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DOES AUGMENTED REALITY LEAD TO AUGMENTED MARKETING SUCCESS? AN EXPERIMENT ON THE EFFECTIVENESS OF AR ADVERTISING VERSUS TRADITIONAL ADVERTISING Wetenschappelijk artikel Aantal woorden: 8.184
Laure Cremers Stamnummer: 01304016 Promotor: Prof. dr. Laura Herrewijn Copromotor: Prof. dr. Sanne Holvoet Masterproef voorgelegd voor het behalen van de graad master in de richting Communicatiewetenschappen afstudeerrichting Communicatiemanagement Academiejaar: 2018-2019
ABSTRACT
In today’s digital world, the use of Augmented Reality (AR) has steadily been gaining popularity
withinbrands’marketingstrategies.Theriseofthisrelativelynewmarketingformbroughtwithita
series of questions concerning its usage, impact, benefits, and potential drawbacks. The present
study evaluates the effectiveness of AR advertising in comparison to traditional advertising, with
special attention given to the hedonic aspects of novelty and entertainment. A between-subjects
experimentwithanARandanon-ARconditionwasconductedtoaddressthisresearchquestion(N=
122). Results showed that attitude toward the adwas higher for the AR advertisement and that
perceived novelty mediated this effect. In contrast, there were no differences between the two
advertisements in termsofbrandattitudeandpurchase intention.Althoughthestudyproduceda
fewpromisingfindings,whetherARadvertisingismoreeffectivethantraditionaladvertisingremains
inconclusiveandmoreresearchonthetopicisneeded.
SAMENVATTING
In de digitale wereld van vandaag wordt het gebruik van augmented reality (AR) in de
marketingstrategieën van bedrijven steeds populairder. De opkomst van deze relatief nieuwe
marketingvormbrengteenreeksvragenmetzichmeeoverhetgebruik,deimpact,devoordelenen
demogelijkenadelenervan.DezestudievergelijktdedoeltreffendheidvaneenAR-advertentiemet
metdievaneentraditioneleadvertentieenschenktdaarbijinhetbijzonderaandachtaanderolvan
nieuwheid en entertainment hierin, twee hedonistische aspecten van de ervaring met de
technologie. Hiertoe werd een between-subjects-experiment uitgevoerd met enerzijds een AR-
conditieenanderzijdseen traditionele conditie.Uitde resultatenbleekdatde reclameboodschap
met AR een positievere attitude tegenover de advertentie opwekte en dat dit effect gemedieerd
werd door de gepercipieerde nieuwheid ervan. Er werd daarentegen geen verschil tussen de
condities vastgesteld wat betreft merkattitude en aankoopintentie. Hoewel de studie enkele
veelbelovendeinzichtenvoortbracht,blijftdevraagofAR-reclamedoeltreffenderisdantraditionele
reclamevormenonbeantwoord.Verderonderzoeknaarditonderwerpisdanooknodig.
TABLEOFCONTENTS
1 INTRODUCTION...............................................................................................................................1
2 CONCEPTUALBACKGROUNDANDHYPOTHESES............................................................................4
2.1 DefiningAugmentedRealityMarketing...................................................................................4
2.2 Experientialmarketingparadigm.............................................................................................6
2.3 PreviousresearchonARMeffectiveness.................................................................................7
2.3.1 ARMandconsumerresponses..........................................................................................8
2.3.2 Explanatoryroleofnoveltyandentertainment..............................................................10
2.4 Conceptualmodel..................................................................................................................12
3 METHODOLOGY............................................................................................................................13
3.1 Experimentdesignandprocedure.........................................................................................13
3.2 Stimuli....................................................................................................................................14
3.3 Measures................................................................................................................................16
3.4 Participantsandsamplingmethod........................................................................................17
4 RESULTS.........................................................................................................................................18
4.1 Differencesbetweentheconditions......................................................................................18
4.2 Sequentialmediationanalysis................................................................................................18
4.3 Mediatingeffectsofnoveltyandentertainment...................................................................19
5 DISCUSSION...................................................................................................................................21
6 LIMITATIONSANDRECOMMENDATIONSFORFUTURERESEARCH..............................................22
APPENDIXA........................................................................................................................................24
REFERENCES........................................................................................................................................26
1
1 INTRODUCTION
Surely, most Internet users will have come across at least one of the following phenomena:
onlineinfluencers(peoplewithlargeonlinefollowingswhoarepaidbybrandstopromoteorshow
certainproductsontheirsocialmedia),e-mailmarketing,oradvertisementsonappsandwebsites.It
isquiteapparentthatdigitallyrunadcampaignshavebeensteadilygainingpopularity.Mangoldand
Faulds (2009), for example, point out the key role that social media and the Internet in general
presently play in advertising. According to Marketing Charts (2016), it is predicted by
ZenithOptimedia that, although desktop internet advertising is becoming less frequent, the total
internetadvertisingspendisforecasttosoonovertakeTVadvertising,whichisonthedecline.The
shareofmobileinternetadvertisingintheglobaladexpenditurewillhaveclimbedfrom15%in2016
to 26,7% by 2019, more than twice as much as the currently dwindling spend share of print
advertising.MarketingCharts(2017)alsoreportsonthepredictionofmediaagencyMAGNAthat,in
the same year, the amount of money spent on digital advertising space will exceed the amount
invested in offlinemedia advertising. Internet advertising is likely to become themost important
segment in the near future, especially through ads on social media and online video (Marketing
Charts, 2017). This evolution in the distribution of ad spending calls for more research on the
efficacyofdigitalmarketing.
In today’s digital world, renewing technologies are rapidly developing and subsequently being
adopted by marketers to implement them in their marketing and advertising strategies. One of
those innovations that is currently on the rise is that of augmented reality (AR) technology. A
forecast by Statista (s.d.) states that the global augmented reality market size will amount to
approximately 198 billionU.S. dollars by 2025. Azuma (1997) broadly defines AR technology as a
variation of Virtual Reality (VR) in which the real world is supplemented with virtual objects.
Furthermore,thesystem“is interactiveinrealtime”and“registeredinthreedimensions”(Azuma,
1997, p. 356). The game app Pokémon Go, which popularized AR and truly brought it to the
mainstreampublic for the first timesince itemerged (Ghosh,2016;Statista, s.d.), isawell-known
applicationofthistechnology.Whilstthecamerafunctionisactive,thelittlemonstersappearonthe
smartphonescreenas iftheyexist inthephysicalworld infrontoftheuser.Giventheprospectof
browser-basedARbeinglaunchedinthenearfuture,ARistobecomemoreandmoreavailableand
henceevenmorepopular in2019 (Bardi,2018).Around1billionpeopleareexpected tobeusing
thistechnologyby2020(NewGenApps,2018).Theever-growingpopularityofmobilesmartdevices
hasplayedakeyroleintheuseanddevelopmentofARapplications(Yaoyuneyongetal.,2016).
