Understanding in-store interactive technology use: a uses and gratifications theory (UGT) perspective

Metadatas

Date

June 10, 2021

type
Language
Identifiers
Relations

This document is linked to :
info:eu-repo/semantics/altIdentifier/doi/10.1108/IJRDM-11-2020-0459

Collection

Archives ouvertes



Cite this document

Hafida Boudkouss et al., « Understanding in-store interactive technology use: a uses and gratifications theory (UGT) perspective », HALSHS : archive ouverte en Sciences de l’Homme et de la Société - notices sans texte intégral, ID : 10.1108/IJRDM-11-2020-0459


Metrics


Share / Export

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 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.

document thumbnail

From the same authors

On the same subjects

Within the same disciplines