Exploring Sustainable Retail Experiences: Shall We Make It Fashionable?
Abstract
:1. Introduction
2. Literature Review
2.1. In-Store Gamification Experience
2.2. Brand Love
2.3. Customer Brand Engagement
2.4. Exploring the Sustainability of the Physical Retail Store
3. Methods
4. Findings
4.1. The Enhancement of Customer Brand Engagement through Gamification
“[…] it is these smart technologies that customers remember, especially when they physically interact with them.”
“We aim to create an experience that allows customers to temporarily escape from their routine, providing motivation and encouraging initiative in their shopping journey. We believe this can lead to a more robust relationship between customers and the brand.”
“We have created an atmosphere akin to a community that enables customers to share their thoughts, take pictures, and share their experiences, thereby making them more willing to stay longer.”
“The lab is designed for customers to co-create clothes with us. Our staff guide customers in choosing the colour, pattern, style of clothes, and demonstrate the process of making these clothes. Customers can then use the machine under the guidance of our staff, resulting in their unique clothes designed by themselves.”
“Canada Goose is a function-first brand, with jackets designed for people living in the coldest places on Earth, and they are valued around $1000–$2000. Convincing customers in perfectly climate-controlled environments, like traditional retail stores, can be challenging. That is precisely why we have the Cold Room.”
“In today’s world, people crave real experiences. Our aim is to transport viewers directly to the Arctic, allowing our customers to genuinely feel the warmth of a Canada Goose jacket in a similar temperature as experienced in the Cold Room.”
4.2. The Elicitation of Brand Love by Promoting Self-Expression through Gamification
“The lab allows customers to design their own clothes, and we guide them in selecting styles, colours, and patterns. Following the instructions, they can use machines to print or embroider their designs … this hands-on experience gives them insight into the process of making clothes, and they enjoy the meaningful opportunity to create their own garments.”
“We established this lab with the purpose of providing a space for mutual acquaintance between customers and the brand, offering a meaningful opportunity for collaborative engagement with our customers.”
“Within this lab, every individual emerges as an architect of their own attire, thereby endowing unique products with the essence of their personal preferences. This engenders an indelible experience for them; numerous customers fashion multiple garments adorned with diverse colours and patterns.”
“The products fashioned under their own creative agency stand in stark contrast to the offerings adorning the conventional retail shelves. Such distinctiveness prompts customers to hold them in distinct regard and treat them uniquely. Upon encountering these garments, memories are rekindled, consequently eliciting a fondness for the brand.”
4.3. The Increase in Footfall and Dwell Time through Gamification
“We undertook a comprehensive environmental redesign. Our objective extended beyond the conventional approach of customers merely visiting [the store] to locate and purchase garments; instead, we aimed to cultivate an experience akin to a transformative ‘journey’ or an immersive voyage. This approach was orchestrated to transcend the transactional norm, engendering a heightened sense of engagement within the store environment. […] This ambition was palpable, as evidenced by the substantial queues of patrons willing to patiently await entry for extended durations.”
“The central concept involved a direct transposition of our clientele into an Arctic ambience. The ingress transpired through ‘The Crevasse,’ leading patrons subsequently into ‘The Element Room,’ where they interacted with digital ‘hotspots’ to glean comprehensive information about the showcased coats. This cognitive engagement was coupled with the tactile experience of physically donning the coats within ‘The Cold Room’ [...] Intriguingly, the allure of curiosity prompted patrons to venture further and delve deeper into the nuances of the store’s offerings.”
“Utilizing the smart mirrors, patrons can engage in virtual try-ons of garments without the need for physical changes. This aspect of convenience substantially enhances the capacity for customers to explore an expanded range of clothing items and experiment with diverse stylistic variations.”
“Incorporating two interactive art installations and designating three interactive experiential zones, we intentionally aim to motivate our patrons to pause and interact with these installations, capturing selfies, for instance.”
4.4. Creating a Sustainable Brand Experience through Gamification
“In this establishment, customers could seamlessly integrate with online platforms, thus ensuring a consistent experience across all interaction points. [...] we contend that the physical store has the capacity to address certain deficiencies inherent in the online channel, such as mitigating the return rate.”
