AI-driven unmanned convenience stores
Transforming retail with innovation and experiential quality
Bibliographic Data
| ID | 6456428 |
|---|---|
| Authors | Asad Hassan Butt (0000-0003-4718-4508, University of Tabuk), Hassan Ahmad (0000-0003-3925-3956, Liaoning University) |
| Year | 2025 |
| Volume | 84 |
| Pages | 103133-103133 |
| Publication date | 2025-10-29 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Technology in Society (JOURNAL) |
| Journal identifiers | ISSN: 0160-791X • E-ISSN: 1879-3274 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.techsoc.2025.103133 |
| OpenAlex | W4415654001 |
| Language | EN |
| References cited | 124 |
Business model · Experiential learning · Innovation diffusion · Personalization · Quality (philosophy) · Sample (material) · Value (mathematics) · AI in Service Interactions · Consumer Retail Behavior Studies · Technology Adoption and User Behaviour
Partial Least Squares Strukturgleichungsmodellierung
Latent Variable Path Modeling with Partial Least Squares
From Multi-Channel Retailing to Omni-Channel Retailing
Augmenting the eye of the beholder
User acceptance of information technology
Consumer experiences, attitude and behavioral intention toward online food delivery (OFD) services
Consumers acceptance of artificially intelligent (AI) device use in service delivery
How to Write Up and Report PLS Analyses
PLS path modeling
A dual model of product involvement for effective virtual reality
Goodness-of-fit indices for partial least squares path modeling
Factors influencing autonomous vehicle adoption
Consumer adoption of the Uber mobile application
Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation
Investigating the influence of the most commonly used external variables of TAM on students’ Perceived Ease of Use (Peou) and Perceived Usefulness (PU) of e-portfolios
A Study of Experiential Quality, Experiential Value, Experiential Satisfaction, Theme Park Image, and Revisit Intention
Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1
A Study of Experiential Quality, Perceived Value, Heritage Image, Experiential Satisfaction, and Behavioral Intentions for Heritage Tourists
The virtual reality hardware acceptance model (VR-HAM)
Digital transformation
Assimilation of Enterprise Systems
An assessment of the use of partial least squares structural equation modeling in marketing research
On the evaluation of structural equation models
PLS-Sem
Using PLS path modeling in new technology research
Evaluating Structural Equation Models with Unobservable Variables and Measurement Error
User Acceptance of Computer Technology
Travel before you actually travel with augmented reality – role of augmented reality in future destination
The effects of virtual reality (VR) and augmented reality (AR) on senior tourists’ experiential quality, perceived advantages, perceived enjoyment, and reuse intention
How organizations leverage digital technology to develop customization and enhance customer relationship performance
Measures of Perceived Interactivity
The Effect of Experience Quality on Perceived Value, Satisfaction, Image and Behavioral Intention of Water Park Patrons
Celebrity Avatar” Feasting on In-Game Items
Effects of Theatrical Elements on Experiential Quality and Loyalty Intentions for Theme Parks
The influences of innovative technological introduction on interpretive experiences of exhibition
How do avatar attractiveness and customization impact online gamers’ flow and loyalty
Consumer attitudes towards online shopping
Creating e-shopping multisensory flow experience through augmented-reality interactive technology
How experiential consumption moderates the effects of souvenir authenticity on behavioral intention through perceived value
A study of experiential quality, experiential value, trust, corporate reputation, experiential satisfaction and behavioral intentions for cruise tourists
Generative AI
Factors affecting consumers’ willingness to subscribe to over-the-top (OTT) video streaming services in India
An extension of technology acceptance model for mHealth user adoption
Beyond playful learning – Serious games for the human-centric digital transformation of production and a design process model
Server connection versus marital disconnection
Factors influencing the behavioral intention to adopt a technological innovation from a developing country context
Significance tests and goodness of fit in the analysis of covariance structures
Personalization versus Customization
| Highly cited | No |
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