Blending the real world and the virtual world: Exploring the role of flow in augmented reality experiences

This study examines the ‘sweet spot’ of augmented reality (AR) through the lens of flow theory and has two primary objectives. First, the study seeks to determine whether investment in AR technologies is warranted by exploring flow in both an AR and a traditional shopping context. Second, the study examines the unique capabilities of AR to facilitate an enhanced state of flow and its positive influence across several consumer outcomes. To achieve these objectives, a commercially available AR app was utilized to conduct an online, between-subjects experiment with 500 participants. Partial least squares structural equation modeling was used to analyze the predictor variables of consumer flow, as well as the impact of flow across several consumer outcomes. Managerial and practical conclusions for marketers and designers are provided to supportthe creation and execution of AR technology within consumer contexts.

[1]  M. Holbrook The Millennial Consumer in the Texts of Our Times: Experience and Entertainment , 2000 .

[2]  Donna L. Hoffman,et al.  Flow Online: Lessons Learned and Future Prospects , 2009 .

[3]  김현철,et al.  체험마케팅(Experiential Marketing)의 오해와 진실 , 2010 .

[4]  G. Zinkhan,et al.  Determinants of Perceived Web Site Interactivity , 2008 .

[5]  Marko Sarstedt,et al.  Mirror, mirror on the wall: a comparative evaluation of composite-based structural equation modeling methods , 2017, Journal of the Academy of Marketing Science.

[6]  Jun He,et al.  Antecedents to the adoption of augmented reality smart glasses: A closer look at privacy risks , 2018, Journal of Business Research.

[7]  Context and wine quality effects on consumers' mood, emotions, liking and willingness to pay for Australian Shiraz wines. , 2016, Food research international.

[8]  C. Fornell A National Customer Satisfaction Barometer: The Swedish Experience , 1992 .

[9]  D. Hoffman,et al.  Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations , 1996 .

[10]  Gavin Northey,et al.  Augmented reality: Consumer saviour or disruptive agent in the retail power pendulum? , 2016 .

[11]  Jonathan Steuer,et al.  Defining virtual reality: dimensions determining telepresence , 1992 .

[12]  D. Eichel Beyond Boredom And Anxiety Experiencing Flow In Work And Play , 2016 .

[13]  Lauren G. Block,et al.  Vividness Effects: A Resource-Matching Perspective , 1997 .

[14]  Salvatore Parise,et al.  Solving the crisis of immediacy: How digital technology can transform the customer experience , 2016 .

[15]  R. Petty,et al.  Mass Media Attitude Change: Implications of the Elaboration Likelihood Model of Persuasion , 2002 .

[16]  Scott G. Dacko Enabling smart retail settings via mobile augmented reality shopping apps , 2017 .

[17]  Ronald Azuma,et al.  A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.

[18]  Paul Benjamin Lowry,et al.  Partial Least Squares (PLS) Structural Equation Modeling (SEM) for Building and Testing Behavioral Causal Theory: When to Choose It and How to Use It , 2014, IEEE Transactions on Professional Communication.

[19]  Soung Hie Kim,et al.  ERP training with a web-based electronic learning system: The flow theory perspective , 2007, Int. J. Hum. Comput. Stud..

[20]  Sejin Ha,et al.  Antecedents and consequences of flow state in e-commerce , 2019, Journal of Consumer Marketing.

[21]  R. Kerin,et al.  Store shopping experience and consumer price-quality-value perceptions. , 1992 .

[22]  Marko Sarstedt,et al.  Partial least squares structural equation modeling (PLS-SEM): An emerging tool in business research , 2014 .

[23]  Olivia Petit,et al.  Digital Sensory Marketing: Integrating New Technologies into Multisensory Online Experience , 2019, Journal of Interactive Marketing.

[24]  Sudhir H. Kale,et al.  The Experience Economy and Commercial Experiences , 2004 .

[25]  R. Hoyle Structural equation modeling: concepts, issues, and applications , 1997 .

[26]  Paul L. Sauer,et al.  Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective , 2017 .

[27]  Rolf T. Wigand,et al.  Optimal experience of Web activities , 1999 .

[28]  Izak Benbasat,et al.  The Effects of Presentation Formats and Task Complexity on Online Consumers' Product Understanding , 2007, MIS Q..

[29]  D. Hoffman,et al.  The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences , 2003 .

[30]  Marcelo Gitirana Gomes Ferreira,et al.  Use of augmented reality in the usability evaluation of products. , 2012, Work.

[31]  Daniel Baier,et al.  How augmented reality apps are accepted by consumers : a comparative analysis using scales and opinions , 2017 .

[32]  Ko de Ruyter,et al.  Let Me Imagine That for You: Transforming the Retail Frontline Through Augmenting Customer Mental Imagery Ability , 2019, Journal of Retailing.

[33]  Mark Yi-Cheon Yim,et al.  “I am not satisfied with my body, so I like augmented reality (AR)” , 2019, Journal of Business Research.

[34]  A. Nairn,et al.  Measuring Affective Advertising: Implications of Low Attention Processing on Recall , 2005, Journal of Advertising Research.