2
Despiteitsrelativelyrecentemergence,ARtechnologyisalreadybeingdeployedinawidearrayof
different fields such as gaming and other entertainment industries, medicine, education and
training,themilitary,navigationandsoon(Azuma,1997;VanKrevelen&Poelman,2010).Today,AR
technologyhasmoved fromthose industries into the fieldofmarketing.The fairlynewmarketing
strategy that incorporates this technology is commonly known as Augmented Reality Marketing
(ARM)andseemstobeappliedespeciallyfrequentlyintheretailande-commerceworld.WithARin
marketing, virtual information can be added to print advertisements (e.g. to be able to see the
advertisedproduct in3D), shopwindows (e.g. togain informationonpricing),andevenourselves
(e.g. to virtually try on glasses). Some brands (e.g. Colgate, Fanta, Scotch & Soda, etc.) have
collaboratedwith socialmedia apps Snapchat and Instagram, both ofwhich possess a built-in AR
feature, topromote the releaseofnewproductswith customARphoto filters.Otherbrands (e.g.
IKEA,Shiseido,AmericanApparel)havedevelopedtheirveryownARapplicationsforthecustomer
touse.Thesoftwareenablescustomersto,forinstance,virtuallytryonitemsofclothingandmake-
uportoseewhatcertainpiecesoffurniturewouldlooklikeintheirlivingrooms.
Aswithanyinnovation,theriseofARMgiveslifetoaseriesofquestionsregardingitsuse,impact,
advantages,andpotentialissues.MarketingexpertsareconvincedthattheimplementationofARin
marketingandadvertisingstrategiesencompassesawholerangeofopportunitiesforbrands.ARMis
believed to bemore unique, attention-grabbing, immersive, entertaining and fun than traditional
marketing media (Rucker, 2017). Statements like these about the potential benefits that AR
advertising supposedly entails lead us to believe that it can have a positive effect on relevant
consumerresponses.
Previous academic research on the topic shows that consumers have positive attitudes toward
marketing applications that employ the technology. Apart from having practical uses, ARM is
believed to provide a whole experience for its users (Bulearca & Tamarjan, 2010; Dacko, 2017;
McCormicketal.,2014;Moorhouseetal.,2018;Yuan&Wu,2008)thattheyusuallyfindenjoyable
(Poushneh&Vasquez-Parraga,2017).Withthecurrenttrendofexperientialmarketing,companies
areno longer solelyoccupiedwith theobjectiveofconvincingcustomers that theyneedacertain
product. Instead, theynowalso take into account emotional aspects of consumption,whichhave
become just as important for the consumer (Schmitt, 1999; Yuan &Wu, 2008). In other words,
consumersarelookingforhedonicaswellasutilitarianvalueintheirconsumptionactivities(Babin
etal.,1994).Companiesthereforewanttoofferthemexperientialadvantagesbesidesfulfillingtheir
physical, economic, and functional needs. Overall, the academic literature shows that ARM
generatesmorepositiveattitudesaswellasbehaviouralintentionsinfavourofthebrand.However,
3
it has not yet been conclusively demonstrated that the employment of a purely hedonic AR
applicationinadvertisingyieldsmorefavourableconsumerresponsesthanadvertisingwithoutany
ARfeatures.
EventhoughanumberofmarketersandresearchersareconvincedofthebenefitsthatARMentails
forcompanies (Gleb,2017;Rucker,2017),academic researchhasnotdefinitivelycertified thatAR
advertising would be more successful than conventional medium advertising. The literature as
presented above suggests that this strategy could be helpful in creating unique customer
experiences(Bulearca&Tamarjan,2010;Yuan&Wu,2008).Overall,ARMseemstobewell-received
amongthepublic. Indeed,anumberofstudieshavefoundthatARMcouldbeaneffectivetool to
improve consumer experiences in various ways (e.g. Alimamy et al., 2017; Bulearca & Tamarjan,
2010; Owyang, 2010; Yaoyuneyong et al., 2016). In contrast, Ross and Harrison (2016) note that
consumerslackknowledgeaboutthetechnologyandhaveexpressedconcernsregardingprivacyand
security. So far, a fair amount of research has explored the effects of ARM on various sorts of
consumer responses (e.g. Hilken et al., 2017; Javornik, 2016a; Pantano et al., 2017; Poushneh &
Vasquez-Parraga,2017).Furthermore,there isstillagreatdealofuncertaintyaboutthe long-term
benefitsofthisnewformofmarketing.WhereassomeresearchersexpectthatARMwillcontribute
toapositiveCBR(e.g.Owyang,2010;Yaoyuneyongetal.,2016),othersareconvincedthatitisonly
usefulattheinitialstageofconsumption(seeBulearca&Tamarjan,2010).
TheexistingliteraturefocusesprimarilyonARMapplicationswithafunctionaluse(e.g.virtualfitting
rooms). However, purely entertaining AR ads (e.g. Signal’s custom Snapchat filter or the Lay’s AR
advergame)haverecentlybecomemuchmorepresentandrequireinvestigatingaswell.Moreover,
hedonicexperienceswithARmightbeamoreimportantdeterminingfactorinthepositiveattitudes
peopleholdtowardsARapplications(Javornik,2016b).Startingfromthecloselyrelatedconceptof
consumer experience, hedonic aspects will be observed to explain the effect on consumer
responses,asopposedtomoreutilitariancharacteristicsofARM.Tocomplementpreviousresearch,
thepresentstudyaimstoexaminethe linkbetweenentertainingARMandbrandattitude.Special
attention will be paid to the aspects of novelty and entertainment in this process. The research
questionthisstudyattemptstoansweristhefollowing:Towhichextentdoestheuseofentertaining
AugmentedRealityMarketingcorrelatewithapositive consumerattitude towards thebrand? The
results are expected to contribute to existing literature on the effectiveness of hedonic ARM
applicationsandprovidemoreclarityabouttheadvantagesofthismediumovernon-ARadvertising.
4
2 CONCEPTUALBACKGROUNDANDHYPOTHESES
2.1 DefiningAugmentedRealityMarketing
The technology of augmented reality (AR) arose around 1960 as a see-through head-mounted
display(Roxo&Brito,2017).Atpresent,however,ARcanbeattainedbymeansofdifferentmedia
ordevices,makinghead-mounteddisplaysnolongeranabsolutenecessity.Especiallyrelevanttoday
isareapplicationsofARthatemploythesmartphoneasamedium.Becauseofthediversewaysof
achieving AR simulations, researchers have developed different conceptualisations and,
consequently, definitions vary in the existing literature. The exact features and boundaries of AR
technologyarehence somewhatdisputed.Overall, researchers in the field seem toagree thatAR
falls within the realm of Virtual Reality (VR) (e.g. Azuma, 1997; Martin-Gutierrez et al., 2010;
Milgram&Kishino,1994;VanKrevelen&Poelman,2010)and themain ideaof this technology is
thatitaddsvirtualinformation,intheformofanextralayer,totherealworldaroundtheuser.
