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Shopping as an Entertainment Experience

2004· article· en· W4396534755 on OpenAlexaffabout
Mark Moss

Bibliographic record

VenuePopular Culture Review · 2004
Typearticle
Languageen
FieldSocial Sciences
TopicCultural Industries and Urban Development
Canadian institutionsSeneca Polytechnic
Fundersnot available
KeywordsEntertainmentAdvertisingBusinessArchitectural engineeringVisual artsArtEngineering

Abstract

fetched live from OpenAlex

Since the middle of the nineteenth century, the act of shopping has increasingly involved much more than the simple purchase of goods and services. From its modern manifestation in the arcades and the department store to the overwhelming atmosphere of the mall, the notion of shopping, in its contemporary sense, has come to be an activity of leisure and entertainment that is as important and participated in as going to a movie, having dinner out, or simply strolling in a park (Schor 1: 107). According to a special issue of Consumer Reports, more than a third of those surveyed said that they considered shopping their hobby (Twitchell 245). Shopping is now ranked as a primary leisure activity. This means that people go to the mall just as often, if not more so, than doing anything else. “Going out” is often synonymous with going shopping or going to the mall. Americans, according to The Economist, spend more time in malls than virtually anywhere else after eating, sleeping, working, and watching television (Bryson 217, 218). Shopping, in its modern sense, is intimately linked to the rise of leisure. It was after the Middle Ages and during the Renaissance that leisure and entertainment first became codified. The ability to think above the fundamentals of life and to move beyond mere subsistence came with more stability and a better economy. The creation of shopping as an entertainment experience is a postmodernist phenomenon. It is predicated on the rise of leisure, which in turn, has merged with the unleashing of consumption from its traditional parameters (Sheilds 6). Historically, consumption—or shopping—was heavily regulated as an activity, and the sites and times where consumers engaged in the process of shopping were quite defined (Sheilds 6). For example, until quite recently, one could not shop in Toronto on a Sunday. It is virtually impossible to conceive of the Western world without some reference to shopping. Thomas Hine feels that this is such a pervasive syndrome that he has coined the term “buyosphere” to define this process. What Hine means by the “buyosphere” is that the popularity of shopping and all of its manifestations, encompassing “physical and virtual places” also extends to a unique “state of mind.” Hine suggests that this goes beyond stores and must include everything from websites to fashion magazines (Hine xv). Prior to the 1840s, most people simply bargained for and bought what they needed-if one could not personally produce the object. But, in contrast to simply buying, shopping requires time, thus it may be considered a leisure activity because of its supposedly unhurried nature. Shopping means looking, visualizing, caressing. As Anne Freidberg has recognized, shopping is more about desire than need. She writes, “To shop is to muse in the contemplative mode, an activity that combines diversion, self-gratification, expertise, and physical activity” (Friedberg 57). In the United States, prior to the coming of the department store, people had to depend on dry goods firms and wholesalers to purchase goods (Leach 20). The idea of shopping did not exist until the arrival of the department store. The distinguishing feature here was that entering a shop “entailed an obligation to make a purchase” (Miller 24). Within the department store, potential customers were, historically, encouraged to browse and prompted to take their time and peruse the vast array of goods and services. These stores quickly became, and to a great extent, still are, “places where consumers are an audience to be entertained by commodities, where selling is mingled with amusement, where arousal of free floating desire is as important as immediate purchase of particular items” (Williams 166, 167). By the early decades of the twentieth, century shopping (or buying) had become, thanks to a variety of innovations, much more than simply looking and selecting. Shopping had evolved into a “total experience in which the retailer became a subtle advisor on personal taste” (Harris 184). This was a seminal development for it brought people (women, in particular) into the stores and allowed them the time to peruse, select, sample, and even socialize. Historically, the market was a place of freedom for women, as well as a place where one could catch up on the latest gossip, speak to relatives and neighbors, and share information. Markets were often environments where a variety of entertainments took place: jugglers, fire-eaters, fortune-tellers, and the like. People could not only socialize, but also be entertained and buy something to eat or drink. During the seventeenth century and well into the eighteenth, shopping was considered a male form of entertainment, in which flirting was synonymous with the process. The female merchant was as much an object of desire for