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Perakende Mağazalarında Dijital Anlatı: Temsil, Deneyim ve Mekânsal Kurgu İlişkisi

Year 2026, Volume: 7 Issue: 1, 25 - 40, 31.01.2026

Abstract

Dijital teknolojilerin hızla gelişmesiyle birlikte, mekânsal deneyimler yalnızca fiziksel değil, aynı
zamanda dijital anlatı biçimleriyle de şekillenmeye başlamıştır. Bu dönüşüm, özellikle perakende
sektöründe güçlü bir biçimde gözlemlenmektedir. Kullanıcının mekânla kurduğu ilişki artık yalnızca
alışveriş işlevine indirgenmemekte, dijital içerikler, interaktif yüzeyler ve çok duyulu deneyimler
aracılığıyla katmanlı bir temsil inşa edilmektedir. Bu bağlamda çalışma, dijital anlatının perakende
mekânlarındaki temsiline ve bunun kullanıcı deneyimine etkisine odaklanmaktadır. Çalışmada,
Nike House of Innovation, Gentle Monster Concept Store ve Samsung 837 Experience Store
örnekleri üzerinden mekânın dijital kurgulanışı, deneyimsel stratejiler ve temsil biçimleri analiz
edilmiştir. Araştırma, nitel içerik analizi yöntemiyle yapılandırılmış; mekânların dijital unsurlar
aracılığıyla nasıl bir anlatı oluşturduğu, bu anlatının kullanıcı davranışlarına ve mekânsal algıya
etkisi felsefi bir çerçevede incelenmiştir. Merleau-Ponty'nin bedenlenmiş deneyim anlayışı,
Ricoeur’ün anlatı kuramı, Lefebvre’ün mekânın üretimi düşüncesi ve Baudrillard’ın simülasyon
kavramı analizlerde kuramsal temel olarak kullanılmıştır. Bu kuramlar aracılığıyla dijital
teknolojilerin yalnızca estetik bir unsur değil, aynı zamanda mekânın kavramsal formunu
dönüştüren bir anlatı aracı olduğu ortaya konmuştur. Sonuç olarak çalışma, dijital anlatının
mekânsal kurguya entegre edilmesinin, markaların kullanıcıyla kurduğu iletişimi güçlendirdiğini,
deneyim temelli tasarım stratejilerini desteklediğini ve çağdaş perakende mekânlarında yeni bir iç
mimarlık yaklaşımını zorunlu kıldığını göstermektedir. Bu durum, dijital anlatının yalnızca teknoloji
odaklı değil, aynı zamanda kültürel, felsefi ve tasarımsal boyutlarıyla ele alınması gerektiğine işaret
etmektedir.

Ethical Statement

Bu makalede araştırma ve yayın etiğine uyulmuştur, olası bir çıkar çatışması bulunmamaktadır. Makalede belirtilen tüm görüş ve düşünceler yazarların sorumluluğundadır, bu konuda derginin sorumluluğu bulunmamaktadır. Makalede yer alan görsellerin kullanımına dair yasal izinlerin alınması yazarların sorumluluğundadır, bu konuda derginin sorumluluğu bulunmamaktadır.

Thanks

Bu çalışma herhangi bir bilimsel toplantıda sunulmamış olup, bir yüksek lisans ya da doktora tezinden üretilmemiştir. Makalede yer alan görseller aksi belirtilmedikçe yazar(lar) tarafından 2025 yılında üretilmiştir. Çalışmanın hazırlanmasında doğrudan veya dolaylı herhangi bir kurumdan mali veya teknik destek alınmamıştır.

