SlideShare a Scribd company logo
1 of 13
A study on Augmented Reality as a Marketing tool




                       By,

                  Mridul Dohutia

                 PGDM, First year

                Sec- B, Roll No. 31

     Unitedworld School of Business, Ahmedabad

                     2012-14
A Study on Augmented Reality as a Marketing Tool 2012

Introduction

Augmented reality is the latest form of Virtual reality. Virtual reality is the term, used to describe
a computer generated, 3D environment, which simulates physical presence in physical places in
real world and in imaginary worlds through sight, sounds and touch. Entering into a shop and got
to see a product in a computer screen with 3D system, installed with a webcam, through which
we can point to the product and it will move according our direction. What an unforgettable
experience! This type of new emerging technology has changed the world of marketing, the
scenario of advertising in the last three to four years, which is known as Augmented Reality
(AR).
Augmented Reality Experiential Marketing (AREM) is beneficial for companies and brands in
creating customer satisfaction. It also leads to increase in customer loyalty, their intention to
repetitive purchasing and positive word-of-mouth, which creates greater market share. As a
experiential marketing the use of AR is increasing simultaneously in the last few years. It is not
limited to being a promotional tool; it also became a tool for creating brand-customer
relationship. Many companies began to use AREM as their main tool for future in introducing
new products or services with creation of brand image.

The idea of virtual reality first came in the article of L. frank Brawn in 1901. After which in
1957–62, Morton Heilig, a cinematographer, creates and patents a simulator called Sensorama
with visuals, sounds, vibration and smell. In 1966 Ivan Southerland creates the window for
virtual worlds by inventing the Head mounted display. The creation of first commercial business
in virtual worlds was done by Jaron Lanier in 1989. In 1990 Tom Caudell coins the phrase
‘Augmented Reality’ while at Boeing helping workers assemble cables into aircraft.

The way in which AR has been used in marketing campaigns can be seen as a form of
experiential marketing because it focuses not only on a product/service, but also on an entire
experience created for the customers (Yuan and Wu, 2008; Schmitt, 1999). This is further
supported by Tony Effik (CSO at Publicis Modem) who argues that “AR has the potential to
provide consumers with an experience they want and they will tell their friends about”
(Benjamin, 2009, p.41).


                                                 (1)
A Study on Augmented Reality as a Marketing Tool 2012

Here are some of the companies who are using Augmented Reality –

   1. Ray-ban: - Although many items of apparel can be bought online, sunglasses are one of
       those tricky products that you really need to try on to ensure you look more chic than
       geek. Ray-Ban’s Virtual Mirror lets you virtually try on glasses. The software lets you
       move your head around to see how the shades look from different angles. Depending on
       the opacity of the glass, you can even see your eyes through some of the shades. Seeing
       this app in action makes us think this could be where the real commercial future of AR
       lies.
   2. BMW: - BMW is also using the AR technology to marketwise their products. By
       downloading AR software and with a print-out of the 3D design we can virtually drive
       the BMW cars.
   3. AMAZON.COM:- It's simple, using Amazon’s augmented reality and A9's "continuous
       scan technology," the application allows users to buy, as well as get extra information on
       products such as video games, books, toys, DVDs and CDs through simply using one's
       Smartphone camera.
   4. McDonalds: - McDonald's recently introduced a new dessert McFlurry in India, a global
       icon for the brand. While the product launch is not the big news, the interesting thing
       about McFlurry is the use of augmented reality (AR) for promoting the brand on digital
       media.

With the launch of the first experiential marketing campaigns incorporating AR technology,
brands and agencies have been rushing to explore the possibilities of augmented reality in a bid
to catch the consumers’ attention (Clawson, 2009). Big international companies like Procter &
Gamble or Wal-Mart have been using this technology to promote their brands (Farhad, 2009).
And this trend is not expected to stop - according to ABI Research (2009), the total market for
AR marketing applications is projected to grow from $6 million in 2008 to more than $350
million in 2014.
This research paper aims to explore the influences of AREM in Marketing at creation of
customer satisfaction with customer experience. CISCO is the brand chosen for this research


                                              (2)
A St
                                    Study on Augmented Reality as a Marketing Tool 2012

because it is one of the few compani that uses AR as an ongoing marketing process Based on
                                  nies                                        ess.
the aim of this research paper and on the literature review, three measures of the perc
                                                                                     rceived value
have been chosen - convenience, enjo
                                 njoyment and brand attitude.


