Professional Documents
Culture Documents
Meta-Analysis of Augmented Reality Marketing
Meta-Analysis of Augmented Reality Marketing
net/publication/363813107
CITATIONS READS
12 1,172
3 authors:
Sumedha Chauhan
O.P. Jindal Global University
54 PUBLICATIONS 1,792 CITATIONS
SEE PROFILE
Some of the authors of this publication are also working on these related projects:
Special REVIEW Issue as EDITOR- The Services Industries Journal, Deadline: Aug 20 View project
Call for Papers for the Special Issue of JITCAR – PLATFORM ECOSYSTEMS View project
All content following this page was uploaded by Harish Kumar on 24 September 2022.
Abstract
Purpose – Amidst the ambiguity about the impact of augmented reality (AR) attributes on hedonic or
utilitarian values, the present study aims to understand what AR attributes create hedonic and utilitarian
values and how their interaction determines consumers’ behavioral intention.
Design/methodology/approach – The study synthesizes the results of 19 quantitative studies on AR
marketing by using the meta-analysis technique.
Findings – The findings reveal that interactivity and augmentation are salient AR attributes that offer users
both hedonic and utilitarian values. They are instrumental in fostering users’ behavioral intention. However,
interactivity does not have any direct influence on the behavioral intentions.
Originality/value – Being one of the first meta-analyses on AR marketing; theoretically, it synthesizes the
statistical data of the state of art literature on AR marketing. The results of the study would allow AR
practitioners to decide on their AR marketing related activities in a better way.
Keywords Augmented reality marketing, Meta-analysis, Hedonic value, Utilitarian value, Consumer behavior
Paper type Research paper
1. Introduction
Technological progressions and the use of interactive technologies, in particular, have
completely transformed consumers’ shopping experience and consumer engagement
landscape (Rajagopal, 2022; Flavian et al., 2019). Augmented reality (AR) is one of the
most rapidly evolving technologies being adopted in retail (Kumar, 2021; Lavoye et al., 2021).
It is defined as “a medium that integrates virtual content realistically into a user’s field of
view, ranging from very functional uses (assisted reality) to highly realistic experiences
(mixed reality) where virtual elements are almost indistinguishable from the real ones”
(Rauschnabel et al., 2022a). Since its inception, when Ivan Sutherland prototyped the first-
ever head-mounted display in 1960, AR has progressed heavily in the last decade (Caboni and
Hagberg, 2019; Rauschnabel, 2018).
Many leading companies (e.g. Ikea, Amazon, Adidas, Apple and Microsoft) are using AR apps
for their consumers (Kumar and Srivastava, 2022). AR industry in retail markets is estimated to
reach almost $7.9bn globally by 2023 (Markets and Markets, 2019). Additionally, Shopify also
found that products with AR visualization had 94% more conversion rates than those without AR
visualization features. These global data paint a promising future for AR in the retail industry.
In the last decade, there has been a surge of scholarly research studying AR applications
in business in general and retailing in particular (Wedel et al., 2020; Yim et al., 2017). The
existing literature on AR marketing uncovers several dimensions such as AR media Marketing Intelligence & Planning
characteristics and consumer response (Javornik, 2016), consumer acceptance of AR (McLean © Emerald Publishing Limited
0263-4503
and Wilson, 2019; Huang and Liao, 2015), customer experience (Huang et al., 2019) and AR’s DOI 10.1108/MIP-06-2022-0221
MIP impact on consumer behavior (Kumar, 2021; Kumar and Srivastava, 2022). Additionally, an
in-depth review of existing literature on AR marketing reveals that scholars have shown keen
interest in investigating how various media characteristics such as interactivity,
augmentation, vividness and novelty (McLean and Wilson, 2019; Javornik, 2016; Yim et al.,
2017; Kim and Hyun, 2016) create hedonic (Javornik, 2016) and utilitarian values (Hinsch et al.,
2020; Poushneh, 2018) which ultimately deliver desirable outcomes in the form of consumers’
positive brand attitude (Rauschnabel et al., 2019), purchase intention (Hilken et al., 2017),
consumer engagement (McLean and Wilson, 2019), impulse buying (Kumar and Srivastava,
2022) and usage intention (Yim et al., 2017; Gatter et al., 2022). The focus of these inquiries has
been specific AR media characteristics and perceived consumer values that might determine
consumer behavior.
