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Journal of Retailing and Consumer Services 65 (2022) 102259

Contents lists available at ScienceDirect

Journal of Retailing and Consumer Services


journal homepage: http://www.elsevier.com/locate/jretconser

The role of perceived enjoyment and perceived informativeness in assessing


the acceptance of AR wearables
Eric Holdack a, *, Katja Lurie-Stoyanov a, Harro Fabian Fromme b
a
Deutsche Post Chair of Marketing, Esp. E-Commerce and Cross-Media Management, HHL Leipzig Graduate School of Management, Jahnallee 59, 04109, Leipzig,
Germany
b
Kühne Logistics University – KLU, Großer Grasbrook 17, 20457, Hamburg, Germany

A R T I C L E I N F O A B S T R A C T

Keywords: Augmented reality smart glasses are a major trend in retailing. However, little is known about the factors that
TAM drive customers’ acceptance of these wearables as a channel in stores. Especially, the roles of perceived enjoy­
Technology acceptance model ment and perceived informativeness for usage intentions of such novel and immersive technologies are unclear.
AR
Thus, the authors propose an extended technology acceptance model as an instrument to predict future adoption.
Augmented reality
Smart glasses
The results indicate that perceived enjoyment largely mediates the influence of perceived informativeness and
Retailing other variables on attitude and usage intention. Further, perceived enjoyment functions as a direct predictor for
Wearables attitude and in strength even exceeds perceived usefulness. Hence, retailers should consider focusing on joy-
related aspects when aiming at the introduction of broadly accepted AR applications in stores.

1. Introduction process (Kim and Forsythe, 2008; Pantano and Naccarato, 2010; Rese
et al., 2017). In particular, highly accepted augmentations lead to a flow
The fast progress in application development, as well as the experience, which, in turn, drives customer reactions (Jung et al., 2015).
decreasing costs for hardware, development, and implementation, ‘Consumers’ acceptance of new technologies, in terms of attitude,
increasingly shift augmented reality (AR) into the retailing industry behavioural intention and effective usage of the systems is a critical
(Rese et al., 2017; Spreer and Kallweit, 2014). A closer look at the variable for technology selection and adoption’ (Pantano, 2014, p.346),
leading technology companies, e.g., Google, Microsoft, Facebook, shows which can significantly increase conversions and, thus, maximize reve­
that particularly head-mounted displays – especially AR smart glasses – nues (Rese et al., 2017).
have been in the focus of current developments. AR smart glasses are The knowledge about what drives consumers to use or to reuse AR
wearable devices that expand the real environment with virtual ele­ wearables is particularly significant in the early diffusion stage and
ments, such as objects, texts, or images, in the user’s periphery. They needs to increase in order to support or speed up the technology adop­
constitute a new form of information transmission and content delivery tion (Poushneh, 2018; Rauschnabel and Ro, 2016; Spreer and Kallweit,
(Javornik, 2016b; Rauschnabel and Ro, 2016; Rese et al., 2017; Spreer 2014). Even though the ascending relevance of AR is broadly recog­
and Kallweit, 2014). As such, AR wearables have the potential to change nized, research on smart glasses in the retailing context is rather scarce.
certain customer activities, e.g., information seeking, product exami­ Most existing studies mainly focus on technological or design-related
nation as well as trials, and, hence, to influence buying and decision aspects, whereas they often disregard the perception and evaluation of
making processes (Dacko, 2017; Pantano, 2014; Rese et al., 2017). retail store customers (Pantano and Servidio, 2012; Pantano and Vias­
Retailers progressively implement such technologies to store envi­ sone, 2014; Poushneh and Vasquez-Parraga, 2017). Existent research on
ronments to create a new, “smart” retail environment (Rauschnabel and AR to a large extent concerns online shopping and relies on student
Ro, 2016; Spreer and Kallweit, 2014). By providing customers with AR samples in experimental designs, instead of store customers in authentic
glasses as an additional channel within a store, they aim to create settings (Rese et al., 2017). The formation of technology acceptance
exciting and pleasant customer experiences in providing advanced involves processes that are sensitive to the influence of context, which
product visualization and interaction possibilities during the shopping makes results less likely to generalize across diverse populations in

* Corresponding author.
E-mail addresses: eric.holdack@hhl.de (E. Holdack), katja.lurie@hhl.de (K. Lurie-Stoyanov), Fabian.Fromme@the-klu.org (H.F. Fromme).

https://doi.org/10.1016/j.jretconser.2020.102259
Received 14 November 2019; Received in revised form 24 July 2020; Accepted 27 July 2020
Available online 3 September 2020
0969-6989/© 2020 Elsevier Ltd. All rights reserved.
E. Holdack et al. Journal of Retailing and Consumer Services 65 (2022) 102259

