Index
ISBN: 978-1-80043-389-2, eISBN: 978-1-80043-388-5
Publication date: 26 November 2020
This content is currently only available as a PDF
Citation
(2020), "Index", Dirsehan, T. (Ed.) Managing Customer Experiences in an Omnichannel World: Melody of Online and Offline Environments in the Customer Journey, Emerald Publishing Limited, Leeds, pp. 321-332. https://doi.org/10.1108/978-1-80043-388-520201023
Publisher
:Emerald Publishing Limited
Copyright © 2021 Emerald Publishing Limited
INDEX
Note: Page numbers followed by “n” indicate footnotes.
Action figures
, 308
Activision Blizzard Entertainment
, 308–309
Ad Mob
, 223
Addiction to smartphones
, 121
Adidas
, 168
ADKAR Change Management Model
, 144
Affective attributes
, 201
Affective customer responses
, 51–52
Alternatives
, 249
Amazon
, 19, 78, 207
Antecedents of information revolution
, 16–17
ANZ Bank
, 276
App Store
, 213, 223
optimization
, 219
App usage
, 121
Apple
, 78, 103
Application
, 213
Application search engine (ASE)
, 212–213
Arab Spring
, 24
Artificial intelligence (AI)
, 14, 15, 18, 20, 21, 23, 120, 219, 271, 274, 283
Arts & Humanities Citation Index
, 81
Atmospherics/webmospherics
, 240
Augmented reality (AR)
, 226, 259, 264–265
Automation
, 278
Automatization
, 19–20
Avid adventurers
, 62
Awareness, interest, desire, action (AIDA)
, 86
Baby Boomers
, 118–119
Back office
, 31, 274
Banks
RPA benefits in
, 279–282
RPA implementation in
, 276–279
RPA in
, 273–276
Basic communicators
, 62
Behavioral customer responses
, 52
Benefit segmentation
, 62
Berne Convention Law on Protection of Literary and Artistic Works
, 294
BestBuy
, 207, 214
Beymen Online
, 234
Big Data
, 2
BIM
, 156
Bitcar platform
, 296
Blizzard Entertainment
, 308–309
Blizzard Gear Store
, 308
Blockchain
, 287–289, 295–297
intangible assets modern view
, 292–295
Bloomingdales
, 214
Booksellers’ struggle
, 292
Boston Consulting Group (BCG)
, 235
Brand focus
, 216
Brand loyalty
, 123
Brandroom
, 249–250
Brick-and-mortar stores
, 51, 124, 126, 200
British Copyright Statute of Anne’s law
, 292
Business idea for start-ups
, 182–183
Business Process Management (BPM)
, 282
Business-to-business (B2B)
, 138, 143
Business-to-consumer (B2C)
, 138, 143, 212
Buying behavior of digital consumers
, 64–66
Capital
, 184
requirement
, 181, 186
Case study analysis
, 297–301
Channel
, 28–29
attributes
, 201
integration
, 32, 98, 101, 109, 217
leadership
, 29
lock-in
, 235
management
, 29
multiplicity
, 199–201
operations
, 29
preference
, 47
strategies
, 29
sustainability
, 50
synergy
, 235
transparency
, 78
types in marketing
, 28–33
“Click and Collect” concept
, 76–77, 225
Co-creation of value
, 134, 136, 142–143, 146
Coca Cola
, 109
Cognitive attributes
, 201
Cognitive automation (CA)
, 271, 282
Cognitive experiences
, 66
Communication
, 29
Community
, 122
Companies’ financial performance development
, 2
Competition
, 178
Competitive games
, 306
Complexity of omni-channel shopping
, 216
“Confirmation of existence”
, 293
Conservative consumers
, 254
Conservative/modest consumers profile
, 245–246
Consumer behavior
, 27–28, 44
change in marketing periods and developments
, 57–59
models to customer centricity
, 135–136
new consumers
, 59–63
in omnichannel marketing
, 33–36
theories
, 134–135
Consumer Contact Point
, 312
Consumer Technology Association
, 205
Consumers
, 28, 35, 36, 49, 55–56, 117–118, 199
advantages and disadvantages of omnichannel
, 78–79
buying motives
, 48
decision-making process
, 80–81
demand
, 156
experience as journey
, 240–241
preferences
, 51