the male as the merchandise (Jones 32). Before fixed prices, which were characteristic of the department store, bargaining proved to be quite an entertaining component of the purchasing ritual. As Richard Sennett has written, “Haggling and its attendant rituals are the most ordinary instances of everyday theater in a city, and of the public man as an actor” (Sennett 142). The notion of theatre is a key trope in the spectacle of shopping. It has been a part of making a purchase for quite some time. Especially before the advent of the fixed price and the unstated obligation to make a purchase in a modern store, the idea of haggling over the price, of bargaining, of dickering, was a significant theatrical part of the purchase. Sennett relates that this process took time and thus the vendor not only discouraged rapid turnover but also got to know his or her customers (Sennett 142). What the founder of the Bon Marche could be said to have done was to invert this theatricality and move towards a form of mass spectacle, removing the intimacy of the theatrical process and placing it more in line with the observable distance of entertainment (Sennett 142-144). Thus, the shopping mall—the modern store—has a long history as an entertainment venue. Retail environments have evolved into major meeting places and significant “social centers” (Harris 64). People came to the department store—and still do—for more than simply the purchase of a good or a service. They met there, had lunch, had a drink, and spent the day. In the 1970s and the 1980s, Bloomingdales marketed itself as the social center for the hip and the young. On Saturday mornings the Lexington Avenue store was packed with trendy singles, as well as celebrities hanging out at the place to be (Traub 116-119). Shopping is now something one can do with their free time, or can fall back on “to do” as a leisure activity. It is accepted as a leisure or entertainment activity, the same as going to a movie or going for a walk. A key determinant in this evolution is the fact that since many parents both work, shopping that can't be done during the confines of the workday has to be done in the evening, or better yet, on the weekend. Shopping—going to the mall, Home Depot, Crate and Barrel, and other stores—has come to be a key entertainment activity on the weekend (Underhill 141, 142). Shopping becomes a very important way for families to engage in leisure time together. As Thomas Hine has observed, the “drive to transform into a form of family entertainment is in fact an attempt to adapt shopping to contemporary living patterns” (Hine 189, 190). Shopping also plays a vital motivation in travel. In the progression from travel to tourism it is important to recognize that some tangible manifestation of this experience had to be documented. The rise of “markers” to indicate travel, such as work of art, a picture, or the ubiquitous T-shirt, serves to remind both those who have traveled and those who haven't that person X was away (Schor 2: 48). In fact, the third often cited reason for travel to New York is to shop (Twitchell 26). This process apparently amuses locals. As Susan Willis relates, people who live in Maine (close to the famous L.L. Bean store which has become a magnet for tourist) spend time watching families arrive and shop at all hours. She terms this “consumer tourism” (Willis 39). People are increasingly traveling to shop, which takes the notion of the souvenir to a whole new level. Unlike the medieval pilgrims who traveled far to visit a shrine and maybe purchase a mirror or a badge with the picture of a saint (Man 62), these tourists are motivated by the reverse. Planeloads of travelers are now whisked in to destinations simply for the purpose of shopping. Both the Mall of America and the West Edmonton Mall (WEM) are supreme points in the constellation of consumer tourism. Since its completion in 1985, the Mall has become a leisure centre for millions of suburbanites and tourists attracted by the world's largest indoor amusement park, the world's largest indoor golf course, the world's largest indoor wave pool, the only landlocked full-size replica of the Santa Maria, a larger fleet of operable submarines than in the Canadian Navy, and nearly 1000 stores and services (Davis 1). The WEM has become the ultimate in the fusing of shopping, entertainment, and leisure by evolving into one of the most popular tourist attractions in Canada. The fusion of shopping with leisure and entertainment and vice versa has another, more recent, history that can be summed up in one word: Disneyfication. This idea suggests that shopping, entertainment, and leisure can be rolled into one concept. The notion of “themes” derives from Disney's emphasis on merchandising in the most friendly and non-threatening of surroundings. Today, it can run the gamut from restaurants like the Hard Rock Café to environments such as Playdium. Participation is encouraged not just by purchasing and consuming, but also by being a part of the total environment (Betsky 135-139). What occurs in this blurring of boundaries—deliberate, in many cases—is the creation of what Guy Julier has termed “retail-tainment sites” (Julier 149). The ultimate extension of this is the entertainment stores or “e-stores,” such as Nike Town or