Exploring Antecedents to Adopt Mobile Augmented Reality Applications: A Uses and Gratifications Approach

Exploring Antecedents to Adopt Mobile Augmented Reality Applications: A Uses and Gratifications Approach

İrem Eren Erdoğmuş, Pelin Şerefhan Doğanay, Görkem Vural
DOI: 10.4018/978-1-7998-7010-4.ch011
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Abstract

The concept of augmented reality (AR) is a topic of increasing importance for the future of marketing. Research, especially on AR in mobile devices, is still in its infancy; therefore, this study explored the user motivations to employ mobile augmented reality applications against the hindrance of perceived risks and tried to understand user acceptance and willingness to use this technology and possible marketing-related outcomes. In-depth interviews were carried on with 16 participants as well as three mini focus group interviews with 12 participants. The underlying theories utilized were the technology acceptance model (TAM) and the uses and gratifications (U&G). The results showed that entertainment, obtaining information, experiential qualities, socialization, and personal motivations acted as gratifications in the adoption of AR applications, which exerted positive influence on brand interest, image, and purchase intention of the users.
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Introduction

The concept of Augmented reality (AR), which is the visual alignment of virtual content with real-world context (Scholz & Smith, 2016), in real-time interaction (Azuma, 1997), is a topic of increasing importance in marketing (Reese et al., 2016). The upsurge in the AR industry can be tied to the breakout success of Pokemon Go in 2016, and the introduction of Apple’s ARKit and Google’s ARCore software development kits (SDKs) in 2017. These factors have accelerated the growth of AR, proved the confidence of the technology industry in AR experiences, and led to the creation of AR mobile applications (Petrock, 2019). Javornik (2016) described AR as the new groundbreaking technology of the Century and the Goldman Sachs (2016) reported that AR has the potential to become the next big platform as was the PC and smartphone and that it is expected that new markets were to be created and existing markets were to be disrupted with the AR technologies (www.goldmansachs.com, 2016). By 2020, it is expected that there will be one billion augmented reality users worldwide. Research shows that 70% of the consumers believe that AR technologies can provide them benefits, while 67% of the media planners and buyers want to integrate AR in their future promotion strategies (Moss, 2019). Already, many brands such as IKEA, Sephora, Lego implement AR applications as part of their marketing mix (Scholz & Smith, 2016). Several uses of the AR technology in marketing can be listed as aiding customers in product trial and education, entertaining them with digital gamification features (Rese et al., 2017), increasing brand awareness and influencing the purchase decisions (Pantano & Naccarato, 2010).

The research on AR so far focused on consumer motivations to use it, consumer reactions to, consumers’ acceptance of this technology, and creation of consumer-oriented designs (e.g.; Rese et al., 2017; Kim & Forsythe, 2008; Domina et al., 2012; Javornik et al., 2016; Olson et al., 2013). Even though there is an increasing amount of research on the topic in the last decade, research especially on AR in mobile devices is still in its infancy (Rese et al., 2017); therefore an exploratory approach to provide a thorough understanding of the concept is timely and important. The aim of this research is to explore (1) the user motivations to employ mobile augmented reality applications against (2) the hindrance of perceived risks; (3) understand user acceptance and willingness to use this technology based on perceived usefulness and ease of use; and (4) possible marketing-related outcomes. The underlying theories utilized are the Technology Acceptance Model (TAM), which is commonly used in marketing to research consumer acceptance of technological developments and the Uses and Gratifications Theory (U&G), which is another commonly applied theory to explore consumer motivations in using new media technologies.

Providing answers to the questions above contributes to the literature in several ways. First, by understanding the uses and gratifications associated with AR applications, the research attempts to shed light on the theoretical mechanisms related to the intended use of AR. Currently, studies, especially by Rauschnabel et al. (2015, 2017, 2018), have identified the uses and gratifications associated with smart AR glasses. However, our study focuses on a variety of AR applications and tries to form a general framework of motivations to adopt AR applications with the addition of risks associated with AR that impede the adoption process. Second, the framework tests the applicability of the TAM model in AR application adoption from a qualitative point of view. Third, the study will add to the literature on the impact of AR on consumer behavior, which is said to be scant in its current position (Javornik, 2016). Considering that AR applications will be one of the infusing technologies in the future, this study is relevant for future research directions and practice. The insights will also help practitioners in designing their applications, by taking into consideration the dominant consumer motivations while resolving the associated risks.

Key Terms in this Chapter

Virtual Reality: Computer-generated three-dimensional reality, with which consumers interact with.

Perceived ease of use: Ease with which consumers can use technology.

In-Depth Interview: Qualitative research technique where the researcher conducts individual interviews to explore an issue in-depth with rich qualitative data.

Perceived Usefullness: How usefullness consumers find a technology to be.

Augmented Reality: Enhancing reality with digital objects or information in real time, creating an enriched reality experience for the user.

Technology Acceptance Model: Well-known model used to understand how consumers adopt new technologies.

Focus Group Interview: Qualitative research technique where a group of respondents gather together and discuss a subject under the moderation of the researcher.

Uses and Gratifications: Well-known theory used to understand consumer motivations to use media.

Brand Loyalty: Extent of attachment of consumers towards a brand expressed through their affection and repeat purchase of that brand.

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