exact extent to which the existence of an entertainment center impacts the shopping behavior of consumers in terms of the distance traveled to reach the mall, the amount of time and money spent at the mall, and the extent of patronage at other mall stores.
The present study examines the impact of such entertainment centers by investigating the characteristics and shopping behavior of consumers who visit the entertainment centers, and comparing these to the characteristics and shopping behavior of customers who did not visit the entertainment centers.
LITERATURE REVIEW
The concept of 'entertainment ' is hard to define in the context of a shopping center. It could be viewed in a very narrow sense as consisting of just fides, games, and shows, or in a broad sense as a combination of the entire shopping experience. The present study, however, focuses specifically on common area entertainment centers within malls, operationally defined as a concentrated, centralized, entertainment area of at least 30,000 square feet and containing a variety of entertainment opportunities, including various types of rides for children, carrousels, miniature golf courses, soft play structures, simulator rides, etc. Although malls have traditionally offered several different types of entertainment options, it is this category that has seen the most growth in recent years.
Most previous academic research studies have treated such entertainment centers as just one additional characteristic of a shopping center which could be included in retail gravitational models to predict consumer patronage of shopping centers or the market potential of a particular location. Such gravitation models have traditionally included factors such as distance and travel time, size of a shopping area, characteristics of the shopping center, consumer characteristics, and the cost of shopping to consumers (Craig, Ghosh, & McLafferty, 1984). In terms of shopping center patronage, Bellenger et al. (1977) found that some consumers placed the greatest value on convenience and economic attributes including convenience to home, accessibility, and the presence of services such as banks and restaurants. Others, however emphasized recreational attributes including atmosphere, fashionability, variety of stores and merchandise. More recent studies have supported these results on the importance of recreational attributes including atmospherics (Donovan & Rossiter, 1982); pleasurable shopping experiences (Dawson, Bloch, & Ridway, 1990); and the social aspects of mall shopping (Feinberg, Sheffler, Meoli, & Rummel, 1989; Jarboe & McDaniel, 1987).
However, as mentioned earlier, there has been very little academic research on mega-malls and the effects of entertainment centers in such malls on consumer behavior. Most of the research conducted on this relatively recent phenomenon has been done by either mall developers in specific malls (e.g., Stiller & Smith, 1992) or by private research agencies which provide a fee-based information service (e.g., U.L.I. Publications). These studies have primarily focused upon defining the trading area of the mall, the consumer characteristics, and the extent of patronage at various stores and entertainment centers. Testimonials to the effectiveness of the entertainment centers seem to be based not so much on this research as on the gut instinct of developers and the success of most of the mega-malls. For example, John Denlinger, the vice president of operations for Time-Out Amusements Inc., an operator of entertainment centers, says that such entertainment centers "are helping attract people from farther away, encouraging them to bring the whole family to the mall, and getting them to shop more once they are there". James Ginsberg, vice-president of Recreational Concepts Inc., also an operator of such entertainment centers has similar views, "if malls get people into their centers, they will stay longer. This is especially true in the case of people coming from longer distances, who to justify the time spent getting there, are more likely to spend more money because they are there" (Bivins 1989, p.23). None of these statements, however, are supported by any published research findings.
The present study seeks to provide this support by investigating the effects of the entertainment centers on the shopping behavior of consumers. In particular, the characteristics and shopping behavior of consumers who visit the entertainment centers is investigated and compared to the characteristics and shopping behavior of consumers who do not. Factors investigated include the distance traveled to reach the mall, demographic characteristics and group composition, the amount of time and money spent at the mall stores, the department stores, and the food court.
HYPOTHESES
Hypotheses were developed based mainly on the comments cited in the literature and reasonable assumptions.
Hypothesis 1: Consumers who visit the entertainment centers are more likely to have traveled a greater distance to reach the mall as compared to the distance traveled by consumers who do not visit the entertainment centers.
One of the most frequent comments in the literature is that a family entertainment center benefits a mall by "extending a mall 's draw", or drawing consumers from a larger geographical area. The assumption is that the additional attraction of a large family entertainment center will encourage consumers to drive a longer distance to reach the mall than they would normally have driven. In fact, taking this fact as a given, some industry experts have even gone on to say that since these consumers are driving a longer distance to reach the mall, they are likely to stay longer and spend more.
Hypothesis 2: Consumers who visit the entertainment centers are more likely to be visiting as a family with young children than consumers who do not visit the entertainment centers.
By definition the entertainment centers are family oriented and feature attractions that appeal to small children. It would seem reasonable to assume therefore that shoppers who visit the entertainment centers are more likely to be visiting as a family with young children than shoppers who do not visit the center.
Hypothesis 3: Consumers who visit the entertainment centers are likely to spend more time and money shopping at mall stores and department stores as compared to consumers who do not visit the entertainment centers.
