Challenging Experiential Marketing with Augmented Reality Innovation

Main Article Content

Kantalas Thongboonma
Chutisant Kerdvibulvech

บทคัดย่อ

In recent years, Augmented Reality (AR) has been an extremely popular field in experiential marketing and marketing analytics, as it can create new interactive experiences for consumers with additionally helpful information in purchasing products. In this paper, our main contribution is to explore the novel characteristics of AR for experiential marketing using qualitative research. The data collection is performed using in-depth interview with two groups of samples selected by using purposive sampling method, which are the representatives of organizations with experience in using AR in marketing communications and the innovators of such organizations. After that, the characteristics of innovation that lead to consumer adoption of innovation are utilized in conjunction with experiential marketing to create a new model for applying AR in experiential marketing promotion for all organizations looking to develop innovation in their business. The results showed that organizations can apply AR by developing characteristics of innovation consisting of relative advantage, compatibility, complexity, trialability, and observability in accordance with each aspect of experiential marketing which is composed of sense, feel, think, act, and relate marketing. The analysis revealed the relationship of characteristics of innovation and experiential marketing in each aspect as follows: 1) Relative advantage consists of innovative marketing promotion which enhances Act marketing, the innovative presentation which enhances Sense marketing, and inner feeling and playfulness which enhances Feel marketing; 2) Compatibility consists of a response to consumer interests which enhances Think marketing and response to technology use behavior which enhances Act marketing and Relate marketing; 3) Complexity consists of the use of platforms with no application download required, service provision via corporate communication devices, and user-friendly application development which enhance Act marketing; 4) Trialability consists of awareness-raising communication which enhances Think marketing and downloading applications on user’s communication device which enhances Act marketing; and 5) Observability consists of making consumers feel like seeing actual products or stories which enhances Sense marketing, providing consumers with better-detailed understanding which enhances Think marketing, and providing consumers with a new marketing experience that enhances Act marketing and Relate marketing.

Article Details

บท
บทความวิจัย (Research article)

References

Baeck, T. H., Yoo, C. Y. and Yoon, S. (2018) Augment yourself through virtual mirror: the impact of self-viewing and narcissism on customer responses. International Journal of Advertising, 37(3), 421–439.

Baharuddin, N. A. and Rambli, D. R. A. (lecturer). (September 18-20, 2017). A conceptual model of augmented reality based experiential marketing. In International conference on e-commerce (ICoEC) 2017 (pp. 119-125). Putrajaya, Malaysia: Universiti Utara Malaysia.

Baratali, E., Rahim, M. H. B. A., Parhizkar, B and Gebril, Z. M. (2016). Effective of augmented reality in marketing communication; a case study on brand interactive advertising. International journal of management and applied science, 2(4), 133-137.

Brito, P. Q., Stoyanova, J. and Coelho, A. (2018) Augmented reality versus conventional interface: Is there any difference in effectiveness?. Multimedia tools and applications, 77(3), 7487–7516.

Çadirci, T. O. and Köse, S. G. (2016). Augmented reality as a tool to enhance the experiential value of online shopping: The future of fashion retailing. In A.Vecchi (Ed.) Handbook of research on global fashion management and merchandising (pp. 280–304). IGI Global: Hershey.

Christensen, C. M., McDonald. R., Altman, E. J. and Palmer, J. E. (2018). Disruptive innovation: an intellectual history and directions for future research. Journal of management studies, 55(7), 1043-1078.

Conway, L. G., Woodard, S. R. and Zubrod, A. (2020). Social psychological measurements of covid-19: coronavirus perceived threat, government response, impacts, and experiences questionnaires. Retrieved June 20, 2021, from https://psyarxiv.com/z2x9a

Conway, N., Soro, A., Brown, R. and Turkay, S. (lecturer). (May 4-9, 2019). Exploring uses of augmented reality in participatory marketing. In The international conference on CHI' 19: CHI conference on human factors in computing systems (pp. 1-6). New York: association for computing machinery.

Dotzel, T., Shankar, V. and Berry, L.L. (2013) Service innovativeness and firm value. Journal of Marketing Research, 50, 259–276.

Ekelöf, I. and Hedqvist, E. (2017). Adoption of Augmented Reality Potential use-cases in an industry context. Master thesis, M.S., Chalmers University of Technology, Gothenburg, Sweden.

Haumer, F., Kolo, C. and Reiners, S. (2020). The impact of augmented reality experiential marketing on brand equity and buying intention. Journal of brand strategy, 8(4), 368-387.

Hilken, T., 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, 45, 884–905.

Holbrook, M. B. (2000). The millennial consumer in the texts of our times: experience and entertainment. Journal of macromarketing, 20, 178-192.

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, 15, 269–295.

Julio, C. A., Jose, M. F. B. and Julio, B. O. (2019). Adoption of AR technology by university students. Heliyon, 5, 1-9.

Keller, K. L. (2013). Strategic Brand Management (4th ed.). New Jersey: Pearson Education Limited.

Kerdvibulvech, C. and Chen, L. (lecturer). (July 19-24, 2020). The Power of AR and Artificial Intelligence During the Covid-19 Outbreak. In The 22nd HCI International Conference (pp. 467-476). Copenhagen, Denmark: Springer Nature.

Lin, Y. H., Fu, M. C. and Lin, P. H. (2020). Differences between traditional and augmented-reality experiential marketing campaigns. Journal of multidisciplinary engineering science and technology, 7(5), 11937-11941.

Moore, G. A. (1991). Crossing the Chasm: Marketing and Selling High - Tech Goods to Mainstream Customers. New York: Harper Business.

Panetta, K. (2019). Gartner Top Strategic Technology Trends for 2020. Retrieved December 23, 2019, from https://www.gartner.com/smarterwithgartner/gartner-top-10-strategic-technology-trends-for-2020

Panetta, K. (2020). Gartner Top Strategic Technology Trends for 2021. Retrieved December 30, 2020, from https://www.gartner.com/smarterwithgartner/gartner-top-strategic-technology-trends-for-2021

Petrock, V. (2020). US Virtual and Augmented Reality Users 2020. Retrieved November 21, 2021, from https://www.emarketer.com/content/us-virtual-and-augmented-reality-users-2020

Rogers, E. (2003). Diffusion of Innovations (5th ed.). New York: Free Press.

Ruyter, K. D., Heller, J., Hilken, T., Chylinski, M., Keeling, D.I. and Mahr, D. (2020) Seeing with the Customer’s Eye: Exploring the Challenges and Opportunities of AR Advertising. Journal of Advertising, 49(2), 109–124.

Schmitt, B. (1999). Experiential marketing. Journal of marketing management, 15(1-3), 53-67.

Schmitt, B. (2010). Experience marketing: concepts, frameworks and consumer insights. Foundations and trends in marketing, 5(2), 55-112.

Soliha, E., Aquinia, A., Hayuningtias, K. and Ramadhan, K. R. (2021). The influence of experiential marketing and location on customer loyalty. Journal of Asian finance, economics and business, 8(3), 1327-1338.

Tan, Y. C., Chandukala, S. R. and Reddy, S. K. (2022). Augmented reality in retail and its impact on sales. Journal of marketing, 86(1), 48-66.

Zhao, F. (2005). Exploring the synergy between entrepreneurship and innovation. International journal of entrepreneurial behavior and research, 11(1), 25-41.