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Investigating - Consumer - Experienetnografía Aplicada A Museos Q3
Investigating - Consumer - Experienetnografía Aplicada A Museos Q3
https://www.emerald.com/insight/1352-2752.htm
QMR
24,2 Investigating consumer
experience in hybrid museums:
a netnographic study
180 Juliette Passebois Ducros
Deparment of IAE, Universite de Bordeaux Institut d’Administration
Received 16 July 2018 des Entreprises, Bordeaux, France, and
Revised 30 April 2019
30 March 2020
Accepted 6 May 2020 Florence Euzéby
IAE La Rochelle, Universite de La Rochelle Faculte de
Droit de Science Politique et de Gestion, La Rochelle, France
Abstract
Purpose – Hybrid structures are emerging in the leisure sector that are neither museums nor amusement
parks, but which borrow elements from both. Dedicated to the exploration of a cultural theme (cultural
heritage, ecosystems and historic events), they use experiential marketing levers to entertain large publics
while at the same time pursuing the cultural integrity of heritage. This study aims to examine how visitors
perceive and experience the offer proposed by these hybrid museums and how they manage the dual
(cognitive and sensorial) stimulation. The authors then consider the extent to which the experiential levers
used to dramatize these venues help to deliver a unique experience.
Design/methodology/approach – The authors developed a qualitative approach based on a case study
methodology. The authors first selected the case studies (the Cité du Vin – a wine museum in Bordeaux,
France and the Cité de l’Océan – a museum dedicated to the ocean at Biarritz, France) and analysed them from
two angles. The authors began by examining the managerial perspective from secondary data to identify the
experiential levers used by providers and the promises made to visitors in terms of experience. The authors
then analysed the visitors’ experiences through a netnographic approach. The data were drawn from visitor
reviews of their experience as posted on Tripadvisor.
Findings – The authors show that hybrid museums manage to provide visitors with edutainment value, but
the promise made by managers for a memorable experience by way of an immersive journey is not kept. The
authors demonstrate that a hybrid museum environment contains certain elements that prevent visitors from
enjoying immersion. More specifically, the authors note issues regarding the way the theme is expressed
through spectacular buildings, the way visitors are free to choose their visit and the scenarization presented
through digital devices. The authors also show that hybrid museums are perceived largely as traditional
museums and so are subject to culturally-established preconceptions.
Originality/value – This contribution concerns a topic that has drawn little attention in the marketing
literature, namely, hybrid museums. The authors adopted a qualitative methodology from the perspective of
both the provider and the consumer to gain a global understanding of the hybrid museum. The data were
analysed using a manual thematic analysis, completed with a QDAS to support the findings.
Keywords Museums, Hybrid museum, Consumer enchantment, Delight, Digital devices,
Visitors’ experience
Paper type Research paper
2. Literature review
2.1 The “museum turn”: towards the design of a spectacular environment
The hybrid venues or museums notion can be found not only in Kotler and Kotler (2000), but
also appears in Mencarelli and Pulh (2012) as a synonym for “museoparks”/”museological
parks” or, according to McPherson (2006), an “experimental museum”. Hybrid terminology
is used to express the notion of the crossover and mix between the two different logics
QMR (recreation and culture) and structures (theme parks and museums) (Table 1). However,
24,2 what do these hybrid venues borrow from museums and theme parks?
First, hybrid venues are similar to museums in that they have an educational purpose
and strong cultural consciousness. On the other hand, there are radically different ways
to deliver knowledge. Hybrid venues are not merely based on a unique collection of
artifacts inherited from a long-term legacy, which means there is increased freedom in the
182 way scientific knowledge is dispersed. Rather, than simply displaying artifacts, hybrid
venues tell stories and offer visitors interactive learning opportunities. They rely
significantly on advanced technologies (virtual reality, immersive technologies and
multi-media supports) to extend knowledge in an amusing way. Edutainment is one of
the core components of hybrid venues, which rejects the usual museum approach. The
edutainment concept embraces the idea that “attractive and entertaining presentation
and design can facilitate education goals” (Kotler and Kotler, 2000; p. 283). Such venues
are designed to showcase unique resources that may be collective (heritage site, local
fauna and flora, local handcrafts or know-how [. . .]) or private (a commercial brand such
as Guinness and the Guinness Storehouse).
