Realidade aumentada e varejo inteligente: um estudo sobre a percepção do usuário
DOI:
https://doi.org/10.5585/remark.v22i4.23958Palabras clave:
Realidade Aumentada, Varejo, Percepção do usuário, Intenção de Compra.Resumen
Objetivo: Analisar o impacto do uso de realidade aumentada na experiência de compra do usuário em dispositivos móveis.
Metodologia: A partir do Technology Acceptance Model (TAM), adaptado por Castro (2020), utilizou-se o aplicativo CoralVisualizer para aplicações de realidade aumentada. Sendo desenvolvida uma Modelagem de Equações Estruturais (SEM) com o uso do software SmartPLS 4®. Assim, foram aplicados questionários de forma online e presencial, com uma amostra de 190 respondentes.
Relevância/originalidade: Uma abordagem cada vez mais reconhecida como tendo potencial para permitir o varejo inteligente são os aplicativos de realidade aumentada. Sendo assim, este estudo aborda lacunas de pesquisas que visam diferenciar os processos de criação de valor de realidade aumentada de outras tecnologias de processo interativo, em especial no setor de construção civil, a partir de análise multivariada de dados.
Resultados: Os resultados obtidos mostram que os consumidores ficam mais satisfeitos, confiantes e têm certeza em sua escolha de produto quando experimentam um produto virtual usando RA, além de ficarem mais felizes e relaxados durante o uso dessa tecnologia. Sendo o aspecto cognitivo da escolha a consideração mais dominante para os consumidores.
Contribuições teóricas/metodológicas: a relevância teórica está no avanço do uso do TAM adaptado para tecnologias de realidade aumentada, colocando-se como um modelo de avaliação da experiência de consumidores. A relevância metodológica encontra-se nos testes estatísticos realizados para análise das hipóteses de uso de novas tecnologias ainda pouco exploradas no varejo.
Descargas
Citas
Barsalou, L. W. (2008). Grounded cognition. Annual Review of Psychology, 59(1), 617–645. https://doi.org/10.1146/annurev.psych.59.103006.093639
Bellalouna, F. (2021). The augmented reality technology as enabler for the digitization of industrial business processes: case studies. Procedia CIRP, 98, 400-405. https://doi.org/10.1016/j.procir.2021.01.124
Berman, B. (2019). Flatlined: Combatting the death of retail stores. Business Horizons, 62(1), 75–82. https://doi.org/10.1016/j.bushor.2018.08.006
Brito, P. Q., Stoyanova, J., & Coelho, A. (2017). Augmented reality versus conventional interface: Is there any difference in effectiveness? Multimedia Tools and Applications, 77(6), 7487–7516. https://doi.org/10.1007/s11042-017-4658-1
Caboni, F., & Hagberg, J. (2019). Augmented reality in retailing: A review of features, applications and value. International Journal of Retail & Distribution Management, 47(11), 1125–1140. https://doi.org/10.1108/ijrdm-12-2018-0263
Castro, A. R. C. (2020). Efeitos do Uso da Realidade Aumentada sobre a Experiência do Consumidor no Varejo e a sua Intenção de Compra (Tese de Doutorado). https://doi.org/10.17771/PUCRio.acad.48288
Chevalier, S. (n.d.). Global retail e-commerce sales 2026. Statista. Retrieved December 28, 2022, from http://www.statista.com/statistics/222128/global-e-commerce-sales-volume-forecast/
Choi, J. H., Han, E. Y., Kim, B. R., Kim, S. M., Im, S. H., Lee, S. Y., & Hyun, C. W. (2014). Effectiveness of commercial gaming-based virtual reality movement therapy on functional recovery of upper extremity in subacute stroke patients. Annals of Rehabilitation Medicine, 38(4), 485. https://doi.org/10.5535/arm.2014.38.4.485
Cowan, K., Javornik, A., & Jiang, P. (2021). Privacy concerns when using augmented reality face filters? Explaining why and when use avoidance occurs. Psychology & Marketing, 38(10), 1799–1813. https://doi.org/10.1002/mar.21576
