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Sharing in Real and Virtual Spaces: A Motivational and Temporal Screen- Sharing Approach

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Boundary Blurred: A Seamless Customer Experience in Virtual and Real Spaces (AMSAC 2018)

Abstract

This study aims to identify the motivations explaining why customers are willing (or not) to engage in a shopping activity in which a digital screen is physically shared. While face-to-face interactions in the private sphere occur today around screens (Willman and Rainie 2013), “screen-sharing” practice between shop assistants and consumers constitutes a new phenomenon. The analysis of 20 semi-structured consumers’ interviews reveals three motivational dimensions of screen-sharing (utilitarian, social, and individual) in line with McClelland’s (1985) three big needs theory. Additionally, the findings underline that the perception of symmetric or asymmetric temporal relative availability of the partner impacts the intensities of the distinct motivational dimensions of the consumer to share a screen. These results lead to significant theoretical contributions about consumers’ willingness to experiment “phygital” hybrid experiences. By sharing a screen, they appear to anticipate the advantages of aggregating the real and virtual realm in a shared and simultaneous journey. The findings implicate that a screen-sharing activity with a shop assistant may satisfy customers’ needs when their relative perception of the shop assistant’s availability is in line with their dominant motive. This study constitutes a relevant contribution for retailers, regarding their stores’ digitalization and hybridization strategy.

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Notes

  1. 1.

    Observations in the private sphere (between friends or relatives) weren’t carried out in a systematic manner. The observations are based on random situations occurring with relatives or friends in their home. Likewise, screen-sharing situations in coffee shops, in the street, or in public transportation were watched when occurring. Notes were written and analyzed according to “positional codes” and “device codes” of sharing.

  2. 2.

    The non-participative observations and mystery visits were carried around Paris in France.

  3. 3.

    When all respondents succeed to recall a screen-sharing interaction with relatives or friends, only a little more than half remembered such an interaction with a shop assistant.

  4. 4.

    The average interview duration and transcription length is 35 min and about 12 pages.

  5. 5.

    The term of co-located use of screens (same place) is used in computer-supported cooperative work (CSCW) studies while describing a collaborative use of the same screen in a synchronous dimension.

  6. 6.

    Various additional contextual variables according to an adapted P.O.S. paradigm (i.e., relative partner’s competence, relative involvement toward the object, and touch point situation) impacting on the intensity of the motives to share a screen have been discussed in other articles (Roten and Vanheems 2017a,b,c,d).

  7. 7.

    A connected store is a physical store in which digital connected devices are used.

  8. 8.

    That is, when “one person’s emotion, cognition, or behavior, affects the emotion, cognition, or behavior of a partner”—Cook and Kenny (2005).

  9. 9.

    That is, when each person is considered as both subject and object, interacting with multiple partners.

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Correspondence to Yonathan Silvain Roten .

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Roten, Y.S., Vanheems, R. (2018). Sharing in Real and Virtual Spaces: A Motivational and Temporal Screen- Sharing Approach. In: Krey, N., Rossi, P. (eds) Boundary Blurred: A Seamless Customer Experience in Virtual and Real Spaces. AMSAC 2018. Developments in Marketing Science: Proceedings of the Academy of Marketing Science. Springer, Cham. https://doi.org/10.1007/978-3-319-99181-8_52

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