[35]  Mathew B. Chylinski,et al.  Seeing eye to eye: social augmented reality and shared decision making in the marketplace , 2019, Journal of the Academy of Marketing Science.

[36]  Donna L. Hoffman,et al.  Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .

[37]  The Interaction of Peripheral Cues and Message Arguments on Cognitive Responses to an Advertisement , 1990 .

[38]  Yongxia Skadberg,et al.  Visitors' flow experience while browsing a Web site: its measurement, contributing factors and consequences , 2004, Comput. Hum. Behav..

[39]  Sally McKechnie,et al.  Experience marketing: a review and reassessment , 2009 .

[40]  J. Easterbrook The effect of emotion on cue utilization and the organization of behavior. , 1959, Psychological review.

[41]  Bernd H. Schmitt,et al.  Using the brand experience scale to profile consumers and predict consumer behaviour , 2010 .

[42]  Yvonne Rogers,et al.  Interaction Design: Beyond Human-Computer Interaction , 2002 .

[43]  Eleonora Pantano,et al.  Modeling innovative points of sales through virtual and immersive technologies , 2012 .

[44]  E. Hirschman,et al.  The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun , 1982 .

[45]  P. Chang,et al.  Building consumer–brand relationship: A cross‐cultural experiential view , 2006 .

[46]  Philipp A. Rauschnabel,et al.  Augmented reality marketing: How mobile AR-apps can improve brands through inspiration , 2019, Journal of Retailing and Consumer Services.

[47]  S. Deshpande,et al.  Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction , 1994 .

[48]  Ko de Ruyter,et al.  Making omnichannel an augmented reality: the current and future state of the art , 2018, Journal of Research in Interactive Marketing.

[49]  M. Csíkszentmihályi,et al.  Positive psychology. An introduction. , 2000, The American psychologist.

[50]  Dianne Cyr,et al.  Using the elaboration likelihood model to examine online persuasion through website design , 2018, Inf. Manag..

[51]  John T. Cacioppo,et al.  The Elaboration Likelihood Model of Persuasion , 1986, Advances in Experimental Social Psychology.

[52]  C. Fornell,et al.  The American Customer Satisfaction Index: Nature, Purpose, and Findings , 1996 .

[53]  Alan Wilson,et al.  Shopping in the digital world: Examining customer engagement through augmented reality mobile applications , 2019, Comput. Hum. Behav..

[54]  W. James,et al.  When do advertising `power words' work? , 1993 .

[55]  Elvira Ismagilova,et al.  Setting the future of digital and social media marketing research: Perspectives and research propositions , 2020, Int. J. Inf. Manag..

[56]  Alan Dick,et al.  Customer loyalty: Toward an integrated conceptual framework , 1994 .

[57]  Diane M. Phillips,et al.  Consumption Visions in Consumer Decision Making , 1995 .

[58]  Carlos Flavián,et al.  The influence of online product presentation videos on persuasion and purchase channel preference: The role of imagery fluency and need for touch , 2017, Telematics Informatics.

[59]  William O. Bearden,et al.  Selected Determinants of Consumer Satisfaction and Complaint Reports , 1983 .

[60]  S. Kosslyn,et al.  Mental Imagery: Functional Mechanisms and Clinical Applications , 2015, Trends in Cognitive Sciences.

[61]  Brand Experience: What is It? How is it Measured? Does it Affect Loyalty? , 2009 .

[62]  Marko Sarstedt,et al.  PLS-SEM: Indeed a Silver Bullet , 2011 .

[63]  M. Csíkszentmihályi Applications of Flow in Human Development and Education , 2014 .

[64]  Joseph F. Hair,et al.  Estimation issues with PLS and CBSEM: Where the bias lies! ☆ , 2016 .

[65]  Ken Kwong-Kay Wong,et al.  Partial Least Squares Structural Equation Modeling (PLS-SEM) Techniques Using SmartPLS , 2013 .

[66]  S. Shyam Sundar,et al.  The effects of immersive tendency and need to belong on human-robot interaction , 2012, 2012 7th ACM/IEEE International Conference on Human-Robot Interaction (HRI).

[67]  Eva A van Reijmersdal,et al.  Interactivity in Brand Web Sites: Cognitive, Affective, and Behavioral Responses Explained by Consumers’ Online Flow Experience , 2012 .

[68]  Klaus G. Grunert,et al.  An Integrative Conceptual Framework for Analyzing Customer Satisfaction with Shopping Trip Experiences in Grocery Retailing , 2012 .

[69]  M. Hui,et al.  Perceived Control and the Effects of Crowding and Consumer Choice on the Service Experience , 1991 .

[70]  Michael E. Porter,et al.  Why Every Organization Needs an Augmented Reality Strategy , 2017 .

[71]  Ana Javornik,et al.  Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour , 2016 .

[72]  Bartholomäus Wissmath,et al.  Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..

[73]  Sheng-Hshiung Tsaur,et al.  The Visitors Behavioral Consequences of Experiential Marketing , 2007 .