At the same time, these museums borrow many winning formulas from theme parks,
namely, “excellent visitor service, homogeneous and attractive environment, multi-sensory
experiences, freedom and relaxation and commercial success” (Zbuchea, 2015, p. 488).
Experiential marketing levers are used to immerse visitors in a “stimulating environment”
(Mencarelli and Pulh, 2012). In the same way as leisure park providers, hybrid museum
managers organize the cultural offer “to re-enchant the consumer experience” (Ritzer, 1999).
Based on Caru and Cova (2006) work we presume with Mencarelli and Pulh (2012) that three
main levers are used in hybrid venues to encourage individual customers to enjoy a
memorable experience, namely, thematization, spatialization and scenarization. The theme
makes the experience homogeneous and gives the impression of a uniform global offer,
which “gives meaning to the consumer’s act” (Caru and Cova, 2006; Goulding, 2000) and is
strongly inspired by the amusement park model (Zbuchea, 2015; Ali et al., 2018; Åstrøm,
2017). The offer is also spatialized as follows: architecture and spatial organization designed
to enhance the consumers’ immersion (Caru and Cova, 2006; Goulding, 2000). Third, the
hybrid museum environment is scenarized as follows: “scenography is about staging a
theme attractively and consonantly with the space, while making the scientific purpose
explicit” (Mencarelli and Pulh, 2012, p. 151), using a multi-sensory approach.
2.2 The consumer experience in museums and heritage sites: from a satisfactory 183
experience [. . .]
An experience is basically considered as a subjective interaction, a special event that
exists between a consumer and a product or service (Holbrook and Hirschman, 1982).
It is now widely acknowledged that consumers actively participate in experience and
co-create value. Co-creation refers to the active participation of customers/tourists/
visitors during their experience and involves two processes, namely, active
participation and interpersonal interaction. Active participation implies the
customer’s involvement and motivation to cooperate with the provider (Mustak et al.,
2013). Interpersonal interactions occur between the customer and other visitors or
employees and staff (Anton et al., 2018; Ali et al., 2018). This co-created experience
can generate additional value (Minkiewicz et al., 2014). Value relates to the benefits
that are perceived and co-created by the consumer during the event (Anton et al.,
2018; Gallarza, et al., 2017). Pine and Gilmore (1998) identify four types of value,
namely, education, entertainment, escapism and aesthetics. Education is an
important aspect of the consumer experience at cultural heritage sites and museums,
and concerns learning and knowledge acquisition, involving the customer’s active
participation (Anton et al., 2018). Entertainment refers to amusement, fun and
enjoyment and implies a passive customer who is mentally (but not bodily)
“absorbed” in the experience. Escapism refers to the feeling of being elsewhere, with
the impression of taking a break from daily life. Customers are immersed in the
experience; they are physically involved and participate actively. Finally, aesthetics
is also important in the immersive experience but, unlike escapism, it relies on
passive participation. This typology fits snugly into the museum context and has
been empirically validated in the field of the museum (Radder and Han, 2015). Pine
and Gilmore (1998) argue that the richest experiences are those that encompass all
four values. In the case of museums, edutainment has the greatest impact on
satisfaction and behavioural intention, followed by aesthetics and escapism (Radder
and Han, 2015).
3. Methodology
3.1 Research design
We adopted a case study approach based on two qualitative studies to appreciate both
the provider’s and the visitors’ views. The case studies were first selected and analysed
to evaluate how the museums designed their offer to achieve the promised experience.
A netnographic approach was then adopted to capture visitors’ experiences based on
reviews shared by visitors on social networks. Online consumer reviews “express the
reviewers’ emotions, describe real experiences, offer recommendations and provide
important information” (Taecharungroj and Mathayomchan, 2019, p. 551). This is
useful with regard to our aim to appreciate memorable experiences as people go back to
the memory of their experience, even if the reviewers are potentially more opinionated
Consumer
experience in
hybrid
museums
185
Figure 1.
Conceptual
framework
(either positively or negatively) than other visitors. From the various qualitative
techniques available to capture these reviews, we selected a netnographic method.
Netnography is:
A form of qualitative research that seeks to understand the cultural experiences that encompass
and are reflected within the traces, practices, networks and systems of social media. These
cultural experiences can be engaged with, communicated through, and then reflected upon,
forming the three fundamental elements of netnography: investigation, interaction and immersion
(Kozinets, 2020, p. 14).