“Memorable experiences inherently invite sharing. Customers are inclined to feature their imagery on social media, invariably arousing intrigue and fascination with the brand.”
“It’s fairly commonplace for millennials to share facets of their daily lives on social media—this encompasses product purchases, composing reviews, and making referrals. Integrating social media platforms within their physical store could be a prospective advantage for brands.”
“[…] it offers insights into their preferences, providing us with the opportunity to enhance our services, designs, and more [...] Customers may not overtly notice the changes, but upon entering the store, they will discover a heightened ease in finding what they desire.”
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- British Retail Consortium. Without Rates Reform, Four in Five Retailers Will See Store Closures. 2023. Available online: https://brc.org.uk/news/corporate-affairs/without-rates-reform-four-in-five-retailers-will-see-store-closures/ (accessed on 9 October 2023).
- Deloitte. What Next for the High Street? 2021. Available online: https://www2.deloitte.com/uk/en/pages/consumer-business/articles/what-next-for-the-high-street.html (accessed on 9 October 2023).
- Eley, J. Shop Closures in UK Hit Highest Total for Five Years. Financial Times, 2 January 2023. Available online: https://www.ft.com/content/e10af296-000d-4544-b8d9-f45514a417dd (accessed on 9 October 2023).
- Tuominen, S.; Reijonen, H.; Nagy, G.; Buratti, A.; Laukkanen, T. Customer-centric strategy driving innovativeness and business growth in international markets. Int. Mark. Rev. 2022. ahead-of-print. [Google Scholar] [CrossRef]
- Hanner, D.; Hosken, D.; Olson, L.M.; Smith, L.K. Dynamics in a mature industry: Entry, exit, and growth of big-box grocery retailers. J. Econ. Manag. Strategy 2015, 24, 22–46. [Google Scholar] [CrossRef]
- Pine, B.J.; Gilmore, J.H. The Experience Economy; Harvard Business Press: Brighton, MA, USA, 2011. [Google Scholar]
- Bonfanti, A.; Yfantidou, G. Designing a memorable in-store customer shopping experience: Practical evidence from sports equipment retailers. Int. J. Retail Distrib. Manag. 2021, 49, 1295–1311. [Google Scholar] [CrossRef]
- Peters, C.; Bodkin, C.D. Retail store community and its impact on store success. Int. J. Retail Distrib. Manag. 2021, 49, 735–751. [Google Scholar] [CrossRef]
- Park, C.W.; MacInnis, D.J.; Eisingerich, A.B. Brand Admiration: Building a Business People Love; John Wiley & Sons: Hoboken, NJ, USA, 2016. [Google Scholar]
- Valero, D. Branded Entertainment: Dealmaking Strategies & Techniques for Industry Professionals; J. Ross Publishing: Plantation, FL, USA, 2014. [Google Scholar]
- Van Loggerenberg, M.J.; Enslin, C.; Terblanche-Smit, M. Towards a definition for branded entertainment: An exploratory study. J. Mark. Commun. 2021, 27, 322–342. [Google Scholar] [CrossRef]
- Grewal, D.; Noble, S.M.; Roggeveen, A.L.; Nordfalt, J. The future of in-store technology. J. Acad. Mark. Sci. 2020, 48, 96–113. [Google Scholar] [CrossRef]
- Alexander, B.; Kent, A. Change in technology-enabled omnichannel customer experiences in-store. J. Retail. Consum. Serv. 2022, 65, 102338. [Google Scholar] [CrossRef]
- Zheng, P.; Xu, X.; Yu, S.; Liu, C. Personalized product configuration framework in an adaptable open architecture product platform. J. Manuf. Syst. 2017, 43, 422–435. [Google Scholar] [CrossRef]