different settings (Bello et al., 2009). Moreover, previous research technology offers new ways to present product offers and to display
hardly considers wearables as a future AR technology but focusses on product information at the Point of Sale (PoS) (Spreer and Kallweit,
mobile or web-based AR applications. However, since smart glasses 2014). More specifically, AR technologies enhance the sensory percep­
fundamentally differ in information transmission, the results are not tion of the user in real-time (Martínez et al., 2014). The interactive
necessarily transferable. Compared to mobile applications, both hands character of the technology allows instant reacting to changes in phys­
are set free from holding a visualization media, and there is no need to ical and virtual elements (Azuma, 1997; Javornik, 2016a).
control smart glasses proactively. Augmenting the natural field of view, In stores, retailers apply AR to attract customers’ attention during
from a users’ perspective, couples virtual elements more tightly to the the shopping process and to enrichen the customer experience by dis­
physical world (Oh et al., 2016). The psychological impact of these playing visual elements, which complement or replace regular product
characteristics on technology acceptance in retailing to date remains displays (Dacko, 2017; Rese et al., 2017). One practical use-case, which
untested. the present study focuses on, is the augmentation of the users’ sur­
When considering the unique information display of smart glasses, it roundings with virtual products. This augmentation, for instance, allows
is crucial to understand how customers perceive the informativeness of customers to evaluate a computer-generated reflection of furniture
these devices and which impact it has on the intended technology (Javornik, 2016b). Initial research shows that the visualization provided
adoption (Childers et al., 2001). Furthermore, high immersive technol­ by AR improves the assessment of the product itself and the information
ogies like AR smart glasses aim to introduce enjoyment to create holistic displayed in both online and offline retailing (Spreer and Kallweit,
shopping experiences. Even though not only utilitarian but also hedonic 2014). Moreover, the three-dimensional display of virtual content
benefits are considered as influencing factors for behavioral intention, compensates for incomplete product information in an online environ­
empirical evidence for the role of enjoyment are conflicted and ambig­ ment and expands the range of products in brick-and-mortar stores
uous (Peukert et al., 2019; Rauschnabel and Ro, 2016). Studies on AR (Dacko, 2017; Poushneh, 2018). Hence, augmented reality enhances the
apps in the area of online retailing consider perceived enjoyment (PE) offered services, enriches the entire shopping experience, and fosters a
together with perceived informativeness (PI) as an antecedent of higher product and purchase certainty. AR, directly and indirectly, in­
perceived usefulness (PU) (Rese et al., 2017). While there seems to be no fluences the buying decision process through these aspects (Dacko,
direct effect of PE on attitudes and usage intentions for AR apps in online 2017; Pantano and Di Pietro, 2012; Rese et al., 2017).
retailing, studies on AR wearables indicate that hedonic benefits have a The main difference of AR wearables in comparison to other AR
direct effect on the intention to purchase AR glasses (Rauschnabel et al., technologies is that smart glasses do not create the mixed reality on a
2018). It is not clear which of these results are transferable to usage pixel-display. Instead, they project images for each eye onto a partial
intentions of AR glasses as a channel in a store environment. For a mirror, which combine themselves to virtual elements in the user’s
successful application in retail stores, however, it is crucial to under­ physical field of view. Thereby, these wearables are worn like regular
stand the role of both PI and PE in driving customer acceptance of AR glasses and work autonomously with no need for active operation
wearables in retail. through additional devices. The information display reacts to voice
Therefore, the following study adds these variables to the original commands or gestures (Rauschnabel and Ro, 2016). The usage of such
Technology Acceptance Model (TAM). Respondents in previous studies head-mounted wearables creates ‘a highly immersive and holistic
were not able to assess the enjoyment and informativeness of actual AR experience of the AR view’ (Olsson et al., 2013, p. 288). It is, therefore,
smart glasses since most participants did neither have access to smart of particular interest in the retailing industry. While other interactive
glasses nor experience with such devices for evaluating these criteria technologies have a vibrant research history, the analysis of AR wear­
(Rauschnabel and Ro, 2016; Rese et al., 2017). Thus, this study attempts ables is rather scarce. However, since smart glasses are increasingly
to examine the following research questions: accessible for retailers and consumers (Javornik, 2016a), an analysis of
their acceptance drivers becomes relevant.
RQ1: What drives customers to accept wearable AR technologies in In this context, previous studies identified three main influencing
the retail context? factors of acceptance. Firstly, AR users are considered as rather prag­
RQ2: How do perceived enjoyment and perceived informativeness matic and goal-oriented. Thus, they value especially functional benefits
impact the acceptance of AR smart glasses in retailing compared to of applications, whose utilitarian value has a positive impact on the
other elements of the TAM? usage intention of such technologies (Olsson et al., 2012, 2013; Spreer
and Kallweit, 2014). Secondly, easy and intuitive handling plays an
On a theoretical level, the study contributes to the existing stream of essential role in accepting technologies. Concerning AR, this means that
technology acceptance research by providing insights for smart glasses the beneficial usage should not require a high cognitive effort (Spreer
as an essential trend in retail. By doing so, it reconsiders the role of and Kallweit, 2014). Finally, AR applications need to create emotional
enjoyment and informativeness for technologies that are particularly experiences through enjoyable interaction potential (Olsson et al., 2012;
immersive and more novel in general. From a practical perspective, the Spreer and Kallweit, 2014). These three components are also the main
study provides valuable insights for a fast and successful implementa­ drivers for use intention in Davis’ (1989) Technology acceptance model.
tion of AR smart glasses in the retailing environment. Since prior research used this model and proved the general appropri­
We organized the paper as follows: The first section presents current ateness of TAM for AR in the retailing context (Olsson et al., 2012;
literature on AR technologies as well as the concept, which the study is Rauschnabel and Ro, 2016; Spreer and Kallweit, 2014), the authors also
based on, and the derived hypotheses. The subsequent part describes the apply it in the present study.
applied statistical procedure and its results. Finally, we provide a dis­
cussion, followed by managerial implications and suggestions for future 2.2. Technology acceptance model
research.
The technology acceptance model has its roots in information sys­
2. Conceptual framework and hypotheses development tems research and is widely used to explain and predict what drives
organizations and individual users to adopt a specific technology
2.1. Augmented reality (Huang and Liao, 2015; Kim and Forsythe, 2008; Rauschnabel and Ro,
2016). Customers’ acceptance of an innovation is understood as a sig­
While VR entirely immerses users in a virtual world by blocking out nificant criterion for its market success (Rese et al., 2017). According to
the visual perception of the real world, AR integrates virtual content into the model, the success depends on the user’s attitude (AT) towards and
the users’ physical environment (Bonneti et al., 2018). As such, the behavioral intention (BI) to use the innovation in the future (Martínez

