<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
  <dc:contributor>Mandelli, Andreina</dc:contributor>
  <dc:contributor>Snehota, Ivan</dc:contributor>
  <dc:creator>Javornik, Ana</dc:creator>
  <dc:date>2016-06-20</dc:date>
  <dc:description xmlns:ns0="xml" ns0:lang="en">Augmented reality (AR) technology is becoming increasingly used in marketing as a  tool for enhancing consumer experience. Developed and defined in the fields of  computer science and human-computer interaction, AR technology simulates an  overlay of virtual annotations in the physical environment and interacts with it in real- time (Azuma et al., 2001). Some popular examples of AR include virtual mirrors (Ray  Ban, ModiFace) and smartphone applications that simulate products such as furniture  (IKEA). Despite its increasing deployment in marketing, related academic research  about the significance of AR for consumer experience and its impact on consumer  behavior has been scarce. This thesis approaches this gap in the literature by  studying media characteristics of AR and examining their impact on consumer  affective, cognitive and behavioral responses, following the approach of Theory of  Interactive Media Effects by Sundar et al. (2015). Throughout a series of four articles,  it aims to define salient media characteristics of AR technology and evaluate how they  alter consumer experience. The 1st article examines to which extent AR shares media  characteristics of other interactive technologies and how these characteristics –  namely interactivity, modality, hypertextuality, connectivity, location-specificity, mobility,  virtuality – influence consumer responses. Based on a literature review, a research  agenda is proposed that identifies the knowledge gaps related to the impact of AR on  various types of consumer responses. For example, it suggests that future research  should investigate: how lower levels of hypertextuality in an AR app influence  consumer satisfaction and exploratory behavior; how can AR represent a social  experience, given that little connectivity is present in the current AR apps; what  combinations of modality in terms of text, visuals and audio are most effective for AR;  to which extent consumers perceive AR apps to be interactive and how that impacts  their experience. Finally, the research agenda also underlines the importance of  investigating the AR media characteristic augmentation (Preece et al., 2015), absent in  previous interactive technologies. The 2nd article focuses on two salient media  characteristics of AR apps – interactivity and augmentation. It shows that the presence  of AR does not translate into an app being perceived as more interactive in comparison  to a non-AR app in terms of control and responsiveness. On the other hand, the study  offers first evidence that perceived augmentation is significantly higher for AR apps  than for non-AR apps and that it represents a suitable psychological correlate (Sundar  et al., 2015) for measuring the perception of AR characteristics that set it apart from  other technologies. Two experimental studies demonstrate that perceived  augmentation impacts the level of immersion into flow, which then mediates the impact  of perceived augmentation on consumer attitude towards the app and behavioral  intentions to use it again and talk about it. Based on the previous study, the 3rd article  further develops the measurement items of perceived augmentation and investigates  its impact on consumer experience. An in-the-wild study (Rogers, 2012) was  conducted in a retail store, where we observed consumers’ interaction with an AR  make-up try-on application. The findings show that such an application creates a  playful experience and that shoppers would use such tool to narrow their consideration  set or, in some cases, to even choose products to purchase. Furthermore, the survey  study confirms that perceived augmentation significantly relates with playfulness,  perceived convenience and behavioral intentions. Finally, a more complete scale for  perceived augmentation is developed and validated in the 4th article. Items are refined  through several qualitative studies, based on which we propose that perceived  augmentation is comprised of two dimensions – virtual enhancement and virtual- physical congruency. An online study with 213 participants confirms this dimensionality  and, furthermore, shows that virtual-physical congruency elicits significant impact on  enjoyment and perceived informedness, which further impacts future use and  purchase intention, while virtual enhancement does not yield a similar impact. The  contribution of this thesis lies in defining perceived augmentation as the psychological  correlate of AR’s unique media characteristic, augmentation, and in proposing and  validating its measurement items. Furthermore, a series of three larger studies, all  situated in different contexts (in a lab, in a retail store, online), explain how perceived  augmentation yields a significant impact on consumer affective responses and  behavioral intentions, and in some cases also on cognitive responses such as  perceived convenience and informedness. It also highlights the importance of AR app  integration in a specific context, which can prevent it from being perceived as  gimmicky. The results of this work have implications for both practitioners and  academics and offer numerous directions for future research.</dc:description>
  <dc:format>application/pdf</dc:format>
  <dc:identifier>https://localhost:5000/ark:/12658/srd1318579</dc:identifier>
  <dc:identifier>https://susi.usi.ch/global/documents/318579</dc:identifier>
  <dc:identifier>https://susi.usi.ch/documents/318579/files/2016COM006.pdf</dc:identifier>
  <dc:language>eng</dc:language>
  <dc:relation>info:eu-repo/semantics/altIdentifier/urn/urn:nbn:ch:rero-006-115271</dc:relation>
  <dc:relation>info:eu-repo/semantics/altIdentifier/ark/12658/srd1318579</dc:relation>
  <dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
  <dc:rights>License undefined</dc:rights>
  <dc:subject xmlns:ns1="xml" ns1:lang="en">Augmented Reality (AR)</dc:subject>
  <dc:subject xmlns:ns2="xml" ns2:lang="en">media characteristic</dc:subject>
  <dc:subject xmlns:ns3="xml" ns3:lang="en">augmentation</dc:subject>
  <dc:subject xmlns:ns4="xml" ns4:lang="en">attitude</dc:subject>
  <dc:subject xmlns:ns5="xml" ns5:lang="en">flow</dc:subject>
  <dc:subject xmlns:ns6="xml" ns6:lang="en">purchase intentions</dc:subject>
  <dc:subject xmlns:ns7="xml" ns7:lang="en">consumer experience</dc:subject>
  <dc:subject xmlns:ns8="xml" ns8:lang="en">vrtual try-on</dc:subject>
  <dc:subject xmlns:ns9="xml" ns9:lang="en">retail</dc:subject>
  <dc:subject xmlns:ns10="xml" ns10:lang="en">scale development</dc:subject>
  <dc:subject>info:eu-repo/classification/udc/65</dc:subject>
  <dc:title xmlns:ns11="xml" ns11:lang="en">“Reality is in the air” : concept of perceived augmentation and exploration of its impact on consumer experience</dc:title>
  <dc:type>http://purl.org/coar/resource_type/c_db06</dc:type>
</oai_dc:dc>