profiles and profile relevant trends
, 245
rights
, 139
satisfaction
, 50
shopping
, 221
shopping experience across channels
, 118–120
touchpoints
, 198
Consumers oriented marketing
, (see Marketing 2.0)
Consumption
, 4
Contact centers integration in all channels
, 108–109
Content contributors
, 62
Control
, 21
Convenience
, 120, 124, 129, 198, 204
store
, 155
Copyright
, 288
Copyright Act (1842)
, 292
2020 coronavirus epidemic
, 24
“Cosplay” applications
, 312–313
Cost efficiency
, 273
Cost savings
, 204
Country-specific factor
, 63
Coupons
, 103
Coverage
, 223
Crawler
, 218
Critical theory
, 4
Cross buying
, 52
Cross-channel
integration
, 109–110, 215
management
, 200
marketing
, 31–32
method
, 161
retailing
, 101–102, 236
shopping
, 205
systems
, 215–216
Customer advisory
, 134, 136
Customer centricity
, 135–136
Customer decision
customer decision-making process
, 136–138
customer decision/purchase journey
, 240
journey
, 136
Customer experience
, 33, 79–80, 104–106, 119, 138, 140, 142, 147, 259
formation in omnichannel retailing
, 106–108
journey mapping
, 143
management
, 104, 258
method in omnichannel retailing
, 103–104
technologies enhancing customer shopping experience
, 262–265
Customer experience framework (CEF)
, 144
Customer experience journey
, 136–138
challenging necessity for mapping
, 143–146
mapping
, 143
within omnichannel world
, 139–141
Customer journey
, 3–4, 80, 142, 146, 241, 244
map
, 128–129
mapping
, 104, 144–145
Customer lifetime value
, 135
antecendents
, 52
Customer loyalty
, 2, 5, 39, 105, 137, 143, 161, 164, 217, 282
in omnichannel marketing
, 37
repurchase intention and
, 70
Customer preferences
, 44, 46
bases in context of multichannel operations
, 48
Customer relationship management (CRM)
, 2, 45, 104, 128, 154, 163–164, 171
Customer-to-customer interactions (C2C interactions)
, 144, 212
Customer(s)
, 97–98, 222
activation
, 6
advisory
, 136
centricity
, 135–136, 139
in crosschannel marketing
, 32
customer-oriented experience
, 108
customer-owned touchpoints
, 141
engagement value
, 144
expectations
, 45
life journey
, 137
in multichannel marketing
, 31
purchase journey
, 136
satisfaction
, 6, 36, 44, 46–48, 104–106, 110, 137, 161, 164, 171, 199, 217, 223, 226, 280, 283
search
, 224
shopping behavior
, 198
shopping utility
, 226
value
, 37
Customization benefits
, 204
Cybercrime
, 22
D-Market Electronics Services
, 156
“Dark internet” market
, 22
Data
access
, 47
mining
, 3
types
, 216
“Decade of change”
, 235
Decision-making
, 249
Decrease in online search costs
, 206
Deep value
, 48
Dell Computers
, 104
Democratization in technology and information technology
, 17–19
Democratization of Luxury
, 239n1
Democratization of technology
, 14–15
future research directions
, 23
issues, controversies, problems
, 16–22
solutions and recommendations
, 22–23
Demystification of technology
, 14
Department store
, 155
“Devaluation of Luxury”
, 245–246
“Diablo Series”
, 308
Digital consumers
, 59–60, 62–63
buying behavior of
, 64–66
digital environmental factors affecting
, 63
E-loyalty
, 68
E-repurchase Intention
, 68–69
E-satisfaction
, 67–68
E-WOM
, 66–67
experiences
, 66
future research directions
, 69
Digital environmental factors affecting digital consumers
, 63
Digital luxury consumers
, 235–236
Digital natives
, 125
Digitalization
, 75–76, 99, 198, 233–234
in luxury retail
, 247–251
Digitization banking sector
, 273
Direct channels
, 159
Discount store
, 155
Discreet Conspicuousness
, 245
Discrete channels
, 212
Disney
, 163
Distribution channels