This is also a comment which is mentioned frequently in the literature. The assumption is that consumers who visit the entertainment centers spend a longer time at the mall and hence spend more time and money shopping at the malls other stores and department stores.
Hypothesis 4: Consumers who visit the entertainment centers are more likely to visit the food court and spend more money there as compared to consumers who do not visit the entertainment centers.
Although the impact of the entertainment centers on the food court in particular is not mentioned in the literature, it would seem reasonable to assume that consumers who visit the entertainment centers are also more likely to visit the food court. These consumers are likely to spend a longer time at the mall, in an area which in most cases is located close to the food courts. They might therefore be more likely to visit the food court.
METHODOLOGY
Unlike most previous research on malls with large scale entertainment centers, which focused only on one specific mall, this study attempts to study consumer behavior across several different malls located in different areas of the country. Data were collected from 1,592 respondents from four different malls [Appendix A]. River Fair Mall in Louisville (248 respondents), Forest Fair Mall in Cincinnati (425 respondents), North Park Mall in Davenport, Iowa (419 respondents), and Woodline Center Mall in Toronto, Canada (500 respondents). The entertainment centers at these malls fit our operational definition of common area entertainment centers, since each had a concentrated, centralized, entertainment area of at least 30,000 square feet with a variety of entertainment opportunities, including various types of rides for children, carrousels, miniature golf courses, soft play structures, simulator rides, etc. The geographic locations of these four malls in different regions of the U.S. and Canada also provides some amount of generalizability for our results.
The survey instrument was a structured personal interview questionnaire, administered by trained market research agency personnel. Interviewers conducted mall intercept exit interviews on a random sample of mall shoppers. Questions focused on the following issues - distance traveled to reach the mall, whether the respondents had visited the entertainment center and the food court that day, number of department stores and mall stores visited, amount of time and money spent at the entertainment center, the food court, and other stores, and various demographic variables.
RESULTS
Overall, our sample of 1,592 respondents from four different malls included 424 families, with one or more children. Median income levels were $25,000 - $50,000. The largest percentage (66%) were between the ages of 18-44, and 18% were students. A majority, 85.5% were Caucasian while 13.3% were African American. Average time spent at the mall was 2 hours, with an average of $17 spent at the mall stores. Thirty-two percent of the total respondents had actually visited the entertainment center that day, for an average of 23 minutes and had spent an average of $7.
Hypothesis 1: Consumers who visit the entertainment centers are more likely to have traveled a greater distance to reach the mall as compared to the distance traveled by consumers who do not visit the entertainment centers.
The results of a T-Test comparing the mean number of miles traveled by consumers who visited the entertainment center and consumers who did not, showed no significant differences between the two groups ([Alpha] - .05). Similar results were obtained when each mall was analyzed separately. Only River Fair Mall in Cincinnati showed a difference that was marginally significant at the [Alpha] - .10 level of significance. This hypothesis therefore was not supported. Consumers who were visiting the entertainment center did not appear to be traveling a longer distance to reach the mall. The entertainment center by itself did not seem to extend the mall 's draw.
Hypothesis 2: Consumers who visit the entertainment centers are more likely to be visiting as a family with young children than consumers who do not visit the entertainment centers.
Seventy-two percent of respondents who visited the entertainment center were families with children under the age of twelve, whereas only 20% of respondents who did not visit the entertainment center were families. Further, 75.6% of all respondents who came to the mall with young children (under 12) visited the entertainment center. These results supported the hypothesis, showing that the entertainment center seemed more likely to attract consumers who were visiting the mall with young children.
Hypothesis 3: Consumers who visit the entertainment centers are likely to spend more time and money shopping at mall stores and department stores as compared to consumers who do not visit the entertainment centers.
T-Tests were used to compare the mean amount of time and money spent by the two groups of respondents, those who visited the entertainment centers and those who did not. The results indicated that respondents who visited the entertainment center spent significantly less time ([Alpha] = .05) shopping, although the total amount of time they spent at the mall was higher (because of the time they spent at the entertainment centers). The number of mall stores visited was not significantly different between the two groups, although the amount of money spent at mall stores by consumers who visited the entertainment centers was significantly less than consumers who did not visit the entertainment centers.
There was a significant difference between the two groups in terms of the number of department stores visited and the amount of money spent at the department stores. The consumers who visited the entertainment centers tended to visit far fewer department stores and spent much less money at these stores than the other group.
[TABULAR DATA OMITTED]
Further, analyzing only the group of consumers who visited the entertainment center, a significantly higher percentage visited mall stores (64%) as compared to the percentage that visited department stores (47%). Further, 23% visited less than one mall or department store.