However, existing empirical research provides mixed results about users’ perception of
AR as a tool for creating utilitarian or hedonic value (Qin et al., 2021; Watson et al., 2018;
Hilken et al., 2017; Hsu et al., 2021; Nikhashemi et al., 2021) and the salient media attributes of
AR. For example, some argue that AR attributes lead to hedonic value but not utilitarian
value (Nikhashemi et al., 2021; Hsu et al., 2021), while others reported that AR attributes
influence the utilitarian value but not the hedonic value (Lee et al., 2020; Pantano et al., 2017).
Lastly, some researchers posit AR attributes influence both utilitarian and hedonic values
(Qin et al., 2021; Plotkina and Suareal, 2019). Thus, despite an encouraging amount of
research, scholars have no consensus about which value consumers seek to obtain by using
AR; utilitarian or hedonic? Next, which AR attributes generate these values?
Amidst these mixed empirical findings coupled with rising calls by practitioners aspiring
to use AR marketing applications (Rauschnabel et al., 2022b), a generalized understanding of
what media characteristics create hedonic value and/or utilitarian value and how this
interplay determines consumer behavioral intention to purchase is warranted, for multiple
audiences – academics, practitioners and theorists. A refined and clear direction would allow
practitioners to better decide on their targeting, positioning, advertising and engagement-
related activities. From a theoretical perspective, clarity on this issue would reduce the
ambiguity in the AR marketing literature. Meta-analysis is often used to synthesize results to
develop a generalized understanding of a phenomenon and better understand and interpret
conflicting results (Oduro et al., 2021; Prashar and Gupta, 2020; Dennis et al., 2001). With the
primary objective to study how media characteristics create hedonic and utilitarian values
and how their interaction determines consumers’ behavioral intention, we consolidated and
quantitatively meta-analyzed results published in empirical studies on AR in retailing from
January 2012 to February 2022. This period is crucial as during this time, the research on AR
in retailing picked up and grew. The sample selection, research methodology, and analysis
have been explained in the subsequent sections in detail.
3. Methodology
The present study used the meta-analysis technique, which describes the outcomes of
multiple empirical research studies by normally using an effect size measure such as
correlation coefficient and then integrating these measures to provide a summary (Hedges
and Vevea, 1998). Meta-analysis has been used in the present study due to following reasons. Meta-analysis
First, it is a method that statistically synthesizes the prior literature on several relationships. of augmented
It thus “provides the opportunity to view the ‘whole picture in a research context by
combining and analysing the quantitative results of many empirical studies” (King and He,
reality
2005, p. 668). Second, it provides higher statistical power by combining several quantitative marketing
studies’ outcomes and by eluding an individual study’s statistical limitations (Borenstein
et al., 2011), and examine possible moderators that emerged through logical reasoning and
prevailing theory (King and He, 2005; Oduro et al., 2021).
Next, we describe the three main steps conducted in meta-analysis: identification of
articles, coding and statistical analysis.
Hedonic Value
H4 H5
Augmentation H8
Behavioral
H2 H3 H7 Intentions
Interactivity
H1 H6 Figure 1.
Utilitarian Value Research model
MIP Stage 1: Search for studies on Scopus, Google Scholar, and ProQuest Total 6532 studies
Added 0 studies
Stage 5: Forward and Backward search
Figure 2.
Stages of the sample
selection process
Final Sample = 19 studies
coefficient, e.g. F-ratio and Student’s t; and (5) the study should have indicated the sample
size. Again, the discussion among all the authors resulted in achieving consensus in case of
any inconsistency. This process resulted in a total of 19 studies.
Lastly, a forward and backward search of these studies did not add any further studies to
the dataset. Thus, we made sure that no relevant study was missed.