MilgramandKishino(1994)considerARaformofMixedReality(MR),asubclassofVRthatmerges
reality and virtual space in the same visual display environment. They distinguish two possible
definitionsofAR.Therestricteddefinition,whichwaspredominantlyusedinliteratureatthetime,
onlyviewedtechnologiesthatincorporatedhead-mounteddisplaysasARtechnologies.Theauthors,
conversely,adoptamuchbroaderdefinitionofthetermARanduseittoreferto“anycaseinwhich
an otherwise real environment is ‘augmented’ by means of virtual (computer graphic) objects”
(Milgram&Kishino,1994,p.4).ThisdoesnotonlyincludeARusingsee-throughorimmersivehead-
mounteddisplays,butalsovirtualoverlaysuponmonitor-basedvideodisplays.MilgramandKishino
(1994) further introduce the concept of the virtuality continuum, which describes the different
display situations that are created by varying kinds of technologies and ranges from ‘real
environments’to‘virtualenvironments’,onwhichMRisplacedinbetweenthosetwoextrema.AR
findsitselfclosertotheextremumoftherealenvironments,sinceitstartsfromarealsceneandis
supplementedwithvirtualelements,asopposedtoAugmentedVirtuality(AV)environments,which
is a predominantly virtual world and contain fewer real-world objects than computer-generated
ones.
Inamuch-citedstate-of-the-artonthetopic,Azuma(1997)definesARasasysteminwhichreal-life
andvirtualelementsarecombined,makingitseemasthoughtheyarepresentinthesamespaceat
thesametime.AccordingtoAzuma,thesystemshouldmeetthefollowingthreecriteriainorderto
belabelledAR:Itcombinesrealandvirtual,itisinteractiveinrealtime,anditisregisteredinthree
5
dimensions. The difference to VR lies in the fact that, with AR, the user still sees the real world
around him as opposed to being completely immersed in the computer-generated world. As do
multiple other researchers (e.g. Roxo& Brito, 2017;Wu et al., 2013), Van Krevelen and Poelman
(2010)followthedefinitionprovidedbyAzuma(1997).TheauthorsadditionallynotethatARisnot
restrictedtoapplicationsinvolvingahead-mounteddisplay.Furthermore,thetechnologyisnotonly
limited to the enhancement of sight, but can apply to all of our senses. Lastly, diminished or
mediatedreality,whichreferstotheremovalofrealobjectsbyoverlayingvirtualones, isalsofalls
withinthescopeofaugmentedreality(VanKrevelen&Poelman,2010).
SincethemajorityofresearchersinthefieldseemtofollowthebroadapproachtoAR(e.g.Azuma,
1997;VanKrevelen&Poelman,2010;Klopfer,2008),thecurrentstudywillalsoconsideritaformof
VRinwhichtherealworldissupplementedwithvirtualelements.Subsequently,theARapplication
in this study will not use a head-mounted display but a smartphone as medium. With the
proliferation of smartphones and the increasing availability of AR smartphone applications,
professionals and academics believe that the mass market is ready to adopt the technology
(Siltanen,2017).
AugmentedRealityMarketing(ARM)istheformofmarketingthatincorporatesARtechnologyinto
itscampaigns.IntuitivelyanddrawingfrompersonalexperienceswithAR,quiteafewtypescanbe
distinguished, for instancebasedontheobjectthat isaugmented,the locationwhere it isusedor
thepurposebehindit.ThetechnologyofARcanbeappliedinmarketingina largevarietyofways
and at various locations ranging from stores to the consumers’ homes. Bonetti et al. (2018)
distinguish the popular retail applications of virtual fitting rooms in the physical shopping
environmentandmobileAR,which involvespersonalmobile technology.Evenon the streets, this
type ofmarketing is starting to appear. The soda company Pepsi, for example, installed a screen
displaying highly realistic animations in a bus shelter in London, creating the illusion of tigers,
destructive robots and flying saucers passing by outside of the bus stop (Convince & Convert).
Interactivewindowshopping,wherepassers-byaimtheirsmartphonesatshopwindowstoreceive
additional information about theproducts ondisplay, is alsoon the rise (Techworld, 2017).Aside
fromARinpublicareas,someapplicationsworkinconjunctionwithprintadvertisingandadvertising
on screen or are integrated in apps andwebsites, where the function is usually activatedwith a
smartdevice.Asa formofhybridmedia,ARcanenrichprintadvertisingby linking it toadditional
digital content that can be accessed through scanning the ad (Siltanen, 2017). Based on these
examples, a primary distinction can be made between fuctional ARM applications and purely
entertainingorexperientialonesusedforadvertising.
6
The way in which ARM is applied depends on the goal the company seeks to achieve, such as
strengtheningtherelationshipwiththecustomer,offeringanexperienceoraidingthecustomerina
practicalsense.Marketingisabroadfieldonitsownaswellwithvaryingpurposesandapproaches,
whichalsocontributestothevariationpossibilitiesinARM.Itisimportanttokeepinmindthatmost
formsof technology areevolving ratherquicklynowadays and that themostpopular applications
from a few years ago might not be as popular today. Nevertheless, AR technology itself is still
growingasanindustryandnewwaystoapplyitinthemarketingworldkeepemerging.
2.2 Experientialmarketingparadigm
The present relevance of ARM can be demonstrated by taking a closer look at the prevailing
marketingparadigmintoday’seconomy.Implementedinmarketing,ARcouldofferconsumerswhat
they expect to gain from their consumption activities, aside from the functional properties of the
desired product or service. Indeed, consumers do not merely seek to fulfil utilitarian needs, but
shopping can also provide hedonic value (Bloch & Bruce, 1984; cited by Babin et al., 1994). It is
thereforeevidentthatbrandsalsoneedtocatertotheirhedonicneeds.
Inlinewiththisobservationisthecurrentlydominantparadigmofexperientialmarketing,inwhich
consumers look for interesting and unique experiences rather than mere goods or services. The
experienceeconomyisbelievedtobethenextstepintheprogressionofeconomicvalue,following
the agrarian economy, the goods-based industrial economy and the service economy (Pine &
Gilmore, 1998). In this newparadigm, the focus has shifted fromproducts’ functional benefits to
sensory, emotional, cognitive, behavioural, and relational values. In other words, consumption is
regarded as a holistic experience rather than a collection of separate products (Schmitt, 1999).
Augmented reality is believed to tap into this need for experience the consumer has,making its
implementationinmarketinginevitable(Roxo&Brito,2017).
2.3 PreviousresearchonARMeffectiveness
Certain experts and marketers believe that AR encapsulates the future of advertising and that
brands need to start adopting the technology into their campaigns (e.g. Gleb, 2017). However,
researchsupportingthisbeliefisgreatlylacking.Uptodate,moststudieshavefocusedonutilitarian
ARapplicationsinmarketing,retailande-commerce,butthehedonicapplicationofthetechnology
withinadvertisinghaslargelybeenneglectedinresearch.Onlyahandfulofstudieshaveapproached
theimplementationofARfeaturesinadvertisingandcomparedittotraditionalmediumadvertising.
7
Yaoyuneyong (2016).These findingsbringus to thegeneralexpectation thatanARadvertisement
willevokemorepositiveconsumerresponsesthanatraditionaladvertisement.
Becauseof itswidearrayofpossibleapplications inmarketing,ARhasbeen founduseful inmany
differentways.Thatiswhyresearchonthetopicisremarkablydivergentandhasthusfarproduced
immenselyheterogeneousresults.Previousstudieshavemeasuredverydiverseaspectstomapthe
efficacy of ARM, ranging from purchase intentions (e.g. Poushneh & Vasquez-Parraga, 2017) to
informationrecall(e.g.Connollyetal.,2010).Overall,theresultsofpreviousstudiespointtowards
the idea that the implementation of ARM can have positive outcomes for brands and even
consumersthemselves.However,notallapplicationsservethesamemarketingobjectivesandthe
desiredoutcomescanvarygreatlyacrossadvertiserd.