, 28–30, 34–35
Dogus Group
, 156
Domino Pizza
, 112
Dynamism
, 198
e-repurchase intention
, 57
E-sport
, 306, 308, 311
E-tailers
, 222
E-trade
, 198
Early adopters
, 61
eBay
, 78
Efficiency
, 50
Electrochromic glass
, 262–263
Electrochromic Glass Touch Systems
, 259
Electronic commerce (E-commerce)
, 30, 79–80, 251, 260–261
Electronic loyalty (E-loyalty)
, 57, 68
Electronic repurchase Intention (E-repurchase intention)
, 68–69
Electronic satisfaction (E-satisfaction)
, 57, 67–68
Electronic word of mouth (E-WOM)
, 57, 66–67, 80, 85
Embeddedness
, 146
Emerging Sources Citation Index
, 81
Employer loop
, 143
Empowerment
, 47
Enhanced product logistics
, 31–32
Enterprises
, 29, 31–32, 39
Entertainment
, 24
interest
, 123
seekers
, 62
Entrepreneurial competences
, 183
Entrepreneurs
, 156, 178–179, 181, 183, 187, 192, 198
Epic games
, 310–311
Epic MegaGames
, 310
Established Conservative Consumers
, 250
Established luxury consumers profile
, 245–247, 249–250
“Eureka” moments
, 292, 297
European Blockchain Partnership
, 296
European Commission
, 296
European movements
, 21
Evaluation
, 81
Experience segmentation
, 62
“Experiential view”
, 79
Explicative content analysis
, 291
Expressive evangelists
, 62
Extra-fast-growing businesses
, 178, 180
Extravagant Prestige-seekers, The
, 237
Facebook
, 306
Fact collectors
, 62
Fast fashionalization of luxury fashion market
, 247
Financial services
, 273
First Person Shooter (FPS)
, 309–310
Florida, Richard
, 179
Fluidity
, 120
Form utility
, 33
Fortnite
, 310–311
Freedom
, 18
of expression
, 18
of information
, 16
Game changers
, 61
Game industry
, 306–307
GDPR
, 19
regulation
, 16
Gen X
, 118–119
Gen Z
, 118, 127–129
millennials vs.
, 120–124
perspective of omnichannel experience
, 120
retail shopping experiences
, 125–126
Global Luxury Consumer
, 253
Google Play
, 223
Google Search’s algorithm
, 221
Green Socialites profiles
, 249–250
Grounded theory coding
, 244
Growth
, 184
through creativity
, 182
Gutenberg Galaxy
, 14
Handling different audiences
, 161
Health-conscious lifestyle
, 123
Hedonism process in channels
, 110–111
“Heroes of the Storm”
, 308
Higher brand consistency
, 161
Holistic shoppers
, 61–62
Holographic Technology
, 259
Holographic technology
, 264
Household managers
, 61–62
Hybrid shopping mile (HSM)
, 135
challenging necessity for mapping customer experience journey
, 143–146
consumer behavior models to customer centricity
, 135–136
customer decision-making process
, 136–138
customer experience journey within omnichannel world
, 139–141
implications
, 146–147
touchpoints as influencers in omnichannel world
, 141–143
IKEA
, 223
Immersive experience model in omnichannel retail world
, 265–266
In-store
experiences
, 118, 122, 129, 130
marketing
, 76, 78–79
shopping
, 122, 127–128
technologies
, 121
Inclination to Block Ads
, 124
Incubator house, start-ups and
, 190
Incubators
, 190
Indiegogo
, 294
Infancy
, 181
“Infinite shelf” online
, 226
Influence
, 247, 249
Influencers
, 122
touchpoints as
, 141–143
Information acquisition
, 204
Information collectors
, 61–62
Information revolution, antecedents of
, 16–17
Information technology, democratization in
, 17–19
Informational technology
, 166
Initial Coin Offering (ICO)
, 288–289, 295–297
Innovation
, 3, 20, 38, 122, 178–179, 187–188, 191, 252
Inorganic result
, 220
Instagram
, 130
Intangible assets
blockchain and access to investor’s funds
, 295–297
modern view with focus on IP protection on blockchain
, 292–295
research question and methodology
, 289–292
results of case study analysis