SWOT analysis of Augmented Reality
                       ted




                                      12
                                      1234562789
                                      12
                                      1234556789A637BCCDE97F89BE
                                      2
                                      2393
                                      2
                                      23E9D63BD78
                                      2
                                      236)76E8973867EB(B2
                                      2 837FE3!63F7D963!3
                                      23
              ABBC32D5E2E489          9
                                      9A6637BEDC62
              123 EEBAF89BE
         23#BD783FE36A9763                                         F4
5488489489
               6$FE9BE                                                   123*6F89A63
               23%F6BA6
                                              SWOT                  7BE86E8+9EF77DF7,3F
                                                                                     7,3F398393
                                                                        F3D6)6E6F86
                                                                                     F863
          23'F689E37FEE6(2                                            867EB(B2
          23 83!6E65983F((38F6)
734
289
                  B(62              123-6F63867EB(B
                                              23#9763.F
                                        23#BD783D!898D89BE
                                         2#B9!9(983B53FA9E3
                                           6$86EF(37FE63
                                         /BA6EC6E8,3B(9897,3
                                              8F$6,36870




                                                 (3)
A Study on Augmented Reality as a Marketing Tool 2012

Literature review
Because of a scarcity of academic literature and research studies on AR experiential marketing,
this literature review will start by focusing on the little research and small number of papers
concerned with experiential marketing in general which build the rationale and the components
of this research study.
Economists posit that the contemporary world finds itself in the “experience economy” (Yuan
and Wu, 2008; Pine and Gilmore, 1998) where customers do not always focus on products but on
experiential consumption “where functional utility is either taken for granted or seen as
irrelevant”. At this stage, experiential marketing comes in, treating consumption as a holistic
experience and recognizing both the emotional and rational drivers of consumption (Schmitt,
1999). The importance of experiential marketing is recognized as a means of creating value for
the end consumer (Pine and Gilmore, 1998) which would be the future competitive edge for
companies (Prahalad and Ramaswamy, 2000) and will motivate customers to make faster and
more positive purchasing decisions (Williams, 2006).
However, although this new marketing orientation is widely agreed to represent the future of
marketing, (Williams, 2006; Schmitt, 1999), it is still not fully comprehended and, as such,
requires a more diverse range of research methods and research studies to better understand
consumers (Williams, 2000).
The creation of experiential value referring to customers’ perceptions of products/services
through direct use or indirect observation has been recently demonstrated by two quantitative
studies (Chou, 2009; Yuan and Wu, 2008) focused on American brands and their customers’
perceptions in the Taiwanese market. Furthermore, these studies have shown that the experiential
value created can induce customer satisfaction (Chou, 2009; Yuan and Wu, 2008).
However, more research is needed to replicate their findings on other cultures and to further
investigate the connections discovered, through qualitative studies. The relationship between
values and customer satisfaction is additionally supported by different research findings who
suggest that experiential marketing should deliver experiential value - emotional and functional
value, and positive customer satisfaction.




                                              (4)
A Study on Augmented Reality as a Marketing Tool 2012

Despite a clear widely agreement on the direct relation between value and customer satisfaction,
there is no consensus regarding the elements which create the customers’ perceived value, each
of the previously-mentioned studies being based on a different model of customer satisfaction
index.
Conversely, many scholars believe that customer satisfaction has a crucial role in the success of
any business and it is essential in increasing the overall profitability (Yuan and Wu, 2008;
Kotler, 1991). If the consumers are satisfied with a certain product, generally they “will buy the
product again, be inclined to promote the product to other people, ignore competing brands’
advertisements, and refrain from purchasing from competitors” (Yuan and Wu, 2008, p.2).
However, customer satisfaction should not be taken for granted but reinforced and reassured
continuously and a good way of doing this would be through valuable experiences provided by
experiential marketing.
Customer satisfaction is often seen from two different perspectives: transaction-specific and
cumulative aspects. If the transaction-specific refers to the perceived value customers obtain
after they finish one specific transaction (Yuan and Wu, 2008), the cumulative aspect comprises
the customers’ overall measurement of all their experiences with a company’s products at all
stages of the purchase process. Consequently, although the cumulative aspect of customer
satisfaction is considered a complete state only after purchase, a perceived value occurs at
various stages of the purchase process, including the pre-purchase stage.
For this research, AR experiential marketing will be considered to mainly affect the pre-purchase
Stage due to the fact that, by its current nature, AR has the most impact at the pre-purchase stage.
At this step, according to the buying decision-making process (Fill, 2009) the consumer is
evaluating their choices before taking the purchase decision (Fill, 2009) and AR has the power to
“put the product in the hand of the users” (Woodsa, 2009, p.37) giving them the opportunity to
test the product as they would already own it, enticing the prospect to commit more time or even
trigger a purchase (Owyang, 2010).
Therefore, this research study will focus on exploring the ways in which AR experiential
marketing determines a perceived experiential value during the pre-purchase stage of the buying
process, thus contributing to the development of customer satisfaction.


