Activision Blizzard Entertainment
, 308–309
Addiction to smartphones
, 121
ADKAR Change Management Model
, 144
Affective attributes
, 201
Affective customer responses
, 51–52
Antecedents of information revolution
, 16–17
App Store
, 213, 223
optimization
, 219
Application search engine (ASE)
, 212–213
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
Awareness, interest, desire, action (AIDA)
, 86
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
Cognitive attributes
, 201
Cognitive automation (CA)
, 271, 282
Cognitive experiences
, 66
Companies’ financial performance development
, 2
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)
Contact centers integration in all channels
, 108–109
Convenience
, 120, 124, 129, 198, 204
store
, 155
Copyright Act (1842)
, 292
2020 coronavirus epidemic
, 24
“Cosplay” applications
, 312–313
Country-specific factor
, 63
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
D-Market Electronics Services
, 156
“Dark internet” market
, 22
Data
access
, 47
mining
, 3
types
, 216
Decrease in online search costs
, 206
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
“Devaluation of Luxury”
, 245–246
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
Digitalization
, 75–76, 99, 198, 233–234
in luxury retail
, 247–251
Digitization banking sector
, 273
Discreet Conspicuousness
, 245
Distribution channels
, 28–30, 34–35
e-repurchase intention
, 57
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
Emerging Sources Citation Index
, 81
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
Established Conservative Consumers
, 250
Established luxury consumers profile
, 245–247, 249–250
“Eureka” moments
, 292, 297
European Blockchain Partnership
, 296
Experience segmentation
, 62
Explicative content analysis
, 291
Expressive evangelists
, 62
Extra-fast-growing businesses
, 178, 180
Extravagant Prestige-seekers, The
, 237
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
“Infinite shelf” online
, 226
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
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
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
Interrelated factors
, 214
Inventory optimization
, 162
Investor’s funds, access to
, 295–297
Machine learning (ML)
, 219, 282
Macro environment factors
, 63
Managerial competences
, 183
Marketing
, 79
capabilities platform
, 143
crosschannel
, 31–32
multichannel
, 30–31
omnichannel
, 32–39
single channel
, 30
Marketing channels
, 6, 31, 36, 39, 40, 110, 143, 154–160, 213
to omnichannel
, 160–163
Marketplace business
, 160
Media
interactive
, 30
print
, 35
social
, 18, 24, 58, 98, 100, 211, 224
Millennials
, 118–119, 122–124
vs. Gen Z
, 120–124
Mobile applications
, 213, 217, 226
Mobile channels
, 100, 168–169
appreciation of
, 112
in wholesaling
, 160
Mobile retailing
, 157–158
“Moderately Fashionable”
, 245–246
“Modestly Chic/Fashionable”
, 245–246
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
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
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
Operational process
, 45–46
Optical character recognition components
, 282
Organizations
, 37
in omnichannel marketing environment
, 36
organizational model
, 178
sustainability strategies
, 2
“Others Syndrome, The”
, 245–246
Outdoor totem
, 263–264, 259
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
Playerunknown’s Battlegrounds (PUBG)
, 306
Post-purchase stage
, 240, 251
Post-purchasing stage
, 104
Pre-purchase stage
, 240, 247–249
Pre-purchasing stage
, 104
Product, price, promotion and place (Four P’s)
, 57
Product diagnosticity
, 204, 206–207
Product-centric marketing
, (see Marketing 1.0)
Professional knowledge
, 183
Psychological relief
, 123
Purchase stage
, 240, 249–251
Purchased digital content
, 121
Purchasing
decisions on multichannel operations
, 48–49
patterns
, 122
Sales Staff Assistance
, 207
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 Token Offering
, 296
“Service and planning” concepts
, 143
Service dominant logic
, 136
Sharable content
, 120–121
“Sharing” social networking
, 15
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
Social media
, 18, 24, 58, 98, 100, 211, 224
Social networker segment
, 61
Social relationships
, 204
Social responsibility
, 123
Social Sciences Citation Index
, 81
“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
Strategic experiential modules
, 265
Structuring content analysis
, 291
Summary content analysis
, 291
Support mechanism
, 181, 189, 190
“Swivel chair” processes
, 272