
In 2008 IBM released an executive brief called “How Immersive Technology Can Revitalize the Shopping Experience.” It outlined in lists and sidebars the future of shopping, and it accompanied a pair of stereoscopic goggles at that year’s National Retail Federation Convention & Expo in New York City. The goggles were introduced as an in-store amenity that would allow customers to enter a 3-D virtual world when they visited their favorite store; for example, by viewing “a fashion show from Europe complete with music and smells,” where, as a model walks down the runway, “her perfume will be noticeably in the air.” IBM’s brief poses the following questions:
In 2008 IBM released an executive brief called “How Immersive Technology Can Revitalize the Shopping Experience.” It outlined in lists and sidebars the future of shopping, and it accompanied a pair of stereoscopic goggles at that year’s National Retail Federation Convention & Expo in New York City. The goggles were introduced as an in-store amenity that would allow customers to enter a 3-D virtual world when they visited their favorite store; for example, by viewing “a fashion show from Europe complete with music and smells,” where, as a model walks down the runway, “her perfume will be noticeably in the air.” IBM’s brief poses the following questions:
The solution IBM proposes to these problems is immersive retail, a strategy that aims to destabilize a current trend in consumer behavior that management advisers call commoditization. Commoditization describes the circumstance in which consumers care only about an item’s price, perceiving no other difference between competitors. For retailers like Hollister—brands that produce basic items of OK quality for not-cheap prices—commoditization is an unfriendly concept.
Immersive retail is also a way to counter the allure of online shopping, which boils down to its convenience (what you need: an Internet connection and a finger) and privacy. Stereoscopic goggles are a prediction that convenience and privacy will soon fail to be sufficient inducements to spend. IBM describes the goals of immersive retail the way a party planner might envision a successful bar mitzvah, aiming for a “memorable, interactive and emotional” experience full of “personalized dialogues.” The paper explains that immersive retail “is more about involving the customer than it is about the merchandise.” It is about shirtless male employees miming one-armed pushups on a rack of distressed jeans, yelling, That’s what I’m talkin’ about! and Party at my house! on a script every ten minutes. It’s about filling a store with club chairs and issues of the Surfer’s Journal, and about belly-button piercings that glint in the lamplight. “For stores in many retail segments to stay ahead of competitors,” the brief explains, “they will need to generate the excitement of a theme park ride—and become a destination.” Immersion retail presents clothes in the environment in which they are putatively designed to be worn, telling customers exactly what a product is supposed to mean.
- Molly Young, September 2010, for The Believer: Sweatpants in Paradise: The Exciting World of Immersive Retail
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