The perceived user value of AR in online shopping experience (original) (raw)

Exploring the Impact of Augmented Reality on Customer Experiences and Attitudes: A Comparative Analysis with Websites

Augmented Reality is used by various customers' concerned companies to augment their stimuli, shopping experiences, and customers' purchasing behavior. Hence, AR driven enabling stimulates customer engagement and their shopping attitude by providing a vivid technology experience. Prior studies found that AR novelty, trust, and vividness influenced the customer usage attitude. There has extant literature presented in the context of AR applications, it is widely used through numerous gadgets but the author intends to explore holistic features that tend to grasp customers' experiences and attitudes to find the variance between AR vs. Websites. AR potentially disrupted the real-world environment by providing hedonic visual benefits and eliminating the physical efforts that tend to stimulate customers who mesmerize with AR compared to a website. The author chose the Houzz AR app and its website to gather data and provide a better understanding of both scenarios. The author conducted two-field experiments to illustrate positive customer attitudes that satisfied their experience towards the AR app rather than the traditional website. AR app is vivid and novel to engage a customer and moderate their attitude towards the technology immersion. Finally, this study provides multiple implications such as unique visual illustrations, sensational features, and innovation resulting in satisfied customer experience, considering both features in real and virtual world environments.

Augmented and virtual reality the new silver bullet of marketing? -an overview of applications with the AIDA model

Purpose: Great advancements in the technical implementation of augmented reality (AR) systems have been made in recent years. Mobile devices are AR ready and software is available. There is also potential for mar-keting, as it has been shown that AR has positive effects on product knowledge, customers’ attitudes towards brands, purchasing intentions, trust and cognitive processes in general, such as learning guided by additional, context-relevant information and interactivity, thus potentially supporting all phases in the ADIA (Attention Interest Desire Action)model. Nevertheless, no extremely successful applications exist for AR or commonly accepted usage scenarios supporting marketing. Research questions: Which usage scenarios exist for AR and how are they connected to the different phases of the AIDA-model? Is there a focus on a specific phase and why? Method: We analysed cases from AR field applications and categorised the cases by using an extended version (AIDAA (Attention Interest Desire Action Aftersales)) of existing theoretical models, such as the AIDA mod-el. Results: Most applications focus on the awareness and interest stage of the AIDA-model. Only a few applica-tions are able to cover the full buying process, as well as after-sales stages. On the second dimension (games, explanation and experience) of our classification model explanation followed by experience are categories holding most of the applications analysed. Our analysis yielded seven hypotheses. One hypothesis states that the lack of action and transaction in AR applications leads to low prioritisation in business; another states that implementation is complex and cost intensive and, therefore, solutions focus on awareness and interest; and a final hypothesis identifies that an unclear value proposition and unclear customer perceived value lead to tech-nical-driven solutions, leaving out large areas of an application’s potential. Conclusions: Existing literature and research have shown that AR has broad positive effects on marketing-relevant aspects, such as product knowledge, customers’ attitudes towards brands and cognitive processes, re-sulting in better learning. Currently AR applications of companies in the field focus on the low-hanging fruit of easy-to-implement applications with a focus on awareness and interest stage of the AIDA-model and AR applications. AR solutions supporting the whole purchasing process, as well as solutions that are not driven by technology, are scarce and yet to be implemented in larger numbers. Keywords: AR, VR, marketing applications, AIDA-model, AIDAA-model, TAM

117 | P a g e The Wearable World in the Palm of our Hand: The Perceived Importance of Augmented Reality in Marketing Strategies

2015

The present article refers to an exploratory study of the perceived importance of augmented reality for marketing strategies, namely in what concern: costs, branding, communications and product versus immersion, body, wearable and blended augmented reality. It starts with the theoretical framework for augmented reality, followed by the design and research methodology; it then proceeds with the analyses and comment of data gathered, and at the end, it refers to the research limitations and perspectives. Results point out that augmented reality is not perceived as an outstanding tool for marketing nor as an investment with high benefits, nevertheless it is seen as pertinent for blended marketing and immersive augmented reality gathering some sympathy from respondents.

The Impact of Augmented Reality on E-Commerce

2015

Augmented reality is a great ally for electronic commerce. Advances made in this technology can be applied to businesses to increase sales or for brand building, by enhancing human perception of reality in this application, through contextualization of individual objects that are encountered in the real world with virtual complements so as to make the real objects more meaningful and appealing. The most common application of AR is as a virtual changing room – e-businesses displaying their products (clothing, accessories) via mobile/web cameras as a 3D projection on a real person. This paper focuses on the growth and impact of e-commerce, the attitudes of Chennai consumers towards Augmented Reality technology in relation to e-commerce products and services, and analysis of the potential for Augmented Reality as a marketing tool in Chennai for both online and offline sales. This paper concludes with the results of the study pointing towards a highly positive attitude towards the acce...

Discernible impact of augmented reality on retail customer's experience, satisfaction and willingness to buy Discernible impact of augmented reality on retail customer's experience, satisfaction and willingness to buy

User technology has an agreeable impact on consumer decisions; yet the way such impact takes place may be little known. This study attempts to examine the impact of augmented reality (AR) on retail user experience (UX) and its subsequent influence on user satisfaction and user's willingness to buy. Five hypotheses are tested using a lab experiment. The results show that AR significantly shapes UX, by impinging on various characteristics of product quality, and that UX subsequently influences user satisfaction and user's willingness to buy. UX is captured as a third-order formative construct derived from four user experience Abstract User technology has an agreeable impact on consumer decisions; yet the way such impact takes place may be little known. This study attempts to examine the impact of augmented reality (AR) on retail user experience (UX) and its subsequent influence on user satisfaction and user's willingness to buy. Five hypotheses are tested using a lab exper...