, 297–301
Intellectual property rights (IP rights)
, 287, 289
intangible assets modern view
, 292–295
Interactive media
, 30
Interest of streaming media
, 121
International Accounting Standards 38. 8 (IAS)
, 288–289
International factors
, 63
Internet
, 34, 45, 61, 79–80, 198
environment
, 30
retailers
, 222
shopping over
, 260–262
Internet of Things
, 288
Interrelated factors
, 214
Introvert Hedonists
, 237
Inventory optimization
, 162
Investor’s funds, access to
, 295–297
Jack & Jones
, 168
Kickstarter
, 294
Know Your Customer (KYC)
, 281
Kofax Kapow platform
, 275
League of Legends
, 311–312
Licencing Act
, 292
Licencing of Press Act 1662
, 292
Localized virtual marketing
, (see Marketing 4.0)
LOGMeIN
, 192
Love of technology
, 121
Loyalty
, 46, 68
Lurking shoppers
, 62
Luxury
beginners profile
, 245–246, 250
brands
, 252
consumer profiles
, 244–247
consumers and segmentations
, 236–240
fashion brands
, 234
Luxury Academy
, 252
Luxury Atelier
, 253
Luxury fashion omnichannel consumer journey
, 248
Luxury fashion omnichannel strategy
consumer experience as journey and omnichannel journeys
, 240–241
digital luxury consumers and omnichannel retailing
, 235–236
digitalization and omnichannel structure in luxury retail
, 247–251
emerging market luxury consumer classifications
, 238–239
implications
, 251
informant profile
, 243
limitations and further research
, 253–254
luxury consumer profiles
, 244–247
luxury consumers and segmentations
, 236–240
methodology
, 241–244
omnichannel dream value
, 251–253
Machine learning (ML)
, 219, 282
Macro environment factors
, 63
Magic Mirrors
, 121
Managerial competences
, 183
Manufacturers
, 158–159
Marketing
, 79
capabilities platform
, 143
crosschannel
, 31–32
multichannel
, 30–31
omnichannel
, 32–39
single channel
, 30
Marketing 1.0
, 56–57, 59
Marketing 2.0
, 56–59
Marketing 3.0
, 56, 58–59
Marketing 4.0
, 56, 58–59
Marketing channels
, 6, 31, 36, 39, 40, 110, 143, 154–160, 213
to omnichannel
, 160–163
Marketplace business
, 160
Materialists, The
, 237
“Me Generation”
, 123
Media
interactive
, 30
print
, 35
social
, 18, 24, 58, 98, 100, 211, 224
Messaging apps
, 121
Micro companies
, 187
Micro environment
, 63
“Millennial+”
, 124
Millennials
, 118–119, 122–124
vs. Gen Z
, 120–124
Miniaturization
, 14
Mobile applications
, 213, 217, 226
Mobile channels
, 100, 168–169
appreciation of
, 112
in wholesaling
, 160
Mobile commerce
, 261
Mobile phones
, 211–212
Mobile retailing
, 157–158
“Moderately Fashionable”
, 245–246
Modern technology
, 14
Modest fashion
, 254
“Modestly Chic/Fashionable”
, 245–246
Money concerns
, 122
MUFG Union Bank
, 275
Multichannel
, 52, 100, 162–163, 199
approach
, 50
channels
, 46
consumer behavior
, 49
customer experience
, 106
customer management
, 30
focus
, 50
management
, 49
marketing
, 30–31, 45–46
retailers
, 202
retailing
, 44, 48, 101–102, 199, 201, 214, 236
shopping
, 205
strategies
, 49, 50–52
Multichannel operations
, 46
advantages and disadvantages of
, 46–48
bases for customer preferences in context of
, 48
shopping process and purchasing decisions
, 48–49
Multiplayer Online Battle Arena game
, 311
National Retail Foundation
, 202
Netizens
, 59, 61–62
Network
society discourse
, 4
structure among channel members
, 217
New consumers
, 59–61
demographic characteristics
, 61–62
psychological characteristics
, 62–63
New economy
, 15
transition to
, 19–21
New luxury consumer
, 237
New potential customers
, 162
New Technologies
, 98
News
, 24
Nike
, 168
North Face
, 168
Nouveaux Riches profile
, 245–246, 249