ThepresentstudywishestoinvestigatetowhichextentadvertisingusingARismoreeffectivethana
traditional advertising format. Advertising effectiveness is commonly measured by a number of
consumer responses,which typically include attitude toward the ad, brand attitude andpurchase
intentions.SeveralresearchershaveexploredtherelationshipbetweenARMandvariousconsumer
responses (e.g. Hilken et al., 2017; Javornik, 2016a; Pantano et al., 2017; Poushneh & Vasquez-
Parraga,2017),whichcanbeofhigh interest tomarketers.Theconceptofconsumerresponses is
verybroad,asthoseresponsescanbecognitive,affectiveorbehaviouralinnature(Javornik,2016a).
As stated above, the present paper is particularly interested in the affective (i.e. attitudes) and
behavioural responses resulting from exposure to an advertisement, which is why the following
literaturereviewwillfocusonpreviousfindingsregardingthesespecificconsumeroutcomes.
2.3.1 ARMandconsumerresponses
Marketing blogs and academic literature point toward the overall idea that ARM is superior to
traditional forms of marketing. Certain features that are inherent to interactive technologies
(referring to computer-mediatedanddigital environments,ofwhichAR is anexample)havebeen
found to contribute to a positive attitude toward the ad aswell as the brand inmultiple studies
(Javornik, 2016b). Particularly, the experience of immersion that occurs when interacting with
certain innovativemedia is known to triggerpositive consumer evaluations (Yimet al., 2017).We
thereforeexpecttheARadvertisementinthepresentexperimenttoreceivehigherscoresthanthe
traditionaladvertisementintermsoftheexaminedconsumerresponses.
Most studies comparing ARM with more traditional marketing techniques include the type of
functionalapplicationsthatallowconsumerstotryoncertainaccessoriesortoplacevirtualpieces
8
offurnitureintheir livingspaces.Althoughthepresentstudyisexclusivelyinterestedinthepurely
hedonic variation of ARM, this body of research provides useful insights into the consumer
responsesthatARiscapableofeliciting.SincehedonicARadvertisinginvolvesthesametechnology
as functional ARM applications, it is expected to generate similar effects. Javornik (2016b) even
suggests that the experiences consumers havewith ARmay be rather hedonic than utilitarian in
nature and that the affective componentmaybemoredetermining in leading to thebehavioural
responses.
Attitudetowardthead
Previous research overall suggests that consumers have positive attitudes towards AR technology
and applications of it inmarketing. In a studybyHuang and Liao (2015), for example, consumers
werefoundtorespondtoAR’sentertainingandexperientialvalueinapositiveway. InYimetal.’s
(2017) study, participants had more favourable attitudes toward the ARM application than the
traditional e-commerce website. In the field of consumer behaviour, it is generally known that
people’s attitudes toa certainobject canbe transferred toanassociatedone. Therefore,positive
attitudestowardARtechnology,ARapplicationsortheexperienceofusingitcanbetransferredto
the advertisement that encompasses this feature. This is demonstrated in Yaoyuneyong et al.’s
(2016)study,whichcomparedconsumers’attitudestowardthreedifferenttypesofadvertisements.
TheyfoundthatconsumerspreferredtheARadvertisementovertheotherformats(QRandprint).
H1: An AR advertisementwill lead to amore positive attitude toward the ad in comparison to a
traditionaladvertisement.
Brandattitude
Thepurposeofadvertisingisnotmerelyforpeopletoenjoyit,butthepracticeisoftendeployedas
a means to instill in consumers positive feelings towards the brand. These feelings are usually
referred to with the term brand attitude, which can be conceptualised as someone’s overall
evaluationofabrand(Lietal.,2002;citedbyJavornik,2016a).Researchonhowadvertisingworks
hasindicatedthatconsumers’attitudestowardsadvertisementspositivelyinfluencetheirrespective
brandattitudes(Gardner,1985).ThisiswhyweexpectthepositiveevaluationsofARMtotransferto
theadvertisedbrand.
ARadvertisementsaresaidtoestablishanemotionalconnectionwiththeconsumer(ForbesAgency
Council, 2017; Gleb, 2017), leading to feelings of affection toward the brand (BCM, 2018). This
9
connectionisalsobelievedtoresultinbrandaffinity(ForbesAgencyCouncil,2017;Gleb,2017),an
enhancedbrandreputationandpositiveassociationswiththebrand(Gleb,2017).Theseclaimslead
ustobelievethatARMcouldeffectmorepositiveattitudestowardtheadvertisedbrand.
The concept of brand-related affective responses frequently surfaces in academic papers onARM
andrelatedresearch.MarketingapplicationsusingARarecommonlyseenasaneffectivemedium
for brands to build strong relationshipswith their customers (Owyang, 2010; Yaoyuneyong et al.,
2016).AfeatureofARthatisespeciallyusefulinamarketingcontextisthatitposesanewformof
communicationbetweenbrandandconsumer(Roxo&Brito,2017).
Anumberofstudieshaveshownthatcertainfeaturesof innovativetechnologies inmarketingcan
ultimately lead to a positive attitude towards the brand (see Javornik, 2016b for an overview).
However, relatively littleknowledgeon this relationexists in the fieldofARMspecifically.Overall,
academicresearchsuggeststhatARMisindeedcapableofenhancingconsumers’brandattitudes,as
a few studieshavementionedapositiveeffectofARonbrandattitude (Hopp&Gangadharbatla,
2015;Yaoyuneyongetal.,2016;Yimetal.,2017).Enjoymentinparticular,whichisoftencitedasa
keycharacteristicofpeople’sexperienceswithAR,isbelievedtocontributetofavourableattitudes
toward thebrand (Mathwicket al., 2001).Basedon this, the followinghypothesis canbederived
fromtheliterature:
H2:AnARadvertisementwill leadtoamorepositivebrandattitudeincomparisontoatraditional
advertisement.
Behaviouralintentions
Another purpose of advertising is the persuasion of people to perform actions in favour of the
advertisedbrand.ResearchsurroundingARMhasbeentryingtoanswerthequestionwhetherthis
formofmarketingcanbesuccessfulinthisrespect.Accordingtobothprofessionalsandacademics,
itiscapableofboostingconsumers’engagement(ForbesAgencyCouncil,2017;Yaoyuneyongetal.,
2017). The emotional connection that this form of advertising is believed to establish can direct
consumers to deeper content (Forbes Agency Council, 2017) and drive them to make purchases
(Gleb,2017).
Academic research on ARM strongly supports these claims. The emotions that are evoked when
engagingwiththeARapplicationmaydriveimmediateproduct-relatedbehavioralaction(Menon&
Soman,2005;citedbyChehimietal.,2007).Morespecifically,certaincorecharacteristicsofARM,
10
like enjoyment and playfulness, have been found to increase consumers’ willingness to make a
purchase(Huang&Liao,2015).Theexperientialvaluethataugmentedrealityandotherinteractive
technologiesprovidearebelievedtoenhancepersuasioneffects(Fogg,2003).Thisimpliesthatthe
use of AR in advertising could lead to stronger purchase intentions than traditional non-AR
advertising,whichusuallylackstheaformentionedqualities.