3.2 Coding
For coding, two authors worked on recording the information regarding authors, source,
title, country, publication year, sample size and correlation coefficients from each study
in a spreadsheet. The inter-rater reliability values exceeded the recommended threshold
value of 0.70 (Rust and Cooil, 1994). The authors settled the discrepancies in data
recording through discussions, and the third author validated the process.
4. Results
Table 2 and Figure 3 present the meta-analysis results. The results reveal that all
the hypotheses were supported except H7, H9, H10, as we did not find support for the
relationship of interactivity with intention and moderating impact of cultural dimensions.
While estimating the model, we discovered χ 2(1) 5 77.06; goodness-of-fit index
(GFI) 5 0.99; and comparative fit index (CFI) 5 0.98, which indicates that the model fits
the data. The Q and I2 statistics were used to assess the heterogeneity in the sample. The
significant value of the Q-statistic did not support the null hypotheses of homogeneity. Also,
the value of I2 statistic was found to lie in the range of 75–100%, which further indicated a
high level of heterogeneity among the studies (Deeks et al., 2009). Heterogeneity among the
studies supported our decision to choose the random-effects model.
We conducted the moderating variable analysis using random-effects meta-regression to
explore the moderators contributing to the heterogeneity of effect sizes (Thompson and
Higgins, 2002). The analysis explores the linear relationship between continuous moderating
variables and effect size. We used Hofstede’s two cultural dimensions as moderating variables,
namely indulgence and uncertainty avoidance. The insignificant p-value of the regression
analysis indicated the absence of linear relationship between moderating variables and effect
Behavioral
Interactivity Augmentation Utilitarian value Hedonic value intentions
Interactivity 1.00
Augmentation 0.59 1.00
Utilitarian Value 0.57 0.58 1.00
Hedonic value 0.54 0.52 0.50 1.00
Behavioral 0.41 0.46 0.50 0.49 1.00 Table 1.
intentions Pooled correlation
Note(s): n 5 2004.3 matrix
MIP No. of Sample Meta Q-statistic I2 Fail-
Hypothesis studies (N) size β (p-value) (%) safe N p(τ)
Hedonic Value
0.305* (R 2 = 34.90%)
0.258*
Augmentation 0.164*
Behavioral
0.381* Intentions
0.358* 0.033 ns
(R 2 = 32.90%)
Interactivity
size. Table 3 provides the summary of the outcomes of both moderating variable analyses. It
indicates that other suitable moderators can be explored in future studies.
Furthermore, we tested for publication bias through Rosenthal’s fail-safe N test
(Rosenthal, 1991) and Begg and Mazumdar’s (1994) rank correlation test. Rosenthal’s fail-
safe N value signifies the number of additional studies with insignificant effect size needed to
bring the overall effect size to an insignificant level. Publication bias is not considered as an
issue if the value of Rosenthal’s fail-safe N is higher than 5N þ 10 (N 5 No. of studies for a
relationship) (Rosenthal, 1991). Table 2 indicates that except for the relationship of
augmentation and utilitarian value, all the fail-safe numbers are higher than 5Nþ 10.
Begg and Mazumdar’s (1994) rank correlation test uses the rank-order correlation to
assess whether effect size and its standard error are independent. As publication bias tends to
affect smaller sample studies, a statistically significant inverse rank-order correlation signals
the existence of publication bias (Kepes et al., 2012). However, as shown in Table 2, all
Kendall’s Tau values are statistically insignificant, potentially ruling out the concern of
sample publication bias.
Indulgence (H9) Uncertainty avoidance (H10)
Meta-analysis
95% 95% of augmented
Relationship R2 (%) Beta CI [LL, UL] R2 (%) Beta CI [LL, UL] reality
Interactivity → Utilitarian value 0.04 0.02ns 0.02, 0.02 8.65 0.29ns 0.02, 0.01 marketing
Interactivity → Hedonic value 8.22 0.29ns 0.01, 0.02 33.52 0.58ns 0.02, 0.00
Augmentation → Utilitarian value 8.43 0.29ns 0.05, 0.03 3.45 0.19ns 0.04, 0.03
Augmentation → Hedonic value 1.95 0.14ns 0.03, 0.04 20.98 0.46ns 0.04, 0.02
Hedonic value → Behavioral intentions 14.95 0.39ns 0.00, 0.01 14.78 0.38ns 0.01, 0.00
Utilitarian value → Behavioral 0.05 0.02ns 0.01, 0.01 2.95 0.17ns 0.01, 0.01
intentions
Interactivity → Behavioral intentions 8.71 0.30ns 0.00, 0.01 7.69 0.28ns 0.01, 0.01
Augmentation → Behavioral intentions 39.15 0.63* 0.02, 0.00 30.07 0.55ns 0.00, 0.02 Table 3.
