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Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore

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  • Poncin, Ingrid
  • Garnier, Marion
  • Ben Mimoun, Mohammed Slim
  • Leclercq, Thomas

Abstract

The emergence of smart technologies is increasingly catching the attention of researchers and practitioners, especially in retailing contexts. However, empirical studies investigating the impact of technologies' design on customers' shopping experience remain limited. In response to this gap, this research analyzes the impact of gamification mechanics, a widely used tool to design smart technologies, on customers' experience, emotions and the resulting behavioral intentions. Therefore, we first examine the impact of two gamification mechanics, challenge and fantasy, on customer experience and patronage intentions. Then, we specifically study the case of the Smartstore, a smart innovative technology used to personalize items in retailing contexts and combining these two gamification mechanics in comparison with a classical interface without any gamification mechanics. Based on those two experimental studies, our findings confirm that personalizing a product through a gamified interface might have a positive impact in terms of experience during the process but also on patronage intentions. Hence this research also shows that solely adding gamification mechanics such as challenge and fantasy in a smart interface is not enough to significantly enhance the quality of the perceived experience.

Suggested Citation

  • Poncin, Ingrid & Garnier, Marion & Ben Mimoun, Mohammed Slim & Leclercq, Thomas, 2017. "Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore," Technological Forecasting and Social Change, Elsevier, vol. 124(C), pages 320-331.
  • Handle: RePEc:eee:tefoso:v:124:y:2017:i:c:p:320-331
    DOI: 10.1016/j.techfore.2017.01.025
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    Cited by:

    1. Ben Mimoun, Mohamed Slim & Lancelot Miltgen, Caroline & Slama, Boulbeba, 2022. "Is the shopper always the king/queen? Study of omnichannel retail technology use and shopping orientations," Journal of Retailing and Consumer Services, Elsevier, vol. 65(C).
    2. Henner Gimpel & Tobias Manner-Romberg & Fabian Schmied & Till J. Winkler, 2021. "Understanding the evaluation of mHealth app features based on a cross-country Kano analysis," Electronic Markets, Springer;IIM University of St. Gallen, vol. 31(4), pages 765-794, December.
    3. Leclercq, Thomas & Poncin, Ingrid & Hammedi, Wafa, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Journal of Retailing and Consumer Services, Elsevier, vol. 52(C).
    4. Thomas, Nibu John & Baral, Rupashree & Crocco, Oliver S. & Mohanan, Swathi, 2023. "A framework for gamification in the metaverse era: How designers envision gameful experience," Technological Forecasting and Social Change, Elsevier, vol. 193(C).
    5. Hsieh, Sara H. & Lee, Crystal T. & Tseng, Timmy H., 2021. "Branded app atmospherics: Examining the effect of pleasure–arousal–dominance in brand relationship building," Journal of Retailing and Consumer Services, Elsevier, vol. 60(C).
    6. Liyuan Liu & Yen Hsu, 2022. "Motivating factors behind the public’s use of smart recycling systems: perceived playfulness and environmental concern," Palgrave Communications, Palgrave Macmillan, vol. 9(1), pages 1-13, December.
    7. Bekk, Magdalena & Eppmann, René & Klein, Kristina & Völckner, Franziska, 2022. "All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design," International Journal of Research in Marketing, Elsevier, vol. 39(4), pages 1059-1081.
    8. Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
    9. Pleyers, Gordy & Poncin, Ingrid, 2020. "Non-immersive virtual reality technologies in real estate: How customer experience drives attitudes toward properties and the service provider," Journal of Retailing and Consumer Services, Elsevier, vol. 57(C).
    10. Chang, Yu-Wei & Chen, Jiahe, 2021. "What motivates customers to shop in smart shops? The impacts of smart technology and technology readiness," Journal of Retailing and Consumer Services, Elsevier, vol. 58(C).
    11. Garnier, Marion & Poncin, Ingrid, 2019. "Do enriched digital catalogues offer compelling experiences, beyond websites? A comparative analysis through the IKEA case," Journal of Retailing and Consumer Services, Elsevier, vol. 47(C), pages 361-369.
    12. Hsu, Chia-Lin & Chen, Mu-Chen, 2018. "How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role," Technological Forecasting and Social Change, Elsevier, vol. 132(C), pages 118-129.
    13. Alexander, Bethan & Kent, Anthony, 2022. "Change in technology-enabled omnichannel customer experiences in-store," Journal of Retailing and Consumer Services, Elsevier, vol. 65(C).
    14. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
    15. Feng, Yuanyue & Yi, Zihui & Yang, Congcong & Chen, Ruoyi & Feng, Ye, 2022. "How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
    16. Riegger, Anne-Sophie & Klein, Jan F. & Merfeld, Katrin & Henkel, Sven, 2021. "Technology-enabled personalization in retail stores: Understanding drivers and barriers," Journal of Business Research, Elsevier, vol. 123(C), pages 140-155.
    17. Legaki, Nikoletta-Zampeta & Karpouzis, Kostas & Assimakopoulos, Vassilios & Hamari, Juho, 2021. "Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course," Technological Forecasting and Social Change, Elsevier, vol. 167(C).
    18. Pantano, Eleonora & Vannucci, Virginia, 2019. "Who is innovating? An exploratory research of digital technologies diffusion in retail industry," Journal of Retailing and Consumer Services, Elsevier, vol. 49(C), pages 297-304.
    19. Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).
    20. repec:hig:wpaper:102sti2019 is not listed on IDEAS
    21. Chiu, Candy Lim & Ho, Han-Chiang & Yu, Tiancheng & Liu, Yijun & Mo, Yuwen, 2021. "Exploring information technology success of Augmented Reality Retail Applications in retail food chain," Journal of Retailing and Consumer Services, Elsevier, vol. 61(C).
    22. Högberg, Johan & Shams, Poja & Wästlund, Erik, 2019. "Gamified in-store mobile marketing: The mixed effect of gamified point-of-purchase advertising," Journal of Retailing and Consumer Services, Elsevier, vol. 50(C), pages 298-304.

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