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et al., 2014; Pantano, 2014). AT implies the user’s evaluation of a indirectly through AT but also directly, since functional benefits were
technology, whereas BI describes the willingness to perform a particular found to directly support purchase decisions (Rauschnabel and Ro,
action (Pantano and Di Pietro, 2012). AT depends on the users’ belief 2016; Rese et al., 2017). Further, several studies have shown that PEOU
that the usage offers additional value and is advantageous. Therefore, has a positive influence on PU. From these findings, the authors deduce
the initial TAM builds on four pillars: perceived usefulness (PU) and the following hypotheses for the present study:
perceived ease of use (PEOU), which influence AT towards the tech­
H1a. AT towards using AR smart glasses has a positive influence on BI
nology, which, in turn, impacts BI (Kim and Forsythe, 2008; Lee et al.,
to use AR smart glasses.
2006; Pantano, 2014; Pantano and Di Pietro, 2012). These four de­
terminants support the adaption of technology as well as its success H1b. PU has a positive influence on AT towards using AR smart
(Huang and Liao, 2015). glasses.
In the context of this study, PU describes the benefits and the
H1c. PU has a positive influence on BI to use the AR smart glasses.
improvement of the purchasing process, which the user expects from the
usage of new technologies (Huang and Liao, 2015; Pantano, 2014; H1d. PEOU has a positive influence on AT towards using AR smart
Spreer and Kallweit, 2014). Hence, PU represents the utility value of glasses.
innovations (Pantano and Di Pietro, 2012). In contrast, PEOU is, ac­
H1e. PEOU has a positive influence on PU of AR smart glasses.
cording to Davis (1989), the user-friendliness of a device. It refers to the
anticipated intuitivism, implying that using a specific technology will The TRA suggests that next to social norms AT is the only antecedent
not require cognitive effort from the user (Pantano, 2014; Spreer and of BI. Consequently, AT is expected to mediate the impact of other
Kallweit, 2014). Previous studies (Olsson et al., 2012; Pantano and Di variables on BI (Hale et al., 2002). Thus, the authors assume that AT
Pietro, 2012; Rese et al., 2017; Spreer and Kallweit, 2014) show the fully mediates the impact of PEOU and PE on BI. Several studies sug­
general applicability of TAM in the context of retailing and AR. Conse­ gested that PU also has a direct effect on BI (Rauschnabel et al., 2015;
quently, the model is also eligible for our study. Rese et al., 2017). Thus, the authors expect AT to mediate the impact of
However, several researchers extended the TAM with additional PU on BI partially:
constructs in order to better describe and predict the adoption behavior
H1f. AT fully mediates the impact of PE on BI.
of users (Rese et al., 2017). Due to the variety of different additional
variables, the models used in technology acceptance research became H1g. AT fully mediates the influence of PEOU on BI.
very incoherent and disconnected from each other. It is, therefore,
H1h. AT partially mediates the influence of PU on BI.
reasonable to build an adjusted TAM based on fragments from previous
studies, which will consider the specific features of smart glasses High PEOU comes along with a low level of required cognitive re­
(Rauschnabel and Ro, 2016). Following the literature, we include sources. Customers expect that new technologies are more convenient
perceived informativeness (PI) as well as perceived enjoyment (PE), and reduce information searching efforts. As a result, straightforward
which are expected to affect the technology acceptance (Rauschnabel technologies make the impression of being more applicable as well as
and Ro, 2016; Rese et al., 2017). informative. However, too complex applications will increase the search
PE relates to the hedonic value of new technology and describes how efforts (Pantano and Di Pietro, 2012). Hence, PEOU indirectly influences
pleasant a subject experiences its application. It aims to explain the AT and BI not only through PU but also through PI (Huang and Liao,
intrinsic motivation of a user, which further stimulates future technol­ 2015; Kim and Forsythe, 2008; Rese et al., 2017).
ogy adoption (Kim and Forsythe, 2008; Pantano, 2014; Pantano and Di Furthermore, research has shown a positive relationship between
Pietro, 2012). Accordingly, the extended model suggests that, next to PU PEOU and PE (Davis et al., 1992). Pantano and Servidio (2012) explain
and PEOU, PE is a critical determinant for technology acceptance. In that enjoyment is stronger when technology is easy to use. Hence, the
contrast, PI focuses on the functional aspect of the augmentation and, authors propose the following hypotheses:
thus, highlights the utilitarian aspect of an innovation (Rese et al.,
H2a. PEOU has a positive influence on PI.
2017). By including PE and PI, the model allows for testing the impact of
information transmission through smart glasses compared to the H2b. PEOU has a positive influence on PE.
enjoyment derived from the immersive augmentation.
Alongside with PU and PEOU, PE was found to have a significant
To sum up, TAM is a widely used and modified framework analyzing
impact on AT (Davis et al., 1992; Lee et al., 2006). This impact applies
acceptance drivers of innovative technologies such as AR. It is consid­
especially for purchasing processes, as the entertainment value plays a
ered ‘as one of the most influential extensions of the theory of reasoned
crucial role in offline shopping environments (Kim and Forsythe, 2008;
action’ (Lee et al., 2006; Rauschnabel and Ro, 2016, p. 126). As such, it
Pantano and Di Pietro, 2012). Existing studies on AR show that the
is a very robust and succinct model with strong empirical foundation
application of such technological devices is expected to create hedonic
and measurement property. While the original TAM is simple and clear,
experiences, which have a positive impact on customers’ satisfaction
modified models – such as UTAUT, UTAUT2 – became increasingly
(Olsson et al., 2013; Pantano and Servidio, 2012; Rese et al., 2017).
complex and fragmented, making general conclusions difficult. Further,
TAM explains a considerable quantum of the variance in the intention to H3a. PE has a positive influence on the AT towards using AR smart
use technology (Rauschnabel and Ro, 2016; Schierz et al., 2010). glasses.
Therefore, it is reasonable to build on previous studies and to develop a
The variable PE describes the user’s need for entertainment and
model with the most important TAM drivers complemented with
emotional release. As such, it influences the intrinsic motivation for
context-specific factors for AR glasses, as suggested by Rauschnabel and
deliberate and rigorous cognitive processing and, thus, the perception of
Ro (2016).
the technology’s usefulness (Ha and Stoel, 2009; Rese et al., 2017; Sun
and Zhang, 2008; Venkatesh et al., 2002). Research partly describes PU
2.3. Hypothesis development
as the conclusive variable influencing the attitude towards using tech­
nology and, thus, as a mediator for the relationship between PE and AT
To evaluate the drivers of AR acceptance and the role of perceived
(Rese et al., 2017). Several studies empirically proved this relationship
enjoyment, we propose the following conceptual framework:
and showed that PE is preceding PU, which the authors expect to apply
Following the Theory of Reasoned Action (TRA), AT directly predicts
in this study as well (Sun and Zhang, 2008; Venkatesh et al., 2002).
BI. The authors expect PU and PEOU, in turn, to have a significant in­
fluence on the AT. Moreover, PU is considered to influence BI not only H3b. PE has a direct positive influence on PU.

