DOI QR코드

DOI QR Code

A Study on the Determinants of Purchase Intention in Online Shopping Through Augmented Reality Application

증강현실 애플리케이션을 통한 온라인쇼핑에서의 구매의도 결정요인 연구

  • Su-Ji Moon (Dept. of Creative Writing & Contents Creation, Daejin University)
  • 문수지 (대진대학교 문예콘텐츠창작학과)
  • Received : 2023.12.18
  • Accepted : 2024.02.17
  • Published : 2024.02.29

Abstract

This study explored the determinants that influence purchase intention in online shopping based on augmented reality applications. The main results are discussed focusing on hypotheses as follows. First, interactivity had a positive effect on psychological ownership. Second, interactivity had a positive effect on decision comfort. Third, psychological ownership had a positive effect on decision comfort. Fourth, psychological ownership had a positive effect on purchase intention. Fifth, decision comfort had a positive effect on purchase intention. Therefore, in online shopping based on augmented reality applications, interaction determines psychological ownership and decision comfort, and psychological ownership and decision comfort can be evaluated as key factors that promote product purchase intention in online shopping. In order to increase purchase intention in online shopping, a marketing strategy is required to increase interactivity, psychological ownership, and decision comfort through augmented reality applications.

본 연구는 증강현실 애플리케이션 기반 온라인쇼핑에서의 구매의도에 영향을 미치는 결정요인을 탐색하였다. 주요 결과에 대해 가설을 중심으로 논의하면 다음과 같다. 첫째, 상호작용성은 심리적 소유감에 정적 영향을 미치는 것으로 나타났다. 둘째, 상호작용성은 의사결정 편안함에 정적 영향을 미치는 것으로 나타났다. 셋째, 심리적 소유감은 의사결정 편안함에 정적 영향을 미치는 것으로 나타났다. 넷째, 심리적 소유감은 구매의도에 정적 영향을 미치는 것으로 나타났다. 다섯째, 의사결정 편안함은 구매의도에 정적 영향을 미치는 것으로 나타났다. 그러므로 증강현실 애플리케이션 기반 온라인쇼핑에서 상호작용은 심리적 소유감과 의사결정 편안함을 결정하고, 이에 기반하여 심리적 소유감과 의사결정 편안함은 온라인쇼핑에서 제품의 구매의도를 촉진시키는 핵심 요인이라고 평가할 수 있다. 따라서 온라인쇼핑에서 구매의도를 높이기 위해서는 증강현실 애플리케이션을 통해 상호작용성과 심리적 소유감, 의사결정 편안함을 높이는 마케팅 전략이 요구된다고 할 것이다.