                                                (5)
A Study on Augmented Reality as a Marketing Tool 2012

The lack of any research studies on AR experiential marketing, the inadvertences, ambiguities
and the predisposition towards quantitative methods in the aforementioned experiential
marketing research related to customer satisfaction are only a few of the rationales behind this
research project. Moreover, controversies and the problem of limited knowledge arise with the
question of “what are the long-term effects of AR experiential marketing on our business?” even
for marketing practitioners.
If some of them see AR only as a promotional tool, not an enduring marketing opportunity
(Grimes, 2009 cited in Woodsb, 2009), the PR buzz being everything that some brands want
(Clawson, 2009), others believe that it contributes to the development of a positive customer-
brand relationship and influences purchasing decisions (Owyang, 2010; Murray, 2009 cited in
Clawson, 2009). Because, as previously-discussed, the AR market is expected to grow
exponentially in the next four years, and because “so far we have seen only 5 to 10 percent of
what AR can be used for”, companies need to know what directions they should follow in order
to ensure a positive outcome from their AR experiential marketing.




                                              (6)
A Study on Augmented Reality as a Marketing Tool 2012

Framework



  -D8BC63                                   -D8BC63
 F895F789BE                                  F8898D6


                   14'




                            (7)
A Study on Augmented Reality as a Marketing Tool 2012

Implications:

According to the issues discussed in the Literature review the main objective of this study is to
look at the ways of AR experiential marketing in creation of customer satisfaction. The AR
experiential marketing is a tool used in pre-purchase stage. The use of this tool in an organization
leads to the creation of customer satisfaction along with brand attitude.

Augmented Reality is the latest and updated version of virtual reality. Second Life’s website is a
widely used virtual reality business community page. Increasingly Second Life (SL) is becoming
a place where businesses naturally want to extend their operations to, or entrepreneurs decide to
try out one of their latest ideas (Harris, 2007). According to the japaninc.com currently 80% of
the internet users are the members of SL’s virtual community. Therefore we can say that SL is
the one of the most important marketing tool.

Here are some overall benefits that an organization can achieve through Augmented Reality
Applications-

   1. The novelty factor of such applications will obviously wear off as more and more are
       created and used, but for the meantime, the onus is on brands to make the most of this
       exciting technology and extend it from infancy. The possibilities of augmented reality are
       only just being explored, and any new developments are likely to achieve further
       exposure.
   2. The concept of uploading your own media, such as the image in the above examples,
       helps to create a highly personalized piece of media for the user. It relates specifically to
       them, which is likely to be far more engaging than a standard video or image.
   3. The novelty factor mentioned above will surely enhance users’ desire to share their
       creation with their extended networks, and the fact that the content is personalized will
       only add to this.




                                                (8)
A Study on Augmented Reality as a Marketing Tool 2012

   4. It’s likely that the vast majority of users wouldn’t possess the ability or expertise to create
       a complex video like the ones indicated in the examples above; augmented reality apps
       allow users to create a quality piece of content that they wouldn’t otherwise be able to
       create themselves.
   5. As well as being high quality, the content created by augmented reality applications is
       highly entertaining and in many cases fun. The element of surprise that is achieved when
       sharing such content makes for very entertaining viewing by other users, stimulating
       them to create their own version and share it once again, and completing the viral loop.

Cisco StyleMe™ is a proof-of-concept project created by the Cisco Internet Business Solutions
Group (IBSG), Cisco Global Marketing and Corporate Communications (GMCC), partners
AITec and CinStore, and Cisco customers. Cisco StyleMe is designed to offer shoppers a virtual
fashion mirror for trying on products using the latest augmented reality, mobile, and network
technologies. Shoppers can use gesture-based navigation to choose from the retailer’s complete
inventory, build outfits, and try on their selections virtually. They can also capture images to
share over social media and email, receive recommendations, and purchase products, with or
without assistance.

By applying this application to Cisco’s retail stores, they will be able perform the following
benefits. These benefits will lead Cisco in creation of customer satisfaction and brand attitude.