Dacko, S. G. (2017). Enabling smart retail settings via mobile augmented reality shopping apps. Technological Forecasting and Social Change, 124, 243–256. https://doi.org/10.1016/j.techfore.2016.09.032
Davila Delgado, J. M., Oyedele, L., Beach, T., & Demian, P. (2020). Augmented and virtual reality in construction: drivers and limitations for industry adoption. Journal of Construction Engineering and Management, 146(7), 04020079. https://doi.org/10.1061/%28ASCE%29CO.1943-7862.0001844
de Souza, M., Pereira, G. M., de Sousa Jabbour, A. B. L., Jabbour, C. J. C., Trento, L. R., Borchardt, M., & Zvirtes, L. (2021). A digitally enabled circular economy for mitigating food waste: Understanding innovative marketing strategies in the context of an emerging economy. Technological Forecasting and Social Change, 173, 121062. https://doi.org/10.1016/j.techfore.2021.121062
Dwivedi, Y. K., Ismagilova, E., Hughes, D. L., Carlson, J., Filieri, R., Jacobson, J., Jain, V., Karjaluoto, H., Kefi, H., Krishen, A. S., Kumar, V., Rahman, M. M., Raman, R., Rauschnabel, P. A., Rowley, J., Salo, J., Tran, G. A., & Wang, Y. (2021). Setting the future of digital and social media marketing research: Perspectives and research propositions. International Journal of Information Management, 59, 102168. https://doi.org/10.1016/j.ijinfomgt.2020.102168
Faqih, K. M. S. (2022). Factors influencing the behavioral intention to adopt a technological innovation from a developing country context: The case of mobile augmented reality games. Technology in Society, 69, 101958. https://doi.org/10.1016/j.techsoc.2022.101958
Fishbein, M. & Ajzen, I. (1975). Belief, Attitude. Intention and Behavior: An Introduction to Theory and Research. Reading, MA: Addison-Wesley Publishing. Available in: https://www.researchgate.net/publication/233897090_Belief_attitude_intention_and_behaviour_An_introdu ction_to_theory_and_research
Fogg, B. J. (2002). Persuasive technology. Ubiquity, 2002(December), 2. https://doi.org/10.1145/764008.763957
Gatter, S., Hüttl‐Maack, V., & Rauschnabel, P. A. (2021). Can augmented reality satisfy consumers’ need for touch? Psychology & Marketing, 39(3), 508–523. https://doi.org/10.1002/mar.21618
Grewal, D., Roggeveen, A. L., Sisodia, R., & Nordfält, J. (2017). Enhancing customer engagement through consciousness. Journal of Retailing, 93(1), 55–64. https://doi.org/10.1016/j.jretai.2016.12.001
Haile, T. T., & Kang, M. (2020). Mobile augmented reality in electronic commerce: Investigating user perception and purchase intent amongst educated young adults. Sustainability, 12(21), 9185. https://doi.org/10.3390/su12219185.
Hair, J. F., Anderson, R. E., Babin, B. J., & Black, W. C. (2010). Multivariate data analysis: A global perspective (Vol. 7): Pearson Upper Saddle River
Hair, J. F., Jr., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2013). A primer on partial least squares structural equation modeling (PLS-SEM). California: Sage Publications.
Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). Quando usar e como relatar os resultados do PLS-SEM. European business review, 31(1), 2-24. https://doi.org/10.1108/EBR-11-2018-0203
Heller, J., Chylinski, M., de Ruyter, K., Mahr, D., & Keeling, D. I. (2019). Let me imagine that for you: Transforming the retail frontline through augmenting customer mental imagery ability. Journal of Retailing, 95(2), 94–114. https://doi.org/10.1016/j.jretai.2019.03.005
Hinsch, C., Felix, R., & Rauschnabel, P. A. (2020). Nostalgia beats the wow-effect: Inspiration, awe and meaningful associations in augmented reality marketing. Journal of Retailing and Consumer Services, 53, 101987. https://doi.org/10.1016/j.jretconser.2019.101987.
Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural equation modeling: a multidisciplinary journal, 6(1), 1-55. https://doi.org/10.1080/10705519909540118
Huang, T.-L. (2019). Psychological mechanisms of brand love and information technology identity in virtual retail environments. Journal of Retailing and Consumer Services, 47, 251–264. https://doi.org/10.1016/j.jretconser.2018.11.016
Huang, T.-L., & Liao, S. (2014). A model of acceptance of augmented-reality interactive technology: The moderating role of cognitive innovativeness. Electronic Commerce Research, 15(2), 269–295. https://doi.org/10.1007/s10660-014-9163-2
International, E. (2021, January 19). 10 principais tendências globais de consumo 2021. Euromonitor International. Available in: https://www.euromonitor.com/article/10-principais-tendencias-globais-de-consumo-2021
Javornik, A. (2016). Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour. Journal of Retailing and Consumer Services, 30, 252–261. https://doi.org/10.1016/j.jretconser.2016.02.004
Javornik, A., Duffy, K., Rokka, J., Scholz, J., Nobbs, K., Motala, A., & Goldenberg, A. (2021). Strategic approaches to augmented reality deployment by luxury brands. Journal of Business Research, 136, 284–292. https://doi.org/10.1016/j.jbusres.2021.07.040
Kent, A., Dennis, C., Cano, M. B., Helberger, E., & Brakus, J. (2008). Branding, marketing, and design. In Fashion and Textiles (pp. 275–298). IGI Global. http://dx.doi.org/10.4018/978-1-5225-3432-7.ch012
Kim, J., & Forsythe, S. (2008a). Adoption of Virtual Try-on technology for online apparel shopping. Journal of Interactive Marketing, 22(2), 45–59. https://doi.org/10.1002/dir.20113
Lu, J., Mao, Z., Wang, M., & Hu, L. (2015). Goodbye maps, hello apps? Exploring the influential determinants of travel app adoption. Current Issues in Tourism, 18(11), 1059–1079. https://doi.org/10.1080/13683500.2015.1043248
Martínez, H., Skournetou, D., Hyppölä, J., Laukkanen, S., & Heikkilä, A. (2014). Drivers and bottlenecks in the adoption of augmented reality applications. Journal of Multimedia Theory and Applications. https://doi.org/10.11159/jmta.2014.004
Pantano, E. (2009). Augmented reality in retailing of local products of magna grcia: consumer’s response. International Journal of Management Cases, 11(2), 206–213. https://doi.org/10.5848/apbj.2009.00034
Pantano, E. (2014). Innovation drivers in retail industry. International Journal of Information Management, 34(3), 344–350. https://doi.org/10.1016/j.ijinfomgt.2014.03.002
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. https://doi.org/10.1016/j.jretconser.2017.05.011
Pantano, E., & Servidio, R. (2012). Modeling innovative points of sales through virtual and immersive technologies. Journal of Retailing and Consumer Services, 19(3), 279–286. https://doi.org/10.1016/j.jretconser.2012.02.002
Pantano, E., & Timmermans, H. (2014). What is Smart for Retailing? Procedia Environmental Sciences, 22, 101–107. https://doi.org/10.1016/j.proenv.2014.11.010
Papagiannidis, S., Pantano, E., See-To, E. W. K., Dennis, C., & Bourlakis, M. (2017). To immerse or not? Experimenting with two virtual retail environments. Information Technology & People, 30(1), 163–188. https://doi.org/10.1108/itp-03-2015-0069
Poncin, I., & Ben Mimoun, M. S. (2014). The impact of “e-atmospherics” on physical stores. Journal of Retailing and Consumer Services, 21(5), 851–859. https://doi.org/10.1016/j.jretconser.2014.02.013
Poushneh, A. (2018). Augmented reality in retail: A trade-off between user’s control of access to personal information and augmentation quality. Journal of Retailing and Consumer Services, 41, 169–176. https://doi.org/10.1016/j.jretconser.2017.12.010
Poushneh, A., & Vasquez-Parraga, A. Z. (2017). Discernible impact of augmented reality on retail customer’s experience, satisfaction and willingness to buy. Journal of Retailing and Consumer Services, 34, 229–234. https://doi.org/10.1016/j.jretconser.2016.10.005
Rauschnabel, P. A., Felix, R., & Hinsch, C. (2019). Augmented reality marketing: How mobile AR-apps can improve brands through inspiration. Journal of Retailing and Consumer Services, 49, 43–53. https://doi.org/10.1016/j.jretconser.2019.03.004
Rauschnabel, P. A., & Ro, Y. K. (2016). Augmented reality smart glasses: An investigation of technology acceptance drivers. International Journal of Technology Marketing, 11(2), 123. https://doi.org/10.1504/ijtmkt.2016.075690
Rauschnabel, P. A., Babin, B. J., tom Dieck, M. C., Krey, N., & Jung, T. (2022). What is augmented reality marketing? Its definition, complexity, and future. Journal of Business Research, 142, 1140-1150. https://doi.org/10.1016/j.jbusres.2021.12.084
Reges, K. E. A. (2023). Realidade aumentada e varejo inteligente: um estudo sobre a percepção do usuário (Final Paper). Universidade Federal de Campina Grande, Campina Grande, Brazil.
