When Whole Foods Market announced in May that it planned to open a new chain of stores offering a lower price point and specifically targeting millennials, it’s safe to say that the reaction from industry analysts and observers was underwhelming.
It’s no secret that millennials are among the most avid consumers of video games. For video game retailer GameStop Corp., engaging millennials in a way that satisfies their needs and promotes loyalty is absolutely essential.
Self-service kiosks got a nod from the Millennial generation, as a new survey released by location-based mobile platform Retale showed that 20% of Millennial shoppers don’t like interacting with cashiers at checkout.
Researching and browsing gifts on mobile far outranks purchasing items (whether at home or in a competitor’s store), and even coveted millennial shoppers are heading to the store or laptop to complete major purchases, according to a study by RichRelevance.
New York -- Twenty percent of American adults already own a wearable device and the adoption rate, on par with tablets in 2012, is quickly expected to rise. According to a PwC survey of 1,000 consumers, after dietary, exercise and medical information, an enhanced retail experience was at the top of the list of information Millennials would like wearable tech to provide them.