Customer Benefits:

   1. The customers at Cisco, will be able to browse and select among the broad range of
       products at the pre-purchase stage including the products that may be in out of stock.
       They can choose among different colors eliminating their guesswork to select their
       choices.
   2. Inspiration, advice, and social recommendations are instantly available.
   3. Customers can order selections in the store for home delivery.




                                                (9)
A Study on Augmented Reality as a Marketing Tool 2012

Retailer’s Benefits:

   1. Retailers can increase basket size by offering an extended range of products and
       accessories in one place, and by offering expert recommendations.
   2. Expert and social recommendations can boost sales conversions. In addition, the abilities
       to try on more styles, instantly buy online, and ship products to home increase shopper
       convenience.
   3. Retailers gain insight into shoppers’ choices, such as their “likes,” the products they try
       on, and data from products purchased.

Conclusions:
This study is not without limitations. The researcher has collected data from some previous
research papers and articles. Basically this is a study based upon secondary data. This study does
not include whole things relates to the topic and experiences of the customer as it relates to their
satisfaction. Future research can replicate this study using an experimental methodology to
compare and contrast the findings explained therein. Despite the initial thoughts, the research
proved to be more complicated and time-consuming, raising different challenges for the
researcher. Although the subject was not difficult to choose because of researcher’s interest in
technology, especially in AR, finding the relevant literature and relating it to different marketing
theories was the most complicated stage, due to the lack of research in this area. Unforeseen
events can happen due to inexperience of the researcher. Researcher hopes that this study will
help the future researcher in doing research on this area.
A Study on Augmented Reality as a Marketing Tool 2012

References:
  1. Bulearca, M., Tamarjan, D., Augmented Reality: A Sustainable Marketing Tool?.
     Availble from: www.ebscohost.com [Accessed: 21 September 2012]
  2. Benjamin, K., 2009. Augmented Reality – Battle of the Brands, Revolution Magazine.
     December, 41-43.
  3. Chou, H.J., 2009. The effect of experiential and relationship marketing on customer
     value: A case study of international American casual dining chains in Taiwan, Social
     Behaviour and Personality, 37(7), 993-1008. Available from: www.ebscohost.com
     [Accessed: 24 September 2012].
  4. CISCO       StyleMe:     An     Immersive      digital   shopping     platform,      2011,
     https://docs.google.com/viewer?a=vq=cache:ZmOE01R8LL0J:www.cisco.com/web/le
     arning/le21/le34/downloads/689/nrf/cisco_styleme_at_a_glance.pdf+hl=enpid=blsr
     cid=ADGEESjB1rY40EZxAJDOwsNcUy_PVpoaDCXJy0k2hJ8JQBBK_JleVhKlsLbrK
     sO9A9UZ1SlfQ_jC7n829872x9U83clsR3yG6jrLXggO7SUSkRRjdoowIxa9Lo1ZHXcb
     CpAqt-LhgTEIsig=AHIEtbQsI9Old9Y8vh1FzWGMd1VdaE3SgQ.                    [Accessed:    26th
     October, 2012]
  5. Clawson, T., 2009. Augmented Reality – Don’t Believe The Hype, Revolution Magazine.
     December, 44-46.
  6. Farhad, M., 2009. Augmented Reality Swoops In, Fast Company, 140. Available from
     Business Source Complete. Available from: www.ebscohost.com [Accessed: 23
     September 2012].
  7. Fill, C., 2009. Marketing Communications: Interactivity, Communities and Content. 5th
     ed. Harlow: Prentice Hall.
  8. Harris, P., 2007. Inside out: The reality of virtual Business. www.japaninc.com,
     November/December 2007.
  9. http://blogs.cisco.com/tag/augmented-reality/[Accessed: 28th October 2012]
  10. http://www.youtube.com/watch?v=Ag7H4YScqZsfeature=player_embedded.
  11. Kotler, P., Armstrong, G., 2000. Marketing: An introduction. New Jersey: Prentice Hall.
  12. Owyang, J., 2010, Disruptive Technology – The New Reality Will be Augmented,
     Customer Relationship Management Magazine, 32(2), 32-33. Available from:
     www.ebscohost.com [Accessed: 24 September 2012].