Hypothesis 4: Consumers who visit the entertainment centers are more likely to visit the food court and spend more money there as compared to consumers who do not visit the entertainment centers.
Fifty-seven percent of respondents who visited the entertainment center also visited the food court, whereas only 34% of the respondents who did not visit the entertainment center visited the food court. This difference as significant at the [Alpha] =.05 level. This hypothesis was therefore supported.
IMPLICATIONS AND CONCLUSIONS
The results associated with the above hypotheses provide some interesting insights into the effects of entertainment centers on shopper behavior in malls. First, it would appear that contrary to the generally accepted notion, the entertainment centers do not seem to extend the malls trading area significantly, at least in terms of shoppers who visit the entertainment centers vs. shoppers who do not. Shoppers who visited the entertainment centers were not driving a longer distance to reach the mall.
It may, however, be possible that the entertainment center provides a more synergistic relationship, and enhances the overall attractiveness of the mall, both for shoppers who visit the entertainment center and those who do not. If this was true, then, although we might not find differences in the two groups as we have done here, we might find that the overall drawing area of the mall is reduced if the mall did not have an entertainment center or is smaller than a comparable mall which does not have an entertainment center. The only way to test this would be to compare the drawing area of two similar malls, one with a major entertainment center and one without, or to ask respondents their exact reasons for visiting the mall and then to compare respondents who indicate the entertainment center as their primary reason and those who do not. Perhaps future studies could address this issue.
The results of the second hypothesis although not surprising, do seem to indicate the drawing power of such entertainment centers for families with young children. A very large majority of families who came to the mall with small children visited the entertainment center. However, we have to keep in mind that a fairly large percentage of people who visited the entertainment center, visited only one mall or department store (23%). This would seem to indicate that although the entertainment centers were successful in drawing more families to the mall, most of these families spent their time at the entertainment center and the food court, rather than shopping at mall or department stores. Again, this issue needs further investigation, perhaps by asking respondents whether they would have visited the mall at all in the absence of an entertainment center.
The results of the third hypothesis showing that shoppers who visit the entertainment centers are more likely to visit the mall stores rather than the department stores have significant implications for mall developers and tenants. These results basically show that the entertainment centers are more likely to draw shoppers who spend time at the mall stores but not shoppers who visit department stores. It could be that shoppers who visit the department stores come to the mall for specific purchases whereas shoppers who visit the entertainment centers are more likely to be 'browsers ' who are there for the social and entertainment aspects of the mall experience rather than for specific purchases.
Even when they did visit the department stores, shoppers who visited the entertainment centers spent less money there, although they spent similar amounts of money at the mall stores. This finding is also contrary to expectations since most experts have stated that the entertainment centers are likely to increase revenues for all of the mall 's other tenants. Overall, the results show that the mall stores may benefit more than the department stores from the presence of the entertainment centers.
The results of the final hypothesis lends more support to the belief that the entertainment centers draw more from shoppers who are at the mall for social and entertainment aspects rather than for specific purposes. The food court appears to be a complimentary attraction to the entertainment center. Here again there may be more of a synergistic relationship, where the combination of the two attractions has more drawing power than each one by itself and where each helps to draw customers for the other.
Overall therefore, the results of this study seem to contradict some of the assumptions about entertainment centers while lending support to others. There is very little evidence to show that the entertainment centers extend the mall 's drawing area, or that they get consumers to spend more time and money in general at the mall. The entertainment centers however do seem to be effective in drawing younger families, who visit the mall more for the social and entertainment purposes, and spend additional time at the food court and the mall stores.
REFERENCES
Bellenger, D.N., Robertson D.H., & Greener A., (1977, Summer). Shopping center patronage motives. Journal of Retailing, 53 29-38.
Bivins, J. (1989, August). Fun and mall games. Stores, 35-44.
Craig, C.S., Ghosh, A., & McLafferty, S. (1984, Spring). Models of the retail location process: A review. Journal of Retailing, 60, 5-36.
Dawson, S., Bloch, P.H., & Rodgway, N.M. (1990, Winter).Shopping motives, emotional states, and retail outcomes. Journal of Retailing, 66, 408-427.
Donovon, R.J. & Rossiter, J.R. (1982, Spring). Store atmosphere: An environmental psychology approach. Journal of Retailing, 58, 34-57.
Feinberg, R.A., Sheffler, B., Meoli, J., & Rummel, A. (1989, Fall). There 's something social happening at the mall. Journal of Business and Psychology, 4, 49-63.
Jarboe, G.R. & McDaniel, C.D. (1987, Spring). A profile of browsers in regional shopping malls. Journal of the Academy of Marketing Science, 15, 46-53.
Patterson, G.A., (1994, June 22). Malls draw shoppers with ferris wheels and carousels. The Wall Street Journal.
Risley, F. (1990, November). Developers expand entertainment potential. Shopping Center World, 68-76.
Stiller, D.J., & Smith, J.M. (1992, May). Low-Cost market analysis invaluable for strip centers. Shopping Center World, 130-132.
[TABULAR DATA FOR APPENDIX A OMITTED]