the Warner Brothers Stores. These environments are where people go to spend leisure time, but also to buy products. Like Nike Town in Chicago, Ralph Lauren's store in the Rhinelander Mansion in New York City has become a “must-see” site when visiting Manhattan. As Jeffrey Tractenberg has written, although they were not buying, customers at the Ralph Lauren store “looked happier than many leaving a nearby $7-a-ticket movie theaters. Here admission was free. If nothing else, the entertainment value was outstanding” (Tractenberg 7, 8). When these structures start to become tourist destinations and “must-see” places, such as some large and fancy supermarkets (for example, Wegmans in Rochester, New York), the dialectic is complete. No longer are you simply shopping for food, a basic human requirement, but now you can sample the most exotic foods from all over the world in an environment that rivals the museum. One is now entertained at the supermarket. The same can be said for visiting the toy store. A significant reason for the appeal of these environments is the magical appeal that they offer to people raised on the ethos of consumerism. The magic of Disney is translated, quite readily, to the magic of the Disney store. These developments have been aided by the production of public relations products that reinforce the idea of shopping as a wonderful, acceptable, and almost essential experience. A significant trend in the past few years that accentuates this has been the rise of glossy corporate product magazines that masquerade as information media but that are in reality slick catalogues for various products. Like the ultimate in mass leisure provided by People and In Style, Sony, Benneton and other corporations mix advertising into a sophisticated entertainment formula. … his marketplace in an aura of fascination that turned buying into a special and irresistible occasion. Dazzling and sensuous, the Bon Marche became a permanent fair, an institution, a fantasy world, a spectacle of extraordinary proportions, so that going to the store became an event and an adventure. One came now less to purchase a particular article than simply to visit, buying into the process because it was part of the excitement, part of the experience that added another dimension to life (Miller 167). The public was captivated by these and came to both and the department store as a place that something By the of the nineteenth century, consumers were coming to the department store to be entertained and as much as to purchase. the department store became a to a Both and on the the department store was of both (Miller 167). In was a in the move to make the department store as as to the was in the department store into a the potential consumer This turned the traditional notion of a on its and in women, could not just shop, but have a and even a fashion the confines of By these and a an or even an turned into an entertainment experience. In Bon Marche had a and an and was the site of many (Miller in New York one could not only purchase but also the world's largest and peruse one of the largest stores anywhere with and (Leach One could now be and the department store in the same way one be by having a or were of theatre from fashion to the form of and in various a variety of from to and of The most with department stores was the museum. The fashion which in the about became a major event in the entertainment life of stores in most major and (Leach The department the department came about at the same time as the of the modern and it or at did many of the museum. According to department stores were of merchandise by than by and (Harris department stores to take on a with and (Harris were quite as were both of which heavily from the of the and the history museum. stores were often the first place that both modern and The after the became the most of modern art, buying up and and them in the store in New and (Leach The art, the the of the stores the fact that they were now with and virtually other entertainment stores came to be as places where one could go and sample and the food, and from all over the world (Harris in became attractions and were, in some to of of the of theatrical of In some the were on out of for the which a (Leach The allowed the or to their but it also serves to act as a that the out of their (Twitchell As a for the fair, and the department store became the of entertainment for many of the middle and as the store is the of this the department store those who its the to experience a variety of entertainment the of out to make Bloomingdales an entertainment and all to produce such as The and the of a New (Traub Like many great merchandise the he and he as a man his into of that entertainment was a for being a In to the by his to the great movie he that environment in “To that same of he writes, longer go to you go (Traub The notion of going to the mall as a way to entertainment of leisure, which in way and form after the By the the mall was a seminal feature of the a key in the that up in just and the mall, as defined by became a for a variety of The mall was to or the or the with a places, and meeting (Betsky Like in the one could or these new to and to be This quickly take the place of the The mall also quickly became the public The mall is