More Related Content

What's hot

IRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A Survey
IRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A SurveyIRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A Survey
IRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A SurveyIRJET Journal
 
HTC Vive Marketing Plan
HTC Vive Marketing PlanHTC Vive Marketing Plan
HTC Vive Marketing PlanGregory Haeger
 
Designing Mobile AR Applications
Designing Mobile AR ApplicationsDesigning Mobile AR Applications
Designing Mobile AR ApplicationsMark Billinghurst
 
Capitalizing on Viewers’ Hunger for Virtual and Augmented Reality
Capitalizing on Viewers’ Hunger for Virtual and Augmented RealityCapitalizing on Viewers’ Hunger for Virtual and Augmented Reality
Capitalizing on Viewers’ Hunger for Virtual and Augmented RealityAdobe Experience Cloud
 
The 10 VR Startups forecasted to shape virtual reality world in 2017
The 10 VR Startups forecasted to shape virtual reality world in 2017The 10 VR Startups forecasted to shape virtual reality world in 2017
The 10 VR Startups forecasted to shape virtual reality world in 2017Yann Kronberg
 
AR/VR Opinions on the State of the Industry
AR/VR Opinions on the State of the IndustryAR/VR Opinions on the State of the Industry
AR/VR Opinions on the State of the IndustryChristopher Grayson
 
Virtual Reality in Marketing and PR - What you should know and why you should...
Virtual Reality in Marketing and PR - What you should know and why you should...Virtual Reality in Marketing and PR - What you should know and why you should...
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
 
VR White Paper email version
VR White Paper email versionVR White Paper email version
VR White Paper email versionLiz Humphries
 
The Future of Play in a Gamified World: Webinar Presentation with transcript
The Future of Play in a Gamified World:   Webinar Presentation with transcriptThe Future of Play in a Gamified World:   Webinar Presentation with transcript
The Future of Play in a Gamified World: Webinar Presentation with transcriptGavin Gordon
 
Create Biz Opportunities by Using Technological Disruptions
Create Biz Opportunities by Using Technological DisruptionsCreate Biz Opportunities by Using Technological Disruptions
Create Biz Opportunities by Using Technological DisruptionsHugo Gaston Ortega
 
IAB_VR_Report-Sep-2016
IAB_VR_Report-Sep-2016IAB_VR_Report-Sep-2016
IAB_VR_Report-Sep-2016Dan Ferguson
 
N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...
N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...
N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...Clarice Annabelle Hillaby
 

What's hot (12)

IRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A Survey
IRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A SurveyIRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A Survey
IRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A Survey
 
HTC Vive Marketing Plan
HTC Vive Marketing PlanHTC Vive Marketing Plan
HTC Vive Marketing Plan
 
Designing Mobile AR Applications
Designing Mobile AR ApplicationsDesigning Mobile AR Applications
Designing Mobile AR Applications
 
Capitalizing on Viewers’ Hunger for Virtual and Augmented Reality
Capitalizing on Viewers’ Hunger for Virtual and Augmented RealityCapitalizing on Viewers’ Hunger for Virtual and Augmented Reality
Capitalizing on Viewers’ Hunger for Virtual and Augmented Reality
 
The 10 VR Startups forecasted to shape virtual reality world in 2017
The 10 VR Startups forecasted to shape virtual reality world in 2017The 10 VR Startups forecasted to shape virtual reality world in 2017
The 10 VR Startups forecasted to shape virtual reality world in 2017
 
AR/VR Opinions on the State of the Industry
AR/VR Opinions on the State of the IndustryAR/VR Opinions on the State of the Industry
AR/VR Opinions on the State of the Industry
 
Virtual Reality in Marketing and PR - What you should know and why you should...
Virtual Reality in Marketing and PR - What you should know and why you should...Virtual Reality in Marketing and PR - What you should know and why you should...
Virtual Reality in Marketing and PR - What you should know and why you should...
 
VR White Paper email version
VR White Paper email versionVR White Paper email version
VR White Paper email version
 
The Future of Play in a Gamified World: Webinar Presentation with transcript
The Future of Play in a Gamified World:   Webinar Presentation with transcriptThe Future of Play in a Gamified World:   Webinar Presentation with transcript
The Future of Play in a Gamified World: Webinar Presentation with transcript
 
Create Biz Opportunities by Using Technological Disruptions
Create Biz Opportunities by Using Technological DisruptionsCreate Biz Opportunities by Using Technological Disruptions
Create Biz Opportunities by Using Technological Disruptions
 
IAB_VR_Report-Sep-2016
IAB_VR_Report-Sep-2016IAB_VR_Report-Sep-2016
IAB_VR_Report-Sep-2016
 
N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...
N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...
N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...
 

