ADAPTABILITY OF EXTENDED REALITY (XR) FOR MARKETING - AUDIENCE’S PERSPECTIVE ON IMMERSIVE EXPERIENCE DELIVERED THROUGH EXTENDED REALITY (XR)

Authors

  • Ashit Desai Ph.D. Scholar - GLS University, Ahmedabad, Gujarat Author

Keywords:

Extended Reality(XR), Mixed Reality(MR), Virtual Reality(VR), Augmented, Reality(AR), Marketing Communication

Abstract

Since last few years technical advancements  have opened new doors for marketers. Extended  Reality(XR), a board term representing  Mixed Reality(MR), Virtual Reality(VR)  and Augmented Reality(AR) (Milgram &  Kishino, 1994); is an emerging integration of  IT and Marketing that delivers meaningful  results to marketing strategies by delivering  immersive product experience to audiences. In  continuation of past researches on Extended  Reality, this study is exclusively focused  on awareness, likability, acceptability and  feasibility of Extended Reality for marketing  communication tool, keeping audience’s  perspectives at center. Research findings are  primarily based on data collected through  structured questionnaire and supported  through literature review. 150 numbers of  respondents were asked with series of questions  strategically designed to achieve research  objectives. Research study is concluded with  further scope of study in subject discipline.

References

Bonetti, F., Warnaby, G., & Quinn, L. (2017). Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review, Synthesis and Research Agenda. Springer.

Brengman, M., Willems, K., & Van Kerrebroeck, H. (2019, 9). Can’t touch this: the impact of augmented reality versus touch and non-touch interfaces on perceived ownership. Virtual Reality, 23(3), 269-280. 3. BRP Consulting. (2018). 2018 DIGITAL COMMERCE SURVEY. BRP Consulting. 4. Chung, N., Lee, H., Kim, J.-Y., & Koo, C. (2018). The Role of Augmented Reality for Experience Influenced Environments: The Case of Cultural Heritage Tourism in Korea. Journal of Travel Research, 627-643.

Connolly, P., Chambers, C., Eagleson, E., Matthews, D., & Rogers, T. (2010). Augmented reality effectiveness in advertising. 65th Midyear Conference on Engineering Design Graphics Division of ASEE, Oct, (pp. 3-6).

Deloitte. (2019). Technology in the mid-market - Seizing opportunity. 09.

Djamasbi, S., Jr, J., Wilson, E., Luan, X., & Haoran, W. (2014). Augmented reality and print communication. 20th Americas Conference on Information Systems, AMCIS 2014. 8. Eyüboğlu, E. (2011). Augmented Reality As An Exciting Online Experience: Is It Really Beneficial For Brands? International Journal Of Social Sciences And Humanity Studies, 3, 113-123. Bernur.ersoy@ Izmirekonomi.edu.tr: Sosyal Bilimler Araştırmaları Derneği.

Freeman, D., Reeve, S., Robinson, A., Ehlers, A., Clark, D., Spanlang, B., & Slater, M. (2017). Virtual reality in the assessment, understanding, and treatment of mental health disorders. Psychological Medicine, 2393-2400.

Griffin, T., Giberson, J., Lee, S. H., Guttentag, D., & Kandaurova, M. (2017). Virtual Reality and Implications for Destination. 48th Annual Travel and Tourism Research Association (TTRA). Travel and Tourism Research Association.

Grudzewski, F., Awdziej, M., Mazurek, G., & Piotrowska, K. (2018). Virtual reality in marketing communication - the impact on the message, technology and offer perception - empirical study. Business & Economic Review, Vol. 4 (18.

Höllerer, T., Feiner, S., Terauchi, T., Rashid, G., & Hallaway, D. (1999). Exploring MARS: developing indoor and outdoor user interfaces to a mobile augmented reality system. Computers & Graphics, 23(6), 779 - 785.

Hopp, T., & Gangadharbatla, H. (2016). Novelty Effects in Augmented Reality Advertising Environments: The Influence of Exposure Time and Self-Efficacy. Journal of Current Issues & Research in Advertising, 37, 113-130.

