| Literature DB >> 35783783 |
Zhao Du1, Jun Liu1, Tianjiao Wang1.
Abstract
Augmented reality (AR) is a potentially disruptive technology that enriches the consumer experience and transforms marketing. With the surging popularity of AR in marketing practice, academic efforts to investigate its effects on consumer experience, response, and behavior have increased significantly. To obtain an integrated and comprehensive view of the front-line in AR marketing research and identify the gaps for future research, we analyze the existing AR marketing literature through a systematic literature review. Using 99 journal articles selected from the Web of Science core collections, this research sheds light on the general characteristics such as publication year, publication outlet, research design, and research method. Moreover, this research also gains insight into the AR marketing relevant factors such as application area, application context, AR type, and theoretical lenses. The findings of the analyses reveal the state-of-the-art of scholarly publications on AR marketing research. First, the number of journal articles on AR marketing increased rapidly in the past few years, and the journals that published articles on AR marketing cover a wide range of disciplines. Second, the empirical studies in most literature adopted the quantitative research design and used survey or experiment methods. Third, the studies in more than half of the journal articles used mobile AR applications in various online contexts. Fourth, the Technology Acceptance Model (TAM) and the Stimulus-Organism-Response (S-O-R) framework are the two most widely used theoretical lenses used in the literature. After that, the major application areas of AR in marketing are retail, tourism, and advertising. To identify the focal themes discussed in the three application areas, this research summarizes the studies by the outcome variables. Specifically, the outcome variables have five categories: technology-related, product-related, brand-related, tourist destination-related, and advertisement-related. Finally, this research proposes the agenda for future academic efforts in AR marketing.Entities:
Keywords: advertising; augmented reality; brand; marketing; retailing; technology; tourism; tourist destination
Year: 2022 PMID: 35783783 PMCID: PMC9244620 DOI: 10.3389/fpsyg.2022.925963
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1The process of selecting the journal articles for final analysis.
FIGURE 2Publication year.
Publication journal.
| Journal | # Articles |
|
| 22 |
|
| 9 |
|
| 4 |
|
| 4 |
|
| 4 |
|
| 4 |
|
| 3 |
|
| 3 |
|
| 3 |
FIGURE 3Research design. (A) Distribution of qualitative, quantitative, and mixed studies. (B) Composition of research methodologies.
Research design.
| Research design | Method | # Articles | Ratio |
| Single-method | Survey | 43 | 43.44% |
| Experiment | 39 | 39.39% | |
| Interview | 8 | 8.08% | |
| Focus group | 1 | 1.01% | |
| Multi-method | 8 | 8.08% | |
FIGURE 4Application area.
FIGURE 5Application context.
FIGURE 6Augmented reality type.
Theoretical lenses.
| Theory | Description | References |
| Technology Acceptance Model (TAM) | The theory suggests that individuals’ perception of ease of use and usefulness determines their attitude toward a technological system and behavioral intention of using it | |
| Stimulus-Organism-Response (S-O-R) Framework | The framework suggests that the various aspects of the environment (i.e., stimulus) evoke consumers’ cognitive and affective states (i.e., organism), and subsequently affect their approach or avoidance behaviors (i.e., response) | |
| Self-Referencing Theory | The theory suggests that self-referencing (i.e., the cognitive process of personally relating to information) heightens memories of advertisement information and enhances product and brand evaluations | |
| Uses and Gratification Theory (UGT) | The theory suggests that media usefulness is the cognitive gratification that stimulates media usage intentions | |
| Equity Theory | The theory suggests that individuals’ decision-making of using a technology depends on their comparison of the input or benefits (i.e., what they receive) and the outputs or costs (i.e., what they sacrifice) | |
| Flow Theory | The theory suggests that individuals can achieve the flow experience by implementing the design aspects that facilitate the optimal states of flow. Moreover, the flow experience will enhance other consumer experience outcomes | |
| Theory of Reasoned Action (TRA) | The theory suggests that individuals’ behavior can be predicted by their intentions. Moreover, the intentions are determined by their attitudes toward the behavior | |
| Unified Theory of Acceptance and the Use of Technology (UTAUT) | The theory suggests that performance expectancy, effort expectancy, social influence, and facilitating conditions are direct determinants of behavioral intention |
Outcome variable.
| Application area | Category | Outcome variable |
| Retail | Technology-related | Consumers’ attitude toward, satisfaction with, adoption/use intention of, continued use/reuse intention of, and recommendation intention of AR technology/AR retail application |
| Product-related | Consumers’ product attitude, product purchase intention, willingness to pay a price premium, and WOM intention | |
| Brand-related | Consumers’ brand attitude, perceived brand personality, and brand purchase intention | |
| Tourism | Technology-related | Tourists’ attitude toward, adoption intention of, satisfaction with, and recommendation intention of AR technology/AR tourism application |
| Tourist destination-related | Tourists’ knowledge acquisition of, visit intention of, satisfaction with, and memory of tourist destinations; tourists’ choice of products and willingness to pay a price premium in tourist destinations | |
| Advertising | Advertisement-related | Consumers’ attitude toward advertisements |
| Brand-related | Consumers’ brand attitude and brand liking | |
| Product-related | Consumers’ product purchase intention |
Augmented reality characteristics examined in the literature on AR in retail.
| AR characteristic | Description | References |
| Interactivity | It refers to the capability of an AR system to enable consumers to interact easily, control, manipulate, and be involved with the content. | |
| Augmentation | It describes the extent to which the digital objects are integrated into the real-world environment and the ability to enable consumers to move the digital objects naturally | |
| Informativeness | It refers to the degree to which the provided information is helpful for consumers’ decision-making | |
| Vividness | It describes the ability of AR to create a clear image of a product or experience for consumers by combining the sensory experience of real objects with the non-sensory imaginary objects | |
| Novelty | It refers to the newness, uniqueness, specificness, and unusual of the AR enriched information that consumers are presented with | |
| Aesthetics | It describes the visual appeal of AR enriched objects or AR empowered environments |