2017
DOI: 10.1080/0144929x.2017.1365170
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An ethnographic study of packaging-free purchasing: designing an interactive system to support sustainable social practices

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Cited by 31 publications
(38 citation statements)
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References 81 publications
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“…Items sold in U.K. PF shops differ slightly, but most sell an assortment of dried pastas, grains, beans, nuts, dried fruit, fair-trade coffee and chocolate, bread, eggs, washing-up liquid and laundry products (Moss, 2019), which are contained in modern dispensers (Rapp et al, 2017). Some even sell cheese, butter, ice-cream, and environmentally friendly products such as bamboo toothbrush holders, plastic-free dental floss.…”
Section: Packaging Free (Pf) Shoppingmentioning
confidence: 99%
See 1 more Smart Citation
“…Items sold in U.K. PF shops differ slightly, but most sell an assortment of dried pastas, grains, beans, nuts, dried fruit, fair-trade coffee and chocolate, bread, eggs, washing-up liquid and laundry products (Moss, 2019), which are contained in modern dispensers (Rapp et al, 2017). Some even sell cheese, butter, ice-cream, and environmentally friendly products such as bamboo toothbrush holders, plastic-free dental floss.…”
Section: Packaging Free (Pf) Shoppingmentioning
confidence: 99%
“…This research makes three contributions. First, it contributes and builds on previous PF research that has received scant attention to date (Fuentes et al, 2019;Louis et al, 2021;Rapp et al, 2017), focusing on what influences consumers' behaviors as other research has examined it more from the retailer or supply chain perspective (Louis et al, 2021;Scharpenberg et al, 2021). This is by adding a quantitative element to add objectivity and generalizability to the predictors of the likelihood of PF shopping.…”
Section: Introductionmentioning
confidence: 97%
“…Smart tangible toys (Mironcika et al, 2018), for instance, could be used for gamifying serious tasks or supporting change in behavior. Likewise, personal fabrication technologies such as 3D printers could be appropriated within a game frame (Bhaduri et al, 2017) to create novel gamified activities (Rapp et al, 2017). Further, wearable technologies are starting being used in game research, for example to increase the immersiveness and player/character relationship (Buruk & Özcan, 2018), and could be inspiring for gamification ends as well.…”
Section: What's Nextmentioning
confidence: 99%
“…However, how is time related to engagement in this perspective and what is the role of design in determining the experiences of time? IS research as well as the applications of social practice theory to the analysis and design of IT artefacts treated time and engagement separately (Granqvist & Gustafsson, 2016;Rapp et al, 2017;Tavakoli & Schlagwein, 2016), overlooking that the phenomenological time can be intentionally designed in an IT artefact in order to increase the users' engagement.…”
Section: Theoretical Contributionmentioning
confidence: 99%