- Bergkvist, L.; Bech-Larsen, T. Two studies of consequences and actionable antecedents of brand love. J. Brand Manag. 2010, 17, 504–518. [Google Scholar] [CrossRef]
- Han, T.-I.; Choi, D. Fashion brand love: Application of a cognition–affect–conation model. Soc. Sci. 2019, 8, 256. [Google Scholar] [CrossRef]
- Hamari, J.; Koivisto, J.; Sarsa, H. Does gamification work?--A literature review of empirical studies on gamification. In Proceedings of the IEEE 2014 47th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 6–9 January 2014. [Google Scholar]
- Insley, V.; Nunan, D. Gamification and the online retail experience. Int. J. Retail Distrib. Manag. 2014, 42, 340–351. [Google Scholar] [CrossRef]
- Sheetal; Tyagi, R.; Singh, G. Gamification and customer experience in online retail: A qualitative study focusing on ethical perspective. Asian J. Bus. Ethics 2023, 12, 49–69. [Google Scholar] [CrossRef]
- Lopes, J.M.; Gomes, S.; Lopes, P.; Silva, A.; Lourenço, D.; Esteves, D.; Cardoso, M.; Redondo, V. Exploring the role of gamification in the online shopping experience in retail stores: An exploratory study. Soc. Sci. 2023, 12, 235. [Google Scholar] [CrossRef]
- Werbach, K.; Hunter, D.; Dixon, W. For the Win: How Game Thinking Can Revolutionize Your Business; Wharton Digital Press: Philadelphia, PA, USA, 2012; Volume 1. [Google Scholar]
- Domínguez, A.; Saenz-De-Navarrete, J.; De-Marcos, L.; Fernández-Sanz, L.; Pagés, C.; Martínez-Herráiz, J.-J. Gamifying learning experiences: Practical implications and outcomes. Comput. Educ. 2013, 63, 380–392. [Google Scholar] [CrossRef]
- Seaborn, K.; Fels, D.I. Gamification in theory and action: A survey. Int. J. Hum.-Comput. Stud. 2015, 74, 14–31. [Google Scholar] [CrossRef]
- Huotari, K.; Hamari, J. A definition for gamification: Anchoring gamification in the service marketing literature. Electron. Mark. 2017, 27, 21–31. [Google Scholar] [CrossRef]
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September 2011. [Google Scholar]
- Koivisto, J.; Hamari, J. The rise of motivational information systems: A review of gamification research. Int. J. Inf. Manag. 2019, 45, 191–210. [Google Scholar] [CrossRef]
- Eppmann, R.; Bekk, M.; Klein, K. Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX]. J. Interact. Mark. 2018, 43, 98–115. [Google Scholar] [CrossRef]
- Torres, P.; Augusto, M.; Neves, C. Value dimensions of gamification and their influence on brand loyalty and word-of-mouth: Relationships and combinations with satisfaction and brand love. Psychol. Mark. 2022, 39, 59–75. [Google Scholar] [CrossRef]
- Carroll, B.A.; Ahuvia, A.C. Some antecedents and outcomes of brand love. Mark. Lett. 2006, 17, 79–89. [Google Scholar] [CrossRef]
- Albert, N.; Merunka, D. The role of brand love in consumer-brand relationships. J. Consum. Mark. 2013, 30, 258–266. [Google Scholar] [CrossRef]
- Huang, C.-C. The impacts of brand experiences on brand loyalty: Mediators of brand love and trust. Manag. Decis. 2017, 55, 915–934. [Google Scholar] [CrossRef]
- Bairrada, C.M.; Coelho, F.; Coelho, A. Antecedents and outcomes of brand love: Utilitarian and symbolic brand qualities. Eur. J. Mark. 2018, 52, 656–682. [Google Scholar] [CrossRef]
- Madeline, S.; Sihombing, S.O. The impacts of brand experiences on brand love, brand trust, and brand loyalty: An empirical study. J. Bisnis Dan Manaj. 2019, 20, 91–107. [Google Scholar] [CrossRef]