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AR wearables display products and their characteristics conveniently and Ro, 2016). To the best of our knowledge, this is the first study based
and entertainingly. The playful presentation of information comes along on the interaction with a real wearable AR technology conducted in a
with higher hedonic value (Pantano and Di Pietro, 2012). Consequently, retail environment.
the authors propose that a higher PI will positively affect PE. More specifically, the customers evaluated the experience of looking
Furthermore, buying decisions are often connected to risks and at an armchair augmented to a physical space. The authors used a three-
doubts (Kim and Forsythe, 2008; Poushneh, 2018). During the pur­ dimensional virtual model of an armchair from a widely known furni­
chasing process, uncertainties arise, since customers lack sufficient in­ ture store, as it consists of diverse materials with different properties
formation allowing them to evaluate a product and its attributes (wood and fabric), and is relatable to as many people as possible.
holistically. AR devices such as smart glasses have the potential to offer In order to account for the space required, the department store’s
additional information, whereby they reduce uncertainties and support management provided a separate area in the store. The layout of the
the decision-making process (Pantano and Di Pietro, 2012; Poushneh, room was simple in order to prevent distraction. A light green floor that
2018; Rese et al., 2017). Hence, the authors assume that PI influences PU optically contrasted against the dark virtual model constituted the only
of AR-glasses. deviation in color. Fig. 2 illustrates the setup of the field study and the
virtual model, as seen by the participants next to the original armchair.
H4a. PI has a direct positive influence on PE.
The authors aligned the design of the virtual model to Microsoft
H4b. PI has a direct positive influence on PU. HoloLens. With the focus on wearable consumer-centric devices, the
HoloLens was the best available projection-based option concerning
Previous research describes AR users as rather utilitarian and goal-
realistic immersion.
oriented. As such, they expect AR applications to offer solution-
oriented and functional benefits (Spreer and Kallweit, 2014). Rausch­
3.2. Procedure of the field study
nabel and Ro, (2016) suggests further that the usefulness of smart
glasses in the current development stage is the main reason for cus­
The field study followed a standard approach to usability testing
tomers to consider the adoption. Consequently, users who perceive AR
(Cockton et al., 2008; Dumas and Fox, 2008). After the recruiting pro­
head-mounted devices as a beneficial tool for their shopping process will
cess, an instructor informed the participants about the AR study. He
assess the technology as more expedient and, thus, have a more positive
adjusted the HoloLens individually to the head shape of the participants
attitude towards its usage. Finally, purchasing furniture – as in our
and made them familiar with the functionality and usage of the AR
experiment – is a mainly goal-oriented process. Therefore, the authors
wearable. To make them acquainted with the technology, the instructor
expect that users of AR glasses will focus on the performance- and
asked the participants to walk around the hologram and look at it from
solution-oriented attributes of the device rather than on the entertain­
different angles and distances. After using the wearable, the participants
ment aspects and, thus, hypothesize that perceived usefulness will have
answered a set of questions concerning the subjective evaluation of the
a stronger influence on AT than PE will (Childers et al., 2001):
wearable AR technology.
H5. PU has a stronger influence on AT than PE. Fig. 3 displays the adjustment of the HoloLens to a participant’s head
and his actions in front of the observer screen. The onboarding and
3. Method adjustment process, as well as the technical introduction, was nearly
identical for each participant. The instructor followed a prescribed plan
3.1. Study design of procedure and a specific dress code. By doing so, he reduced con­
founding effects that were not part of the research objective to the
To test the extended TAM shown in Fig. 1, 143 visitors of a depart­ maximal possible extent.
ment store in the center of a large German city were asked to participate
in a field study in November 2018. With a focus on Germany, the pre­ 3.3. Questionnaire
sented study analyzed the acceptance of actual AR wearables in a
technologically and economically advanced state with yet nearly no The operationalization of the extended TAM model relied on the item
market penetration and retail experiences in the field of smart glasses. scales shown in Table 1. They stem from the corresponding literature for
For this purpose, the authors collaborated with one of the most PI, PEOU, PU, PE, AT, and BI, but also on a discussion with an expert
frequently visited German department stores offering a vast product group with AR background.
assortment. Still, the decision to participate in the study may reflect an When necessary, the researchers adjusted existing measures to the
inherent self-selection bias. However, the data collection in this exper­ context of AR smart glasses. The authors developed the questionnaire in
imental field study provides evidence from real customers with various German, and three bilingual speaking persons conducted a double-blind
demographics, whereas in other forms of experiments, younger, translation-re-translation process. Additionally, the questionnaire was
technology-oriented customers might be overrepresented (Rauschnabel pretested with several Ph.D. students to ensure the clarity and

Fig. 1. Conceptual framework.