H3: An AR advertisement will lead to a higher purchase intention in comparison to a traditional
advertisement.
Accordingtowell-establishedtheoryonadvertisingeffects,theconsumerresponsescoveredinthis
paperarenotseparateconcepts,buttheyareusuallyinterrelatedandcaninfluenceeachother.Itis
widely known that favourable attitudes toward an advertisement can be transferred to the
advertisedbrandandultimatelyinfluencebrand-relatedconsumerbehavior.Takingintoaccountthe
general literatureonadvertisingeffectivenessaswellas findings frompreviouslydicussedpapers,
wecandrawupthefollowinghypothesis:
H4:Theeffectoftypeofadonpurchaseintentionwillbemediatedbyattitudetowardtheadand
brandattitudeconsecutively.
2.3.2 Explanatoryroleofnoveltyandentertainment
The main reason why marketing experts seem to strongly believe in the effectiveness of AR
advertisementsisbecausetheyaresupposedtobefunandoriginal.Thankstothesequalities,they
allegedly are capable of breaking through the advertising clutter, attracting consumers’ attention
and motivating them to engage (BCM, 2018; Gleb, 2018; Rucker, 2017). Unlike conventional
advertising formats, which have become boring and even annoying to the viewer, AR ads are
generallywell-receivedandlikedbythepublic(Rucker,2017).TakingintoaccountJavornik’s(2016b)
proposal that itmight be the hedonic experience rather than the functional aspect that leads to
positiveattitudestowardsAR,noveltyandentertainmentwereselectedaspotentialantecedentsof
attitudetowardtheadbasedontheliterature.
Inordertoexplaintheexpecteddifferencebetweenthetwoadvertisingtypesintermsofattitude
towardthead,twodeterminingfactorsaretakenacloserlookat.Previousresearchonthetopicof
AR has studied various characteristics of interactive media and their impacts on consumer
responses.Twooftenrecurringcharacteristicsthatarerelevanttothepresentstudyarethelevelsof
noveltyandentertainment.Basedonthestatements thatARcanmakeadvertising funandthat it
11
formsadistinctivequalitythatcancauseanadvertisementtostandout,itwouldbeexpectedthat
AR ads will be perceived as more novel and entertaining than non-AR ads. Novelty and
entertainmentareindeedregularlyrecurringconceptsinacademicliteratureonARM.
Novelty
AR is a fairly new technology that has only recently started tomake itsway into themainstream
market.SinceARadvertisingissucharecentdevelopmentinmarketing,wenaturallyexpectthatan
AR ad will be seen as more novel than a regular non-AR ad. This is confirmed in the study by
Yaoyuneyongetal.(2016),inwhichtheARadvertisementyieldedhigherscoresfornoveltythanthe
otheradvertisements.Marketingprofessionalsareconvincedthatinnovativewaysofadvertisinglike
ARMarebetteratbreakingthroughtheclutteredadspace,grabbingtheviewer’sattentionandare
hencemoreeffective(BCM,2018;Gleb,2018;Rucker,2017).
NoveltyisanoftenrecurringterminARMacademicliteratureandthemajorityofresearchesviewit
asabeneficialcharacteristicofAR,althoughitseffectsaresomewhatdisputed.Thesignificanceof
perceivednoveltyoftheARMapplicationisclearlydemonstratedinthestudybyYimetal.(2017).
ThepositiveconsumerevaluationsofARthattheresearchersdiscoveredcanpartlybeattributedto
perceptionsofthemedium’snewnessanduniqueness.Thetechnologyisfoundtogenerategreater
novelty,whichsubsequently results inbetterattitudes toward themedium(Yimetal.,2017). It is
however important to note that this so-called novelty effect fades over time. Hopp and
Gangadharbatla(2016),ontheotherhand,reportanegativeinfluenceofnoveltyonattitudetoward
the ad. However, because AR advertising is still emerging and its newnessmay be an important
factorinthisstudy’sfocusonhedonicaspects,weexpectapositivenoveltyeffect.
A clear direct link between novelty and attitude toward the ad has not been established in the
reviewed literature. The present study wants to examine to which extent this frequently cited
attribute of ARM contributes to people’s attitude toward the ad. A positive relationship can be
expectedbasedonthemajorityofthefindingsandstatementsmentionedabove.
H5:AnARadvertisementwillbeperceivedasmorenovelthanatraditionaladvertisement,whichin
turnwillleadtoamorepositiveattitudetowardthead.
Entertainment
Asmentioned before, the concept of ARM is firmly associatedwith the paradigm of experiential
marketing in previous research. Many academic articles have stated that the technology offers
12
consumersacertainexperience(e.g.Alimamyetal.,2017;Bulearca&Tamarjan,2010;Roxo&Brito,
2017; Yaoyuneyong, 2016; Yuan & Wu, 2008) that they find enjoyable (Poushneh & Vasquez-
Parraga,2017). Inotherwords, theexperienceofusingARoffersconsumersentertainmentvalue,
whichtheypositivelyrespondto(Huang&Liao,2015).
Entertainmentisconsideredakeyantecedentofattitudetowardtheadandwasevenfoundtobe
themostdeterminingpredictorofviewers’attitudetowardmobileadvertisinginastudybyTsanget
al. (2004; citedby Yaoyuneyong, 2016).Advertisements that are consideredentertaining enhance
people’s attitudes toward those ads and the advertiser, positively influencing purchase intentions
(Stern&Zaichowsky,1991;citedbySung&Cho,2012).Yimetal.(2017) revealedthattheuseofARin e-commerce outperforms the traditional website medium in terms of media enjoyment and
attitudetowardthemedium.Theyfoundthatthehigherlevelofenjoymentcouldbyexplainedby
theoccuranceofimmersion,akeycharacteristicofusers’experiencewithAR(Javornik,2016a;Yim
etal.,2017).Inadditiontothis,ARMallegedlyprovidesmoreexperientialandentertainmentvalue
thantraditionalformsofadvertising(Yaoyuneyong,2016).
Thefollowinghypothesiscanbedeductedfromtheliterature:
H6:AnARadvertisementwillbeperceivedasmoreentertaining thana traditionaladvertisement,
whichinturnwillleadtoamorepositiveattitudetowardthead.
2.4 Conceptualmodel
Basedonthepreviouslyproposedhypothesesthatweredeductedfromtheliterature,thefollowing
conceptualmodelcanbeproposed:
Figure1.Conceptualmodel.
NoveltyEntertainment
Typeofad
Attitudetowardad
Brandattitude
Purchaseintention
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3 METHODOLOGY
3.1 Experimentdesignandprocedure
The objective of this study was to investigate if AR advertising leads to more positive consumer
responsescomparedtotraditionaladvertisingandwhetherthisdifferencecouldbeexplainedbythe
ads’ levels of novelty and entertainment. To gain insight into these effects and to be able to
generalise the results, the research questions were examined by means of a between-subjects
experimentwhich consistedof anAR and a non-AR condition and included a quantitative survey.
ThedatawasgatheredbymeansoftheonlinesurveysoftwareQualtrics.