- Fournier, S.; Yao, J.L. Reviving brand loyalty: A reconceptualization within the framework of consumer-brand relationships. Int. J. Res. Mark. 1997, 14, 451–472. [Google Scholar] [CrossRef]
- Bairrada, C.M.; Coelho, A.; Lizanets, V. The impact of brand personality on consumer behavior: The role of brand love. J. Fash. Mark. Manag. Int. J. 2019, 23, 30–47. [Google Scholar] [CrossRef]
- Karjaluoto, H.; Munnukka, J.; Kiuru, K. Brand love and positive word of mouth: The moderating effects of experience and price. J. Prod. Brand Manag. 2016, 25, 527–537. [Google Scholar] [CrossRef]
- Rodrigues, C.; Brandão, A. Measuring the effects of retail brand experiences and brand love on word of mouth: A cross-country study of IKEA brand. Int. Rev. Retail Distrib. Consum. Res. 2021, 31, 78–105. [Google Scholar] [CrossRef]
- Yasin, M.; Shamim, A. Brand love: Mediating role in purchase intentions and word-of-mouth. J. Bus. Manag. 2013, 7, 101–109. [Google Scholar] [CrossRef]
- Batra, R.; Ahuvia, A.; Bagozzi, R.P. Brand love. J. Mark. 2012, 76, 1–16. [Google Scholar] [CrossRef]
- Albert, N.; Merunka, D.; Valette-Florence, P. When consumers love their brands: Exploring the concept and its dimensions. J. Bus. Res. 2008, 61, 1062–1075. [Google Scholar] [CrossRef]
- Ahuvia, A.C. Beyond the extended self: Loved objects and consumers’ identity narratives. J. Consum. Res. 2005, 32, 171–184. [Google Scholar] [CrossRef]
- Abrar, M.; Baig, S.A.; Hussain, I. Understanding brand love in fashion clothing online brand communities: Moderating role of social identity. Pak. J. Soc. Sci. 2020, 40, 315–325. [Google Scholar]
- Brodie, R.J.; Hollebeek, L.D.; Jurić, B.; Ilić, A. Customer engagement: Conceptual domain, fundamental propositions, and implications for research. J. Serv. Res. 2011, 14, 252–271. [Google Scholar] [CrossRef]
- Hollebeek, L. Exploring customer brand engagement: Definition and themes. J. Strateg. Mark. 2011, 19, 555–573. [Google Scholar] [CrossRef]
- Hollebeek, L.D.; Glynn, M.S.; Brodie, R.J. Consumer brand engagement in social media: Conceptualization, scale development and validation. J. Interact. Mark. 2014, 28, 149–165. [Google Scholar] [CrossRef]
- Vivek, S.D.; Beatty, S.E.; Morgan, R.M. Customer engagement: Exploring customer relationships beyond purchase. J. Mark. Theory Pract. 2012, 20, 122–146. [Google Scholar] [CrossRef]
- Calder, B.J.; Isaac, M.S.; Malthouse, E.C. How to capture consumer experiences: A context-specific approach to measuring engagement: Predicting consumer behavior across qualitatively different experiences. J. Advert. Res. 2016, 56, 39–52. [Google Scholar] [CrossRef]
- Leckie, C.; Nyadzayo, M.W.; Johnson, L.W. Antecedents of consumer brand engagement and brand loyalty. J. Mark. Manag. 2016, 32, 558–578. [Google Scholar] [CrossRef]
- Loureiro, S.M.C.; Ruediger, K.H.; Demetris, V. Brand emotional connection and loyalty. J. Brand Manag. 2012, 20, 13–27. [Google Scholar] [CrossRef]
- Schembri, S.; Merrilees, B.; Kristiansen, S. Brand consumption and narrative of the self. Psychol. Mark. 2010, 27, 623–637. [Google Scholar] [CrossRef]
- Lipsman, A.; Mudd, G.; Rich, M.; Bruich, S. The power of “like”: How brands reach (and influence) fans through social-media marketing. J. Advert. Res. 2012, 52, 40–52. [Google Scholar] [CrossRef]
- Wallace, E.; Buil, I.; De Chernatony, L. Consumer engagement with self-expressive brands: Brand love and WOM outcomes. J. Prod. Brand Manag. 2014, 23, 33–42. [Google Scholar] [CrossRef]