Similar to A Study on Augmented Reality as a Marketing Tool

The Gen - Summer 2013
The Gen - Summer 2013The Gen - Summer 2013
The Gen - Summer 2013Sagentia
 
Screenme- An interactive approach to shopping.
Screenme- An interactive approach to shopping.Screenme- An interactive approach to shopping.
Screenme- An interactive approach to shopping.Sujith Kumar Anand
 
3D Printing| What is Next| October 2021
3D Printing| What is Next| October 2021 3D Printing| What is Next| October 2021
3D Printing| What is Next| October 2021 paul young cpa, cga
 
Industrially custom made clothing
Industrially custom made clothingIndustrially custom made clothing
Industrially custom made clothingdr Gordana Colovic
 
Stratasys_Strategic Analysis
Stratasys_Strategic AnalysisStratasys_Strategic Analysis
Stratasys_Strategic AnalysisJohn McGinn
 
NAAN – AN AUGMENTED REALITY BASED MENU APPLICATION
NAAN – AN AUGMENTED REALITY BASED MENU APPLICATIONNAAN – AN AUGMENTED REALITY BASED MENU APPLICATION
NAAN – AN AUGMENTED REALITY BASED MENU APPLICATIONIRJET Journal
 
3D Printing| What is Next| January 2021
3D Printing| What is Next| January 20213D Printing| What is Next| January 2021
3D Printing| What is Next| January 2021paul young cpa, cga
 
3D Printed Packaging Market
3D Printed Packaging Market  3D Printed Packaging Market
3D Printed Packaging Market DineshBhol
 
Advergames in the Luxury Industry Research Project - Gabriela Marengo - ESCP ...
Advergames in the Luxury Industry Research Project - Gabriela Marengo - ESCP ...Advergames in the Luxury Industry Research Project - Gabriela Marengo - ESCP ...
Advergames in the Luxury Industry Research Project - Gabriela Marengo - ESCP ...Gabriela Marengo
 
Survey Paper on Various Approaches for an AR based Object Detector
Survey Paper on Various Approaches for an AR based Object DetectorSurvey Paper on Various Approaches for an AR based Object Detector
Survey Paper on Various Approaches for an AR based Object DetectorIRJET Journal
 
Case study: Consumer Electronics giant use of big data analytics
Case study: Consumer Electronics giant use of big data analyticsCase study: Consumer Electronics giant use of big data analytics
Case study: Consumer Electronics giant use of big data analyticsThe Marketing Distillery
 
Case study: Social media and consumer electronics
Case study: Social media and consumer electronicsCase study: Social media and consumer electronics
Case study: Social media and consumer electronicsBrandwatch
 
developing-disruptive-business-strategies-with-simulation.pdf
developing-disruptive-business-strategies-with-simulation.pdfdeveloping-disruptive-business-strategies-with-simulation.pdf
developing-disruptive-business-strategies-with-simulation.pdfalwishariff
 
Business Research on Samsung - IIISyed Ali Hussain, Vi.docx
Business Research on Samsung - IIISyed Ali Hussain, Vi.docxBusiness Research on Samsung - IIISyed Ali Hussain, Vi.docx
Business Research on Samsung - IIISyed Ali Hussain, Vi.docxhumphrieskalyn
 
Congresso sm keynote -marshall sponder oct 30th 2013
Congresso sm keynote -marshall sponder oct 30th 2013Congresso sm keynote -marshall sponder oct 30th 2013
Congresso sm keynote -marshall sponder oct 30th 2013Marshall Sponder
 
Modelling and 3D Printing of Differential Gear Box
Modelling and 3D Printing of Differential Gear BoxModelling and 3D Printing of Differential Gear Box
Modelling and 3D Printing of Differential Gear Boxijtsrd
 
PWC: Why we believe VR/AR will boost global GDP by $1.5 trillion
PWC: Why we believe VR/AR will boost global GDP by $1.5 trillionPWC: Why we believe VR/AR will boost global GDP by $1.5 trillion
PWC: Why we believe VR/AR will boost global GDP by $1.5 trillionAlejandro Franceschi
 

Similar to A Study on Augmented Reality as a Marketing Tool (20)

The Gen - Summer 2013
The Gen - Summer 2013The Gen - Summer 2013
The Gen - Summer 2013
 
Screenme- An interactive approach to shopping.
Screenme- An interactive approach to shopping.Screenme- An interactive approach to shopping.
Screenme- An interactive approach to shopping.
 