Thesurveystartedwithashortintroductioncontainingsomebackgroundinformationonthestudy,
a few instructionsandthenecessarydisclaimers.Oncetheparticipantshad indicatedtheirexplicit
consent, a short series of questions regarding their demographics followed. People that did not
belong to the intended age category, were immediately directed to the end of the survey.
Participantswere then randomlyallocated tooneof the twoconditions,eachofwhichpresented
themwithanadvertisement,eitherwithorwithoutARfeatures.Theywererequestedtothoroughly
observetheadsandthencontinuetothesurveyquestions.Oncethedatacollectionwascomplete,
therecordedanswerswereexportedandimportedintoSPSS25.0forsubsequentstatisticalanalysis.
3.2 Stimuli
Theexperimentalstudyopted fora fictionalbrand (WanderLabs) tobeadvertised inorder torule
out any influence of previous attitudes and this way isolate the effect of the stimulus. A travel
agency was chosen as the topic of the advertisement, since a vacation is a gender-neutral, non-
controversialandhigh-involvementproductthatyoungadultsareassumedtobefairlyinterestedin.
Unlikealow-involvementproductcategory,ahigh-involvementadsubjectmayenticetheviewerto
engagewiththeadvertisementandvisitthewebsitetoobtainmoreinformation.Therespondents’
general interest in theproductwasmeasuredusinganadaptationof thepurchase intentionscale
thatasked themabout theiroverallwillingness tobookaholidaywitha travel agency. This could
later be taken into accountwhen interpreting the results. Pictures of various holiday typeswere
includedintheadvertisementsinordertoappealtoallpossiblepreferences.
The two ads were kept as similar as possible in terms of their content (images, brand logo and
slogan)andlayout.Theyonlydifferedinthewaythecontentwasdisplayed,duetotheinteractive
ARfeaturethatwasaddedtotheadvertisementintheexperimentalcondition.TheARfunctionwas
14
created using an online tool called ZapWorks. In the non-AR condition, participants saw a static
image of a traditional travel agency advertisement (Figure 2). It was not specified whether it
concernedadigitaloraprintad,sincethiscomparisonwasnotpartofthestudyandARadvertising
combinesboth formats. The ad could represent any kindof traditional advertising,with themost
importantcharacteristicbeingthelackofARelements.
Figure2.Traditionaladvertisement
Thead in theAR conditionwasprecededbya short introductionon the technologyandhow the
viewercouldinteractwiththeadbypointingasmartphoneatit.Theparticipantsinthisgroupfirst
saw an image of the slightly adjusted ad that now contained an indication of theAR feature and
showedblurredpicturesinstead(Figure3).
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Figure3.MarkerfortheARadvertisement.
Theysubsequentlyviewedavideo thatdemonstrated the interactive featurescarefully. It showed
themhowthehiddenpicturesofdifferentdestinationscouldberevealedandlookedatbyclicking
onthevirtualbuttonsthathadappearedontopofthead(Figure4).
Figure4.VideodemonstratingtheARfeatures.
Thetraditionaladexplicitlymentionedthelinktothewebsite,whereastheARadcontainedavirtual
buttonthatcould leadtheviewerdirectlytothewebsite.TheARfeaturesthatwereaddedtothe
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advertisement were based on commonly occurring features used in existing AR advertising
campaigns. Naturally, the design was limited by the available options within the ZapWorks AR
application.Inreality,thepossibilitiesaremuchbroader.
Prior to the online experiment, a small-scale pretest was conducted through Qualtrics among 26
acquaintances,17ofwhichwerefemaleand9weremale.Thepurposewastoverify ifthestimuli
were clearly visible to the respondents and tomake sure thatbothadvertisementsweredeemed
sufficiently realistic. Eachparticipantobservedbothadsandwas thenasked to rate the following
threestatementsonseven-pointscalesrangingfrom‘completelydisagree’to‘completelyagree’:(1)
Theadvertisementsinthissurveylookedrealistic,(2)TheadvertisedbrandWanderLabscouldbean
existing travel agency, (3)Thenameand logoofWanderLabs looked realistic. The first statement
received amean score of 5.54/7,meaning the advertisements as awholewere deemed credible
enough. The second and third statements were attributed mean scores of 5.69/7 and 5.35/7
respectively, indicating that the advertised brand, too, was realistic enough to be used in the
experiment.The respondents further stated that thematerialwasclearlyvisible,but twoof them
wereslightlyconfusedbythecontentofthevideo.Abriefclarifyingtextwasthereforepresentedat
thebeginningoftheexperimentalcondition,abovethestimulus.Thisismorerealisticaswell,since
people can only interact with AR advertising when they have the according software on their
smartphonesandthereforeknowaboutthetechnology.
3.3 Measures
All variables weremeasured using empirically validated scales that have previously been used in
relevant published research. To assess their reliability for the current sample (N = 122), the
Cronbach’sAlphaofeachmeasurewascalculated.Noneofthescalesneededadjustingbydeleting
items,astheywereallproventobesufficientlyreliable(α>.70).Theconstructswereallmeasured
onseven-pointLikertscalesrangingfrom“completelydisagree”to“completelyagree”oronseven-
pointsemanticdifferentials.AppendixCcontainsamoredetailedoverviewofthemeasuresusedin
theexperiment,includingtheindividualitemsthescaleswerecomposedof.
Attitude toward theadwasmeasuredusing the site/applicationattitude scale (Fortin&Dholakia,
2005)thatJavornik(2016a)usedinanARMcontext(α=.877).Thescaleconsistedofnineitemson
seven-pointsemanticdifferentialscales.Brandattitude(Lietal.,2002;usedbyJavornik,2016a)was
measured using six items on seven-point semantic differential scales (α = .914). To measure
Purchase intention (Yim et al., 2017), four items on seven-point semantic differential scaleswere
used(α=.909).IntentiontovisitthewebsitewasmeasuredusingthesamefouritemsofYimetal.’s
17
(2017) purchase intention scale (α = .942). Perceived novelty (Yim et al., 2017)wasmeasured by
meansoffouritemsonseven-pointLikertscales(α=.893).Perceivedentertainment(adaptedfrom
Tsangetal.,2004)wasmeasuredusingthreeitemsonseven-pointLikertscales(α=.867).
3.4 Participantsandsamplingmethod
Theexperimentwasconductedonline,withoutanyincentivebeingoffered.Youngadultsbetween
theageof18and25weredeliberatelychosenas thetargetgroup.Thereason for thisdecision is
that avid smartphone users are themost likely to get in touchwith ARM (Sashittal et al., 2016),
because AR advertising campaigns target people that are familiar with these innovative
technologies. Naturally, in reality, only people who are familiar with AR will have the according
applications installedon their smartphones and thususe it onAR advertisements. Therefore, it is
more relevant toexamine their experiences than thoseofpeoplewhoarenot at all familiarwith
new technologies. This way, any distorting effects resulting from the lack of comprehension can
hopefullybeeliminated.