- Grassi, A. “We Like That It Matters!”: Towards a Socially Sustainable Retail Store Brand Experience. Sustainability 2022, 14, 16310. [Google Scholar] [CrossRef]
- Fournier, S. Consumers and their brands: Developing relationship theory in consumer research. J. Consum. Res. 1998, 24, 343–373. [Google Scholar] [CrossRef]
- Riley, F.D.; De Chernatony, L. The service brand as relationships builder. Br. J. Manag. 2000, 11, 137–150. [Google Scholar] [CrossRef]
- Veloutsou, C. Identifying the dimensions of the product-brand and consumer relationship. J. Mark. Manag. 2007, 23, 7–26. [Google Scholar] [CrossRef]
- Pawle, J.; Cooper, P. Measuring emotion—Lovemarks, the future beyond brands. J. Advert. Res. 2006, 46, 38–48. [Google Scholar] [CrossRef]
- Veloutsou, C.; Moutinho, L. Brand relationships through brand reputation and brand tribalism. J. Bus. Res. 2009, 62, 314–322. [Google Scholar] [CrossRef]
- Lee, J.-Y.; Jin, C.-H. The role of gamification in brand app experience: The moderating effects of the 4Rs of app marketing. Cogent Psychol. 2019, 6, 1576388. [Google Scholar] [CrossRef]
- Xi, N.; Hamari, J. Does gamification affect brand engagement and equity? A study in online brand communities. J. Bus. Res. 2020, 109, 449–460. [Google Scholar] [CrossRef]
- Lu, H.-P.; Ho, H.-C. Exploring the impact of gamification on users’ engagement for sustainable development: A case study in brand applications. Sustainability 2020, 12, 4169. [Google Scholar] [CrossRef]
- Eisenhardt, K.M. Building theories from case study research. Acad. Manag. Rev. 1989, 14, 532–550. [Google Scholar] [CrossRef]
- Yin, R. Qualitative Research from Start to Finish Guilford Publications; Guilford Press: New York, NY, USA, 2015. [Google Scholar]
- Braun, V.; Clarke, V. Using thematic analysis in psychology. Qual. Res. Psychol. 2006, 3, 77–101. [Google Scholar] [CrossRef]
- Miles, M.; Huberman, A.; Saldaña, J. Qualitative Data Analysis: A Methods Sourcehook; Sage Publications Inc.: New York, NY, USA, 2014. [Google Scholar]
- Selvi, A.F. Qualitative Content Analysis, in The Routledge Handbook of Research Methods in Applied Linguistics; Routledge: London, UK, 2019; pp. 440–452. [Google Scholar]
- Wang, M.; Marsden, J.; Thomas, B. Smart mirror fashion technology for better customer brand engagement. Int. J. Fash. Des. Technol. Educ. 2023. [Google Scholar] [CrossRef]
- Noorbehbahani, F.; Salehi, F.; Zadeh, R.J. A systematic mapping study on gamification applied to e-marketing. J. Res. Interact. Mark. 2019, 13, 392–410. [Google Scholar] [CrossRef]
Brand | Market | Format | Feature |
---|---|---|---|
Lily | Fast Fashion | Flagship |
|
Canada Goose | Premium Fashion | Flagship |
|
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Wang, M.; Marsden, J.; Oguz, E.; Thomas, B. Exploring Sustainable Retail Experiences: Shall We Make It Fashionable? Sustainability 2023, 15, 16478. https://doi.org/10.3390/su152316478
Wang M, Marsden J, Oguz E, Thomas B. Exploring Sustainable Retail Experiences: Shall We Make It Fashionable? Sustainability. 2023; 15(23):16478. https://doi.org/10.3390/su152316478
Chicago/Turabian StyleWang, Mian, Jamie Marsden, Ezgi Oguz, and Briony Thomas. 2023. "Exploring Sustainable Retail Experiences: Shall We Make It Fashionable?" Sustainability 15, no. 23: 16478. https://doi.org/10.3390/su152316478
APA StyleWang, M., Marsden, J., Oguz, E., & Thomas, B. (2023). Exploring Sustainable Retail Experiences: Shall We Make It Fashionable? Sustainability, 15(23), 16478. https://doi.org/10.3390/su152316478