Towards a theoretical framework for augmented reality marketing: A means-end chain perspective on retailing

2024

Augmented reality (AR) merges virtual elements with our physical context. Although there is evidence in marketing that AR may be superior to alternative formats, there is a lack of work explaining from the ground up why this is the case. Consequently, we applied means-end chain theory to identify specific AR-features (e.g., contextualization, interactivity, portability) that drive benefits (e.g., inspiration, better decision-making, time savings, risk reduction). These benefits contribute to consumers' goal achievement (e.g., self-confidence, selfexpression, reduced purchase regret). A subsequent study organized these factors into a practical framework (SEAD and SALES). This study contributes to a better understanding of AR.

Discernible impact of augmented reality on retail customer's experience, satisfaction and willingness to buy

A B S T R A C T User technology has an agreeable impact on consumer decisions; yet the way such impact takes place may be little known. This study attempts to examine the impact of augmented reality (AR) on retail user experience (UX) and its subsequent influence on user satisfaction and user's willingness to buy. Five hypotheses are tested using a lab experiment. The results show that AR significantly shapes UX, by impinging on various characteristics of product quality, and that UX subsequently influences user satisfaction and user's willingness to buy. UX is captured as a third-order formative construct derived from four user experience characteristics: pragmatic quality, aesthetic quality, hedonic quality by stimulation and hedonic quality by identification. Except for the latter, these characteristics are second-order constructs. Important implications for researchers and managers follow.

Role of Augmented Reality in Changing Consumer Behavior and Decision Making: Case of Pakistan

Sustainability, 13(24), 14064. (ISI Web of Science – Social Sciences Citation Index® & Journal Citation Reports/Social Sciences Edition) (Impact factor 3.251) , 2021

Marketers and advertisers ignore new technology and diverse marketing tactics when attempting to increase product exposure, customer engagement, customer behavior and buying intention in fashion accessory marketplaces in developing countries. This research sought to discover how the Augmented Reality (AR) experience influenced consumer behavior, buying intention and pleasure when purchasing a fashion item in developing countries. This study employs positivist ideas to investigate the connections between various factors, believing that reality is unwavering, stable, and static. Experiential marketing following stimulus exposure will gather cross-sectional data. The undertaken study has developed proper experimental design (within group) from business innovation models, for instance, uses and gratification and user experience models. User experience is disclosed by its four defining characteristics: hedonic quality (identification and simulation), aesthetic quality, and pragmatic quality. After encountering an enhanced user experience, users have a more favorable attitude about purchasing; in contrast, pleasure from using the application directly impacts buying intention. It was also shown that knowledge of AR apps impacts user experience and attitude. The novelty of this research is multifarious, for instance, the smart lab was used as a marketing technology to explore a virtual mirror of the Ray-Ban products. Secondly, the augmented reality experiential marketing activities have been developed by the developers as bearing in mind the four different aspects of the user experience-haptic, hedonic, aesthetic, and pragmatic.

Consumer engagement with augmented reality (AR) in marketing: Exploring the use of ar technology in marketing campaigns and its impact on consumer engagement, brand experiences, and purchase decisions

Journal of Management Research and Analysis, 2023

This research paper aims to investigate the role of augmented reality (AR) technology in marketing campaigns and its influence on consumer engagement, brand experiences, and purchase decisions. The study explores the various applications of AR in marketing, analyzes its effectiveness in capturing consumer attention, and examines the outcomes of AR-based campaigns on consumer behavior. Through a comprehensive review of relevant literature and empirical analysis, this paper provides insights into the potential of AR as a strategic tool for enhancing consumer engagement and driving brand success in the modern marketing landscape. Keywords: Augmented reality, Marketing, Consumer engagement, Brand experiences, Purchase decisions, AR technology, AR campaigns, Consumer perception, Product evaluation, Decision-making, Brand recall, Brand storytelling, Brand authenticity, AR adoption barriers, Technical limitations, User experience, Privacy concerns, Ethical considerations, Opportunities, challenges, Successful AR marketing campaigns, Case studies, Best practices.

SYSTEMATIC MAPPING STUDY: APPLICATION OF AUGMENTED REALITY IN MARKETING

Ekonomski vjesnik/Econviews: Review of Contemporary Entrepreneurship, Business, and Economic Issues, 2022

Purpose: The aim of this paper is to provide an overview and analysis of literature dealing with the possibilities for applying augmented reality (AR) in marketing and the impact of AR on marketing in the era of digital transformation of business. Though attractive, this topic is still insufficiently explored. Methodology: The paper uses a bibliometric method-citation and co-citation analysis in the Web of Science and Scopus citation databases. Data analysis was performed using the VOSviewer software tool for information construction, analysis and visualization. Results: Th e conducted research revealed that there is an increasing trend in the number of research papers dealing with the AR and marketing topics. The specific topics dealt with in the papers are primarily related to the impact of AR on business, creating customer loyalty, sales increase and other marketing activities. Conclusion: AR is a powerful and influential tool the use of which improves communication with customers and, at the same time, sales strategies and processes. AR is based on immersing customers into a new experience, by showing virtual objects in the users' real-world environment and creating harmony between the digital and the real-world environment so that the boundaries between them disappear. It is manifested as a form of experiential marketing, since it focuses both on a product and a service, and on the entire experience created for customers.