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Fig. 2. Setup of the field study and virtual model next to the original product.

comprehensiveness of the item scales. Altogether, the questionnaire listwise deletion, leaving a total of n = 126 records for the analysis. Most
consisted of three sections: of the interviewees were aged between 20 and 29 (34.1%) or 30 and 39
(27.8%). Participants aged between 50 and 59 (8.7%), over 60 (6.3%),
1. The item scales of the TAM model, measured on a 5-point Likert scale or under 20 (6.3%) were in the minority. The sample was an approxi­
ranging from 1 (meaning “strongly disagree”) to 5 (meaning mate representation of the German department store’s customer de­
“strongly agree”). mographics, with respectively 50% of the respondents being female and
2. The demographics of the participants. male.
3. A free input field to add comments on the experience with the AR
technology. 4. Results

3.4. Participants of the field study 4.1. Reliability and validity of measures

An initial question during the recruiting process made sure that none Measurement validation consisted of calculating composite reli­
of the 143 participants had previous experiences with using smart ability (CR), Cronbach Alpha values, average variance extracted (AVE),
glasses in a retail environment. With this approach, the authors were and heterotrait-monotrait ratio (HTMT) to test internal consistency,
able to gather unbiased pre-market data. Seventeen records contained convergent validity, and discriminant validity. The six multi-item as­
missing values or combinations of values that appeared logically pects, as described in Table 1, constituted the latent constructs. The
impossible. The latter mainly occurred concerning the variable age. To associated items served as measured indicator variables for jointly
avoid sources of non-positive definite matrices, the authors conducted testing the constructs (Appendix A).

Fig. 3. Adjustment of the HoloLens and participant’s actions.

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Table 1 correlated variables did not substantially affect the results of the anal­
Item scales used in the experiment. ysis. In a separate model with all constructs pointing at a latent variable
Itemsa Questionsb Referencesc with a single random indicator (values varying from 0 to 1), no VIF was
equal to or greater than 3.3 (Appendix D). Although the values for BI and
Perceived informativeness (PI)
PI1 The HoloLens provides complete Adopted and revised based on the AT were close to 3.3, collinearity is not an apparent issue (Cenfetelli and
information about the furniture. scales used in Ahn et al. (2004) Basselier, 2009; Petter et al., 2007).
PI2 The HoloLens provides information Hausman and Siekpe (2009) The high inter-factor correlation between AT and BI raised the
that helps me in my buying decision. Huang and Liao (2015), Kim and concern whether participants perceived them as two different aspects of
PI3 The HoloLens provides information Forsythe (2008), Rese et al.
to compare products. (2017).
technology acceptance. However, when comparing the average
Perceived ease of use (PEOU) heterotrait-heteromethod correlations to the average monotrait-
PEOU1 Using the HoloLens is clear and Adopted from Huang and Liao heterotrait correlations between the constructs, almost none of the
understandable. (2015), Kim and Forsythe (2008), comparisons violated the threshold of 0.85 (Appendix C). The only
PEOU2 Using the HoloLens does not require Venkatesh et al. (2002).
violating comparison – that is between AT and BI – was under the 0.90
a lot of mental effort.
PEOU3 This HoloLens is easy to use. threshold (HTMT of 0.868) (Henseler et al., 2015). Additionally,
PEOU4 I would find it easy to get the comparing the AVE estimates with the squared correlation estimates
HoloLens to do what I want it to do. between the constructs suggested that respondents indeed made dis­
Perceived usefulness (PU) tinctions between AT, BI, and the other constructs (Appendix B). These
PU1 If I want to buy furniture, I could Adopted and revised based on the
accomplish just what I might need scales used in Rese et al. (2017),
differentiations are advantageous for examining two of the main aspects
with the HoloLens. Venkatesh et al. (2002), of the technology acceptance model. That is the impact of PI, PEOU, PU,
PU2 Shopping with the HoloLens would Venkatesh et al. (2003). and PE on AT and BI. In conclusion, the measurement model fits the
make my life easier. observed data well. The fit indices supported convergent and discrimi­
PU3 The HoloLens would make shopping
nant validity for most constructs.
more productive.
PU4 The HoloLens would improve my
shopping ability.
PU5 With the HoloLens, I couldn’t get the 4.2. Structural model evaluation
product presentation that I need.
Perceived enjoyment (PE)
After the initial assessment of the measurement model, the authors
PE1 Shopping with HoloLens is fun for its Adopted from Huang and Liao
own sake. (2015), Kim and Forsythe (2008). conducted structure equation modeling (SEM) and tested the proposed
PE2 Shopping with HoloLens makes me paths by maximum likelihood estimation. The authors used STATA v15
feel good. (Stata-Corp LP, College Station, TX, USA) for this procedure. Besides, the
PE3 Shopping with HoloLens would be
comparative fit index (CFI), standardized root mean square residual
boring.
PE4 Shopping with HoloLens is exciting.
(SRMR), and root mean square error of approximation (RMSEA) served
PE5 Shopping with HoloLens is to evaluate the model. A bootstrapping procedure with 5000 re-samples
enjoyable. made it possible to assess the indirect effects. In particular, it examined
PE6 Shopping with HoloLens is the 95% confidence interval (CI) of the indirect effects (MacKinnon
interesting.
et al., 2004). The direct relationships are displayed in Fig. 2, while a
Attitude toward using (AT)
AT1 In my opinion, using the HoloLens is Adopted and revised based on the detailed breakdown of direct and indirect relationships can be found in
a good idea. scales used in Venkatesh et al. Appendix A. Fit measures showed an acceptable model fit, according to
AT2 Altogether, I like shopping with the (2003) the threshold suggested in the literature (CFI = 0.942, SRMR = 0.071,
HoloLens.
and RMSEA = 0.053).
Behavioral intention to use (BI)
BI1 I will use the HoloLens in the future. Adopted and revised based on the
The research results indicate that TAM offers valuable insights to
BI2 I will recommend using the scales used in Rese et al. (2017) explain the determinants, which influence users’ AT and BI to use AR
HoloLens. Ahn et al. (2004), Rese et al. wearables in the future. The final model explained a substantial amount
BI3 Using the HoloLens in the future is (2017) of variance for BI (R2 = .874), AT (R2 = .793), PU (R2 = .579), PE
important to me.
(R2 = .299), and PI (R2 = .062). Table 2 displays the results of the
Notes: regression analysis:
a
All items were measured on a 5 point Likert scale anchored from 1 (strongly We found AT to have a significant influence on BI (H1a; β = 1.121, p
disagree) to 5 (strongly agree). < .001). In contrast, the relationship between PU and BI was not sig­
b
The final wording was discussed with an expert group with AR background.
c nificant (H1c; β = − 0.157, p > .05). However, there was a highly sig­
Includes only studies with independent and dependent variables similar to
nificant direct relationship between PU and AT (β = 0.399, p < .001).
the ones examined in this paper.
Therefore, our model led to the acceptance of H1b, which is an essential
component of the original TAM. The direct relationship between PEOU
Concerning convergent validity, all estimated factor loadings were
and AT was not significant (β = 0.095, p > .05). Although PU is
statistically significant, and all standardized loadings exceeded 0.5,
considered as the main explanation of the process between PEOU and AT
except one. The AVE for all constructs exceeded 0.5, except PU (AVE of
(Huang and Liao, 2015; Rese et al., 2017), there was no significant direct
0.487). With 0.508, PE had the second-lowest AVE. Removing the items
effect of PEOU on PU (β = − 0.029, p > .05). Hence, our model assess­
PU3, PU5, PE3, and PE6 improved the AVE for both PU (0.533) and PE
ment led to the rejection of H1d and H1e. While having no direct in­
(0.541). When consulting the composite reliability (CR), scores above
fluence on PU, PEOU significantly influenced PI (β = 0.354, p < .05) and
0.7 for all constructs further supported convergent validity. Cronbach
PE (β = 0.266, p < .01), which led to the acceptance of H2a and H2b. PI,
alphas, which are all greater than 0.7, additionally supported the
in turn, directly predicted PU (H4b; β = 0.612, p < .001) and PE (H4a; β
impression that the construct measures for PI, PEOU, PU (α = 0.725), PE,
= 0.267, p < .001). Moreover, PE had a positive direct influence on PU
AT, and BI are internally consistent (Taber, 2018).
(H3b; β = 0.401, p < .001) and AT (H3a; β = 0.762, p < .001). A
Correlations between constructs, which will serve as model vari­
comparison of the standard regression weights showed that PE (βstd =
ables, indicate potential multicollinearity (Appendix B). However, with
0.544) had a stronger direct effect on AT compared to PU (βstd = 0.434),
3.76, the highest variance inflation factor (VIF) was found for AT as an
which led to the rejection of H5. None of the control variables, personal
exogenous variable for BI (Table 2). Moreover, removing one of the
innovativeness (β = 0.008, p > .05), gender (β = − 0.039, p > .05), age