Note(s): *: p < 0.05, ns: non-significant Moderator analysis
5. Discussion
The analysis yielded several interesting insights. First, the findings reveal that interactivity
and augmentation are AR’s two important media attributes. Although the existing literature
provides a long list of AR attributes; for example, interactivity, vividness, novelty, perceived
augmentation, spatial physical control, environmental embedding, reality congruence and
customization, among others (Yim et al., 2017; Hilken et al., 2017; McLean and Wilson, 2019;
Kowalczuk et al., 2021). Despite significant contribution, such diverse finding creates
confusion among researchers and practitioners about the way forward for the AR
applications in research and practice. The present study in some way provides a direction as
we posit that augmentation and interactivity are the most important attributes of AR.
Next, we found that these AR attributes significantly influence the hedonic and utilitarian
values with a little variation. Several pieces of research found AR to be a utilitarian
technology (Lee et al., 2020; Pantano et al., 2017). On the other hand, some researchers argued
that AR being an interactive tool, is used primarily to derive hedonic value (Kumar and
Srivastava, 2022; Hsu et al., 2021; Nikhashemi et al., 2021). Also, some posit that AR influences
both utilitarian and hedonic values (Qin et al., 2021). Ambiguity also exists concerning media
attributes of AR. Present study discovers that AR provides both utilitarian and hedonic value
to the users. Thus, we addressed the long-existing confusion about the value proposition
offered by AR by reviewing the state of art literature using a meta-analysis technique.
Third, interactivity was not found to be significantly influencing the behavioral
intentions. Although interactivity has been a salient media attribute of AR (Yim et al., 2017),
we found that only augmentation significantly impacts the behavioral intentions. We argue
that interactivity might create a hedonic or utilitarian value, but it is not good enough to
influence users’ behavior. Reasons might be attributed to the fact that interactivity is not new
to AR. Thus, users take it for granted. Consequently, the findings should be further explored
to better understand the role of AR interactivity on consumer behavior.
Lastly, the study further validates the theoretical arguments based on the SOR theory (Qin
et al., 2021; Hsu et al., 2021), wherein the authors posited that the AR media attributes work as
a stimulus, creating hedonic and utilitarian values for the users (organism), that ultimately
results in the behavioral intentions (response). Additionally, the study also supports the uses
and gratification theory (UGT) premise in the AR marketing context (Nikhashemi et al., 2021;
Rauschnabel et al., 2019) because we found that people use AR due to its power of realistically
augmenting the virtual object and interact in the real-time, which allow them to obtain
hedonic and utilitarian values.
MIP 5.1 Theoretical implications
Present study provides several theoretical contributions. First, there has been a long debate
about AR regarding whether people use it to obtain utilitarian value or hedonic value. This
study found that AR significantly impacts hedonic as well as utilitarian values without much
variation. This is an important contribution for researchers as by knowing that AR works
equally for different values, they can be more open in their approach to use different
theoretical lenses, which might accelerate the theoretical development for AR marketing or at
least some new relationships. For example, Kumar and Srivastava (2022) use flow theory for
hedonic value and spatial presence theory for utilitarian value to find two different routes
through which AR impacts online impulse buying. We argue that considering AR as just a
hedonic or utilitarian tool might hinder the identification of new findings.
