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Spaces of Shopping
Spaces of shopping are locales where consumers browse for, and purchase, goods and services. They have also been called servicescapes, or places where people, processes that shape the selection and acquisition of products, and physical attributes of the location interact. A more colloquial term is retail venue. Throughout history, locales where people acquire items to satisfy their needs and wants have become increasingly elaborate, and different types of retail venues have waxed and waned. Popular shopping spaces around the world in the early twenty-first century include shopping malls, boutiques, open-air markets (e.g., farmers' markets), themed venues, kiosks, mom-and-pop shops (e.g., family-owned businesses), franchised stores, supermarkets, discount stores, regional shopping centers (including factory outlets), and destination retailers. Of the spaces that have declined in popularity, department stores are noteworthy because they dominated the retail landscape in consumption-oriented countries throughout most of the twentieth century. Furthermore, according to Sharon Zukin, they legitimized consumer desire for goods and services by embedding service with the sale and by incorporating a high level of aesthetics into the shopping experience.
The home also has been an important shopping space throughout the history of consumer culture. One major home shopping medium, the mail-order catalog, was begun in the United States by Aaron Montgomery Ward in 1872. Although catalogs' competition includes brick-and-mortar stores and e-commerce, consumers continue to find catalogs desirable. As Robin Cherry notes, “people still like to sit on their sofa and shop” (2008, 13). However, they have evolved from more general merchandise forms (such as the Sears catalog) to more niche-oriented publications. In addition, consumers can shop from their television sets via direct-sell commercials and program-length offerings known as infomercials, as well as from home-shopping networks. The three largest television-shopping corporations—QVC (the Quality, Value, Convenience Network), the Home Shopping Network, and Value Vision (VV)—account for billions of dollars in sales annually around the world.
Shopping also takes place in the home through home-shopping parties, where an organizer sponsors an event to demonstrate goods offered by a particular manufacturer (e.g., Tupperware, the Pampered Chef). Consistent with the traditional delineation of shopping and ritual creation as “women's work,” most who attend these parties are women. Furthermore, according to Brenda Gainer and Eileen Fischer (1991), the norms of social obligation and reciprocity that these parties engender within social groups help these parties remain highly successful means of selling goods, even as some consumers resent being invited and being expected to buy. Moreover, Internet home shopping has revolutionized the retail landscape; indeed, it is now often the case that Internet sales outpace those at traditional brick-and-mortar outlets. For example, although most retailers suffered sharp declines during the 2008 Christmas shopping season, http://Amazon.com actually reported its busiest Christmas season ever (Clark 2008). All of these forms of shopping demonstrate the relevance of the home as a key retail site, even as changes in the workforce and increased concerns over crime have diminished other home-shopping activities (e.g., door-to-door sales).
Key Trends in Shopping Spaces
The tenets of postmodernity—for example, playfulness, pastiche, hyperreality, fragmentation, and an emphasis on aesthetics—have inexorably shaped the design and execution of shopping spaces, and these in turn have changed consumers' expectations and experiences within retail venues. One key trend is the themed retail environment. M. Gottdiener notes such environments are found in restaurants, malls, airports, fast-food locations, sports venues, and museums. He explains that themed milieus enable retailers to offer consumers access to “entire symbolic worlds” that exist within cultural categories (1998, 32). For example, Planet Hollywood is a restaurant that not only offers American fare but also enables consumers to immerse themselves into highly valorized cultural categories of celebrities and cinema while they dine, because of its theming through memorabilia and menu items. Besides restaurants, which often feature some of the most comprehensive examples of theming, other successful theme enterprises include the Disney theme parks, the Mall of America (with its Americana theme, complete with culturally resonant locales such as “Main Street” and “Broadway”), and the American Girl Place, which opened its first themed flagship brandstore in Chicago in 1998.
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- Everyday Life
- Addiction
- Adornment
- Aestheticization of Everyday Life
- Aesthetics
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- Smuggling and Black Markets
- Socialism and Consumption
- Spaces and Places
- Spaces of Shopping
- Spas
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- Transnational Capitalism
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- Methods and Trends
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- Likert Scales
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- Marx, Karl
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- Politics and Consumption
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- Production, Exchange, and Distribution
- Advertising
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- Channels of Desire
- Christmas
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- Companies as Consumers
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- Counterfeited Goods
- Craft Production
- Credit
- Cultural Intermediaries
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- Cycles of Production and Consumption
- De-Skilling, Re-Skilling, and Up-Skilling
- Debt
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- Emotional Labor
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- Hire-Purchase and Rental Goods
- Household Budgets
- Industrial Society
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- Information Society
- Informational Capital
- Infrastructures and Utilities
- Inheritance
- Innovation Studies
- Licensing of Clothing Brands
- Mass Production and Consumption
- Media Convergence and Monopoly
- Money
- Neuromarketing
- Opinion Leaders
- Outsourcing
- Packaging
- Pink Pounds/Dollars
- Post-Fordism
- Postindustrial Society
- Product Loss Leaders
- Product Placements
- Renewable Resources
- Reuse/Recycling
- Self-Service Economy
- Service Industry
- Sneakers/Trainers
- Social and Economic Development
- Store Loyalty Cards
- Sumptuary Laws
- Supermarkets
- Systems of Provision
- Trade Standards
- Trademarks
- Social Divisions and Social Groups
- Age and Aging
- American Dream
- Belonging
- Binge and Excess
- Collective Identity
- Consumer Anxiety
- Cosmopolitanism
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- Families
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- Identity
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- Life Course
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- Othering
- Positional Goods
- Retirement
- Romantic Love
- Seduced and Repressed
- Self-Presentation
- Self-Reflexivity
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- Social Class
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- Planned Obsolescence
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- Social Shaping of Technology
- Sociotechnical Systems
- Teenage Magazines
- Telephones
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- Textual Poachers
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- Walkmans and iPods
- Women's Magazines
- Theoretical Perspectives and Concepts
- Acculturation
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- Bounded Rationality
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- Conspicuous Consumption
- Consumer (Freedom of) Choice
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- Consumer Sovereignty
- Consuming the Environment
- Convention Theory
- Craft Consumer
- Cultural Capital
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- Cultural Omnivores
- Cultural Studies
- Cultural Turn
- Decommodification
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- Design
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- Discourse
- Disorganized Capitalism
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- Ethnology/Folklore Studies
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- Externalities
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- Globalization
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- Inalienable Wealth/Inalienable Possessions
- Income
- Individualization
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- Keynesian Demand Management
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- Leisure Studies
- Luxury and Luxuries
- Markets and Marketing
- Marxist Theories
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- Material Culture
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- McDonaldization
- Modernization Theory
- Moralities
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- Neo-Tribes
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- Novelty
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- Ordinary Consumption
- Orientalism
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- Potlatch
- Poverty
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- Price and Price Mechanisms
- Promotional Culture
- Protestant Ethic
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- Reification
- Risk Society
- Rituals
- Sacred and Profane
- Scarcity
- Self-Interest
- Semiotics
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- Structuralism
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- Surplus Value
- Surrealism
- Symbolic Capital
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- Taboo
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- Theory of Planned Behavior
- Totemism
- Tourism Studies
- Trust
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- Value: Exchange and Use Value
- Visual Culture
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