Abstract:Purpose
The purpose of this paper is to understand how augmented reality (AR) try-on experiences facilitate consumers’ shopping decision. Focusing on the immersion and psychological ownership, the study investigated how the properties of AR experiences (environmental embedding (EE) and simulated physical control (SPC)) affect decision comfort.
Design/methodology/approach
This research theoretically and empirically analyzes how each property of AR experiences affects consequential psychological states and the… Show more
“…Thirdly , this study has highlighted the importance of the immersive experience or psychological state engaged in technological devices from a psychological perspective (e.g. Song et al., 2019 ), while other studies have focused on the characteristics of virtual devices in social or technological perspectives. In previous studies ( Flavián et al., 2019b ; Hilken et al., 2018 ), the immersive experience is only applied in education and game contexts in developed countries; there have been few studies investigating the usage of AR apps for marketing purposes.…”
Section: Discussionmentioning
confidence: 95%
“…This study has some significant contributions. Firstly, previous studies have utilized only one product or an AR app for their research in retail settings (e.g., Song et al., 2019 ; Jessen et al., 2020 ); this study reviews the applications of AR technology in marketing contexts from a number of countries and intends to propose a comprehensive conceptual model for AR apps. Secondly , previous studies have discussed customer experiences through AR features and the motivations of customers using AR apps ( Yim et al., 2017 ; Poushneh, 2018 ; Hsu et al., 2021 ), but few studies have specifically examined the impact of customer traits as personal innovativeness and mental imagery on the immersive experience.…”
Section: Discussionmentioning
confidence: 99%
“…Researchers have studied customer immersion or the immersive experience in different settings such as tourism (Tsai, 2019;Hudson et al, 2019), education (Radianti et al, 2020), and retailing (Peukert et al, 2019;Song et al, 2019), with its potential dominance for both customers and business firms. From a technological perspective, immersion is utilized to show a level of a device's functionality (Flavi an et al, 2019a) in which augmented reality and virtual reality are immersive and emerging technologies (Suh and Prophet, 2018).…”
Section: A Review Of Prior Immersive Experience Studiesmentioning
confidence: 99%
“…(2018) – Customer experience (spacial presence, flow, immersion, mental imaging) Media characteristics and Media quality Decision making behavioural intentions and Attitudinal Outcomes A framework on customer behavior towards AR in online retailing Yim and Park (2019) Ray Ban app/website product involvement Media features (perceived interactivity, media irritation, medianovelty) Adoption intention Analyzing the difference between AR &VR Moderating role of body image in consumer responses between AR with traditional website Perannagari and Chakrabarti (2019) Cognitive (flow &value) & affective (attitude)responses Design features (augmentation quality & media characteristics) Behavioral response (BI) A summary of literature by thematic analysis Designing a conceptual framework to explain the decision-making process of retail customers. McLean and Wilson (2019) Amazon, ASOS & IKEA apps Brand engagement (cognition, affection&activation) AR attributes (Interactivity, Vividness, Novelty) Satisfaction with customer experience & Brand use intention Revealing a new set of AR attributes & technology attributes Brand engagement has a positive impact on satisfaction and use intention, analysis moderating role of purpose of use in the model Song et al. (2019) Formex try-on watches Immersion Environmental embedding (EE) and Stimulated physical control (SPC) Decision comfort Immersion was affected by Environmental embedding and Stimulated physical control; explaining mechanism how AR experiences (EE &SPC) induce feeling of ownership, lead to decision comfort, the moderating role of prior AR try-on experience evoke weaker immersion than without prior experience.…”
Section: Literature Review On Immersive Experiencesmentioning
“…Thirdly , this study has highlighted the importance of the immersive experience or psychological state engaged in technological devices from a psychological perspective (e.g. Song et al., 2019 ), while other studies have focused on the characteristics of virtual devices in social or technological perspectives. In previous studies ( Flavián et al., 2019b ; Hilken et al., 2018 ), the immersive experience is only applied in education and game contexts in developed countries; there have been few studies investigating the usage of AR apps for marketing purposes.…”
Section: Discussionmentioning
confidence: 95%
“…This study has some significant contributions. Firstly, previous studies have utilized only one product or an AR app for their research in retail settings (e.g., Song et al., 2019 ; Jessen et al., 2020 ); this study reviews the applications of AR technology in marketing contexts from a number of countries and intends to propose a comprehensive conceptual model for AR apps. Secondly , previous studies have discussed customer experiences through AR features and the motivations of customers using AR apps ( Yim et al., 2017 ; Poushneh, 2018 ; Hsu et al., 2021 ), but few studies have specifically examined the impact of customer traits as personal innovativeness and mental imagery on the immersive experience.…”