Second, another disagreement among researchers exists about the salient attributes of AR
(for a summary, see Rauschnabel et al., 2022a). Several AR media attributes have been
proposed in the existing literature. The present study discovered that interactivity and
augmentation are salient media attributes of AR. Furthermore, we found that interactivity
does not significantly influence behavioral intentions. The reason might be that interactivity
is not new to marketing literature. It has been a salient media attribute for websites, mobile
apps, etc. Therefore, people might take it for granted in the AR context. Thus, researchers
shall strive to find new way to look at how AR works for users beyond interactivity.
Third, we did not find any meta-analysis despite several systematic reviews on AR
(Kumar, 2021; Lavoye et al., 2021). Although those systematic reviews contribute
significantly to the existing literature, their findings are subjective. The present study fills
this gap by consolidating the findings of existing empirical research in this domain by using
statistical data. Future researchers might use these findings to further build new theoretical
models and arguments.
References
Note: (1) References marked as * are included as part of the Meta-analysis. (2) Details on studies,
included in the meta-analysis are available on request to the corresponding author.
Adel, A.M., Dai, X. and Roshdy, R.S. (2021), “Investigating consumers’ behavioral intentions toward
suboptimal produce: an extended theory of planned behavior–a cross-cultural study”, British
Food Journal, Vol. 124 No. 1, pp. 99-139.
Azjen, I. (1980), Understanding Attitudes and Predicting Social Behavior, Englewood cliffs.
Begg, C.B. and Mazumdar, M. (1994), “Operating characteristics of a rank correlation test for
publication bias”, Biometrics, Vol. 50 No. 4, pp. 1088-1101.
Blut, M., Wang, C. and Schoefer, K. (2016), “Factors influencing the acceptance of self-service
technologies: a meta-analysis”, Journal of Service Research, Vol. 19 No. 4, pp. 396-416.
Blut, M., Chong, A., Tsiga, Z. and Venkatesh, V. (2021), “Meta-analysis of the unified theory of
acceptance and use of technology (UTAUT): challenging its validity and charting a research
agenda in the red ocean”, Journal of the Association for Information Systems, SSRN, available
at: https://ssrn.com/abstract53834872.
Bonnin, G. (2020), “The roles of perceived risk, attractiveness of the online store and familiarity with”,
AR in the influence of AR on patronage intention", Journal of Retailing and Consumer Services,
Vol. 52, 101938.
Borenstein, M., Hedges, L.V., Higgins, J.P. and Rothstein, H.R. (2011), Introduction to Meta-Analysis,
John Wiley & Sons, West Sussex.
Caboni, F. and Hagberg, J. (2019), “Augmented reality in retailing: a review of features, applications and
value”, International Journal of Retail and Distribution Management, Vol. 47 No. 11, pp. 1125-1140.
Cheung, M.W.L. (2015), Meta-analysis: A Structural Equation Modeling Approach, John Wiley & Sons,
Chichester, West Sussex.
Cohen, J., Cohen, P., West, S.G. and Aiken, L.S. (1983), Applied Multiple Regression/correlation Analysis
for the Behavioral Sciences, Erlbaum, Hillsdale, NJ.
Deeks, J.J., Higgins, J.P.T. and Altman, D.G. (2009), “Analyzing data and undertaking meta analyses”,
in Higgins, J. and Green, S. (Eds), Cochrane Handbook for Systematic Reviews of Interventions
Version 5.0.2, Wiley, Chichester.
Dennis, A.R., Wixom, B.H. and Vandenberg, R.J. (2001), “Understanding fit and appropriation effects
in group support systems via meta-analysis”, MIS Quarterly, Vol. 25 No. 2, pp. 167-193.
Eisend, M. (2019), “Explaining digital piracy: a meta-analysis”, Information Systems Research, Vol. 30
No. 2, pp. 636-664.
~ez-Sanchez, S. and Or
Flavian, C., Iban us, C. (2019), “The impact of virtual, augmented and mixed
reality technologies on the customer experience”, Journal of Business Research, Vol. 100,
pp. 547-560.
Furner, C.P., Racherla, P. and Babb, J.S. (2014), “Mobile app stickiness (MASS) and mobile
interactivity: a conceptual model”, The Marketing Review, Vol. 14 No. 2, pp. 163-188.