Keywords

References

  1. DMC Report, "2023 Internet shopping market status report,"
  2. M. Wedel, E. Bigne, and J. Zhang, "Virtual and augmented reality: Advancing research in consumer marketing," Int. J. of Research in Marketing, vol. 37, no. 3, 2020, pp. 443-465.
  3. A. Watson, B. Alexander, and L. Salavati, "The impact of experiential augmented reality applications on fashion purchase intention," Int. J. of Retail & Distribution Management, vol. 48, no. 5, 2020, pp. 433-451.
  4. X. Fan, Z. Chai, N. Deng, and X. Dong, "Adoption of augmented reality in online retailing and consumers' product attitude: A cognitive perspective," J. of Retailing and Consumer Services, vol. 53, 2020, pp.101986.
  5. T. Kim and H. Choo, "Augmented reality as a product presentation tool: Focusing on the role of product information and presence in AR," Fashion and Textiles, vol. 8. no. 1, 2021, pp. 1-23.
  6. S. G. Dacko, "Enablng smart retail settings via mobile augmented reality shopping apps," Technological Forecasting and Social Change, vol. 124, 2016, pp. 243-256.
  7. C. Sun, Y. Fang, M. Kong, X. Chen, and Y. Liu, "Influence of augmented reality product display on consumers' product attitudes: A product uncertainty reduction perspective," J. of Retailing and Consumer Services, vol. 64, 2022, pp. 102828.
  8. J. H. Kim, M. Kim, M. Park, and J. Yoo, "Immersive interactive technologies and virtual shopping experiences: Differences in consumer perceptions between augmented reality(AR) and virtual reality(VR)," Telematics and Informatics, vol. 77, 2023, pp. 101936.
  9. V. Lavoye, J. Mero, and A. Tarkiainen, "Consumer behavior with augmented reality in retail: A review and research agenda," The International Review of Retail, Distribution and Consumer Research, vol. 31, no. 3, 2021, pp. 299-329.
  10. Y. C. Tan, S. R. Chandukala, and S. K. Reddy, "Augmented reality in retail and its impac on sale," J. of Marketing, 2021, pp. 1-19.
  11. P. Kautish and A. Khare, "Investigating the moderating role of AI-enabled services on flow and awe experience," Int. J. of Information Management, vol. 66, 2022, pp. 102519.
  12. R. Rajagopal, "Impact of retailing technology during business shutdown," Marketing Intelligence & Planning, vol. 40, no. 4, 2022, pp. 441-459.
  13. S. Yun, G. Kim and H. Kim, "A study on the continuous intention to use of augmented reality applications: Focusing on the technology acceptance model2(TAM2)," J. of Digital Convergence, vol. 19, no. 10, 2021, pp. 383-394.
  14. M. Brengman, K. Willems, and H. Van Kerrebroeck, "Can't touch this: The imapct of augmented reality versus touch and non-touch interfaces on perceived ownership," Virtual Reality, vol. 23, no. 3, 2018, pp. 1-12.
  15. J. L. Pierce, T. Kostova, and K. T. Dirks, "The state of psychological ownership: Integrating and extending a century of research," Review of General Psychology, vol. 7, no. 1, 2003, pp. 84-107.
  16. H. Song, E. Baek and H. Choo, "Try-on experience with augmented reality comforts your decision: Focusing on the roles of immersion and psychological ownership," Information Technology and People, 2019.
  17. T. Hilken, K. de Ruyter, M. Chylinski, D. Mahr, and D. I. Keeling, "Augmenting the eye of the beholder: Exploring the strategic potential of augmented reality to enhance online service experiences," J. of the Academy of Marketing Science, vol. 45, no. 6, 2017, pp. 884-905.
  18. J. Peck and S. B. Shu, "The effect of mere touch on perceived ownership," J. of Consumer Research, vol. 36, no. 3, 2009, pp. 434-447.
  19. J. Heller, M. Chylinski, K. de Ruyter, D. Mahr and D. I. Keeling, "Let me imagine that for you: Transforming the retail frontline through augmenting customer mental imagery ability," J. of Retailing, vol. 95, no. 2, 2019, pp. 94-114.
  20. K. Pathak and G. Prakash, "Exploring the role of augmented reality in purchase intention: Through flow and immersive experience," Technological Forecasting & social Change, vol. 196, 2023, pp. 122833.
  21. S. M. C. Loureiro, J. Guerreiro, and I. Tussyadiah, "Artificial intelligence in business: State of the art and future research agenda," J. of Business Research, vol. 129, 2021, pp. 911-926.
  22. C. Fuchs, E. Prandelli, and M. Schreier, "The psychological effects of empowerment strategies on consumers' product demand," J. of Marketing, vol. 74, no. 1, 2010, pp. 65-79.
  23. J. Peck, V. A. Barger, and A. Webb, "In search of a surrogate for touch: The effect of haptic imagery on perceived ownership," J. of Consumer Psychology, vol. 23, no. 2, 2013, pp. 189-196.
  24. S. G. Dacko, "Enabling smart retail setting via mobile augmented reality shopping aps," Technological Forecasting and Social Change, vol. 124, 2017, pp. 243-256.
  25. J. Whang, J. Song, B. Choi and J. Lee, "The effect of augmented reality on purchase intention of beauty products: The roles of consumers' control," J. of Business Research, vol. 133, 2021, pp. 275-284.
  26. P. A. Rauschnabel, "Virtually enhancing the real world with holograms: An exploration of expected gratificaitons of using augmented reality smart glasses," Psychology & Marketing, vol. 35, no. 8, 2018, pp. 557-572.
  27. J. Kwon, "A study on the effect of mobile shopping application characteristics on customer preference and repurchase intention," PhD thesis, Chungang University, 2014.
  28. C. McClure and Y. K. Seock, "The role of involvement: Investigating the effect of brand's social media pages on consumer purchase intention," J. of Retailing and Conusmer Sevices, vol. 53, 2020, pp. 101975.
  29. C. Chun, "The effect of tourism information characteristics on the determinant factor of internet travel products purchase," J. of The Korea Institute of Electronic Communication Sciences, vol. 13, no. 1, 2018, pp. 119-126.
  30. D. Kwak, "The effect relationship between SNS tourism information service quality and information sharing intention," J. of The Korea Institute of Electronic Communication Sciences, vol. 11, no. 2, 2016, pp. 229-236.
  31. Y. Oh and E. Kim, "Design and implementation of augmented reality based food meun guidance system," J. of The Korea Institute of Electronic Communication Sciences, vol. 15, no. 3, 2020, pp. 573-578.
  32. S. Lee, J. Lee and H. Sim, "AI-based object recognition research for augmented reality character implementation," J. of The Korea Institute of Electronic Communication Sciences, vol. 18, no. 6, 2023, pp. 1321-1329.