Aconveniencesamplingmethodwasemployedtoreachmembersofthetargetgroup.Participants
were recruited through the student’s online social network and through requests in multiple
Facebook groups consisting of Flemish college students. A total of 130 completed surveys were
collected,withafall-outof50respondents.Fiveanswersweredeletedbecausetherespondentsdid
notbelongtothetargetagecategory.Completedsurveysofabnormaldurationwerereviewedand
leftoutoftheanalyseswhendeemednecessary.Aftereliminatingrespondentswhoseemedtohave
carelessly answered thequestions orwhose answerswere systematically contradictory, a total of
122 usable surveys remained. Therewere 61 participants in the AR condition, 30 of whomwere
female and31male. Theother 61participants fell into thenon-AR condition and consistedof 32
femalesand29males.
4 RESULTS
4.1 Differencesbetweentheconditions
ToobtainaninitialinsightintotherelativeeffectivenessoftheARandthenon-ARadvertisements,a
series of T-tests was conducted. We can observe a marginally significant difference in attitude
towardthead(p=.066).Morespecifically,theARadvertisementreceivedabetterevaluation(M=
4.31,SD=0.90) than the traditionaladvertisement (M=3.99,SD=1.00).Therearenosignificant
18
differences between the conditions in terms of perceived entertainment, brand attitude and
purchaseintention.
Based on the T-tests, the first hypothesis is accepted, whereas hypothesis 2 and 3 have to be
rejected.
4.2 Sequentialmediationanalysis
Totestifattitudetowardtheadandbrandattitudeformtheunderlyingmechanismthatdrivesthe
effectof typeofadonpurchase intention,a sequentialmediationanalysis (Hayes2019;model6)
wasconducted.Bias-correctedbootstrappingwith5,000bootstrapsampleswasusedtogeneratea
95%confidence interval around the indirecteffectsof attitude toward theadandbrandattitude,
where there is amediation if the confidence interval does not include zero (Hayes, 2009, 2019).
Importanttonotehereisthatthenon-ARconditionwascodedas1andtheARconditionas2.
Theresultsoftheanalysis(5,000bootstrapsamples;bias-correctedconfidenceintervalsestimated
and reported) show a positive indirect effect of ad type on purchase intention through attitude
towardtheadandsubsequentlybrandattitude,sincetheconfidenceintervaldoesnotcontainzero.
Given this finding, the fifth hypothesis can be accepted. The analysis further reveals a significant
indirect effect of ad type on purchase intention through attitude toward the ad, but not through
brandattitude.Therearehoweversignificantdirectpathsfromadtypetoattitudetowardthead,
fromattitude toward thead tobrandattitude, fromattitude toward thead topurchase intention
and from brand attitude to purchase intention. Figure 5 shows the full results of this sequential
mediationanalysis.
Figure5.Sequentialmediationresults
Purchaseintention
Typeofad
Attitudetowardad
Brandattitude
d21=0.80,p<.001
b2=0.42,p=.003
b1=0.41,p=.008 (a2=0.00,p=.960)
a1=0.36,p=.037
c’=-0.33,p=.089
a1*b1=0.15,SE=.09,95%-CI=[0.00,0.35]a2*b2=0.00,SE=.06,95%-CI=[-0.13,0.11]a1*d21*b2=0.12,SE=.07,95%-CI=[0.01,0.29]
19
4.3 Mediatingeffectsofnoveltyandentertainment
Inordertotestwhetherperceivednoveltyanduniquenessexplaintheeffectofadtypeonattitude
toward the ad, two simple mediation analyses (Hayes, 2019; model 4) were conducted. Bias-
corrected bootstrapping with 5,000 bootstrap samples was used to generate a 95% confidence
interval around the indirect effects of each of the two hypothesizedmediators, where there is a
mediationiftheconfidenceintervaldoesnotincludezero(Hayes2009,2019).Again,thetraditional
conditionwascodedas1andtheARconditionas2.IndependentsamplesT-testswereconductedin
advancetoexaminethedifferencesbetweenthetwoconditionsintermsofperceivednoveltyand
entertainment.
Tomeasuretheperceivedlevelofnoveltyoftheadvertisingtypes,respondentswereaskedtorate
four items on a seven-point Likert scale. The results of an independent samples t-test (t(120) = -
13.77,p < .001, r = .78)with the typeofadas the independentand theperceivednoveltyas the
dependent variable show that the perceived novelty of the AR ad (M = 4.92, SD = 0.97) was
significantly higher than that of the traditional ad (M = 2.64, SD = 0.86). Further, a marginally
significantpositiveeffectof typeofadonattitudetowardthead (b=0.32,SE= .17, t=1.85,p=
.066)wasfound.Theresultsofthefirstmediationanalysis(5,000bootstrapsamples;bias-corrected
confidence intervals estimated and reported) show a significant indirect effect of type of ad on
attitudetowardtheadthroughperceivednovelty.TheARadbeingpresentedresulted inahigher
perceivednovelty,whichinturnledtoabetterattitudetowardthead.Allthreedirecteffectswithin
the mediation model are positive and significant as well. For the path from novelty to attitude
towardthead,theunstandardizedresidualswerenotnormallydistributed.However,thehistogram
doesresembleanormaldistributionandProcess isknowntoberobust fornormality.Giventhese
results,thefifthhypothesisisfullyconfirmedandwecanreportapartialmediation.Figure6shows
thestatisticaldetailsofthestatedfindings.
Figure6.Mediationresultsofperceivednovelty.
20
Participantshadtoratethreeseven-pointLikertitemstoassesstheperceivedlevelofentertainment
oftheadvertisment.AnindependentsamplesT-test(t(120)=0.024,p=.981,r=.00)withthetype
ofadastheindependentvariableandthereportedlevelofentertainmentasthedependentvariable
showsthattheperceivedlevelofentertainmentintheARcondition(M=4.31,SD=1.28)doesnot
significantlydifferfromthatinthetraditionalcondition(M=4.32,SD=1.28).Thesecondmediation
analysis (5,000 bootstrap samples; bias-corrected confidence intervals estimated and reported)
shows that there is no indirect effect of ad type on attitude toward the ad through perceived
entertainment. Because the AR advertisement did not receive higher scores for perceived
entertainment and there is no mediating effect, the sixth hypothesis is rejected. Presenting the
respondentswithanARadversusanon-ARaddidnotaffecttheirperceptionofentertainment,but
perceivedentertainmentwas foundtobepositively related toattitude toward thead.Theresults
alsoshowthatthetypeofadhasasignificantpositivedirecteffectonattitudetowardtheadwithin
themediationmodel.Thedetailedresultsofthismediationanalysisaredisplayedonfigure7.
Figure7.Mediationresultsofperceivedentertainment.
5 DISCUSSION
TheaimofthisstudywastoexaminethedifferencesbetweenARandnon-ARadvertisingintermsof
theconsumerresponsestheyevokeandtoexploretherolesofnoveltyandentertainment inthis.
Overall, we can conclude that the beneficial effects of AR advertising are not as apparent as
marketersandacademicsseemtosuggest.Thiscouldbeattributedtothefactthatpreviousfindings
were applied to a completely new type of ARM, namely a purely entertaining ad instead of a
functional ARM application. The proposed model itself, on the other hand, proved to be quite
successfulinexplaininghowthevariableswereinterrelated,withmostpathsbeingsignificant.