References: Bellenger, D.N., Robertson D.H., & Greener A., (1977, Summer). Shopping center patronage motives. Journal of Retailing, 53 29-38. Bivins, J. (1989, August). Fun and mall games. Stores, 35-44. Craig, C.S., Ghosh, A., & McLafferty, S. (1984, Spring). Models of the retail location process: A review. Journal of Retailing, 60, 5-36. Dawson, S., Bloch, P.H., & Rodgway, N.M. (1990, Winter).Shopping motives, emotional states, and retail outcomes. Journal of Retailing, 66, 408-427. Donovon, R.J. & Rossiter, J.R. (1982, Spring). Store atmosphere: An environmental psychology approach. Journal of Retailing, 58, 34-57. Feinberg, R.A., Sheffler, B., Meoli, J., & Rummel, A. (1989, Fall). There 's something social happening at the mall. Journal of Business and Psychology, 4, 49-63. Jarboe, G.R. & McDaniel, C.D. (1987, Spring). A profile of browsers in regional shopping malls. Journal of the Academy of Marketing Science, 15, 46-53. Patterson, G.A., (1994, June 22). Malls draw shoppers with ferris wheels and carousels. The Wall Street Journal. Risley, F. (1990, November). Developers expand entertainment potential. Shopping Center World, 68-76. Stiller, D.J., & Smith, J.M. (1992, May). Low-Cost market analysis invaluable for strip centers. Shopping Center World, 130-132.