References

  • Andreas. (2020, Haziran 15). Seoul Gentle Monster store renewal. Superfuture. https://superfuture.com/2020/06/new-shops/seoul-gentle-monster-store-renewal-2/
  • Augé, M. (1995). Non-places: Introduction to an anthropology of supermodernity. Verso. Baudrillard, J. (1983). Simulations. Semiotext(e).
  • Baudrillard, J. (1994). Simulacra and simulation. University of Michigan Press.
  • Benjamin, W. (1936). The work of art in the age of mechanical reproduction. In H. Arendt (Ed.), Illuminations. Schocken Books.
  • Brakus, J. J., Schmitt, B. H., & Zarantonello, L. (2009). Brand experience: What is it? How is it measured? Does it affect loyalty? Journal of Marketing, 73(3), 52–68. https://doi.org/10.1509/jmkg.73.3.52
  • Carù, A., & Cova, B. (2007). Consuming experience. Routledge.
  • Chatzidakis, A., Hibbert, S., & Smith, A. P. (2012a). Why people don’t take their concerns about fair trade to the supermarket: The role of neutralisation. Journal of Business Ethics, 100(1), 89– 100.
  • Chatzidakis, A., Maclaran, P., & Bradshaw, A. (2012b). Heterotopian space and the utopics of ethical and green consumption. Journal of Marketing Management, 28(3–4), 494–515.
  • Deleuze, G. (1992). Postscript on the societies of control. October, 59, 3–7.
  • Dourish, P. (2001). Where the action is: The foundations of embodied interaction. MIT Press.
  • Featherstone, M. (1991). Consumer culture and postmodernism. Sage.
  • Foucault, M. (1977). Discipline and punish: The birth of the prison. Pantheon Books.
  • Hollwich, M., & Cushman, M. (2015). New aging: Live smarter now to live better forever. Penguin Books.
  • Kalaycıoğlu, S. (2022). Yeni medya çağında görsel kültür ve tüketim. Derin Yayınları.
  • Keh, P. (2022, Ekim 7). Nike flagship “House of Innovation 000” store, New York City. Wallpaper*. https://www.wallpaper.com/lifestyle/nike-flagship-house-innovation-000-store-new-yorkcity
  • Kent, T., & Stone, D. (2007). The body, the senses and space: A new perspective on retail experience. International Journal of Retail & Distribution Management, 35(6), 545–558.
  • Lefebvre, H. (1991). The production of space. Blackwell.
  • Lévy, P. (1997). Collective intelligence: Mankind’s emerging world in cyberspace. Perseus Books.
  • Manovich, L. (2006). The language of new media. MIT Press.
  • Merleau-Ponty, M. (2012). Phenomenology of perception. Routledge & Kegan Paul.
  • Moritz, S. (2005). Service design: Practical access to an evolving field. Köln International School of Design.
  • Nike. (t.y.). Nike House of Innovation NYC. https://www.nike.com/retail/s/nike-nyc-house-ofinnovation-000
  • Patton, M. Q. (2002). Qualitative research and evaluation methods (3rd ed.). Sage Publications.
  • Pine, B. J., & Gilmore, J. H. (1999). The experience economy: Work is theatre & every business a stage. Harvard Business School Press.
  • Ricoeur, P. (1990). Time and narrative (Vol. 1). University of Chicago Press.
  • Rose, G. (2016). Visual methodologies: An introduction to researching with visual materials (4th ed.)
  • Samsung. (2023, Şubat 21). Samsung reopens doors to 837 premium retail experience store highlighting connected living. Samsung Newsroom U.S. https://news.samsung.com/us/samsung-reopens-doors-837-premium-retail-experiencestore-highlighting-connected-living
  • Verhoef, P. C., Lemon, K. N., Parasuraman, A., Roggeveen, A., Tsiros, M., & Schlesinger, L. A. (2009). Customer experience creation: Determinants, dynamics and management strategies. Journal of Retailing, 85(1), 31–41. https://doi.org/10.1016/j.jretai.2008.11.001

Digital Narrative In Retail Stores: The Relationship Between Representation, Experience, and Spatial Configuration

Year 2026, Volume: 7 Issue: 1, 25 - 40, 31.01.2026

Abstract

In the age of digital transformation, retail spaces are increasingly shaped by narratives that extend
beyond the physical environment. This study explores how digital narratives are spatially
represented and experienced within contemporary retail settings through the examination of
three exemplary cases: Nike House of Innovation (New York), Gentle Monster Concept Store
(Seoul), and Samsung 837 Experience Store (New York). Drawing on a theoretical framework
rooted in Merleau-Ponty’s embodied perception, Ricoeur’s narrative temporality, and Lefebvre’s
spatial triad, this study analyses how digital technologies mediate user experience, spatial
memory, and meaning-making processes in these environments. Methodologically, the research
employs a qualitative content analysis based on user comments, store generated media, and
spatial visuals, organized through open coding and thematic categorization. Three overarching
experiential themes interactive embodiment, narrative atmosphere, and immersive spatial
storytelling were identified across the cases. These themes reveal how spatial configurations
integrate digital media to form multi-sensory experiences, shifting the role of users from
consumers to participants in a branded narrative. The discussion highlights the convergence of
representation and affect in retail store design, where the fusion of virtual content and physical
space enables brands to orchestrate immersive encounters. The study concludes by suggesting
that digital narrative in retail store not only transforms spatial perception but also establishes new
frameworks for user centred interior design practices in the post-digital age.