Section: Discussionmentioning
confidence: 99%
“…Researchers have studied customer immersion or the immersive experience in different settings such as tourism (Tsai, 2019;Hudson et al, 2019), education (Radianti et al, 2020), and retailing (Peukert et al, 2019;Song et al, 2019), with its potential dominance for both customers and business firms. From a technological perspective, immersion is utilized to show a level of a device's functionality (Flavi an et al, 2019a) in which augmented reality and virtual reality are immersive and emerging technologies (Suh and Prophet, 2018).…”
Section: A Review Of Prior Immersive Experience Studiesmentioning
confidence: 99%
“…(2018) – Customer experience (spacial presence, flow, immersion, mental imaging) Media characteristics and Media quality Decision making behavioural intentions and Attitudinal Outcomes A framework on customer behavior towards AR in online retailing Yim and Park (2019) Ray Ban app/website product involvement Media features (perceived interactivity, media irritation, medianovelty) Adoption intention Analyzing the difference between AR &VR Moderating role of body image in consumer responses between AR with traditional website Perannagari and Chakrabarti (2019) Cognitive (flow &value) & affective (attitude)responses Design features (augmentation quality & media characteristics) Behavioral response (BI) A summary of literature by thematic analysis Designing a conceptual framework to explain the decision-making process of retail customers. McLean and Wilson (2019) Amazon, ASOS & IKEA apps Brand engagement (cognition, affection&activation) AR attributes (Interactivity, Vividness, Novelty) Satisfaction with customer experience & Brand use intention Revealing a new set of AR attributes & technology attributes Brand engagement has a positive impact on satisfaction and use intention, analysis moderating role of purpose of use in the model Song et al. (2019) Formex try-on watches Immersion Environmental embedding (EE) and Stimulated physical control (SPC) Decision comfort Immersion was affected by Environmental embedding and Stimulated physical control; explaining mechanism how AR experiences (EE &SPC) induce feeling of ownership, lead to decision comfort, the moderating role of prior AR try-on experience evoke weaker immersion than without prior experience.…”
Section: Literature Review On Immersive Experiencesmentioning
“…Thus, more cognitive resources are available for building cognitive associations. Song et al [14] found that EE and SPC positively affect customers' decision comfort by evoking customers' perceived immersion. Decision comfort refers to the degree of ease, contentment, and wellbeing one feels when making a specific decision and is a soft-positive emotion [15].…”
With the rise of 5G and mobile shopping, the failure to physically experience products has led to high return rates and negative word-of-mouth for retailers. As a result, many Chinese retailers have been offering augmented reality services to customers to improve their shopping experience. This study aims to investigate the mechanism of augmented reality (AR) characteristics on retail brand equity in the context of retailing. Accordingly, the authors construct a conceptual framework in which AR characteristics affect brand associations and retail brand equity. The empirical tests using the structural equation model method also support the research hypotheses. The results reveal that two AR characteristics-environment embedding (EE) and simulated physical control (SPC)-can positively affect retail brand equity through brand associations. Furthermore, product involvement moderates the effect of EE and SPC on brand associations positively. The findings expand brand equity theory in the field of augmented reality marketing.
The increasing use of digital technology‐based retail services provides new opportunities for digital marketing. In this paper, we investigate how augmented reality (AR) technology can be leveraged as part of the firm's strategy. We explore the online purchase intention through AR smart glasses (ARSG), considering consumers' value assessment through a cost–benefit analysis and the influence of technical, experiential and social AR value drivers. We develop an augmented value‐based adoption model addressing four main objectives: (1) Evaluate the effect of the perceived value of ARSG, (2) Evaluate the effect of immersion (experiential dimension), (3) Evaluate the effect of AR devices and technical complexity (technical dimension) and (4) Evaluate the importance of subjective norms (social dimension) on the online purchase intention through AR technology. Based on an ESIC Tech Lab experiment with two types of ARSG from market leaders and AR retail apps, the study uses survey data from 253 participants. The results suggest that the technical dimension has an ambiguous effect, with tech‐complexity enhancing directly the perceived value of ARSG for online purchase while reducing the net value of consumers' economic cost–benefit analysis. We find strong evidence that the experiential and social AR dimensions (in the form of immersion and subjective norm) have a significant positive influence on consumers' purchase intention online, which are better predictors than the pure economic cost–benefit assessment (through usefulness and difficulty). Furthermore, the technical innovativeness of consumers is found to increase directly the online purchase intention through ARSG.
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