Nutella
, 109
Off-price retailer
, 155
Omni
, 76, 215
Omni-integrated segment
, 61
Omnichannel
, 76, 154, 213–217
advantages and disadvantages
, 78–79
applications
, 38
approach
, 169–171
buyer journeys
, 242
commerce
, 120
concept
, 118–119
consumers and/or customers
, 59–60
CRM
, 163–164, 171
customers
, 106
discussion
, 172–173
dream value
, 251–253
implications
, 173–174
journeys
, 240–241
management
, 100
marketing channels to
, 160–163
methodology
, 164–165
online and mobile channels
, 168–169
operations
, 110
retailers
, 109
retailing
, 166–167
sales channels
, 165–166
strategies
, 3–6, 45, 50–52
strategy in context of search engines
, 221–224
structure in luxury retail
, 247–251
system
, 212
wholesaling
, 167–168
Omnichannel Buying Report of BigCommerce
, 124
Omnichannel customer experience management (OCCEM)
, 6
Omnichannel experience
, 36, 87–88, 100, 107, 128, 161, 169, 241, 266, 267
future research directions and limitations
, 130
Gen Z perspective of
, 120
recommendations
, 126–129
Omnichannel marketing
, 32–33, 139
challenges of shifting To
, 37–38
consumer behavior in
, 33–36
context
, 306
customer loyalty in
, 37
customer satisfaction in
, 36
future research directions
, 39
solutions and recommendations
, 38–39
technique
, 307
Omnichannel marketing applications
Activision Blizzard Entertainment and
, 308–309
Epic Games/Fortnite and
, 310–311
results
, 312–313
Riot Games/League of Legends
, 311–312
Ubisoft Entertainment and
, 309–310
Omnichannel retailing
, 101–102, 201, 215, 234, 235–236
customer experience formation in
, 106–108
customer experience method in
, 103–104
relationship with other retailing channels
, 100–103
terminology
, 98–100
Omnichannel retailing approach
, 76
“Click and Collect” concept
, 76–77
consumer decision-making process
, 80–81
customer experience
, 79–80
customer journey
, 80
discussion
, 86
future research directions
, 86–87
in-store marketing
, 78–79
research methodology
, 81–82
results
, 81–86
showrooming
, 77
webrooming
, 77–78
Omnichannel world
customer experience journey within
, 139–141
immersive experience model in
, 265–266
touchpoints as influencers in
, 141–143
OmniLuxury Contact
, 252–253
Omnis
, 201
Online
analytical processing
, 3
browsing
, 118
marketing
, 22
marketplace
, 18–19
promotions and deals
, 204
purchase
, 119
purchasing process
, 56
retailing
, 156
reviews
, 205
service quality
, 204
shopping advantages
, 201–202
shops
, 202
stores
, 199–200, 203–208, 212
touchpoints
, 200
word of mouth
, 206
Online channel
, 100, 168–169
in wholesaling
, 160
Online consumers
and/or customers
, 59
behavior
, 60–61
experience
, 80
Open universities
, 17
Operational process
, 45–46
Optical character recognition components
, 282
Organic result
, 220
Organizations
, 37
in omnichannel marketing environment
, 36
organizational model
, 178
sustainability strategies
, 2
“Others Syndrome, The”
, 245–246
Outdoor totem
, 263–264, 259
“Overwatch”
, 308–309
Own and Operated model (O&O model)
, 168, 170
Partner-owned touchpoints
, 141
Past–present–future process (PPF process)
, 136
Perceived consistency and seamlessness
, 216
Perceived Purchase Benefits Offline
, 206–207
Perceived Search Benefits Online
, 206
Personalization
, 98, 100, 108–109
interest
, 123
Personalized customer experience
, 109
Physical distribution
, 29
Physical stores
, 99, 111, 199–200, 202–208, 212, 214
Place utility
, 33
Play Store
, 213–214
Playerunknown’s Battlegrounds (PUBG)
, 306
Politics
, 21
Possession
, 33
Post-purchase stage
, 240, 251
Post-purchasing stage
