Index

Managing Customer Experiences in an Omnichannel World: Melody of Online and Offline Environments in the Customer Journey

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