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Experiential retail

From Wikipedia, the free encyclopedia
Some high-endcannabis retail outlets use experiential commerce approaches, such as creative architecture, colored lighting, lit-up glass display cases, artworks, and background music to create a memorable ambiance and attract customers.

Experiential retail orexperiential commerce is a type of retail marketing whereby customers coming into a physical retail space are offered experiences beyond the traditional ones (such as in a clothing store: browsing merchandise, advice from salespeople,dressing rooms and cashiers). Amenities provided may include art (ofteninteractive art), live music performances,virtual reality,cafés and lounges, and large video display walls.

Theory

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As of 2019, the target market for experiential commerce is chieflyMillennials, who are (supposedly, according to "studies") as a group overall less materialistic than previous generations and prone to spend relatively more of their disposable income on services - for example wellness and gyms.[1] This supposed spending pattern is disputed by the Federal Reserve.[2]

Even where there is a product consumed, such as atStarbucks and its competitors, customers are paying more "because of the experience", not (only) because it might be a better product than at a diner, for example.Apple Stores purport to provide not only a superior product but an "experience" and a "gathering space" or "Town Square" as well.[1]

E-commerce retailers such as Casper, Harry's and b8ta have a limited number of experiential physical stores or spaces where their products can not only be viewed but experienced.[1]

Many of these brand-promoting experiential spaces are, at the same time, addressing the Millennials' reported tendency to be more brand-loyal than previous generations who shopped more for relatively more interchangeable products and services on price.[3]

Examples

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Examples of experiential retail and experiential commerce are:[1]

  • Samsung's "Samsung 837"pop-up store inManhattan, a "cavern"-style venue of 560,000 square feet (52,000 m2) with interactive art, virtual reality, lounge areas, a recording studio and a 3-story 96-screen display wall.[1]
  • House ofVans in London, U.K., a 30,000-square-foot (2,800 m2) space with a concrete mini-ramp, and street course for skateboards, cinema, café, live music venue and art gallery
  • Escape rooms
  • Farfetch pop-up stores in the U.K. for online retailers of high-end apparel
  • IKEA events where customers could spend the night in their warehouse inEssex, England and were given massages, could select their bed linens and received sleep and mattress consultations from a sleep expert.
  • Selfie museums, where visitors are encouraged to interact with exhibits and pose for photographs.
  • Space Ninety 8, an offshoot ofUrban Outfitters that sells merchandise, has yoga classes, album signings, art classes, and other social space.
  • TOMS, a shoe company that placed virtual reality headsets into 100 stores "virtually transporting" them to Peru to see the impact of a social campaign.

Experiential commerce encompasses experiential retail but also may be purely virtual experiences or not connected to any semi-permanently or otherwise established space owned by a brand, for example:[1]

  • Airbnb "Experiences" platform offering lodging combined with experiences in cities
  • Red Bull that spent $65 million to, with the help of agencyMediaMonks, drop the Austrian daredevilFelix Baumgartner out of a space balloon, and live streamed it

References

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  1. ^abcdefDhillon, Sunny (17 March 2018)."The rise of experiential commerce". TechCrunch. Archived fromthe original on 17 July 2019. Retrieved2 May 2019.
  2. ^Blumberg, Yoni (December 4, 2018)."Millennials spend less than previous generations because they literally have less money, Fed says".CNBC. Archived fromthe original on 27 August 2019. Retrieved27 August 2019.
  3. ^Woosley, Jason (11 June 2018)."Council Post: The Rise Of Experiential Commerce: Why Relationships, Not Prices, Are The Future Of Commerce".Forbes. Archived fromthe original on 15 April 2024. Retrieved2 May 2019.
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