This method reduces the risks attached to face-to-face interviews that are obtrusive and
take place in an artificial setting, with intentionally driven discussions and potential
respondent reticence (Rageh and Melewar, 2013). Reviews posted online tend to be
personal, naturally occurring testimony. They are voluntarily posted on social
networks, so rely on core and memorable elements that visitors want to share. Reviews
encompass experience appraisals and also provide information about the motivation
and context of the venue, dimensions that cannot be captured by mere on-site
observations (Goulding, 2000). They represent “footprints”, marking the essential core
elements that the consumer remembers and wants to share and are especially relevant
in addressing our research questions.
The overall research design is presented in Table 2.
We chose two-hybrid museums located in the south of France as follows: the CV and
the CO. With respect to our previous definition, both these facilities can be considered
hybrid museums. Neither institution has a collection that needs to be preserved.
However, scientific truth and respect for both themes (wine and the ocean) are major
concerns and are demonstrated through the management strategy of the two curators.
To achieve their goals, considerable use is made of immersive and digital devices
(virtual and augmented reality, tablets, audio guides, etc.). The focus is on a logical
interpretation where each visitor creates his or her visit. The two case studies are
extensively presented in the vignettes.
QMR Research Study 1: hybrid museums’
24,2 steps perspective Study 2: visitors’ perspective
Figure 2.
Word cloud – CO and
CV common words
volume of information. A day is not enough and we’ll come back to discover and learn more Consumer
about vineyards”; “we spent 5 h in this place but we did not grasp the big picture”). experience in
Entertainment is mentioned (“fun”, “joy”, “amusement”) but is associated with education, so
“Edutainment” is closely associated with the hybrid museum experience (at CV, “a fun
hybrid
museum, a perfect mix of education and entertainment”; at CO, “Very interactive and hi- museums
tech. We learnt a lot and in a fun way”). The aesthetic experience is evoked through words
such as “beauty” and “nice”, but examples of a contemplative, passive experience in the core
191
exhibition are very rare. At CV, the aesthetic experience is linked to the building, its
architecture, interior design (“beautiful building”, “magical building”) and terrace (“the view
from the 8th floor is lovely”). Aesthetic value is more broadly represented if we include
sensitive and sensorial stimulation. Indeed, visitors appreciated the varied sensorial
stimulation (“It revived all our senses”, CV), whether sight (“I could see”, “Perfect lighting”),
smell (“smelling workshop”), taste (“very nice wine tasting on the terrace”) or hearing
(“sounds”). Finally, we noted only a few references to escapism, either directly (“total
immersion in the world of wine”) or indirectly (at CV, “2 h inside [. . .] and I did not see the
time go”). This theme is the least common among perceived values (4% of value in the CV
and 7.5% in CO).
Themed analysis highlighted the co-creation process that drives value co-creation (active
engagement and social interactions). Workshops or multi-sensorial activities (“when you
smell wines and manipulate tubing”) are recognized as facilitators of active engagement.
Technologies also offer an active experience and are a good way to learn by doing or playing
(to do/make/touch something to learn something). However, we also noted that digital tools
can make visitors passive – as one person observed: “we all looked like robots when we
listened to videos or watched a screen” (CV). Social interactions were also mentioned in the
reviews (CV – “everyone participated enthusiastically and with great complicity. A moment
not to be missed”; “it’s a place where the whole family is involved and can take part in all the
superb activities” CO), but rarely. Social interaction was considered to be low in CO and CV
(“it’s a very individualistic experience, everyone has their own headset”, CV). Electronic
devices appear to impede social interactions as individual headphones encourage a
personalized experience at CV (“everyone creates their own circuit according to their
interests or the time available”, CV) and this is sometimes regretted (“nothing like the visits
of yesteryear. No, contact! No human communication”). At CO, families with young children
criticized the use of digital tools that prevented sharing. Interactions with staff were
frequently noted and gave rise to positive feelings: “we especially want to thank everyone
who works there. They are great, from the reception to the facilitators of each workshop.
They smile and are friendly, kind and patient” (CO).