MIP uttl-Maack, V. and Rauschnabel, P.A. (2022), “Can augmented reality satisfy consumers’
Gatter, S., H€
need for touch?”, Psychology and Marketing, Vol. 39 No. 3, pp. 508-523.
Gu, M., Tan, J.H.L., Amin, M., Mostafiz, M.I. and Yeoh, K.K. (2021), “Revisiting the moderating role of
culture between job characteristics and job satisfaction: a multilevel analysis of 33 countries”,
Employee Relations: The International Journal, Vol. 44 No. 1, pp. 70-93.
Gutman, J. (1982), “A means-end chain model based on consumer categorisation processes”, Journal of
Marketing, Vol. 46 No. 2, pp. 60-72.
Hedges, L.V. and Vevea, J.L. (1998), “Fixed-and random-effects models in meta-analysis”, Psychological
Methods, Vol. 3 No. 4, pp. 486-504.
Hilken, T., de Ruyter, K., Chylinski, M., Mahr, D. and Keeling, D.I. (2017), “Augmenting the eye of the
beholder: exploring the strategic potential of augmented reality to enhance online service
experiences”, Journal of the Academy of Marketing Science, Vol. 45 No. 6, pp. 884-905.
*Hinsch, C., Felix, R. and Rauschnabel, P.A. (2020), “Nostalgia beats the wow-effect: inspiration, awe
and meaningful associations in augmented reality marketing”, Journal of Retailing and
Consumer Services, Vol. 53, 101987.
Hofstede, G. (2011), “Dimensionalizing cultures: the Hofstede model in context”, Online Readings in
Psychology and Culture, Vol. 2 No. 1, pp. 2307-0919.
Hofstede, G., Hofstede, G.J. and Minkov, M. (2010), Cultures and Organizations: Software of the Mind,
3rd ed., McGraw-Hill Professional, New York.
*Hsu, S.H.Y., Tsou, H.T. and Chen, J.S. (2021), “Yes, we do. Why not use augmented reality? Customer
responses to experiential presentations of AR-based applications”, Journal of Retailing and
Consumer Services, Vol. 62, p. 102649.
*Huang, T.L. and Liao, S. (2015), “A model of acceptance of augmented-reality interactive technology:
the moderating role of cognitive innovativeness”, Electronic Commerce Research, Vol. 15 No. 2,
pp. 269-295.
Huang, T.L., Mathews, S. and Chou, C.Y. (2019), “Enhancing online rapport experience via augmented
reality”, Journal of Services Marketing, Vol. 31 No. 7, pp. 851-865.
Jadil, Y., Jeyaraj, A., Dwivedi, Y.K., Rana, N.P. and Sarker, P. (2022), “A meta-analysis of the factors
associated with S-commerce intention: Hofstede’s cultural dimensions as moderators”, Internet
Research, ahead-of-print, doi: 10.1108/INTR-10-2021-0768.
Javornik, A. (2016), “Augmented reality: research agenda for studying the impact of its media characteristics
on consumer behavior”, Journal of Retailing and Consumer Services, Vol. 30, pp. 252-261.
Kepes, S., Banks, G.C., McDaniel, M. and Whetzel, D.L. (2012), “Publication bias in the organizational
sciences”, Organizational Research Methods, Vol. 15 No. 4, pp. 624-662.
*Kim, H.C. and Hyun, M.Y. (2016), “Predicting the use of smartphone-based Augmented Reality (AR):
does telepresence really help?”, Computers in Human Behavior, Vol. 59, pp. 28-38.
King, W.R. and He, J. (2005), “Understanding the role and methods of meta-analysis in IS research”,
Communications of the Association for Information Systems, Vol. 16 No. 1, p. 32.
*Kowalczuk, P., Siepmann, C. and Adler, J. (2021), “Cognitive, affective, and behavioral consumer
responses to augmented reality in e-commerce: a comparative study”, Journal of Business
Research, Vol. 124, pp. 357-373.
Kumar, H. (2021), “Augmented reality in online retailing: a systematic review and research agenda”,
International Journal of Retail and Distribution Management, Vol. 50 No. 4, pp. 537-559.
