Understanding in-store interactive technology ...
Document type :
Compte-rendu et recension critique d'ouvrage
Title :
Understanding in-store interactive technology use: a uses and gratifications theory (UGT) perspective
Author(s) :
Boudkouss, Hafida [Auteur]
Centre de Recherche Interdisciplinaire en Sciences de la Société [CRISS]
Université Polytechnique Hauts-de-France [UPHF]
Djelassi, Souad [Auteur]
Lille University Management Lab - ULR 4999 [LUMEN]
Centre de Recherche Interdisciplinaire en Sciences de la Société [CRISS]
Université Polytechnique Hauts-de-France [UPHF]
Djelassi, Souad [Auteur]
Lille University Management Lab - ULR 4999 [LUMEN]
Journal title :
International Journal of Retail and Distribution Management
Pages :
1621-1639
Publisher :
Emerald
Publication date :
2021-06-10
ISSN :
0959-0552
English abstract : [en]
Purpose The purpose of this research is twofold: (1) to identify and understand consumer motivations to use interactive technologies in stores through the lens of the uses and gratifications (UGT) approach and (2) to ...
Show more >Purpose The purpose of this research is twofold: (1) to identify and understand consumer motivations to use interactive technologies in stores through the lens of the uses and gratifications (UGT) approach and (2) to understand how these gratifications differ between different interactive technologies (interactive kiosks and self-checkouts). Design/methodology/approach This research presents a dual qualitative study based on 32 in-depth interviews with 20 consumers, eight salespersons and four phygital experts. Findings The data analysis identified three specific gratifications sought in using interactive kiosks (information-seeking, hedonic and social interaction) and two gratifications common to both interactive kiosks and self-checkouts (control and time-saving). Originality/value From a media perspective (UGT), this research provides a deeper understanding of gratifications sought in using interactive technologies in a phygital store. It also contributes significantly to previous research by highlighting that gratifications differ between different technology types.Show less >
Show more >Purpose The purpose of this research is twofold: (1) to identify and understand consumer motivations to use interactive technologies in stores through the lens of the uses and gratifications (UGT) approach and (2) to understand how these gratifications differ between different interactive technologies (interactive kiosks and self-checkouts). Design/methodology/approach This research presents a dual qualitative study based on 32 in-depth interviews with 20 consumers, eight salespersons and four phygital experts. Findings The data analysis identified three specific gratifications sought in using interactive kiosks (information-seeking, hedonic and social interaction) and two gratifications common to both interactive kiosks and self-checkouts (control and time-saving). Originality/value From a media perspective (UGT), this research provides a deeper understanding of gratifications sought in using interactive technologies in a phygital store. It also contributes significantly to previous research by highlighting that gratifications differ between different technology types.Show less >
Language :
Anglais
Popular science :
Non
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