The second part of the visitor’s experience analysis dealt with the emergence of
“memorable and delightful” experiences. We first analysed how visitors experience the
environment through references to the theme, space and scenarization. In general, words
relative to “theme” are fairly infrequent (20% of reviews refer to the physical environment
theme) and “space” dominates (with 47% of reviews concerning the physical environment
theme). This ratio is approximately 60% in the case of CV where the “space theme”
dominates in reviews, largely linked to the building’s architecture and to wandering around
internal spaces. Focussing on reviews evoking space in CV, one interesting observation was
that visitors were disturbed by the fact that they had to find their own way through the
facility and that this could hamper immersion. Numerous reviews refer to the difficulty of
moving from one stage to another as follows: “we easily get lost”; “we skipped from one
thing to another, we were lost”; and “there are no guides like in other exhibitions”.
QMR In reviews about CO, it is the scenarization that stands out among mentions of the
24,2 physical environment (41% of reviews concerned the physical environment). However, in
CO, references to the physical environment were more balanced between space (31%) and
scenarization (41%). We noted that scenarization and VR devices were linked to immersion
in the case of CO (“virtual surfing, a diving trip on a wreck or another with sharks [. . .] you
are replete when you leave”).
192 References to “delight-as-magical” are not very common in reviews. Very positive
reviews only (rate = 5 on Tripadvisor), “delight-as-magical” (“just a perfect experience”, “a
marvelous moment” “if you are looking for a marvellous place, a breathtaking view, it’s the
place to be”, CO; “it will remain an unforgettable moment”, CO; “accessible to everyone, for
sure-fire amazement!”, CV) cover about 20% of the semantic universe dealing with the
positive overall assessment. Globally, for very satisfied visitors, the experience is depicted
as pleasant and enjoyable (40%) or is associated with a positive emotional state (“this place
is very enjoyable overall”, “it made my teen very happy” “a real pleasure for my children”)
and positive surprise (“it was more than you can imagine” CV; “loved this place that
exceeded expectations” CO). In fact, there are not many instances of something that is
experienced for itself, intrinsically, without any clear aim, while the purely leisure dimension
is not clearly stated. Conversely, pleasure always seems to be linked to knowledge, namely,
the pleasure of learning, getting information and understanding. Even if visitors do not
explicitly assess their experience as “unforgettable” or “magical”, they do recommend that
CO (or CV) is a place to see when visiting the town. One visitor expressed it perfectly, “it’s
something to do during a stay in Bordeaux. On the other hand, we were expecting
something more”.
5. Discussion
The netnographic study of these two cases (CO and CV) shows that the dual mission of
hybrid museums – simultaneously educative and entertaining – is indeed perceived by
visitors and provides additional value. Edutainment appears to be the DNA of hybrid
museums compared to ordinary museums where there is some reluctance to adopt a less
didactic manner to extend knowledge (McPherson, 2006). However, we also identified some
conflicting aspects when comparing service providers’ goals with visitors’ memories of
experiences. Hybrid venues promise something memorable and delightful through an
immersive journey to which they dedicate considerable resources. From spectacular
architecture to communication, messages and other supports, many resources are brought
to bear to fulfil this promise. For consumers, however, not all of the environmental
dimensions are perceived and this weighs against the goal of immersion in a memorable
experience. We found little evidence of a delightful experience, and the few examples we did
find relied on peripheral aspects (the building’s architecture, the terrace and sea view, the
wine tasting). This is in line with previous studies that question the effectiveness of
experiential levers to provide delightful experiences in commercial settings (Bäckström and
Johansson, 2006) or ski resorts (Bonnefoy-Claudet et al., 2015).
Our study highlights issues concerning perceptions of the physical environment. The
theme (wine culture or oceans in our cases studies) is not clearly perceived by visitors in
spite of the considerable effort made by providers to express it from the building to the
content and shops, restaurants and staff uniforms. This is a major concern given that, as
Åstrøm (2017) noted, theme is a key factor in creating memorable experiences. Secondly, we
show that the spatialization concept contains elements that impede immersion and the
delightful experience promised. Spatialization relies upon visitors being able to find their
own way around, with no guidance, but freedom to move around is not always associated
with delight and positive feelings, confirming the conclusions of Goulding (2000). Consumer
Moreover, while lack of guidance implies the personalization of the visitor journey, it experience in
can create an uncomfortable sensation of fear and disappointment. As Heath and Vom
Lehn (2008) argue, visitors make sense of exhibitions through social exchange with
hybrid
companions. By reducing social sharing, hybrid museums reduce the chances of museums
making the experience delightful. Spatialization is also largely based on spectacular
buildings and, in the case of CV, the imposing architecture overshadows other
dimensions of the physical environment to be perceived and experienced. This echoes 193
the work of Mencarelli and Pulh (2012) who suggest that hybrid museum designers
tend to over-dimension the place with a spectacular building and technologies.
