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Article
Publication date: 12 June 2019

Virginia Vannucci and Eleonora Pantano

Prior research highlights the extent to which consumers largely appreciate the possibility to choose among different digital touchpoints during the in-store experience, which…

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Abstract

Purpose

Prior research highlights the extent to which consumers largely appreciate the possibility to choose among different digital touchpoints during the in-store experience, which results in a pervasive introduction of digital touchpoints as the first point of contact between retailers and consumers. However, consumers also give value to the human interactions in the service channels. The previous studies do not conclusively indicate the best balance of digital and human services. The purpose of this paper is to understand consumer-facing in-store services in new technology-enriched retail settings.

Design/methodology/approach

A qualitative approach involving face-to-face semi structured interviews was applied. To this end, the authors recruited 26 participants in Northern Italy between October and November 2017.

Findings

Results reveal motivations, preferences and discouraging factors leading consumers’ interactions with digital or human touchpoints. Findings ultimately provide useful guidelines to managers on understanding consumers’ attitudes toward digital vs human touchpoints phenomenon.

Originality/value

By identifying the key drivers of either digital and human touchpoints selection in offline retail settings, the present study figured out the attributes playing the crucial role in determining consumers’ preference regarding the in-store alternatives. Findings allow a further greater clarification of the practical issues, with emphasis on the new of human–machine integration.

Details

Information Technology & People, vol. 33 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Open Access
Article
Publication date: 8 June 2022

Federico Brunetti, Angelo Bonfanti, Andrea Chiarini and Virginia Vannucci

This paper explores how digitalization affects the academic research publication process by taking into account the perspective of management scholars. It provides an overview of…

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Abstract

Purpose

This paper explores how digitalization affects the academic research publication process by taking into account the perspective of management scholars. It provides an overview of the digital professional services dedicated to academic research, and investigates academics' awareness of, the impact on the publication process of, and scholars' expectations regarding digital services and software.

Design/methodology/approach

This explorative study adopted a qualitative approach by performing direct observations of websites regarding digital professional research services and in-depth interviews with national and international management scholars.

Findings

The multiple digital professional services dedicated to academic research enable authors to develop a scientific paper independently or with the support of professionals. The scholars' awareness regarding the digital services and software was limited, because of both the plethora of options on the market and the frequent use of the same digital tools over time. In impact terms, these tools enable scholars to improve research quality and to increase productivity. However, the negative effects led scholars to express different expectations about how they can be improved and what difficulties should be overcome to favor the publication process.

Practical implications

The results of this study provide suggestions both for scholars who engage in academic research and digital services and software providers.

Originality/value

To the best of the authors' knowledge, this is the first study to examine the ongoing development of digitalization in support of the research publication process from the perspective of academics.

Open Access
Article
Publication date: 30 June 2023

Angelo Bonfanti, Vania Vigolo, Virginia Vannucci and Federico Brunetti

This study focuses on memorable customer shopping experience design in the sporting goods retail setting. It aims to identify the phygital customers' needs and expectations that…

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Abstract

Purpose

This study focuses on memorable customer shopping experience design in the sporting goods retail setting. It aims to identify the phygital customers' needs and expectations that are satisfied through in-store technologies and to detect the in-store strategies that use these technologies to make the store attractive and experiential.

Design/methodology/approach

This exploratory study adopted a qualitative research methodology, specifically a multiple-case study, by performing semi-structured interviews with sporting goods store managers.

Findings

Sporting goods retailers use various in-store technologies to create a phygital customer shopping experience, including devices, mobile apps, wireless communication technologies, in-store activations, support devices, intelligent stations, and sensors. To improve the phygital customer journey and the phygital shopping experience, retailers meet customers' needs for utilitarian, hedonic, social, and playfulness experiences. Purely physical or digital strategies, as well as phygital strategies, are identified. This research also proposes a model of in-store phygital customer shopping experience design for sporting goods retailers.

Practical implications

Sporting goods managers can invest in multiple technologies by designing a physical environment according to the customers' needs for utilitarian, hedonic, social, and playful experiences. In addition, they can improve the phygital customer shopping experience with specific push strategies that increase customer engagement and, in turn, brand and store loyalty.