Irshad, S., & Awang, D. (2016). User Perception on Mobile Augmented Reality as a marketing tool. 2016 3rd International Conference on Computer and Information Sciences (ICCOINS), (pp. 109-113). 15. Isaca. (2016). Risks And Rewards Of Adding Augmented Of Adding Augmented Reality To Connected Devices. Isaca. Retrieved From Http://Www.isaca.org/About-Isaca/Documents/Rrb/2016-It-Rrb-Report.pdf

Liao, T. (2015). Augmented or admented reality? The influence of marketing on augmented reality technologies. Information, 18.

Lin, J.-H. T., & Tao, C.-C. (2017). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media & Society.

Mahony, S. (2015). A Proposed Model for the Approach to Augmented Reality Deployment in Marketing Communications. Procedia - Social and Behavioral Sciences, 175, 227-235.

Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta analysis. Computers & Education, 29-40.

Milgram, Paul & Kishino, Fumio. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE Trans. Information Systems. vol. E77-D, no. 12. 1321-1329.

Olsson, T., Ihamäki, P., Lagerstam, E., Ventä-Olkkonen, L., & Väänänen-Vainio-Mattila, K. (2009). User Expectations for Mobile Mixed Reality Services: An Initial User Study. European Conference on Cognitive Ergonomics: Designing beyond the Product — Understanding Activity and User Experience in Ubiquitous Environments. FI-02044 VTT, FIN: VTT Technical Research Centre of Finland.

Olsson, T., Lagerstam, E., Kärkkäinen, T., & Väänänen, K. (2011, 8). Expected user experience of mobile augmented reality services: A user study in the context of shopping centres. Personal and Ubiquitous Computing, 17.

Pantano, E., Rese, A., & Baier, D. (2017). Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets. Journal of Retailing and Consumer Services, 38, 81-95.

Paulo, M. M., Rita, P., Oliveira, T., & Moro, S. (2018, June 11). Understanding mobile augmented reality adoption in a consumer context. Journal of Hospitality and Tourism Technology, 142-157. 25. Scholz, J., & Smith, A. (2016). Augmented Reality: Designing Immersive Experiences That Maximize Consumer Engagement. Business Horizons, 59, 149-161.

Shin, D. (2018). Empathy and embodied experience in virtual environment: to what extent can virtual reality stimulate empathy and embodied experience? Computers in Human Behavior, 64-73. 27. Stockinger, H. (2015, 11). Consumers’ Perception of Augmented Reality as an Emerging end User Technology: Social Media Monitoring Applied. KI - Künstliche Intelligenz, 29(4), 419-439. 28. Stoyanova, J., Brito, P., Georgieva, P., & Milanova, M. (2015). Comparison of consumer purchase intention between interactive and Augmented Reality shopping platforms through statistical analyses. 29. TechNavio. (2017). Global Augmented Reality for Advertising Market 2017-2021. TechNavio. Think Mobiles. (n.d.). Augmented Reality in eCommerce. Retrieved from www.thinkmobiles.com: https:// thinkmobiles.com/blog/augmented-reality-ecommerce/

Tractica. (2017). Mobile Augmented Reality.

Vibrant Media. (2017, 03 10). Vibrant News. Retrieved from www.vibrantmedia.com: https://www. vibrantmedia.com/blog/2017/03/10/more-vr-ar-ad-campaigns/

Wafa, S., & Hashim, E. (2016). Adoption of Mobile Augmented Reality Advertisements by Brands in Malaysia. Procedia - Social and Behavioral Sciences, 219, 762-768.

Wang, C.-H., Chiang, Y.-C., & Wang, M.-J. (2015). Evaluation of an Augmented Reality Embedded On-line Shopping System. Procedia Manufacturing, 3, 5624-5630.

Yim, M.-C., Chu, S.-C., & Sauer, P. (2017). Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective. Journal of Interactive Marketing, 39, 89-103.

Published

2024-07-12

How to Cite

ADAPTABILITY OF EXTENDED REALITY (XR) FOR MARKETING - AUDIENCE’S PERSPECTIVE ON IMMERSIVE EXPERIENCE DELIVERED THROUGH EXTENDED REALITY (XR) . (2024). IITM JOURNAL OF BUSINESS STUDIES (JBS), 9(1), 37–46. Retrieved from https://acspublisher.com/journals/index.php/jbs/article/view/16717