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E. Holdack et al. Journal of Retailing and Consumer Services 65 (2022) 102259

Table 2
Direct effects.
Name Effect Standardized regression weighta Regression weighta Standard error Variance inflation factor (VIF) Evaluation

H1a AT→BI 1.048 1.121*** .194 3.76 Supported


H1b PU→AT .434 .399*** .104 1.90 Supported
H1c PU→BI -.159 -.157 .157 3.76 Not supported
H1d: PEOU→AT .072 .095 .099 1.21 Not supported
H1e: PEOU→PU -.019 -.029 .133 1.22 Not supported

H2a PEOU→PI .249 .354* .151 1.00 Supported


H2b PEOU→PE .283 .266** .100 1.09 Supported
H3a PE→AT .544 .762*** .181 2.11 Supported
H3b PE→PU .263 .401*** .171 1.57 Supported
H4a PI→PE .403 .267*** .074 1.09 Supported
H4b PI→PU .607 .612*** .119 1.41 Supported

Control Inno→AT .001 .008 .323 – –


Control Gender→AT -.039 -.061 .100 – –
Control Age→AT .007 .001 .004 – –
Control Edu→AT .041 .013 .019 – –

Notes:
*p < .05; **p < .01; ***p < .001 (N = 126).
Model Fit Indices: χ2(195) = 265.055, p < .01; χ2/df = 1.359; CFI = 0.942, SRMR = 0.071, RMSEA = 0.053.
a
Point estimate of the specific direct effect.

(β = 0.001, p > .05), and education (β = 0.013, p > .05), had a signif­ this technology in retail, the research on acceptance drivers for AR smart
icant effect on AT. glasses is scarce. AR is an immersive, interactive media, which creates an
As displayed in Table 3, results from bootstrapping yielded signifi­ extensive shopping experience in online and offline retailing. It enables
cant indirect effects of PE and PEOU on BI (CI95% for PE: 0.596, 1.345; customers to experience products without the necessity of physical co-
CI95% for PEOU: 0.237, 0.786). Both variables had no direct effect on presence. (Poushneh, 2018). In this context, smart glasses are of
BI, which indicated an indirect-only mediation through AT and led to particular interest as the product visualization is more suited to the
the acceptance of H1f and H1g. Besides, PU had a significant indirect users’ natural field of view compared to other AR devices like smart­
effect on BI (CI95%: 0.135, 0.761). Other than hypothesized, this phones. This natural form of augmentation generates utilitarian and
mediation through AT was not partial as there was no significant direct hedonic benefits, which positively affect behavioral intentions (Childers
effect (H1c). Thus, H1h was only partly accepted. et al., 2001).
As described above, there was no direct effect of PEOU on AT. The study at hand contributes to the discussion on AR by analyzing
However, there was a significant indirect effect, given that the confi­ the factors, which influence customers’ acceptance of AR wearables in a
dence interval for the indirect effect exceeded zero (CI95%: 0.165, retailing context. The authors extend the original TAM with context-
0.650). Unexpectedly, PE and PI completely mediated the effect of PEOU specific variables deduced from the individual characteristics of these
on PU (CI95%: 0.235, 0.636) since there was no direct relationship smart glasses. Namely, the use of smart glasses enhances customer ex­
(H1e). Moreover, there was a significant indirect relationship between periences by including additional entertainment and informational
PI and PU through PE (CI95%: 0.011, 0.203). PE only partially mediated factors. Consequently, they differ from other technologies, for which
the effect of PEOU and PI on PU as PI had a significant direct effect on PU reason the basic TAM model does not fully explain the acceptance
(H4b). However, PE explained the process of PI and PEOU towards PU drivers of these wearables. Thus, the authors added the variables PI and
and AT to a large extend. To the best of our knowledge, the literature on PE to the model based on the unique nature of AR smart glasses
technology acceptance has not considered this mediating role of PE so (Rauschnabel and Ro, 2018).
far. This finding emphasizes the power of PE to predict AT, which led to The authors empirically tested (1) users’ perceptions of usefulness,
the rejection of H5. Fig. 4 displays the final equation model: ease of use, enjoyment, and informativeness; (2) their impact on the
attitude towards using AR smart glasses; (3) the impact on customers’
5. Discussion willingness to use AR glasses in retails stores.
From a theoretical perspective, the study confirms the robustness of
Although most researchers anticipate tremendous growth rates for the TAM constructs in the context of AR wearables, explaining