Scenarization, on the other hand, relies heavily on new technologies. Our findings
confirm the dual findings previously set out in the literature. On the one hand, we
confirm that digital devices enrich visitor experiences by improving the learning
process and making it more enjoyable (Pallud, 2017). On the other hand, we also noted
the reduced immersion in the experience that can be generated by digital devices,
hampering the value co-creation process (Heath and Vom Lehn, 2008; Vom Lehn and
Heath, 2016). More specifically, we found that they discourage activeness; an essential
component of a co-created experience (Mustak et al., 2013; Campos et al., 2016;
Minkiewicz et al., 2014; Anton et al., 2018). Surprisingly, we also found that digital
devices can create a frustrating sense of underachievement with respect to the
unlimited amount of content they offer. Forcing visitors to select the content they want
to see appears to reduce immersion. Similar results have been demonstrated in
education science where technologies lead to frustration for students in learning
situations (a feeling of insecurity, stress and discouragement) (Hove and Corcoran,
2008). In this case, frustration is due to the absence of guidance by a teacher in the face
of a quantity of information. The outcome is possibly the same in museums where
visitors may have internalized the idea that the “museum” should control the amount of
information it gives to visitors.
In addition, to the inherent challenge relative to the design of hybrid museums, we
suggest that the nature of the hybrid museum’s mission is probably a major factor in
preventing a delightful experience. Hybrid museums are intrinsically knowledge-oriented.
As we showed, consumers still consider these structures as museums and, overall, expect a
learning experience. These preconceptions may inhibit their ability to actively participate in
the creation of a personally relevant experience. This is consistent with Roederer and
Filser’s (2018) conclusion that art museums are “scripted” environments (a clear mission,
strict rules) that support what they call a “functional” visitor experience (education, study,
enjoyment) and limit the “adventure” aspect. It is also consistent with St-James and Taylor
(2004) who point out that “delight-as-magical experiences” are associated with pure leisure
activities. The cognitive engagement of visitors when they enter a hybrid museum results in
effort and concentration as they want to “learn something” and this reduces the potential for
a hedonic, immersive and spontaneous experience. This challenges the common belief in the
museum milieu that most visitors today expect “recreational experiences” and value
enjoyment over education (Kotler and Kotler, 2000; McPherson, 2006). Nevertheless, we need
to use caution when presenting this conclusion in view of the specific kind of hybrid venues
studied (supported by public investment, with a broad educative mission). Studying hybrid
museums designed for less serious concerns (like the Guinness storehouse) may produce
different results. However, researchers in other settings have warned of the inflated belief
that consumers really want to be engaged in such stimulated experiences (Bergadaà, 2006;
Bäckström and Johansson, 2006).
QMR 6. Conclusion
24,2 This paper focusses on consumer experiences in hybrid museums that borrow from the
educative mission of museums and the experiential approach to the physical environment
from amusement parks. These hybrid venues have emerged in the leisure sector to meet a
presumed need of visitors to enjoy intense sensory experiences and to be immersed in
exciting environments when they visit a “museum” (Kotler and Kotler, 2000). Such places
194 are designed around three key components, namely, thematization, spatialization and
scenarization. Given that environmental conditions affect the consumer service experience
(Goulding, 2000; Bäckström and Johansson, 2006), we question to what extent this new kind
of museum offer affects visitors’ experiences. The conceptual framework helps to shed light
on the definition of “hybrid museums” and the specific experience such places intend to
create for consumers. We adopted the “delightful” experience concept to capture the nature
of this experience, differentiating between “delight as pleasure” and “delight as magical” (St-
James and Taylor, 2004). We used a netnographic study to explore how visitors manage the
experiential stimulation provided by the physical environment with the learning and
educative purposes that are intrinsically present in hybrid museums.
