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Consumer’s
Online shopping environments Need for
and consumer’s Need for Touch Touch
Rupa Rathee and Pallavi Rajain
Department of Management Studies,
Deenbandhu Chhotu Ram University of Science and Technology, Sonipat, India
Received 29 December 2018
Abstract Revised 28 March 2019
24 April 2019
Purpose – Online shopping has become a commonplace thing nowadays as people can buy products from Accepted 27 April 2019
the comfort of their home. But such environments do not offer a complete sensory interaction as consumers
are unable to touch products which is quite important for certain categories of products such as apparels.
Therefore, in order to find whether every individual seeks touch equally, the purpose of this paper is to deal
with the differences in an individual’s preferences for touch. The study also evaluates customer responses
towards the introduction of touch-enabling technology which can, to some extent, compensate for the lack of
touch. Lastly, the study includes customers’ views regarding showrooming and webrooming.
Design/methodology/approach – A total of 203 responses were received through online and offline
questionnaires. The data were analysed using ANOVA, correlation and regression analysis through SPSS
version 23.
Findings – The results revealed that gender influenced the Need for Touch (NFT) with women having higher
NFT. The people who were high in NFT preferred to buy in-store, whereas their low NFT counterparts were
comfortable with both online and in-store options. Lastly, it was found that there was a significant impact of
NFT on online buying behaviour. The new technology when used by online retailers would break the barriers
that exist between real touch and virtual touch.
Originality/value – Although previous authors have given several options like mental representations,
verbal details and brand image as alternatives to touch but the use of touch-enabling technology can
revolutionise the way online products are perceived. The study adds value by relating NFT with online
preferences, showrooming and webrooming.
Keywords Online shopping, Need for Touch, Showrooming, Webrooming, Touch marketing
Paper type Research paper
Introduction
The iPod touch feels incredible, because the product is lighter and thinner than ever, consists of a
smooth finish and designed in a way that allows one hand to rule the screen. (Apple, 2014)
It is impossible to ignore the importance of the sense of touch when judging a product being
purchased. An important role has been played by the human senses in forming the perception
of products and brands with each sense playing a different part. All this comes under the area
of sensory marketing. The definition of sensory marketing states it as an “an application of the
understanding of sensation and perception to the field of marketing- to consumer perception,
cognition, emotion, learning, preference, choice, or evaluation”. The sensation is “when the
stimulus impinges upon the receptor cells of a sensory organ – it is neurological in nature”.
Perception is “the awareness or understanding of sensory information”. There are explicitly
recognisable differences between perception and sensation, not just for the sense of vision but
others as well (Krishna, 2012). Another vital sense among these is the sense of touch. In many
studies the importance of touch for humans has been highlighted. It is the first sense to develop
in humans and stays with them for the longest time. Some authors have created scales, for
example, the scale that perceives individual differences in their Need for Touch (NFT).
The scale comprises of two sub-scales: instrumental NFT and autotelic NFT. The instrumental
NFT is for functionality on the other hand autotelic NFT captures the emotional component of Journal of Advances in
Management Research
touch or compulsive touch (Peck and Childers, 2003). Touch, whether between a product and a © Emerald Publishing Limited
0972-7981
human, or two products, or two humans, impacts consumer behaviour. DOI 10.1108/JAMR-12-2018-0116
JAMR The present world has moved to new avenues of shopping which include purchasing
online. The role of touch is diminished in an online retail environment which causes
uncertainties in the minds of consumers. According to Retail Dive Consumer Survey by
Skrovan (2017), a survey of 1,248 consumers regarding how often they use brick and mortar
stores to examine products before ordering them online suggested the notion “see in store,
buy online”. The survey suggested that 56 per cent of shoppers visited shops before buying
the same products online, which indicates their NFT which is lacking in online buying
scenarios (Skrovan, 2017). Research in retail environments revealed a lack of focus on the
sense of touch, especially in present times when businesses are shifting to online retailing.
The change in the channel of shopping poses a great challenge due to the complete lack of
touch during purchase. Therefore, there was a need to study the online buying preferences
of customers and whether the need to touch affects their online buying behaviour. This is
needed so that the retailers are prepared to compensate for the lack of touch with new
technologies and to find whether consumers are willing to adapt to these technologies.
The results of the study would add to the literature of touch marketing as they would help to
establish relationships between NFT and online buying behaviour (online preference,
showrooming and webrooming) which has not been explored before. Furthermore,
customer’s views related to touch-enabling technology would provide insight regarding
their perception of such technologies and their feasibility.