Table 3
Mediation analysis.
Effect Regression weighta Standard error Confidence intervalb Evaluation

Lower limit Upper limit

H1f: PE→BI .971*** .191 .596 1.345 Supported


H1g: PEOU→BI .511*** .140 .237 .786 Supported
H1h: PU→BI .448** .160 .135 .761 Partly supported

PEOU→AT .408*** .124 .165 .650 –


PEOU→PU .361** .112 .221 .602 –
PI→PU .107** .049 .011 .203 –
PE→AT .160* .081 .001 .320 –

Notes:
*p < .05; **p < .01; ***p < .001 (N = 126).
a
Point estimate of the specific indirect effect.
b
95% confidence interval, n = 5000.

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E. Holdack et al. Journal of Retailing and Consumer Services 65 (2022) 102259

Fig. 4. Structure equation model.

behavioral intentions and, thus, the technology acceptance. Phelps, 2006). Studies often refer to this relationship when explaining
The paper at hand further contributes by understanding how PI and why customers tend to act more rational in online shopping situations
PE affect AT and BI towards AR wearables. The study verifies that PI and (Aragoncillo and Orús, 2018; Lindh and Lisichkova, 2017; Yeh et al.,
PE positively influence AT and BI. Those customers, who experience AR 2007). From this perspective, it is plausible to assume an increasing
smart glasses as easy to use, informative, and enjoyable, experience it as relevance of PE for attitudes towards using more immersive
more useful, which, in turn, improves AT. AR wearables, therefore, have technologies.
considerable potential in retail stores, when applied in a way that cus­
tomers perceive as informative and enjoyable. Comparable to mobile AR 6. Managerial implications, limitations, and future research
applications in online retailing, for AR wearables in retail stores, PI is an
antecedent of PU (Rese et al., 2017). However, in this study, PI also was In times of growing online sales and increasing cost pressure in retail,
a direct predictor of PE. This finding is in line with research indicating shoppers will not quickly abandon the habit of experiencing products
that a playful presentation of information comes along with higher he­ before buying. For offline retailers, it is, therefore, important to use
donic value (Pantano and Di Pietro, 2012). visualization technologies effectively, especially, when expanding the
In contrast to studies on mobile AR applications, for AR wearables product range. The presented results show that customers accept AR
used in a retail store, PE emerges not only as a causal variable on PU but glasses for product display if they create enjoyable experiences. The
functions as a direct predictor for AT. The effect strength of PE on AT strong acceptance of this technology linked to enjoyment could enable
even exceeds PU. Enjoyment seems to play a crucial role in the accep­ retailers to present a variety of products and products with sizes that
tance of wearables in offline shopping environments. normally would not fit in spatially limited stores. Hence, marketers,
Furthermore, the study at hand highlights the notable mediating role developers, and retailers should consider focusing on joy-related aspects
of PE. In contrast to other studies, our empirical analysis shows that when aiming at the development of a broadly accepted software for
PEOU does not affect PU and AT directly but indirectly through PE and wearable AR devices. For an enjoyable experience, retailers should en­
PI. At the same time, PE mediates the relationship between PI and PU. In gineer the product augmentation in a way that is informative and easy to
other words, with increasing user-friendliness, customers experience handle.
smart glasses as more informative. User-friendliness and informative­ Since this study outlines the significant role of hedonic value for the
ness together then lead to more joy. Hence, customers seem to perceive acceptance of smart glasses, future research should analyze whether
higher enjoyment for AR technologies that are easy to use and infor­ hedonic experiences with AR wearables have a significant impact not
mative at the same time. Finally, this process makes smart glasses appear only on the evaluation of the technology but also on the presented
more useful to retail customers, which, in turn, improves attitudes and products. It is conceivable that a particularly enjoyment-oriented
behavioral intentions. In contrast, the literature on non-wearable AR product presentation also stresses enjoyment-related aspects of the
devices in online retailing predominantly considers PU as a mediator for product value perceived by customers.
the relationship between PEOU and AT (Rese et al., 2017). In this context, the authors recommend considering the product
This mediating role of PE towards PU is line with studies, indicating categories displayed via AR smart glasses, which may be more suitable
that enjoyment enables deliberate cognitive processing, which comes for hedonic products. For some product categories, retailers might
with increased attention, improved learning, and increased innovative combine AR wearables with other interactive technologies, in order to
capacity (Dale, 2014; Kapp, 2012; Mullins and Sabherwal, 2018). It address PU of the product display in a more effective way. Defining
strengthens the view that emotion and cognition concerning technology those product categories is another avenue for future research. With the
usage are highly intertwined, and behavioral intentions build on com­ focus on furniture, the results of this study may not be suitable for
plex interactions within multiple affective and cognitive spheres (Pes­ extrapolation to other product categories.
soa, 2013). Besides, the paper suggests future studies to assess the strong rela­
The primacy of one over the other has been a topic of controversy in tionship between AT and BI further. Although the factor analysis sug­
research on technology acceptance for a long time. Most studies on AR gests that respondents made distinctions between AT and the other
technologies underline the relevance of cognition. While the study at constructs, the inter-factor correlation between AT and BI raised the
hand also acknowledges the mutual dependence of cognition and concern whether they were perceived as two different aspects of tech­
emotion, it stresses the importance of enjoyment when developing AR nology acceptance (Rese et al., 2017). However, the turning sign of the
applications for wearable devices. direct effect between PU and BI when adding AT as mediator rather
A possible explanation for this importance is the relationship be­ indicates undetected mediator variables (Zhao et al., 2010). Contrib­
tween the utilization of attentional resources and attentional focus. With uting to the research debate, whether attitude measures function as
decreasing attentional resources, hedonic stimuli are more likely to conclusive predictors for BI, the authors recommend testing additional
capture attentional focus (Dolan, 2002; Mullins and Sabherwal, 2018; predictors. Especially normative components like social norms could