Originality/value

This study highlights how the phygital customer experiential journey can be created through new technologies and improved with specific reference to the sporting goods stores.

Details

International Journal of Retail & Distribution Management, vol. 51 no. 13
Type: Research Article
ISSN: 0959-0552

Keywords

Open Access
Article
Publication date: 9 February 2021

Silvia Ranfagni, Monica Faraoni, Lamberto Zollo and Virginia Vannucci

The purpose of this paper is to propose a research approach to investigate brand alignment by exploiting textual data from online brand communities in the coffee industry…

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Abstract

Purpose

The purpose of this paper is to propose a research approach to investigate brand alignment by exploiting textual data from online brand communities in the coffee industry. Specifically, consumer brand associations from user-generated content (UGC) and company brand associations from firm-generated content (FGC) are explored to measure the alignment between brand identity and brand image. The selected context of research is the beverage industry wherein companies are called on to develop appropriate digital websites and brand communication strategies to enhance the consumers' brand experience.

Design/methodology/approach

The authors introduce a research approach that integrates netnography with text mining analysis. Since brand associations were the basis of the study’s analysis, the authors focused on text mining procedures, providing data (co-occurrences) corresponding to brand associations that consumers perceive and that the company communicates. Data were used to develop the measurements of brand alignment.

Findings

The main findings of this research highlight the importance for both scholars and practitioners of determining brand alignment of beverage products in online communities. Knowing the alignment between the way a company communicates its brand identity and how this is perceived by consumers allows for effectively reviewing brand communication.

Originality/value

Although the combined analysis of the alignment between brand image and brand identification has received attention in marketing literature, most scholars have neglected how to measure brand alignment. This is a need for many marketing managers in the coffee industry who are now moving in digital environments where the role of consumers is not that of receivers of brand communication but rather that of cocreators of brand value.

Details

British Food Journal, vol. 123 no. 13
Type: Research Article
ISSN: 0007-070X

Keywords

Book part
Publication date: 7 October 2020

Virginia Vannucci and Eleonora Pantano

Upon reading this chapter, the reader will understand

  • How consumers perceive a privacy loss when exposed to retailers' big data analytics
  • The role played by the social environment…

Abstract

Learning Outcomes

Upon reading this chapter, the reader will understand

  • How consumers perceive a privacy loss when exposed to retailers' big data analytics

  • The role played by the social environment in terms of the opinions of relatives and friends largely influence how youth perceive the risk of privacy loss

  • What makes the information about retailers' usage of data not entirely accessible by consumers

  • Consumers perception of retailers' usage of their data

How consumers perceive a privacy loss when exposed to retailers' big data analytics

The role played by the social environment in terms of the opinions of relatives and friends largely influence how youth perceive the risk of privacy loss

What makes the information about retailers' usage of data not entirely accessible by consumers

Consumers perception of retailers' usage of their data

Content available
Book part
Publication date: 7 October 2020

Abstract

Details

Retail Futures
Type: Book
ISBN: 978-1-83867-664-3

Abstract

Purpose

This article aims to report on the development and validation of a bribery measurement index for the business sector, which, based on institutional theory, seeks to overcome the limitations of traditional measurements, recognizing the dynamics that originate the phenomenon and identifying process components.

Design/methodology/approach

To construct the index, correlational and principal component analysis techniques were used, as well as rigorous statistical tests, validating the instrument in a sample of 2,963 companies in Latin America, including Argentina, Colombia, Chile, Ecuador, Guatemala, Mexico and Peru.

Findings

The result was an instrument composed of two dimensions: (1) anti-bribery game rules, composed of regulations knowledge and anti-bribery efforts, and (2) bribery as a perceived habit, allowing an objective representation of reality due to its internal consistency, concurrent and discriminant validity.

Practical implications

This instrument is one of the few that focuses on measuring bribery in the business sector in terms of corrupt practices, applicable for both public and private institutions to promote game rules against bribery. Additionally, the proposed theoretical model can be used to measure other phenomena with similar characteristics.

Originality/value

This article empirically highlights different variables that make bribery possible. The results can be helpful in the design of strategies to prevent this type of behavior. It also highlights the importance of designing mechanisms to record information related to bribery and the different expressions of corruption in order to explain its different nuances.