, 104
Power
, 21
Pre-purchase stage
, 240, 247–249
Pre-purchasing stage
, 104
Price benefits
, 204
Print media
, 35
Product, price, promotion and place (Four P’s)
, 57
Product diagnosticity
, 204, 206–207
Product-centric marketing
, (see Marketing 1.0)
Products
, 29, 31
Professional knowledge
, 183
Psychological relief
, 123
Purchase stage
, 240, 249–251
Purchased digital content
, 121
Purchasing
decisions on multichannel operations
, 48–49
patterns
, 122
Quick Response (QR)
, 259
technology
, 262
Rational Functionalists, The
, 237
Recency-frequency-monetary value measures (RFM measures)
, 52, 135
Relational attributes
, 201
Relationship
focus
, 50
marketing
, 135–136, 138, 163
Repurchase intention
, 68
Research shoppers
, 235, 250, 252
Research shopping
, 20, 235
Resource allocation
, 47
Responsibilities
, 21
Responsive design technology
, 231
Retail channels
, 214
Retail industry
, 156
Retail shopping experiences of Gen Z
, 125–126
Retail therapy
, 124
Retailers
, 98, 100, 106, 118, 120, 198–200, 223
advantages and disadvantages of omnichannel
, 78–79
threat for traditional retailers
, 207–208
Retailing
, 154, 166–167, 213
store retailer types
, 155
Riot Games
, 311–312
Robotic process automation (RPA)
, 271–272
in banks
, 273–276
benefits in banks
, 279–282
further research directions
, 282–283
implementation in banks
, 276–279
methodology
, 273
technological criteria
, 278
vendors
, 279
Robotics
, 274
Robotization
, 19–20
Role playing game (RPG)
, 308–309
Sales channels
, 165–166
Sales staff
, 203
Sales Staff Assistance
, 207
Satisfaction
, 69
Save-ideas Pty Ltd
, 298–299
Save-Ideas. com platform
, 298
Science Citation Index Expanded
, 81
Sea Hiking Kayak Forum
, 18
Seamless
, 119–120
omnichannel strategy
, 128
shopping experience
, 126–127
Search Engine Optimization (SEO)
, 8, 212, 219–221, 224
Search Engine Results Page (SERP)
, 224
Search engines
, 212, 217–221
future research directions
, 225–226
omni-channel strategy in context of
, 221–224
solutions and recommendations
, 224–225
Security science
, 21
Security token
, 297
Security Token Offering
, 296
Segmentation
, 50
Self-care
, 123
Self-perceptions
, 123
“Service and planning” concepts
, 143
Service dominant logic
, 136
Service provider
, 98
Sharable content
, 120–121
“Sharing” social networking
, 15
Shopper experience
, 98
Shopping
, 250
over Internet
, 260–262
preferences
, 122
process on multichannel operations
, 48–49
Showrooming
, 77–78, 106, 112, 198, 235–236, 260
phenomenon
, 202–205
threat for traditional retailers
, 207–208
Simultaneous operation
, 214
Single channel
, 160–161, 214–215
Single channel marketing
, 29–30
SIPt
, 297
Skins
, 311
“Smart city” program
, 22
Smartphones
, 211
SO-LO-MO concept
, 224
Social commerce
, 261–262
Social connectors
, 62
Social media
, 18, 24, 58, 98, 100, 211, 224
Social networker segment
, 61
Social networking
, 121
Social relationships
, 204
Social responsibility
, 123
Social Sciences Citation Index
, 81
Social shoppers
, 62
Social thrivers
, 62
Society factor
, 63
Soft cap
, 300
Specialty store
, 155
Spin-off companies
, 191
“Starcraft Series”
, 308–309
Start-ups
, 177, 179, 184–187
examples and good practices
, 191–192
financing
, 188–189
and incubator house
, 190
and innovation
, 187–188
making
, 189
solutions and recommendations
, 192–193
spin-off companies
, 191
stages of starting business
, 180–184
Startup
, 179–180, 184–188
“Statute of Anne”
, 292
Story value
, 138
Strategic experiential modules
, 265
Structuring content analysis
, 291
Sumerbank
, 156
