| Literature DB >> 36039131 |
Vo Kim Nhan1,2, Le Thanh Tam3, Ho Tien Dung4, Nguyen Thanh Vu5.
Abstract
Purpose: This study aims to develop and propose an integrated conceptual framework that illustrates how emerging technologies such as mobile augmented reality applications (MAR apps) stimulate a user's immersive MAR app-enhanced experience-a human psychological state of being engaged and engrossed in a virtual environment-which in turn facilitates user responses. Design/methodology/approach: This study draws on a literature review of related fields to develop a theoretical model showing the centrality of the immersive MAR app-enhanced experience. Findings: A conceptual model that explicates the selected antecedents and outcomes of the AR-enhanced immersive experience is proposed. The findings suggest that the traits of both the user (mental imagery, personal innovativeness) and the device (simulated physical control, environmental embedding) facilitate the immersive MAR app-enhanced experience. Moreover, the immersive MAR app-enhanced experience is identified as a key driver of customer emotions, values and behavioral responses. Originality/value: The integrated conceptual model provides scholars and practitioners with a general picture of the main factors affecting the immersive AR-enhanced experience, as well as the benefits available to firms; thus, theoretical and practical implications are delineated. Paper type: Conceptual paper.Entities:
Keywords: MAR apps; Mobile applications; immersive experience; virtual technologies
Year: 2022 PMID: 36039131 PMCID: PMC9418222 DOI: 10.1016/j.heliyon.2022.e10141
Source DB: PubMed Journal: Heliyon ISSN: 2405-8440
Summarize customer experience using AR apps in marketing settings.
| Studies | AR types | Conceptualization of customer experience | Antecedents | Outcomes | Findings |
|---|---|---|---|---|---|
| online fitting through ARIT (augmented-reality interactive technology) on websites | Presence | – | Sustainable | Using augmented-reality interactive technology (ARIT), presence have impact on sustainable relationship behavior through mediating variables (e.g., values) and moderating variable (consumers' innovativeness) | |
| IKEA Place app & website | Flow | AR characteristics (Augmentation, control, responsiveness) | Affective responses (application attitude, brand attitude), Conative responses (Thoughts), Behavioral intentions (Purchase intentions, revisit intentions, recommendation intention) | Examine the differences in consumer responses to media characteristics of AR apps and non-AR apps | |
| OVJET AR app | Telepresence & Usefulness | System quality, information quality, service quality | AR reuse intention | Two models to determine whether telepresence or usefulness can mediate the relationship between three types of AR quality and the intention to reuse AR | |
| ARIT in an online clothes fitting | Flow experience (concentration, playfulness, time distoration, exploratory behavior) | Multisensory features (self-location, haptic imagery) and Decorating psychological states (sense of body ownership, ownership control, self-explorative engagement) | Satisfaction, spend more time on ARIT | Haptic imagery and sense of self-location positively influenced perceived sense of body ownership, perceived ownership control, and self-explorative engagement. | |
| AR-based vs. web-based Ray-ban and TISSOT | Immersion | Interactivity, Vividness, Media novelty | Purchase intention | AR generates greater novelty, immersion, enjoyment, and usefulness, resulting in positive attitudes toward medium and purchase intention | |
| Ray-Ban app/website | Retail user experience | Augmented reality | User willingness to buy, user satisfaction | AR shapes UX, and that UX influences user satisfaction and user's willingness to buy; | |
| L'Oreal's AR virtual mirror (web, app); Mister Spex (web/app) | Spacial presence | Simulated physical control (SPC), Environmental embedding (EE) | Behavioral intensions (purchase, WOM) | A conceptual framework showing AR-based spacial presence affected by simulated physical control and environmental embedding, enhancing behavioral intentions, mediated by hedonic, Utilitarian value, decision comfort, moderated by SOP and APP | |
| – | Realism of the experience (cognitive and emotional fit, fidelity, immersion, spacial presence) | AR variables (Embedding, Embodiment, Extention) | Decision making, behavioral intentions, brand and application perception | A conceptual framework in which 3 AR variables (embedding, embodiment and extention) lead customer experience, evaluation of experience and their consequences, analysing moderating role of contingency factors | |
| – | 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 | |
| Ray Ban app/website | product involvement | Media features (perceived interactivity, media irritation, medianovelty) | Adoption intention | Analyzing the difference between AR &VR | |
| Cognitive (flow &value) & affective (attitude)responses | Design features (augmentation quality & media characteristics) | Behavioral response (BI) | A summary of literature by thematic analysis | ||
| 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 | |
| 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. | |