In examining the nature of the hybrid museum experience, we contribute to the
discussion on consumer experiences in cultural settings. While the emergence of hybrid
museums has been viewed as a kea change in the content offer compared to traditional
museums (Mencarelli and Pulh, 2012), no research to date has examined the impact on
visitors’ experiences. We show that in spite of the use of experiential levers, the co-created
value remains focussed on learning and education. We confirm the challenge of providing
escape value in a museum setting (Radder and Han, 2015) and argue that visitors are not
really experience seekers in museums, but primarily seek a learning experience in line with
Bergadaa’s (2006) proposition.
We also develop a proposal to explain the gap between the promises made to visitors and
the latter’s perceptions. Our analysis highlights the fact that experiential marketing levers
used to design hybrid environments are intrinsically based on elements that prevent or limit
opportunities to actively participate in or experience social interactions. More specifically,
spatialization (which implies that visitors are free to choose their own circuit) and digital
technology-based scenarization (which relies on individuality and passivity) limit
opportunities for a memorable experience. From a managerial perspective, our findings
suggest that levers need to be found to encourage the active participation of visitors.
Electronic devices that encourage learning by doing and support an embodied experience
are one way of making the experience delightful. Workshops, sensory manipulation and
experimentation are other options. Moreover, interactions with staff are key elements. This
is consistent with recent work that highlights the role of staff in the perception of a theme
(Åstrøm, 2017) and delightful experience (Ali et al., 2018). Managers are encouraged to make
better use of their staff (rather than electronic devices) to make the experience unforgettable
and the theme more explicit. Furthermore, hybrid venue managers should also think about
levers to improve social bonding.
In line with the theory of expectations, we recommend that hybrid museum
communicators work on the promise made to draw visitors closer to reality and to make
things clearer. There is also a risk that hybrid venues heighten consumer expectations,
increasing the risk of visitor dissatisfaction. This risk also applies to loyal, local publics who
are key to sustaining the development of such projects. However, this also raises the issue of
why managers emphasize the promise of immersion to such an extent. Often presented as
outstanding cultural facilities with the power to boost tourist numbers and reinforce or
transform a city’s brand, these hybrid venues have a special responsibility. Their immersive
promise is attractive, and, in the case of CV, it appears to have met expectations (attendance Consumer
targets have been met). Our study sheds light on the darker side of this kind of institution, experience in
however, and draws attention to the risks when promises are not kept. This raises the
question of whether huge public investments in such structures were based on false
hybrid
promises. We, therefore, suggest that communications managers ensure that the hybrid museums
museum is clearly positioned in the consumer’s mind as neither a museum nor an
amusement park, but as something in between. The notion of an interpretation centre could
be a good way of promoting this kind of facility, as is the concept of edutainment. Visitors 195
expect to learn by doing and much more effort needs to be devoted to clearly distinguishing
between hybrid museums and cultural theme parks.
Our study also has some limitations that provide avenues for further research. First, we
focus on two French case studies. It would be interesting to see if our results can be extended
to other hybrid museums in other parts of the world to increase the robustness of our
conclusions. Furthermore, our analysis is limited to online reviews, focussing on online
impressions and rich and interesting data. It is very specific, however, as it does not offer a
representative sample of museum publics, as “people who post publicly tend to be more
reactive and more opinionated” (Kozinets, 2020, p. 204). It would, therefore, be interesting to
enrich this material with interviews and on-site observations to deepen our understanding of
the experience and extend the investigation to an interactive data collection. Finally, we
focussed on two hybrid museums; a systematic comparison of visitor experiences in
museums, attraction parks and hybrid museums would consequently be of interest.
Moreover, we focus on hybrid museums developed by governments and local authorities,
which reduces the generalization of the findings. Hybrid venues developed by commercial
brands such as the Guinness storehouse, the Heineken Experience, etc. could also be studied
to extend opportunities for other research avenues.
Notes
1. Network of European Museum Organizations – NEMO – posits that “museums preserve and
disseminate core values on behalf of society as a whole, using their collections as a basis to
achieve reflective and social outcome. They understand the importance of their role in the
creation of knowledge and lifelong learning”. (p. 6).
2. On 11 April 2019, of the 496 pictures of the CV, 390 showed the inside or the outside of the
building. There were no visitors in any of these pictures.
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QMR Appendix
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Corresponding author
Florence Euzéby can be contacted at: florence.euzeby@univ-lr.fr
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