Augmented Reality in Experiential Marketing: The Effects on Consumer Utilitarian and Hedonic Perceptions and Behavioural Responses

Author(s):  
Xuewei Yang
2020 ◽  
Vol 6 (1) ◽  
pp. 26
Author(s):  
Alvian Alrasid Ajibulloh

Kesuksesan iklan dalam hard sell tidak bisa dikatakan hanya berdasarkan faktor pada pemilihan medianya saja. Melainkan pesan yang dikontruksi harus menarik, mampu melibatkan dan memicu reaksi yang pada akhirnya terjadi pendapatan. Oleh karena itu, strategi yang paling rekomendasi untuk digunakan adalah strategi transmedia storytelling dengan menggunakan media augmented reality. Penelitian ini akan menggunakan pendekatan penelitian deskriptif kualitatif dengan metode observasi. Teknik pengumpulan data pada penelitian ini menggunakan observasi dokumen iklan HiLo School Augmented Reality Draw & Play 2 dan juga studi kepustakaan/literatur. Dari hasil penelitian yang dilakukan dapat di peroleh kesimpulan bahwa transmedia storytelling dan media augmented reality mampu menciptakan experiential marketing.


2021 ◽  
Vol 13 (24) ◽  
pp. 14064
Author(s):  
Syed Hasnain Alam Kazmi ◽  
Rizwan Raheem Ahmed ◽  
Kamran Ahmed Soomro ◽  
Alharthi Rami Hashem E ◽  
Hameed Akhtar ◽  
...  

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. It should be functional, simple to learn and use, symmetrical, pleasant, and appealing, while fulfilling the unconscious emotional elements of a customer’s purchase. The research is the first known study in Pakistan to evaluate the influence of augmented reality on consumer proficiency and its consequent effects on attitude and satisfaction for fashion accessory brands. The research also advances the notion that application familiarity is the most important moderator between attitude and an augmented reality-enriched user experience, contradicting the prior studies, which focus on gender and age. This research has important theoretical implications for future researchers, who may wish to replicate the proposed final model in developed and developing countries’ fashion brands. This research also has imperative managerial implications for brand managers and marketing managers, who could include the recommendations of this study in their marketing strategies.


2021 ◽  
Vol 4 ◽  
pp. 161-176
Author(s):  
Federico Biggio

The aim of this study is to look at the experiential marketing strategy of virtual tryvertising, by analysing a specific case study: the augmented reality application Ikea Place. It provides customers with a set of tools to prefigure a virtual representation of a piece of a furniture within a physical space, in order to appraise its fitness in a prior time to its actual purchase, and hence to provide a benefit for him/her. The semiotic analysis will be carried out by taking into account the use practices prescribed by the application and the promotional discourses of the company. In particular it will look at two advertising videos which accompanied the launch of the application in 2013 and 2017. It will also consider the added value and the experiential gain for users that the adoption of this type of technology entails, in order to understand AR media not only as a mere strategy for commercial purposes, but as a tool for empowering the users’ appraising skills traditionally used in the context of a dressing room of a physical store.


Author(s):  
Andrijana Kos Kavran ◽  
Bruno Trstenjak

The purpose of this chapter is to investigate the impact of augmented reality experiential marketing (AREM) on tourist experience satisfaction. The chapter adds to the existing body of literature in the area of tourist experience satisfaction and its attributes and the use of augmented reality in the scope of experiential marketing. An experiment using an augmented reality system was conducted, which included a sample of 432 tourists who visited a tourist destination in Croatia. The data were tested using machine learning methods, namely information gain (IG) technique, K-means method, weighted K nearest neighbor (WKNN) method, and linear regression (LR) method. Findings indicate that augmented reality experiential marketing has a positive impact on tourist experience satisfaction.


Author(s):  
Linda Ricci

This chapter explores the impact immersive technologies—augmented reality and virtual reality—will have on consumer branding and business in the near- and longer-term future. Weaving multiple use cases and examples throughout, the author discusses the next phase of experiential marketing: how immersive branding will develop as spatial computing becomes more mainstream, and how brands can start thinking about how they can leverage the technology. The author examines the rise of virtual influencers, how they will affect social media marketing—and how artificial intelligence will ultimately enable true one-to-one interaction with customers through virtual avatars. Finally, the author discusses risks, rules, and recommendations for how to successfully proceed as a brand curious about how to best harness the technologies.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

Sign in / Sign up

Export Citation Format

Share Document