In linewithourexpectations (basedonHuang&Liao,2015;Yaoyuneyongetal., 2016;Yimetal.,
2017),theadvertisementwithARfeaturesyieldedabetterattitudetowardtheadthanthenon-AR
advertisement. This effect can be partially explained by perceived novelty, which mediates the
21
relationshipbetweenadtypeandattitudetowardthead.Thissignificantmediationeffectextends
Yimetal.’s(2017)findingsinthatitdemonstratesamoredirectlinkbetweenperceivednoveltyand
attitude toward the ad. In addition, this novelty effect is potentially stronger for peoplewith low
previousmediaexperience(Yimetal.,2017).
Incontrasttoourhypothesis,theARadwasnotperceivedasmoreentertainingthantheregularad
and perceived entertainment had no mediating effect. The fact that no difference in perceived
entertainment between the ads was found, contradicts the results obtained by many previous
studies(e.g.Huang&Liao,2015;Poushneh&Vasquez-Parraga,2017;Yaoyuneyongetal.,2016).A
possibleexplanationforthis findingcouldbea lackof immersion,whichhasbeen identifiedasan
importantmediator(Javornik,2016a;Yimetal.,2017).PerhapstheARadvertisementinthepresent
experiment was not sufficiently immersive or interactive, since the participants could only
experience it through a video. This could diminish the entertainment value in the AR condition,
becauseimmersionandinteractivityaretwoimportantfeaturesofARtechnologythatcontributeto
enjoyment (Yim et al., 2017). Additionally, participants might have been distracted by their
surroundingsbecausetheexperimentwasconductedonline,thereforepreventionstrongimmersion
fromoccurring.
Based on the literature study, it was expected that the AR ad would have a stronger persuasive
effectonparticipants’behavioral intentionsthanthetraditionalad(e.g.Fogg,2003;Huang&Liao,
2015;Menon & Soman, 2005; cited by Chehimi et al., 2007) andwould elicit amore favourable
brandattitude(e.g.Hopp&Gangadharbatla,2015;Mathwicketal.,2001;Yaoyuneyongetal.,2016;
Yimetal.,2017).However,therewasnodifferenceinpurchaseintentionorbrandattitudebetween
thetwoconditions.Apossibleexplanationforthesedeviatingfindingsisthattheparticipantswere
generallynotveryinterestedintheadvertisedproduct,astheirgeneralintentiontobookaholiday
with a travel agency was quite weak. Furthermore, it is likely that a single exposure to an
advertisementdoesnotsufficefortheconsumertoformwell-roundedattitudesandtoevokestrong
behavioralintentions,evenmoresobecausetheexperimentoptedforahigh-involvementproduct
to be advertised. It is possible that this singular exposure to the ad was not entirely convincing,
becausepeopleprefertodomoreresearchandcomparedifferentoptionsbeforebookingaholiday.
While some findings were in line with previous research on ARM, the results from the present
experiment were generally less positive than expected. Even though AR advertisements are
evaluated more positively, the long-term benefits in terms of relevant consumer responses like
brandattitudeandpurchaseintentionremainuncertain.AdvertisementsinwhichtheARfeatureis
purelyforentertainmentpurposesmaynotbeaseffectiveasthefunctionalvarietiesofARM.The
22
experimentprovideda fewuseful insights, but the superiority ofAR advertisinghasnot yet been
conclusivelyestablishedandfurtherresearchonthetopicisnecessary.
6 LIMITATIONSANDRECOMMENDATIONSFORFUTURERESEARCH
While the conducted studydid generate interesting results, a few suggestions for future research
canbemade.
Inthepresentexperiment,participantswerepresentedwithavideoinwhichtheARfeaturesofthe
advertisementweredemonstrated.Thefact that theymerelywatchedademonstration insteadof
trulyexperiencingtheapplicationfirst-handmightexplainthelowscoresforentertainment,among
otherthings.FuturestudiesmightwanttoconsiderallowingtheparticipantstointeractwiththeAR
adthemselves,asthiscouldbeperceivedtobemoreenjoyable.
Moreover, the application of ARM that was chosen in this experiment is only one of the many
optionsthetechnologyofaugmentedrealityhastoofferthemarketingworld.Itcouldbethatthis
particular example is perceived as less entertaining than other kinds of AR advertisements. Of
course, thedesignpossibilitieswere limited to rather simpleaugmentations that theusedARapp
(ZappWorks)provided.Inreality,therearemanymoreapplicationsavailabletobrands,whichneed
tobeinvestigatedaswelltoobtainagoodideaofwhetherandhowARcanenhanceadvertising.
Nevertheless, theresultsof theconductedexperimentprovideacoupleofuseful insights into the
matterandformabasissuitableforfurtherresearch.
23
AppendixA
Thesurveythatwasusedintheexperimentconsistedofthefollowingmeasures.
Attitudetowardthead(adaptedfromFortin&Dholakia,2005;usedbyJavornik,2016a)Howwouldyouevaluatetheadvertisementasawhole?(1)Notfuntosee/Funtosee(2)Unpleasant/Pleasant(3)Notentertaining/Entertaining(4)Notimportant/Important(5)Notinformative/Informative(6)Useless/Useful(7)Notcurious/Curious(8)Boring/Notboring(9)Notenjoyable/EnjoyableBrandattitude(adaptedfromLietal.,2002;usedbyJavornik,2016a)Howwouldyouevaluatetheadvertisedbrand?(1)Bad/Good(2)Unappealing/Appealing(3)Unpleasant/Pleasant(4)Unattractive/Attractive(5)Boring/Interesting(6)Idon’tlikethebrand/IlikethebrandPurchaseintention(adaptedfromYimetal.,2017)HowwouldyoudescribeyourintentiontobookaholidaywithWanderLabs?(1)Uncertain/Certain(2)Unlikely/Likely(3)Improbable/Probable(4)Impossible/Possible Intentiontovisitwebsite(adaptedfromYimetal.,2017)HowwouldyoudescribeyourintentiontovisitthewebsiteofWanderLabs?(1)Uncertain/Certain(2)Unlikely/Likely(3)Improbable/Probable(4)Impossible/PossiblePerceivednovelty(adaptedfromYimetal.,2017)Indicatetowhichextentyouagreewiththefollowingstatements.Thewayofadvertisingis…(1)New(2)Unique(3)Different(4)Unusual
24
Perceivedentertainment(adaptedfromTsangetal.,2004)Indicatetowhichextentyouagreewiththefollowingstatements.Theadvertisementis…(1)Pleasant(2)Enjoyable(3)EntertainingMood(adaptedfromAllen&Janiszewski,1989)Howareyoufeelingtoday?(1)Bad/Good(2)Unpleasant/Pleasant(3)Sad/Happy(4)Negative/PositiveAdvertisingattitude(adaptedfromMuehling,1987)Howwouldyoudescribeyourattitudetowardadvertisingingeneral?(1)Bad/Good(2)Unfavorable/Favorable(3)Negative/PositivePersonalinnovativeness(adaptedfromAgarwal&Prasad,1998;usedbyKim&Forsythe,2008andLiuetal.,2010)Indicatetowhichextentyouagreewiththefollowingstatementsaboutnewtechnologies.(1)IfIheardaboutanewtechnology,Iwouldlookforwaystoexperimentwithit.(2)Amongmypeers,Iamusuallythefirsttotryoutnewtechnologies.(3)Iliketoexperimentwithnewtechnologies.
25
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