3D Printing| What is Next| October 2021
3D Printing| What is Next| October 2021 3D Printing| What is Next| October 2021
3D Printing| What is Next| October 2021
 
Industrially custom made clothing
Industrially custom made clothingIndustrially custom made clothing
Industrially custom made clothing
 
Stratasys_Strategic Analysis
Stratasys_Strategic AnalysisStratasys_Strategic Analysis
Stratasys_Strategic Analysis
 
NAAN – AN AUGMENTED REALITY BASED MENU APPLICATION
NAAN – AN AUGMENTED REALITY BASED MENU APPLICATIONNAAN – AN AUGMENTED REALITY BASED MENU APPLICATION
NAAN – AN AUGMENTED REALITY BASED MENU APPLICATION
 
3D Printing| What is Next| January 2021
3D Printing| What is Next| January 20213D Printing| What is Next| January 2021
3D Printing| What is Next| January 2021
 
3D Printed Packaging Market
3D Printed Packaging Market  3D Printed Packaging Market
3D Printed Packaging Market
 
Syphens gale
Syphens gale Syphens gale
Syphens gale
 
Advergames in the Luxury Industry Research Project - Gabriela Marengo - ESCP ...
Advergames in the Luxury Industry Research Project - Gabriela Marengo - ESCP ...Advergames in the Luxury Industry Research Project - Gabriela Marengo - ESCP ...
Advergames in the Luxury Industry Research Project - Gabriela Marengo - ESCP ...
 
Kaggle: Crowd Sourcing for Data Analytics
Kaggle: Crowd Sourcing for Data AnalyticsKaggle: Crowd Sourcing for Data Analytics
Kaggle: Crowd Sourcing for Data Analytics
 
Survey Paper on Various Approaches for an AR based Object Detector
Survey Paper on Various Approaches for an AR based Object DetectorSurvey Paper on Various Approaches for an AR based Object Detector
Survey Paper on Various Approaches for an AR based Object Detector
 
Case study: Consumer Electronics giant use of big data analytics
Case study: Consumer Electronics giant use of big data analyticsCase study: Consumer Electronics giant use of big data analytics
Case study: Consumer Electronics giant use of big data analytics
 
Case study: Social media and consumer electronics
Case study: Social media and consumer electronicsCase study: Social media and consumer electronics
Case study: Social media and consumer electronics
 
developing-disruptive-business-strategies-with-simulation.pdf
developing-disruptive-business-strategies-with-simulation.pdfdeveloping-disruptive-business-strategies-with-simulation.pdf
developing-disruptive-business-strategies-with-simulation.pdf
 
Business Research on Samsung - IIISyed Ali Hussain, Vi.docx
Business Research on Samsung - IIISyed Ali Hussain, Vi.docxBusiness Research on Samsung - IIISyed Ali Hussain, Vi.docx
Business Research on Samsung - IIISyed Ali Hussain, Vi.docx
 
Congresso sm keynote -marshall sponder oct 30th 2013
Congresso sm keynote -marshall sponder oct 30th 2013Congresso sm keynote -marshall sponder oct 30th 2013
Congresso sm keynote -marshall sponder oct 30th 2013
 
Modelling and 3D Printing of Differential Gear Box
Modelling and 3D Printing of Differential Gear BoxModelling and 3D Printing of Differential Gear Box
Modelling and 3D Printing of Differential Gear Box
 
PWC: Why we believe VR/AR will boost global GDP by $1.5 trillion
PWC: Why we believe VR/AR will boost global GDP by $1.5 trillionPWC: Why we believe VR/AR will boost global GDP by $1.5 trillion
PWC: Why we believe VR/AR will boost global GDP by $1.5 trillion
 
3D Animation Market.pdf
3D Animation Market.pdf3D Animation Market.pdf
3D Animation Market.pdf
 

Recently uploaded

Call Girls In DLf Gurgaon ➥99902@11544 ( Best price)100% Genuine Escort In 24...
Call Girls In DLf Gurgaon ➥99902@11544 ( Best price)100% Genuine Escort In 24...Call Girls In DLf Gurgaon ➥99902@11544 ( Best price)100% Genuine Escort In 24...
Call Girls In DLf Gurgaon ➥99902@11544 ( Best price)100% Genuine Escort In 24...lizamodels9
 
It will be International Nurses' Day on 12 May
It will be International Nurses' Day on 12 MayIt will be International Nurses' Day on 12 May
It will be International Nurses' Day on 12 MayNZSG
 
VIP Kolkata Call Girl Howrah 👉 8250192130 Available With Room
VIP Kolkata Call Girl Howrah 👉 8250192130  Available With RoomVIP Kolkata Call Girl Howrah 👉 8250192130  Available With Room
VIP Kolkata Call Girl Howrah 👉 8250192130 Available With Roomdivyansh0kumar0
 