Kumar, H. and Srivastava, R. (2022), “Exploring the role of augmented reality in online impulse
behaviour”, International Journal of Retail and Distribution Management, Vol. 50 No. 10, pp.
1281-1301, doi: 10.1108/IJRDM-11-2021-0535, (in this issue).
Landis, R.S. (2013), “Successfully combining meta-analysis and structural equation modeling:
recommendations and strategies”, Journal of Business and Psychology, Vol. 28 No. 3, pp. 251-261.
Lavoye, V., Mero, J. and Tarkiainen, A. (2021), “Consumer behavior with augmented reality in retail: a Meta-analysis
review and research agenda”, The International Review of Retail, Distribution and Consumer
Research, Vol. 31 No. 3, pp. 299-329. of augmented
Lee, S.G., Trimi, S. and Kim, C. (2013), “The impact of cultural differences on technology adoption”,
reality
Journal of World Business, Vol. 48 No. 1, pp. 20-29. marketing
*Lee, H., Xu, Y. and Porterfield, A. (2020), “Consumers’ adoption of AR-based virtual fitting rooms:
from the perspective of theory of interactive media effects”, Journal of Fashion Marketing and
Management: An International Journal, Vol. 25 No. 1, pp. 45-62.
Lipsey, M.W. and Wilson, D.B. (2001), Practical Meta-Analysis, SAGE Publications, Thousand
Oaks, CA.
Markets and Markets (2019), available at: https://www.marketsandmarkets.com/PressReleases/
augmented-reality-retail.asp (accessed 26 March 2022).
*McLean, G. and Wilson, A. (2019), “Shopping in the digital world: examining customer engagement
through augmented reality mobile applications”, Computers in Human Behavior, Vol. 101,
pp. 210-224.
Moharana, T.R. and Pradhan, D. (2020), “Shopping value and patronage: when satisfaction and
crowding count”, Marketing Intelligence and Planning, Vol. 38 No. 2, pp. 137-150.
*Moriuchi, E., Landers, V.M., Colton, D. and Hair, N. (2021), “Engagement with chatbots versus
augmented reality interactive technology in e-commerce”, Journal of Strategic Marketing,
Vol. 29 No. 5, pp. 375-389.
*Nikhashemi, S.R., Knight, H.H., Nusair, K. and Liat, C.B. (2021), “Augmented reality in smart
retailing: a (n)(A) Symmetric Approach to continuous intention to use retail brands’ mobile AR
apps”, Journal of Retailing and Consumer Services, Vol. 60, p. 102464.
Oduro, S., Nguar, K.D.A., De Nisco, A., Alharthi, R.H.E., Maccario, G. and Bruno, L. (2021), “Corporate
social responsibility and SME performance: a meta-analysis”, Marketing Intelligence and
Planning, Vol. 40 No. 2, pp. 184-204.
*Pantano, E., Rese, A. and 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, Vol. 38, pp. 81-95.
*Park, M. and Yoo, J. (2020), “Effects of perceived interactivity of augmented reality on consumer
responses: a mental imagery perspective”, Journal of Retailing and Consumer Services, Vol. 52,
101912.
*Plotkina, D. and Saurel, H. (2019), “Me or just like me? The role of virtual try-on and physical appearance in
apparel M-retailing”, Journal of Retailing and Consumer Services, Vol. 51, pp. 362-377.
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,
Vol. 41, pp. 169-176.
Prashar, A. and Gupta, P. (2020), “Corporate boards and firm performance: a meta-analytic approach
to examine the impact of contextual factors”, International Journal of Emerging Markets, Vol. 16
No. 7, pp. 1454-1478.
*Qin, H., Peak, D.A. and Prybutok, V. (2021), “A virtual market in your pocket: how does mobile
augmented reality (MAR) influence consumer decision making?”, Journal of Retailing and
Consumer Services, Vol. 58, 102337.
*Qin, H., Osatuyi, B. and Xu, L. (2021a), “How mobile augmented reality applications affect continuous
use and purchase intentions: a cognition-affect-conation perspective”, Journal of Retailing and
Consumer Services, Vol. 63, 102680.