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    The United States has more malls than high schools and the number of shopping centers is increasing each year (378). It is clear that malls are a large part of our society. In "Shopping for American Culture," James Farrell claims that the 45,000 malls in America define American values and culture because malls are the ideal environment for social interaction, aesthetic appreciation, and equality of consumerism. While Farrell talks through the majority of his essay about the benefits of the mall, his final two paragraphs complicate his own argument. Specifically, we see this in his brief treatment of commercialism.…

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    References: Dunne, Patrick M & Lusch, Robert F. (2008) Retailing (6th Edition). Mason, OH: Thomson Higher Education…

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    The purpose of this paper is to present the marketing success, retail & consumer trends, expansion and future marketing plan for “Mall of America: Shopping and a Whole Lot More. For over 20 years Mall of America has been able to attract over 40 million annual vistors driving by both local patrons and tourism. I will discuss my view on what I would like to see at Mall of America’s expansion facility and how that compares to the current facility. In addition to the selection of what vendors will occupy the space, but a marketing plan to appeal to new consumers to increase the number of annual visitors to Mall of America.…

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    In Alan Brinkley’s essay The Mall he explores the history of shopping complexes in the United States and gives us insight on the different kinds of complexes. The mall started off as a shopping center. The first shopping center was the Country Club Plaza, opened in Kansas City in 1924. The shopping center soon increased in size and became small “strips.” In 1956, the first enclosed, climate controlled shopping opened in Minneapolis and was called South Dale Shopping Center many cities. The malls spread and began to have similar aspects of the downtowns that they were rapidly displacing, but they were safer. Soon after that malls started being built in many cities. The malls were still increasing in size and they were begging to add movie theaters, video arcades, bowling alleys, restaurants, and hotels. “In cities and towns in every part of America, malls became not just a place for shopping, but often centers of a much-altered community life as well” (Brinkley 115). Malls became like little cities with their own police that were private security forces. For the most part they were able to keep undesirable customers off the premises. Mall evolved into self-contained imitations of cities, minus many of the troubling abrasive features of downtowns. Malls set out to be perfect urban spaces mostly having white middle class women in mind. Many teenagers began to cling to the malls instead of other hang out spots such as street corners, parks and downtown. The mall became a universal shopping center that attracted everyone.…

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    I could not help but to think that the purpose of a shopping mall was for everyone to have one convenient place to buy anything they desired. But, the viewpoints expressed though "Community through Exclusion and Illusion" by George Lewis and "Shopping for American Culture," by James J. Farrell, have led me to believe that the shopping mall also serves as a community center. Another article which captured my attention was Ira Zepp's, "The Shopping Mall as Sacred Place." They each express their ideas of how the shopping mall is not just a place to shop due to it's constantly availability, which has created an ideal environment for social interaction for people of all ages. Farrell…

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    What exactly are malls and what is their purpose? What has malls done for Americans? A shopping mall, also known as a shopping center, or shopping plaza, is a modern, historical marketplace. The mall is a combination of independent retail stores, services and has a parking area, which is used by many Americans primarily for convenience. Many malls also contain restaurants, banks, theatres, professional offices, and sometimes entertainment areas for children. There is also a mall in the U.S. that has its own amusement parks. Shopping malls and shopping centers has proved to be so efficient that has become the main instrument for a good offline shopping. Architecture of each mall is to help people to find it easily, and so it would not…

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    Through his piece “Enclosed. Encyclopedic. Endured: the Mall of America.” David Guterson shares his experience of the Mall of America as it opened and its effects of the American culture. From sharing statistics about the amount of jobs available, the number of parking spots, or how much cash is dispersed each week from just the ATMs; Guterson allows readers to feel the massive scale of the mall. He shares stories of the people he met and his own views on the mall, and what it says about America and its people’s values. Guterson makes it clear that Americans have become too absorbed with the thoughts of materialistic belongings; and a mall, such as the Mall of America, only makes those thoughts that much worse and destroys the people’s values. Although the points Guterson makes about the crumbling values and presently true and I agree that materialism is a horrible quality for a person to have, the mall in itself is not a bad place. It brings joy to many people and not just through ways of materialism and buying everything your heart desires, but for the sheer pleasure of entertainment. When young children go to the mall with their parents and attend Camp Snoopy or go to LEGOLAND; that is not materialistic in the slightest. All in the entire mall is not the horrible place that Guterson makes it out to be.…

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    The main reason for the success of the Mall of America is its unique retail-entrainment mix. This mall offers more than the regional malls. Because of the uniqueness of this mall it attract 40 million visitors each year. Visiting the one-stop complex offering retail shopping, guest service, convenience, and a huge variety of entertainment and fun for all. The location was the focus of the mall along with the size and the shopping experience, which make life easier to visit with out being confuse. This mall has something to offer everyone.…

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    During this second observation at Coastal Grand Mall in Myrtle Beach, South Carolina, I learned many things. I went to this location on a Saturday night, where it was full of young people. The weather outside was warm, but rainy, so I believe this caused even more people to look for indoor fun, so the mall was packed on this Saturday night.…

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    What specific marketing actions would you propose that Mall of America managers take to ensure its continuing success in attracting visitors (a) from the local metropolitan area and (b) from outside it?…

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    A suggestion that was used in the book was to adjust the overall feel, layout, or architecture to add entertainment to the center of the mall. The entertainment can be anything from holiday shows, occasional concerts, a playground for kids, or even just an open area with comfortable resting spots where customers can relax and de-stress. A perfect type of idea would be a small coffee house type of area that serves coffee and soda with waitresses on staff to cater to each patron’s needs. Especially during the holiday season, this would be a great relaxing way for customers to rest their feet and collect their thoughts before heading to the next store on the list.…

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