The next section of this paper discusses previous literature on differences in consumer’s
NFT, the importance of touch in a retailing environment and touch marketing in online
shopping environments. The subsequent section discusses the methodology used for this
study and how the data were collected using a survey questionnaire. Further, analysis and
discussion of the findings are presented. Lastly, the managerial implications and future
scope of the study are discussed.
Review of literature
Differences in consumers’ NFT
Initially, Peck and Childers (2003) came forth with the “Need for Touch” scale designed to
measure the preference of touch information based on individual differences. Seven studies
were conducted to develop this scale. In their study, they administered the NFT scale to a
sample of staff members selected randomly from a university and used confirmatory factor
analysis leading to a 12-item scale. Another research was conducted to determine the
validity of this scale with a sample of students. The validity of the construct was judged on
the basis of tests of response bias, convergent validity, discriminant validity and
nomological validity. To assess the individual differences in processing haptic information,
the NFT scale was used which comprises of 12 items. In comparison to lower NFT
individuals, individuals with higher NFT experienced a product directly with touch at the
time of assessment and showed confidence in their judgment of the product. Media
congruence relationship was found to be moderated by the NFT. Further, Peck and Wiggins
(2006) explored the viability of various kinds of touch in producing an emotional reaction
and repeated the consequences for behaviour and attitudes in a certifiable setting. They
recognised individual contrasts in the extraction and usage of data that is acquired through
touch. The NFT was deliberated as having two measurements: autotelic NFT and
instrumental NFT. Autotelic NFT suggests that individuals who are high in it take part in
contact since it is intriguing, pleasant, fun, an ordeal that is more hedonic than instrumental.
For members who were high in autotelic NFT, fusing a touch component that passes on no
item trait data into a message expanded influence. Only the members who were high in
autotelic NFT demonstrated an altogether more grounded affective reaction to the message
that had a touch component than to the message with no-touch component. In the various
examinations, it was discovered that the consolidation of touch into advertising messages
can positively influence people who are high in autotelic NFT. Similarly, Peck and Childers Consumer’s
(2006) examined whether impulse-purchasing behaviour was influenced by touch. The Need for
authors investigated the link between both an individual preference for autotelic touch and Touch
an environmental encouragement to touch, and impulse purchasing. Results were consistent
with expectations as a Fisher’s z-transformation showed that the difference was significant
between the two correlations. Next, as regards the relationship between environmental
encouragement and touch and impulse purchasing, it was found that in both, the “no-sign”
and the “feel the freshness” conditions, impulsive purchase behaviour was higher in
individuals with higher autotelic NFT in comparison to individuals lower in autotelic NFT.
The overall analysis revealed that, in comparison to their lower autotelic NFT counterparts,
impulsive purchase behaviour was higher in individuals with higher autotelic NFT.
Additionally, for both lower and higher autotelic individuals, the touch information which
produced environmental salience by the “feel-the-freshness” point of purchase (POP) sign
increased behaviour of impulsive purchasing.
Later on, Peck and Shu (2009) analysed that just by the touch of an object, there was a
rise in valuation and perceived ownership of that object. The outcomes suggested that the
relationship was significant between ownership imagery and touch for both valuation and
perceived ownership of the products. The researchers also examined the effect touch had on
perceived ownership and valuation by the use of a sample of only sellers or owners. It was
found that owners who were able to touch felt significantly greater perceived ownership, in
comparison to those who were not able to touch, which showed that touch had a significant
main effect. Thus, it was revealed that in comparison to those who were not able to touch,
subjects who could touch felt higher perceived ownership. The studies supported the theory
that endowment effect experiments traditionally provide positive sensory feedback due to
the ability to directly touch an object which results in increased valuation, affective reaction
and perceived ownership of the object. It is not only the touch of a product but interpersonal
touch which influences the consumers. For this purpose, Webb and Peck (2015) invented the
“comfort with interpersonal” (CIT) scale designed for measuring differences in interpersonal
touch for individuals. A series of studies were conducted for the development, validation
and use of this scale. Based on the statistical and theoretical insight, the two-factor model
provided the following factors which were “comfort with initiating touch” and “comfort with
receiving touch”. The CIT scale was related to personality traits of extraversion,
agreeableness, openness to experience and assertiveness. It was found that females were
more comfortable in the initiation of touch in comparison to males and regarding age it was
found that old age group tended to be more agreeable with interpersonal touch in
comparison to young individuals. It was found that identifying the reception of touch with
individuals who are comfortable and uncomfortable with it was possible through the CIT
receiving scale. Cho and Workman (2011), in their study on gender, fashion innovativeness
and opinion leadership, tried to find whether gender had an influence on these aspects. The
authors collected data using a convenience sample of college students. Results of their study
suggested that gender was an important differentiating factor for individual differences
regarding opinion leadership and fashion innovativeness while shopping for clothes,
although the gender did not have a significant influence on multi-channel choice. Similarly,
Krishna et al. (2010), in their research, studied the influence of the presence of smell on haptic
(touch) perceptions resulting in sensory experience and aesthetic pleasure. It was proposed
that “multisensory semantic congruence will moderate the impact of smell on haptic
perceptions, with congruence leading to more positive evaluations than incongruence”.
