Professional Documents
Culture Documents
CHAPTER 2
2 LITERATURE REVIEW
Gupta & Vajic (2000) have stated that an experience occurs when
a customer has any sensation or knowledge acquisition resulting from some
levels of interaction with different elements of a context created by the service
provider. An experience is a type of offering to be added to the products and
services, particularly to suit the needs of the customers.
Kaur & Sharma (2009) have studied the Indian market to uncover
the motives that drive young people to shop in department stores or malls. The
results reveal that the Indian youth primarily shop from a hedonic perspective.
They importantly serve as new product information seekers, and the retailing
firms can directly frame and communicate the requisite product information to
them.
Visual sense: According to Kim & Sullivan (2007), the sense of sight
includes the visual dimensions of color, brightness, size and shapes. From
previous studies, it has been identified that the sense of sight is probably the
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most developed and prominent human sense which can be regarded as the
most powerful sense for discovering changes and differences in the
environment, and it is also the most common sense in detecting goods or
services (Hultén et al. 2009; Krishna 2012; Wright 2006). According to
Arnould et al. (2004), most of the past researches on vision in consumer
research has examined colour or more complex visual stimuli, like words and
pictures.
Visual sense includes layout, brightness and color, and these are
the outlet environmental cues affecting customer mood and purchasing
behavior (Kotler 1974).The visual aspect of an outlet must be considered to
match four different functions (Roullet & Rieunier 2009). The power of selling
through sight alone has been fundamental to retailing throughout the ages.
Beginning with the shop window, customers could view products available in
store that would influence their decisions to explore further. Visual
merchandising, store design including color and light, packaging, ticketing,
signage, point of sale and space planning are all forms of visual
communication techniques used by retailers.
In the same way, Song (2009) has pointed out the impact of
customer‘s memorable experience that starts from meso environmental
elements such as floors finish and ceiling materials, to micro environment
elements, such as product packaging and brand logo. The neatness on the
floor, the attractive light fixture, and the comfortable purchase package may
affect the customer‘s experience and create an impact in them about the outlet.
Schmitt (1999) has argued that the customers appeal to the need
to be perceived positively by others, i.e., one‘s peers, girl friend, boy friend or
spouse, family and colleagues. There is an extensive literature examining the
influence of cross-cultural differences in consumption (Jacobs et al. 1991;
Levy 2009). Cultural orientation may have an effect not just on product
meaning after acquisition, but on the actual process of shopping. Shopping
activity is a social event whose meaning is likely to be even more closely tied
to culture than the meaning of the product. Although some early researches
examine mundane consumer shopping using ethnographic methods, recent
interest in the area has grown (Miller 2001; Otnes et al. 1995). Miller et al.
(1998) have found that shopping as an activity is not just about product
acquisition, but is much a part of social relationships. The shopping place can
provide identity for its participants, especially for groups that might be
gradually losing their distinctive identity. Shopping needs not to be done just
for the functional purpose.
Wright et al. (2006), have argued for the inclusion of the threads
of experience, in customer engagement particularly sensory threads of
experience in customer engagement which has been previously ignored. The
inclusion of sensory experience in customer engagement is important because
of the holistic, aesthetic and hedonic functions it serves. The hedonic function
provides guidelines for affect, social interaction and entertainment
(Hassenzahl & Tractinsky 2006).
S F T A R F P A WO
E N A FI V T M
L BCI
E E E E E A U C
Note: SE – Sense Experience, FE–Feel Experience , TE- Think Experience, AE–Act Experience, RE–Relate Experience.
FA–Focused Attention, PU–Perceived Usability, E–Endurability, N–Novelty, A–Aesthetics, FI–Felt Involvement.
V–Value, T–Trust, AC–Affective Commitment, WOM -Word Of Mouth, L–Loyalty, BCI–Brand Community Involvement.