Rajagopal, R. (2022), “Impact of retailing technology during business shutdown”, Marketing
Intelligence and Planning, Vol. 40 No. 4, pp. 441-459.
MIP Rauschnabel, P.A. (2018), “Virtually enhancing the real world with holograms: an exploration of
expected gratifications of using augmented reality smart glasses”, Psychology and Marketing,
Vol. 35 No. 8, pp. 557-572.
Rauschnabel, P.A. (2021), “Augmented reality is eating the real-world! The substitution of physical
products by holograms”, International Journal of Information Management, Vol. 57, 102279.
*Rauschnabel, P.A., Felix, R. and Hinsch, C. (2019), “Augmented reality marketing: how mobile AR-
apps can improve brands through inspiration”, Journal of Retailing and Consumer Services,
Vol. 49, pp. 43-53.
Rauschnabel, P.A., Felix, R., Hinsch, C., Shahab, H. and Alt, F. (2022a), “What is XR? Towards a framework
for augmented and virtual reality”, Computers in Human Behavior, Vol. 133, p. 107289.
Rauschnabel, P.A., Babin, B.J., tom Dieck, M.C., Krey, N. and Jung, T. (2022b), “What is augmented
reality marketing? Its definition, complexity, and future”, Journal of Business Research, Vol. 142,
pp. 1140-1150.
Rosenthal, R. (1991), Meta-analytic Procedures for Social Research, Sage, Newbury Park, CA.
*Roy, S.K., Balaji, M.S., Sadeque, S., Nguyen, B. and Melewar, T.C. (2017), “Constituents and
consequences of smart customer experience in retailing”, Technological Forecasting and Social
Change, Vol. 124, pp. 257-270.
Rust, R.T. and Cooil, B. (1994), “Reliability measures for qualitative data: theory and implications”,
Journal of Marketing Research, Vol. 31 No. 1, pp. 1-14.
Song, J.H. and Zinkhan, G.M. (2008), “Determinants of perceived web site interactivity”, Journal of
Marketing, Vol. 72 No. 2, pp. 99-113.
Steuer, J. (1992), “Defining virtual reality: dimensions determining telepresence”, Journal of
Communication, Vol. 42 No. 4, pp. 73-93.
Syed, H. and Malik, A.N. (2014), “Comparative study of effect of culture on technology adoption
in Pakistan and USA”, The Business and Management Review, Vol. 5 No. 1, pp. 42-51.
Thompson, S.G. and Higgins, J.P. (2002), “How should meta-regression analyses be undertaken and
interpreted?”, Statistics in Medicine, Vol. 21 No. 11, pp. 1559-1573.
*Wang, Y., Ko, E. and Wang, H. (2021), “Augmented reality (AR) app use in the beauty product
industry and consumer purchase intention”, Asia Pacific Journal of Marketing and Logistics,
Vol. 34 No. 1, pp. 310-331.
*Watson, A., Alexander, B. and Salavati, L. (2018), “The impact of experiential augmented reality
applications on fashion purchase intention”, International Journal of Retail and Distribution
Management, Vol. 48 No. 5, pp. 433-451.
Wedel, M., Bigne, E. and Zhang, J. (2020), “Virtual and augmented reality: advancing research in
consumer marketing”, International Journal of Research in Marketing, Vol. 37 No. 3, pp. 443-465.
*Whang, J.B., Song, J.H., Choi, B. and Lee, J.H. (2021), “The effect of augmented reality on purchase
intention of beauty products: the roles of consumers’ control”, Journal of Business Research,
Vol. 133, pp. 275-284.
Yim, M.Y.C., Chu, S.C. and Sauer, P.L. (2017), “Is augmented reality technology an effective tool for
e-commerce? An interactivity and vividness perspective”, Journal of Interactive Marketing,
Vol. 39, pp. 89-103.
Corresponding author
Harish Kumar can be contacted at: fpm19harish_k@mdi.ac.in
For instructions on how to order reprints of this article, please visit our website:
www.emeraldgrouppublishing.com/licensing/reprints.htm
Or contact us for further details: permissions@emeraldinsight.com