8
E. Holdack et al. Journal of Retailing and Consumer Services 65 (2022) 102259

influence the intention to use AR technologies in the future. Besides, behavioral intentions towards using AR wearables. In general, future
customer characteristics like time-conciseness and shopping motiva­ studies should analyze variables that could explain more variance of PE
tions might affect the intention to use and the actual behavior and PI in the context of AR glasses, like, for example, perceived
(Rauschnabel and Ro, 2016). playfulness.
Testing AR wearables in a market with yet nearly no penetration of Additionally, we know from previous research that a positive atti­
smart glasses had the advantage of obtaining data from unbiased and tude towards technology has a positive impact on other relevant factors,
neutral users to the maximum possible extent. The missing market such as customer experience, patronage intention, loyalty, time spent in
penetration, on the other hand, led to a test situation that was restricted a store, and the intention to buy more products (Peukert et al., 2019).
to test BI. Considering the expected future diffusion of AR wearables in We assume that this relationship also applies for the context of this
the retail landscape, future studies should test whether the intention to study. However, future research should test these relationships for AR
use AR wearables precedes actual behavior. glasses in retail.
Concerning future behavior, the question arises, if the immersive In any case, the relative importance of enjoyment in the presented
character of wearable AR technologies provoked the shift towards PE or study shows that a focus on the joy-related elements of augmentations is
if it is rooted in the novelty of the device. This paper suggests future crucial for companies for successfully implementing AR technologies in
research to conduct time series analysis in order to find out if this ten­ retail, especially when it comes to wearable devices.
dency endures over time. Depending on the results of such an analysis,
the present study would reshape the understanding of either the Declaration of competing interest
acceptance of more immersive or more novel technologies. Besides, it
would be interesting to see if the strong influence of PE holds in the None.
context of other immersive technologies like VR and audio interfaces.
Furthermore, the enjoyment of an interactive experience, as seen in Acknowledgement
research on games and films, can involve both positive and negative
emotions. Future research should help in evoking specific emotions that This research was supported by the German Federal Ministry for
match the targeted cognition to achieve positive attitudes and Education and Research (BMBF).

Appendix A. Measurement validation

Items Standardized regression Regression Factor Cronbach’s Composite reliability Average var.extracted
weights weightsa alpha (CR) (AVE)

PI1 .765 1 () Perceived informativeness .857 .863 .679


PI2 .884 1.076*** (.111) (PI)
PI3 .818 .978*** (.108)

PEOU1 .782 1 () Perceived ease of use (PEOU) .779 .805 .517


PEOU2 .513 .906*** (.169)
PEOU3 .870 1.272*** (.150)
PEOU4 .660 1.053*** (.145)

PU1 .776 1 () Perceived usefulness (PU) .725 .786 .487


PU2 .724 .973*** (.140)
PU4 .687 .853*** (.112)

PE1 .615 1 () Perceived enjoyment (PE) .844 .843 .508


PE2 .820 1.339*** (.194)
PE4 .693 1.179*** (.185)
PE5 .797 1.314*** (.191)

AT1 .834 1 () Attitude towards using (AT) .743 .749 .600


AT2 .710 .912*** (.106)

BI1 .855 1 () Behavioral intention (BI) .844 .841 .639


BI2 .794 .949*** (.097)
BI3 .746 .894*** (.093)
Notes:
*p < .05; **p < .01; ***p < .001 (N = 126)
a
() Standard error in parenthesis

Appendix B. Inter-factor correlations, squared inter-factor correlations, and average variance extracted (AVE)

Items PI PEOU PU PE AT BI

PI .679a .062c .470c .219c .458c .247c


PEOU .249**b .517a .050c .136c .171c .10c
PU .686***b .224**b .487a .367c .613c .490c
PE .468***b .369***b .606***b .508a .630c .576c
AT .677***b .414***b .783***b .794***b .600a .869c
BI .497***b .323***b .700***b .759***b .932***b .639a
Notes:
*p < .05; **p < .01; ***p < .001 (N = 126).
a
Values on the diagonal for PI through BI represent the average variance extracted (AVE).
b
Below-diagonal values are inter-factor correlations.

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E. Holdack et al. Journal of Retailing and Consumer Services 65 (2022) 102259

c
Above-diagonal values are squared inter-factor correlations.
Appendix C. Heterotrait-monotrait ratio of construct measurement correlations

Items PI PEOU PU PE AT BI

PI
PEOU .287
PU .224 .584
PE .374 .462 .568
AT .398 .714 .753 .774
BI .324 .512 .655 .568 .868

Appendix D. Full Collinearity Estimates

Items PI PEOU PU PE AT BI

VIF 2.93 1.25 2.94 1.88 3.23 3.27


Notes:
The VIFs shown are for all of the constructs, a random latent variable criterion with values varying between 0 and 1 was used.

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