Propósito

Este artículo informa sobre el desarrollo y validación de un índice de medición de soborno para el sector empresarial, que, basado en la teoría institucional, busca superar las limitaciones de las mediciones tradicionales, reconociendo las dinámicas que originan el fenómeno e identificando los componentes del proceso.

Diseño/metodología/enfoque

Para la construcción del índice se utilizaron técnicas de análisis correlacional y de componentes principales, así como rigurosas pruebas estadísticas, validando el instrumento en una muestra de 2.963 empresas de América Latina, entre ellas Argentina, Colombia, Chile, Ecuador, Guatemala, México y Perú.

Hallazgos

El resultado fue un instrumento compuesto por dos dimensiones: (1) reglas de juego antisoborno, compuestas por conocimiento normativo y esfuerzo antisoborno (2) soborno como hábito percibido, permitiendo una representación objetiva de la realidad debido a su consistencia interna, validez concurrente y discriminante.

Originalidad/Valor

Este artículo pone en evidencia empírica diferentes variables que hacen posible el soborno. Los resultados pueden ser útiles en el diseño de estrategias para prevenir este tipo comportamiento, también destaca la importancia de diseñar mecanismos para registrar la información relacionada con la lucha contra el soborno.

Implicaciones prácticas

Este instrumento es uno de los pocos que se enfoca en medir el soborno en el sector empresarial en términos de prácticas de corrupción, útil para instituciones tanto públicas como privadas para promover mejores reglas de juego en contra del soborno. Adicionalmente el modelo teórico propuesto puede ser utilizado para medir otros fenómenos con características similares.

Details

Academia Revista Latinoamericana de Administración, vol. 36 no. 2
Type: Research Article
ISSN: 1012-8255

Keywords

Article
Publication date: 23 September 2021

Satish Rupraoji Billewar, Karuna Jadhav, V.P. Sriram, Dr. A. Arun, Sikandar Mohd Abdul, Kamal Gulati and Dr Narinder Kumar Kumar Bhasin

The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will…

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Abstract

Purpose

The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will continue in the coming decade and badly affect offline businesses. As a result, the offline platform is also shifting to the online platform and online demands are increasing daily. The traditional two-dimensional E-Commerce websites are designed to provide simple, browser-based interfaces to allow users to access available products and services. Whilst virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. This paper aims to focus on three-dimensional (3D) E-Commerce technology that presents how virtual reality (VR) and augmented reality (AR) can help deal with limitations and improve E-Commerce operations. It is built as an internet-only tool, a person-centred shopping assistant created following user-centred design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how VR and AR can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an AR assistant that helps the users by giving them all the required information in audio form or using its avatar.

Design/methodology/approach

Implementation of VR and AR in E-Commerce will increase customer satisfaction. Sub hypothesis – to study the implementation of VR in E-Commerce. To study the implementation of AR in E-Commerce. To study the inclusion of E-Commerce sites in an open-world game. To study the customer satisfaction of users using VR stores.

Findings

The scope of work is concentrated on the urban Indian market especially targeting the country’s youth who are already or ready to indulge in VR such as video games, cinema and other activities (Mattsson and Barkman, 2019). This demography is more open to learning and using VR. The primary segment of E-Commerce that we are concentrating upon is fashion. Here, the regular user needs to have more immersed knowledge about the product rather than just the written information like how would they look in a dress or will the size available on the website fit me or not.

Originality/value

A perfect system does not exist in the world. A terrible disease has landed on the planet. Very soon, it will be impossible to escape from this current situation. The effects of this plague have been felt in every sector of the world. The researchers also claim that physical stores will continue to exist. There will never be anything that replaces the ability to hold and use products or have personal face-to-face interactions with retail professionals. For the time being, brick-and-mortar retail is having a difficult time, but immersive technology is starting to be used to enhance the in-store experience. The good news is that this should help retailers increase their chances of survival. However, the melody of 3D E-Commerce is it would help out the in-store experience.

Details

World Journal of Engineering, vol. 19 no. 2
Type: Research Article
ISSN: 1708-5284

Keywords

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