where people not just in The mall for with and to come the in the early hours. such as now take place in malls (Betsky The mall is where people now go to spend often out of the As has WEM and other such as the Mall of America in have become that are in many almost hours. These with their virtually from to 6). all into one place the trend of entertainment, shopping, and leisure. If you people come if one is the whole idea of shopping at could be a mall that appeal to that of or the mall, in the of writes, people who the experience of shopping at of them as or or as to the may the mall The of the mall, according to on a process a process by which and are in the world of the What this is that anything can become, by to it the mall only this that fall into this but also that the whole environment in this The mall everything into a product to be or to be that the in line with shopping as an entertainment experience. A key trope here is the of the shopping experience an spectacle of and that and and in more This is one and a of other malls all over A development of this is in the of places such as and becomes to appeal to both entertainment and shopping Nike Town in is a of popular more to the fusion of and On in are and by famous of are Nike than most and to the Nike Town in and the of Nike America appeal to the of popular in the same way that the Hard Rock Café to the of Nike heavily from the of the but in a much more sophisticated Nike Town is almost more an environment than a The that go into Nike Town in as the of famous and the are to be a form of theatrical entertainment, a for its and The Nike Town in some people a to the It a with and a of which it one of the most popular tourist attractions in Chicago, the and the famous in Nike Town is the fusion of and entertainment The to that Nike Town has is and has its and its (Hine This the and in other Thomas Hine relates some are to the on the that the to the of the first (Hine in is a People who are not are coming into the store or with in to the one can the in a peruse the various of the store, have dinner or time. to be a feature for potential of the now have and not to a of to people For example, with can be as simply for their but one must that something is at Like restaurants as and the Hard Rock entertainment stores as the Disney or The Warner Brothers entertainment with consumption in a According to a these places are like amusement that just to (Underhill 149). They become synonymous with and the more environments as entertainment On a many parents the of with their just for something to in the store are free to the the or sample a vast variety of the for the merchant is to and that is this is of the store are that up a or for a or way to out of buying something for the and other as of entertainment shopping. can and for as an of this fusion of entertainment and have that the notion of is a very significant in the idea of desire a key the of and to this are such as fantasy and which in rise to very According to many people have about that they but to buying (Schor 2: This much about the place of shopping in contemporary people it to go shopping, to an movie or in the It is to most people that shopping is often cited as a great and that purchasing goods or services is a way to out of a For shopping about that run the gamut from arousal to freedom and fantasy According to this is in fact the early shopping were linked to and “places of feels that one into when one a mall. The mall has become an environment that can the in many It can and or it can and suggests that the of and and the them when they are and them for more shopping (Twitchell was was She he The of had not its on his and even his had he could quite to on the other took great in those She the rituals of and like so many before her and shopping as a means of at times it to the of an a store was to engage in an process that the with and all the and came out as you could in For so many people living in the freedom means having the ability to shop for a array of consumer It has even been that the not because of but because of the desire for to have to the consumer goods of the West This can into a form of where shopping as an entertainment or leisure activity means in the form of As with in is also an who by shopping. so many was to a life that from in This of to products has been termed of the According to many their by and of consumer (Betsky and what so many consumer that shopping is longer just it has become for many a way of more an accepted form of leisure and The and the mall are of People go to the mall and the mall now It is now to a and have to a or The of to are now away in a the mall, where one can and These services include and even to you in shopping for and had an to was the most Shopping for like with a of and If had he have a after the

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.828
Threshold uncertainty score0.777

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.069
GPT teacher head0.371
Teacher spread0.303 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreReview

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

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Citations1
Published2004
Admission routes2
Has abstractyes

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