| IKEA Place (website/app) | Creative customer engagement (customer engagement, customer creativity) | Use of AR | Anticipated satisfaction | AR enables creative customer engagement, in turn, offers intrinsic satisfaction and moderating of assessment orientation. | |
| Amazon shopping app | Customer experience (satisfaction) | Service quality & visual quality (aesthetics & position relevance) | Recommendation intention | Explaining the influence of visual and service quality on user satisfaction toward the app and the impact of user satisfaction on recommendation intention | |
| – | Spacial presence | Visual appeal, information fit-to-task | Service reuse likelihood, WOM | Proposing a technology-enabled engagement process (TEEP) of AR service | |
| Atleast 2 AR apps (Gap, IKEA, Amazon) | Brand engagement&, psychological inspiration | AR quality, Interactivity, Vividness, Novelty | Continuous intention to use AR app, willingness to pay price premium (WPPP) | A symmetric approach of the chain from AR attributes on CI&WPPP through U&H benefits and moderating role of customisation | |
| YouCam Makup | Spacial presence | Consumer perception of MAR service (interactivity, vividness, augmentation, aesthetics) | PI | Virtual contents (interactivity, vividness, augmentation, aesthetic) affect purchase intention mediated by spacial presence, flow experience, and decision comfort | |
| IKEA Place app&Ray-Ban Virtual Try-on app | Cognition (Virtual presence, experimental value, shopping benefits, perceived value) | – | Conation (continue use intention, PI) | Consumer's cognitive evaluation using MAR apps stimulates their affective responses, which create conative responses. | |
| IKEA Place AR app or the IKEA mobile website | Affective responses (Immersion, enjoyment, product liking) | AR characteristics (Interactivity, system quality, product informativeness, congruence) | Behavioral responses (reuse intention, PI) | Behavioral responses (purchase intention) are formed by affective (enjoyment, immersion, product liking) and cognitive (choice confidence, media usefulness) responses to the AR characteristics (system quality, interactivity, reality congruence, product informativeness) | |
| Converse, Zara, Joy Walks | Perceived AR app experience (pleasure, Playfulness) | AR type (goal, location) | Perceived brand personality (excitement, sincerity, competence and sophistication) | AR types receive more positive evaluations and lead customers to perceive brand personality, in which playfulness determine consumer attitude toward AR app | |
| Crimes wine brand | Flow | Interactivity, vividness, novelty | Satisfaction AR experience | Determining investment in AR technologies is warranted by exploring flow in both an AR and a traditional shopping context | |
| Zara' VTO | Flow experience | Perceived informativeness, perceived aesthetics, perceived novelty, parasocial relationship | Psychological ownership | Perceived informativeness, perceived aesthetics, perceived novelty, and parasocial relationship all positively influence flow experience, in turn, to feel ownership, moderated by brand attachment | |
| Kinect | Humanizing digital experiences (Anthropomorphism, intimacy, self-representation) | a 360° AR panorama | Green destination brand love (place identity, affective attachment, compatibility) | Examining the antecedents and consequences of humanizing the digital experience in a virtual tourism context | |
| Restorative experience (coherence4, compatibility5, being away5, fascination8) | Environment embeding3 & situated physical control3 | Actual willingness to pay a price premium | |||
| AR mobile shopping apps (flowers) | Local presence | Vividness& Spacial accuracy | Urge to buy impulsively | Examining media characteristics (vividness and spatial accuracy) Affecting the feeling of local presence - examine consumer perceptions (arousal and perceived diagnosticity) affecting consumer's urge to buy impulsively | |
| “Wanna Kicks” AR app | Flow | AR attributes (interactivity, inspiration) | Brand usage, brand attitude | Flow experience stimulated by AR attributes can generate favourable attitudes and trust, engagement, in turn, to crate brand usage and brand attitude and moderated by perceived usefulness | |
| Wanna Kicks and FitGlasses apps | Customer experience | – | Continuance intention, purchase intention, customer engagement | A model to evaluate the antecedents and consequences of AR marketing activities by adding customer experience, continuance intention, purchase intention and customer engagement | |
| This study | MAR apps | Immersive experience | User traits & device traits | Positive emotions, Customer values, behavioral responses | Proposing a conceptual model of MAR apps-enhanced immersive experience |
Notes: Augmented Reality (AR), Perceived usefulness (PU), Perceived ease of use (PEOU), Perceived security (PS); Perceived enjoyment/entertainment (PE), Perceived risk (PR), Attitude towards using (ATU); purchase intention (PI); Virtual Try-on (VTO); Utilitarian Value (U); Hedonic value (H); Stimuli-Organism-Responses (S–O-R); The technology acceptance model (TAM), The Theory of Reasoned Action (TRA); augmented-reality interactive technology (ARIT).
Source: author's summarization.
Figure 1Papers related immersive experience on Web of science 2010–2020. Source: Web of Science.
Figure 2Papers related immersion on Scopus web in the period 2010–2020. Source: Website of Scopus, 2020.
Figure 3Integrated conceptual model.