References

  • Andreas. (2020, Haziran 15). Seoul Gentle Monster store renewal. Superfuture. https://superfuture.com/2020/06/new-shops/seoul-gentle-monster-store-renewal-2/
  • Augé, M. (1995). Non-places: Introduction to an anthropology of supermodernity. Verso. Baudrillard, J. (1983). Simulations. Semiotext(e).
  • Baudrillard, J. (1994). Simulacra and simulation. University of Michigan Press.
  • Benjamin, W. (1936). The work of art in the age of mechanical reproduction. In H. Arendt (Ed.), Illuminations. Schocken Books.
  • Brakus, J. J., Schmitt, B. H., & Zarantonello, L. (2009). Brand experience: What is it? How is it measured? Does it affect loyalty? Journal of Marketing, 73(3), 52–68. https://doi.org/10.1509/jmkg.73.3.52
  • Carù, A., & Cova, B. (2007). Consuming experience. Routledge.
  • Chatzidakis, A., Hibbert, S., & Smith, A. P. (2012a). Why people don’t take their concerns about fair trade to the supermarket: The role of neutralisation. Journal of Business Ethics, 100(1), 89– 100.
  • Chatzidakis, A., Maclaran, P., & Bradshaw, A. (2012b). Heterotopian space and the utopics of ethical and green consumption. Journal of Marketing Management, 28(3–4), 494–515.
  • Deleuze, G. (1992). Postscript on the societies of control. October, 59, 3–7.
  • Dourish, P. (2001). Where the action is: The foundations of embodied interaction. MIT Press.
  • Featherstone, M. (1991). Consumer culture and postmodernism. Sage.
  • Foucault, M. (1977). Discipline and punish: The birth of the prison. Pantheon Books.
  • Hollwich, M., & Cushman, M. (2015). New aging: Live smarter now to live better forever. Penguin Books.
  • Kalaycıoğlu, S. (2022). Yeni medya çağında görsel kültür ve tüketim. Derin Yayınları.
  • Keh, P. (2022, Ekim 7). Nike flagship “House of Innovation 000” store, New York City. Wallpaper*. https://www.wallpaper.com/lifestyle/nike-flagship-house-innovation-000-store-new-yorkcity
  • Kent, T., & Stone, D. (2007). The body, the senses and space: A new perspective on retail experience. International Journal of Retail & Distribution Management, 35(6), 545–558.
  • Lefebvre, H. (1991). The production of space. Blackwell.
  • Lévy, P. (1997). Collective intelligence: Mankind’s emerging world in cyberspace. Perseus Books.
  • Manovich, L. (2006). The language of new media. MIT Press.
  • Merleau-Ponty, M. (2012). Phenomenology of perception. Routledge & Kegan Paul.
  • Moritz, S. (2005). Service design: Practical access to an evolving field. Köln International School of Design.
  • Nike. (t.y.). Nike House of Innovation NYC. https://www.nike.com/retail/s/nike-nyc-house-ofinnovation-000
  • Patton, M. Q. (2002). Qualitative research and evaluation methods (3rd ed.). Sage Publications.
  • Pine, B. J., & Gilmore, J. H. (1999). The experience economy: Work is theatre & every business a stage. Harvard Business School Press.
  • Ricoeur, P. (1990). Time and narrative (Vol. 1). University of Chicago Press.
  • Rose, G. (2016). Visual methodologies: An introduction to researching with visual materials (4th ed.)
  • Samsung. (2023, Şubat 21). Samsung reopens doors to 837 premium retail experience store highlighting connected living. Samsung Newsroom U.S. https://news.samsung.com/us/samsung-reopens-doors-837-premium-retail-experiencestore-highlighting-connected-living
  • Verhoef, P. C., Lemon, K. N., Parasuraman, A., Roggeveen, A., Tsiros, M., & Schlesinger, L. A. (2009). Customer experience creation: Determinants, dynamics and management strategies. Journal of Retailing, 85(1), 31–41. https://doi.org/10.1016/j.jretai.2008.11.001
There are 28 citations in total.

Details

Primary Language Turkish
Subjects Interior Architecture , Architectural Design
Journal Section Research Article
Authors

Bihter Erdem Okumus 0000-0001-8900-5446

Submission Date June 10, 2025
Acceptance Date November 11, 2025
Publication Date January 31, 2026
Published in Issue Year 2026 Volume: 7 Issue: 1

Cite

APA Erdem Okumus, B. (2026). Perakende Mağazalarında Dijital Anlatı: Temsil, Deneyim ve Mekânsal Kurgu İlişkisi. Bab Journal of Architecture and Design, 7(1), 25-40.

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