Summary content analysis
, 291
Supermarket
, 155,
Superstore
, 155
Support mechanism
, 181, 189, 190
Survival games
, 306, 310
“Swivel chair” processes
, 272
Tablets
, 211
Technological transformations
, 5
Technology
, 99, 117, 142, 225
democratization in
, 17–19
enhancing customer shopping experience
, 262–265
readiness
, 142
Tesco
, 198
Third Person Shooter
, 309
Timberland
, 168
Time allocation
, 47
Time Stamp Certificate
, 298, 301
“Time stamp”
, 293
Time utility
, 33
Timmons’ model
, 181–182
Tolkenization
, 288
“Touch and feel” need of customers
, 206
Touch system technology
, 263
Touch points
, 1, 200, 216–217
as influencers in omnichannel world
, 141–143
Town Centre
, 257–258
immersive experience model in omnichannel retail world
, 265–266
retailers
, 258–259
retailing
, 258–259
shopping over Internet
, 260–262
technologies enhancing customer shopping experience
, 262–265
Town Centre Management
, 258
Trade
, 160
Traditional advertising
, 35
Traditional luxury consumer
, 237
Traditional segments
, 62
“Transaction-based “consumer relations”
, 79
Trendsetters
, 61
Tri-component attitude model
, 140, 146
“Trust-free” transaction
, 288
Twitch TV
, 306
Ubisoft Art
, 310
Ubisoft Entertainment
, 309–310
Ubisoft Store
, 310
Uncertainty
, 200
Unified commerce
, 128
Unified theory of acceptance and use of technology (UTAUT2)
, 85–87
User interface
, 308
interactions
, 272
Ustream
, 192
Value of privacy
, 123–124
Values-driven marketing
, (see Marketing 3.0)
Vans
, 168
Viability indicators
, 258
Video games
, 306–307
Vitality indicators
, 258
Volume, velocity, and variety (Three Vs)
, 2
“Warcraft Series”
, 308
Web of Science Core Collection
, 81–81
Webrooming
, 77–78, 126, 198, 235–236, 250, 260
behavior
, 206
phenomenon
, 205–207
Wholesalers
, 159
Wholesaling
, 158–160, 167–168
online and mobile channels in
, 160
Wi-Fi
, 34, 106
Women
, 61
“World of Warcraft Series”
, 308–309
World Wide Web
, 14, 18, 23
Young mobile segment
, 61
Youth
, 61
YouTube
, 306
- Prelims
- Chapter 1: The Melody of Omnichannel Customer Experience Management (OCCEM)
- Section I: General Frames Defining Occem
- Chapter 2: The Democratization of Technology – and Its Limitation
- Chapter 3: How Does Omnichannel Transform Consumer Behavior?
- Chapter 4: Customer Preferences of Multichannel Operations in the Context of Omnichannel World
- Chapter 5: Digital Consumer Behavior in an Omnichannel World
- Chapter 6: Consumer Behavior in Omnichannel Retailing
- Chapter 7: Customer Experience Management in Omnichannel Retailing
- Section II: Pillars of Occem Strategies
- Chapter 8: Generational Differences in Omnichannel Experience: Rising New Segment: Gen Z
- Chapter 9: The Hybrid Shopping Mile and Its Orbital Customer Journey Mapping
- Chapter 10: Application and Integration of Omnichannel Decisions to Customer Relationship Management
- Chapter 11: Features of Start-Ups
- Section III: Illustrative Technologies in Occem Applications
- Chapter 12: Integrating Different Channels: Showrooming and Webrooming – Evolution of Online Channels
- Chapter 13: Omni-Channel Strategy in the Framework of the Search Engines
- Chapter 14: Digitization of Luxury Fashion by Building an Omnichannel Dream
- Chapter 15: Managing the Customer Experience within the Town Centre Retail
- Chapter 16: How Robotic Process Automation is Revolutionizing the Banking Sector
- Chapter 17: Two Modern Aspects of Intangible Assets – Protection on Blockchain and Funding through ICO
- Chapter 18: Omnichannel Marketing Applications in Game Industry
- Glossary
- Index