{"title":"The value of augmented reality: exploring hedonic and utilitarian augmented reality experiences","authors":"M. Claudia tom Dieck, Nina Krey, Eleanor Cranmer","doi":"10.1108/intr-11-2023-1048","DOIUrl":null,"url":null,"abstract":"<h3>Purpose</h3>\n<p>The current study explores two distinct augmented reality (AR) experiences (hedonic and utilitarian) to determine the drivers of satisfaction and word-of-mouth (WOM). Specifically, this research investigates how different AR characteristics (person–virtual environment (VE) interaction, novelty) impact reality congruence and immersion, which ultimately lead to satisfaction and WOM.</p><!--/ Abstract__block -->\n<h3>Design/methodology/approach</h3>\n<p>We tested the proposed model using a US consumer sample (<em>N</em> = 401) by applying partial least squares structural equation modeling (PLS-SEM) to reveal differences across the AR experiences regarding the mediating effects of immersion and reality congruence. Furthermore, we administered PLS-SEM multigroup analysis to identify differences for hedonic and utilitarian AR experiences.</p><!--/ Abstract__block -->\n<h3>Findings</h3>\n<p>This study provides important insights into the use of AR to create value-driven consumer experiences and outcome behaviors. Interacting with the virtual environment (VE) enhances immersion for hedonic AR experiences while it leads to higher levels of reality congruence for utilitarian AR experiences. While established relationships such as novelty to immersion continue to be significant, new constructs such as person–VE interaction and reality congruence immerge as stronger influences.</p><!--/ Abstract__block -->\n<h3>Originality/value</h3>\n<p>To date, most studies have implemented apps such as IKEA Place and have considered value as one comprehensive construct. However, limited research has examined differences in hedonic and utilitarian AR experiences. The current findings enhance the understanding of utilizing value-driven consumer experiences within the AR context to achieve desirable outcome behaviors.</p><!--/ Abstract__block -->","PeriodicalId":54925,"journal":{"name":"Internet Research","volume":"236 1","pages":""},"PeriodicalIF":5.9000,"publicationDate":"2024-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Internet Research","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1108/intr-11-2023-1048","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0
Abstract
Purpose
The current study explores two distinct augmented reality (AR) experiences (hedonic and utilitarian) to determine the drivers of satisfaction and word-of-mouth (WOM). Specifically, this research investigates how different AR characteristics (person–virtual environment (VE) interaction, novelty) impact reality congruence and immersion, which ultimately lead to satisfaction and WOM.
Design/methodology/approach
We tested the proposed model using a US consumer sample (N = 401) by applying partial least squares structural equation modeling (PLS-SEM) to reveal differences across the AR experiences regarding the mediating effects of immersion and reality congruence. Furthermore, we administered PLS-SEM multigroup analysis to identify differences for hedonic and utilitarian AR experiences.
Findings
This study provides important insights into the use of AR to create value-driven consumer experiences and outcome behaviors. Interacting with the virtual environment (VE) enhances immersion for hedonic AR experiences while it leads to higher levels of reality congruence for utilitarian AR experiences. While established relationships such as novelty to immersion continue to be significant, new constructs such as person–VE interaction and reality congruence immerge as stronger influences.
Originality/value
To date, most studies have implemented apps such as IKEA Place and have considered value as one comprehensive construct. However, limited research has examined differences in hedonic and utilitarian AR experiences. The current findings enhance the understanding of utilizing value-driven consumer experiences within the AR context to achieve desirable outcome behaviors.
目的本研究探讨了两种不同的增强现实(AR)体验(享乐型和功利型),以确定满意度和口碑(WOM)的驱动因素。具体来说,本研究探讨了不同的 AR 特性(人与虚拟环境(VE)的互动、新颖性)如何影响现实一致性和沉浸感,并最终导致满意度和 WOM。设计/方法/方法我们使用美国消费者样本(N = 401)对所提出的模型进行了测试,运用偏最小二乘结构方程建模(PLS-SEM)揭示了不同 AR 体验在沉浸感和现实一致性的中介效应方面的差异。此外,我们还进行了 PLS-SEM 多组分析,以确定享乐型和功利型 AR 体验的差异。与虚拟环境(VE)的互动增强了享乐型 AR 体验的沉浸感,而功利型 AR 体验的现实一致性水平更高。虽然新奇感与沉浸感等既有关系依然重要,但人与虚拟环境的互动和现实一致性等新概念的影响更大。然而,对享乐型和功利型 AR 体验差异的研究还很有限。目前的研究结果加深了人们对在 AR 环境中利用价值驱动型消费者体验来实现理想结果行为的理解。
期刊介绍:
This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.