2010
DOI: 10.1016/j.jretconser.2010.03.010
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Entertainment in retailing: The influences of advanced technologies

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Cited by 142 publications
(97 citation statements)
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References 33 publications
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“…This result indicates a positive user's response towards the introduction of immersive environments in the traditional points of sale, in accordance with the literature which outlines on the importance of enjoyment in the shopping experience (Söderlund and Julander, 2009;Pantano and Naccarato, 2010).…”
Section: Discussionsupporting
confidence: 88%
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“…This result indicates a positive user's response towards the introduction of immersive environments in the traditional points of sale, in accordance with the literature which outlines on the importance of enjoyment in the shopping experience (Söderlund and Julander, 2009;Pantano and Naccarato, 2010).…”
Section: Discussionsupporting
confidence: 88%
“…Furthermore, the results show also the moderating role of ease of use of the innovative tools available to explore the store. As a consequence, especially the provided fun and the store perception, influenced by the innovativeness, convenience and utility, are capable of increasing the consumer satisfaction and their shopping mode choice, in accordance with the literature review (Söderlund and Julander, 2009;Pantano and Naccarato, 2010;Yoon and Kim, 2007).…”
Section: Key Findingssupporting
confidence: 82%
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“…Managers could improve the fun provided by the pages by adding games, contests and applications, which can attract clients and communicate the brand through funny elements. 20 Hence, marketers would consider the link between a high level of enjoyment and more information available for positively affecting consumer purchasing intention, by providing more applications and contests, which can be developed through the current advances in computer graphics and targeted on clients ' profi les. 6 For instance, many current Facebook-based applications allow users to create a new customized product, answer to questions on a products and compare the results with other users, create a virtual product and share with friends, and can motivate consumers to use them and involve other ones as anticipated by previous studies.…”
Section: Consumers ' Acceptance Of Social Network As Supporti Ng Toomentioning
confidence: 99%