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Understanding in-store interactive technology use: a uses and gratifications theory (UGT) perspective

Hafida Boudkouss (Univ. Lille, ULR 4999 LUMEN, Lille, France)
Souad Djelassi (Univ. Lille, ULR 4999 LUMEN, Lille, France)

International Journal of Retail & Distribution Management

ISSN: 0959-0552

Article publication date: 10 June 2021

Issue publication date: 25 October 2021

2195

Abstract

Purpose

The purpose of this research is twofold: (1) to identify and understand consumer motivations to use interactive technologies in stores through the lens of the uses and gratifications (UGT) approach and (2) to understand how these gratifications differ between different interactive technologies (interactive kiosks and self-checkouts).

Design/methodology/approach

This research presents a dual qualitative study based on 32 in-depth interviews with 20 consumers, eight salespersons and four phygital experts.

Findings

The data analysis identified three specific gratifications sought in using interactive kiosks (information-seeking, hedonic and social interaction) and two gratifications common to both interactive kiosks and self-checkouts (control and time-saving).

Originality/value

From a media perspective (UGT), this research provides a deeper understanding of gratifications sought in using interactive technologies in a phygital store. It also contributes significantly to previous research by highlighting that gratifications differ between different technology types.

Keywords

Citation

Boudkouss, H. and Djelassi, S. (2021), "Understanding in-store interactive technology use: a uses and gratifications theory (UGT) perspective", International Journal of Retail & Distribution Management, Vol. 49 No. 12, pp. 1621-1639. https://doi.org/10.1108/IJRDM-11-2020-0459

Publisher

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Emerald Publishing Limited

Copyright © 2021, Emerald Publishing Limited

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