Rese, A., Baier, D., Geyer-Schulz, A., & Schreiber, S. (2017). How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions. Technological Forecasting and Social Change, 124, 306–319. https://doi.org/10.1016/j.techfore.2016.10.010
Rogers, E. M., & Marshall, L. R. (2003). Diffusion of Innovations, 5th edition.
Roy, S. K., Balaji, M. S., Sadeque, S., Nguyen, B., & Melewar, T. C. (2017). Constituents and consequences of smart customer experience in retailing. Technological Forecasting and Social Change, 124, 257–270. https://doi.org/10.1016/j.techfore.2016.09.022
Scardamalia, M., & Bereiter, C. (2014). Smart technology for self-organizing processes. Smart Learning Environments, 1(1). https://doi.org/10.1186/s40561-014-0001-8.
Schreiber, J. B., Nora, A., Stage, F. K., Barlow, E. A., & King, J. (2006). Reporting structural equation modeling and confirmatory.
Schein, K., & Rauschnabel, P. (2022). Augmented reality in manufacturing: Exploring workers’ perceptions of barriers. IEEE Transactions on Engineering Management, 1–14. https://doi.org/10.1109/tem.2021.3093833
Scholz, J., & Duffy, K. (2018). We ARe at home: How augmented reality reshapes mobile marketing and consumer-brand relationships. Journal of Retailing and Consumer Services, 44, 11–23. https://doi.org/10.1016/j.jretconser.2018.05.004
Soni, S., Yadav, U., & Soni, A. (2022). Virtual Reality & Augmented Reality: A way to Digital Transformation of Customer Engagement. In 2022 International Conference on Machine Learning, Big Data, Cloud and Parallel Computing (COM-IT-CON) (Vol. 1, pp. 573-577). IEEE.
Spreer, P., & Kallweit, K. (2014). Augmented reality in retail: Assessing the acceptance and potential for multimedia product presentation at the pos. SOP Transactions on Marketing Research, 1(1), 23–31. https://doi.org/10.15764/mr.2014.01002
Tom Dieck, M. C., & Han, D. D. (2021). The role of immersive technology in Customer Experience Management. Journal of Marketing Theory and Practice, 30(1), 108–119. https://doi.org/10.1080/10696679.2021.1891939
van Berlo, Z. M. C., van Reijmersdal, E. A., Smit, E. G., & van der Laan, L. N. (2021). Brands in virtual reality games: Affective processes within computer-mediated consumer experiences. Journal of Business Research, 122, 458–465. https://doi.org/10.1016/j.jbusres.2020.09.006
Watson, A., Alexander, B., & Salavati, L. (2018). The impact of experiential augmented reality applications on fashion purchase intention. International Journal of Retail & Distribution Management, 48(5), 433–451. https://doi.org/10.1108/ijrdm-06-2017-0117
Wei, J., Lowry, P. B., & Seedorf, S. (2015). The assimilation of RFID technology by Chinese companies: A technology diffusion perspective. Information & Management, 52(6), 628–642. https://doi.org/10.1016/j.im.2015.05.001
Li, X., Yi, W., Chi, H. L., Wang, X., & Chan, A. P. (2018). A critical review of virtual and augmented reality (VR/AR) applications in construction safety. Automation in Construction, 86, 150-162. https://doi.org/10.1016/j.autcon.2017.11.003
Yigitcanlar, T., & Lee, S. H. (2014). Korean ubiquitous-eco-city: A smart-sustainable urban form or a branding hoax? Technological Forecasting and Social Change, 89, 100–114. https://doi.org/10.1016/j.techfore.2013.08.034
Yim, M. Y.-C., Chu, S.-C., & Sauer, P. L. (2017). Is augmented reality technology an effective tool for e-commerce? An interactivity and vividness perspective. Journal of Interactive Marketing, 39, 89–103. https://doi.org/10.1016/j.intmar.2017.04.001
Yim, M. Y.-C., & Park, S.-Y. (2019). “I am not satisfied with my body, so I like augmented reality (AR).” Journal of Business Research, 100, 581–589. https://doi.org/10.1016/j.jbusres.2018.10.041
Yoon, S., & Oh, J. (2022). A theory-based approach to the usability of augmented reality technology: A cost-benefit perspective. Technology in Society, 68, 101860. https://doi.org/10.1016/j.techsoc.2022.1016
Descargas
Publicado
Cómo citar
Número
Sección
Licencia
Derechos de autor 2023 ReMark - Revista Brasileira de Marketing
Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-CompartirIgual 4.0.