The particular inquiry to be tended to was whether a smell apparently ensued as more
feminine or masculine can affect the haptic quality impression of paper being more feminine
or masculine. On breaking down the outcomes, it was discovered that in the condition using
smooth paper, the feminine smell prompted fundamentally higher positive haptic
JAMR recognitions than the masculine smell. Correspondingly, inside the condition involving
rough paper, the masculine smell prompted fundamentally higher positive haptic
observations than the feminine smell. In this manner, results from the examination
demonstrated that multi-sensory semantic consistency among smell and touch can prompt
uplifted item assessments when the item is assessed on viability through sensation.
The discoveries of the examination propose that customers’ haptic recognitions are affected
by the nearness of item injected aromas, especially when these fragrances are semantically
compatible with haptic discernments. Earlier, Citrin et al. (2003) examined the need for
tactile input by consumers. The main focus of this research was to find whether there was a
need for tactile input to make evaluations regarding products. The study sample comprised
of undergraduate students at a state university. The results revealed that, for products
requiring sensory inputs (whether in the form of touch or any other sense), it is of great
importance for evaluations. It can therefore be hypothesised that:
H1. Gender has a significant influence on consumers’ NFT.
Objectives
(1) to analyse consumers “Need for Touch” based on their gender;
(2) to evaluate the relationship between “Need for Touch” and purchase channel preference;
(3) to assess whether the “Need for Touch” of customers has an impact on their online Consumer’s
buying preferences; Need for
(4) to assess whether the “Need for Touch” of customers has an impact on Touch
showrooming; and
(5) to assess whether the “Need for Touch” of customers has an impact on webrooming.
Methodology
Sample and procedure
The data for the research were collected via a survey which was conducted both online as
well as offline. Respondents filled questionnaires either through Google docs (online mode)
or through printed copies distributed to them. The questionnaire was floated among 300
individuals with 150 offline and 150 online. The sample was selected using purposive
sampling. The online survey forms were circulated among students, who then further
forwarded it among their peers. The offline forms were circulated among people belonging
to the working class (servicemen). Such a mixed sample was used because the majority of
customers who shop online are either millennial (between ages of 18 and 34) or Generation X
(between ages of 35 and 50) according to Nielsen’s Global Survey of e-commerce. A total of
203 responses were received (with a response rate of 67.66 per cent) out of which two were
found to be incomplete. Ultimately, 201 responses were found completely fit for analysis.
Both male and female participants from different age groups were included in the study.
Most of the respondents were female (63.7 per cent) with the mean age of 29.9 years.
A five-point Likert scale (1 ¼ “strongly disagree” and 5 ¼ “strongly agree”) was used
for coding all responses. For measuring NFT, participants indicated their choice based on a
12-item scale (Peck and Childers, 2006; Childers and Peck, 2010). For online buying
preferences, showrooming, webrooming, liking for touch-enabled technology items were
picked from Manzano et al. (2016), San-Martín et al. (2017) and Van Kerrebroeck et al. (2017).
Independent variable
The 12-item NFT scale (Peck and Childers, 2003) was adapted for the product category of
apparels. The scale was used to assess autotelic and instrumental touch for individuals
based on their haptic information processing. Apparels were selected as the product
category because of the intensive requirement of touch in this category. Exploratory factor
analysis was conducted using varimax rotation on a 12-item NFT scale which leads to two
factors explaining 60.6 per cent of the total variance. On assessing the rotated component
matrix, it was found that all the factor loadings were greater than 0.5, as established by
Nunnally (1978). The overall reliability of the NFT scale is α ¼ 0.84, instrumental α ¼ 0.82
and autotelic α ¼ 0.76.
