The DOI matches its Crossref record; 10 of the 10 references it cites were found in a registry or an index.
Formation of augmented-reality interactive technology's persuasive effects from the perspective of experiential value
Abstract
Purpose: – The purpose of this paper is to examine the extent to which presence, media richness, and narrative experiences yield the highest experiential value in augmented-reality interactive technology (ARIT). Design/methodology/approach: – A survey is performed to collect data. Valid questionnaires of 344 ARIT users are identified. The hypothesized associations are analyzed using structure equation modeling. Findings: – Empirical results indicate that narrative experience induces a higher experiential value than other simulative experiences, including presence and media richness. Practical implications: – Results of this study provide a valuable reference for managers attempting to design an ARIT process in order to optimize the experiential value in various online simulation environments. Originality/value: – This study adopts an integrated framework that incorporates narrative theory, media richness theory, and presence in the online ARIT. Exactly how narrative experience, media richness, and presence affect the formation of experiential value in the ARIT process is explored as well.
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The state of immersive technology research: A literature analysis
Suh, A., & Prophet, J. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.04.019 · Cited by 841
Augmented reality marketing: How mobile AR-apps can improve brands through inspiration
Rauschnabel, P. A., Felix, R., & Hinsch, C. (2019) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2019.03.004 · Cited by 747
Poushneh, A., & Vasquez-Parraga, A. Z. (2017) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2016.10.005 · Cited by 556
Enabling smart retail settings via mobile augmented reality shopping apps
Dacko, S. G. (2017) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2016.09.032 · Cited by 543
We ARe at home: how augmented reality reshapes mobile marketing and consumer-brand relationships.
Scholz, J., & Duffy, K. (2018) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2018.05.004 · Cited by 397
Metadata
- Authors
- Huang, T.-L., & Hsu Liu, F.
- Venue
- Internet Research
- Publisher
- Emerald
- Published
- 2014-01-28
- Volume
- 24
- Issue
- 1
- Pages
- 82-109
- ISSN
- 1066-2243 (ISSN-L)
- OpenAlex
- W1549087351
- Cited by
- 204
- References
- 10
- FWCI
- 12.87
- Type
- journal article
- Language
- en
- Open access
- closed
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- Huang, T.-L., & Hsu Liu, F. (2014). Formation of augmented-reality interactive technology's persuasive effects from the perspective of experiential value. Internet Research. https://doi.org/10.1108/intr-07-2012-0133
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.