Dependent variable
The online buying preferences were measured using eight items which included statements
like preference to purchase over the internet and liking for touch-enabled technology with
the overall reliability of α ¼ 0.69. The concepts of webrooming and showrooming were
measured with a single item each. Initial exploratory factor analysis revealed the presence of
two factors that highlight the online buying behaviour, which included a perception
regarding touch-enabling technology and online buying preferences with the reliability of
α ¼ 0.68 for both constructs. One item was deleted as it had low factor loading and failed to
relate to any of the factors. Factor loadings of all items were as shown in Table I.
The reliability and validity of the constructs were established as shown in Table II.
According to Fornell and Larcker (1981), the general rule for estimating the reliability of the
JAMR Factor
Statements Mean SD loading
construct is 0.70 or higher. In the present study, it was above 0.80 for all the constructs,
which thus indicated the internal consistency of the data. The average variance extracted as
examined for the constructs provided support for convergent validity as the values were
closer to 0.50.
LSD
(I) Channel ( J ) Channel Mean difference (I−J) SE Sig.
3.80
3.60
Mean
3.40
3.20
3.00
2.80
Figure 1.
Channel preference
Internet In-store Either
and need for touch
Channel
NFT
Pearson correlation
Significance (two-tailed)
Online pref.
Pearson correlation 0.438**
Significance (two-tailed) 0.000
Webrooming
Pearson correlation 0.307** 0.302**
Significance (two-tailed) 0.000 0.000
Showrooming
Pearson correlation 0.214** 0.176* 0.342**
Table V. Significance (two-tailed) 0.002 0.013 0.000
Correlations Notes: *,**Significant at the 0.05 and 0.01 levels, respectively (two-tailed)
Conclusion
People nowadays are becoming dependent on online shopping sites due to the convenience
of shopping while sitting at home which saves both time and money. The online
environment lacks sensory cues, in particular, the sense of touch. The lack of touch might
pose a challenge to online shoppers as compared to in-store shopping. Thus, the present
study was conducted to find whether customers were influenced by their NFT in their online
buying behaviour. The NFT is broadly classified into two categories which include autotelic
and instrumental touch. Both these kinds of touch depict differences in an individual’s
preferences. The results also showed that women were more in NFT which can be useful for
retailers as they can be more descriptive about the products that are specifically focussed on
female customers. Since the product used in the research instrument was apparel, which is
touch-intensive, the results of the study regarding the significant difference in instrumental
touch for males and females is justified. The preference of channel based on the NFT
showed that online retailers have a wider customer base in people who are in low NFT.
Thus, they should try to make use of the best possible ways to cater to these customers.
They should also try to find new and innovative ways to satisfy customers with high NFT
as they are the difficult ones. The positive response towards touch-enabling technology
showed a bright future of such technologies.
Managerial implications
The study has several implications for retailers as well as managers. First, an important
result was the difference in NFT with females showing a higher NFT. This result can be
used by marketers as females would prefer to touch products before purchase, thus, they
can help to initiate touch in case of female customers. The importance of touch has been
established in the choice of purchase channel preference as well. The people having a higher
NFT have higher tendency to purchase products in-store than their low NFT counterparts.
Thus, retailers need to find ways where the lack of touch can be compensated. Although
previous authors have given several options like mental representations, verbal details and
brand image but a strong influence would be of touch-enabling technology. The new
technology, when used by online retailers, would break the barriers that exist between real
touch and virtual touch. Some examples of touch-enabling interfaces include actuators
like a haptic glove and mid-air tactile sensations like AirWave (Van Kerrebroeck et al., 2017).
The study further added to the previous theoretical concepts of showrooming and
webrooming (San-Martín et al., 2017). The present study found that the concept of
JAMR showrooming and webrooming is greatly influenced by the NFT. Therefore, it would be
advantageous for retailers to have a presence in both online as well as brick and mortar
stores, so that they do not lose any customer in the absence of either.
Future research
The present study was focussed on only one product category that included apparels.
Research in the future can be conducted to study the online buying preferences for other
categories of products. This study was based on the perception of the respondents, whether
the NFT actually influenced their opinion of touch-enabling technology can be tested in a
more comprehensive manner in an environment where such facilities are available. Future
studies can be conducted to test the significance of this concept in a real-world experimental
study where respondents are subjected to such instruments that enable touch.
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