Lucknow 💋 Escorts in Lucknow - 450+ Call Girl Cash Payment 8923113531 Neha Th...
Lucknow 💋 Escorts in Lucknow - 450+ Call Girl Cash Payment 8923113531 Neha Th...Lucknow 💋 Escorts in Lucknow - 450+ Call Girl Cash Payment 8923113531 Neha Th...
Lucknow 💋 Escorts in Lucknow - 450+ Call Girl Cash Payment 8923113531 Neha Th...anilsa9823
 
Catalogue ONG NƯỚC uPVC - HDPE DE NHAT.pdf
Catalogue ONG NƯỚC uPVC - HDPE DE NHAT.pdfCatalogue ONG NƯỚC uPVC - HDPE DE NHAT.pdf
Catalogue ONG NƯỚC uPVC - HDPE DE NHAT.pdfOrient Homes
 
Vip Dewas Call Girls #9907093804 Contact Number Escorts Service Dewas
Vip Dewas Call Girls #9907093804 Contact Number Escorts Service DewasVip Dewas Call Girls #9907093804 Contact Number Escorts Service Dewas
Vip Dewas Call Girls #9907093804 Contact Number Escorts Service Dewasmakika9823
 
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best Services
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best ServicesMysore Call Girls 8617370543 WhatsApp Number 24x7 Best Services
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best ServicesDipal Arora
 
7.pdf This presentation captures many uses and the significance of the number...
7.pdf This presentation captures many uses and the significance of the number...7.pdf This presentation captures many uses and the significance of the number...
7.pdf This presentation captures many uses and the significance of the number...Paul Menig
 
RE Capital's Visionary Leadership under Newman Leech
RE Capital's Visionary Leadership under Newman LeechRE Capital's Visionary Leadership under Newman Leech
RE Capital's Visionary Leadership under Newman LeechNewman George Leech
 
0183760ssssssssssssssssssssssssssss00101011 (27).pdf
0183760ssssssssssssssssssssssssssss00101011 (27).pdf0183760ssssssssssssssssssssssssssss00101011 (27).pdf
0183760ssssssssssssssssssssssssssss00101011 (27).pdfRenandantas16
 
Keppel Ltd. 1Q 2024 Business Update Presentation Slides
Keppel Ltd. 1Q 2024 Business Update  Presentation SlidesKeppel Ltd. 1Q 2024 Business Update  Presentation Slides
Keppel Ltd. 1Q 2024 Business Update Presentation SlidesKeppelCorporation
 
VIP Call Girl Jamshedpur Aashi 8250192130 Independent Escort Service Jamshedpur
VIP Call Girl Jamshedpur Aashi 8250192130 Independent Escort Service JamshedpurVIP Call Girl Jamshedpur Aashi 8250192130 Independent Escort Service Jamshedpur
VIP Call Girl Jamshedpur Aashi 8250192130 Independent Escort Service JamshedpurSuhani Kapoor
 
BEST ✨ Call Girls In Indirapuram Ghaziabad ✔️ 9871031762 ✔️ Escorts Service...
BEST ✨ Call Girls In  Indirapuram Ghaziabad  ✔️ 9871031762 ✔️ Escorts Service...BEST ✨ Call Girls In  Indirapuram Ghaziabad  ✔️ 9871031762 ✔️ Escorts Service...
BEST ✨ Call Girls In Indirapuram Ghaziabad ✔️ 9871031762 ✔️ Escorts Service...noida100girls
 
Ensure the security of your HCL environment by applying the Zero Trust princi...
Ensure the security of your HCL environment by applying the Zero Trust princi...Ensure the security of your HCL environment by applying the Zero Trust princi...
Ensure the security of your HCL environment by applying the Zero Trust princi...Roland Driesen
 
Sales & Marketing Alignment: How to Synergize for Success
Sales & Marketing Alignment: How to Synergize for SuccessSales & Marketing Alignment: How to Synergize for Success
Sales & Marketing Alignment: How to Synergize for SuccessAggregage
 
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...Dave Litwiller
 
Cash Payment 9602870969 Escort Service in Udaipur Call Girls
Cash Payment 9602870969 Escort Service in Udaipur Call GirlsCash Payment 9602870969 Escort Service in Udaipur Call Girls
Cash Payment 9602870969 Escort Service in Udaipur Call GirlsApsara Of India
 
Socio-economic-Impact-of-business-consumers-suppliers-and.pptx
Socio-economic-Impact-of-business-consumers-suppliers-and.pptxSocio-economic-Impact-of-business-consumers-suppliers-and.pptx
Socio-economic-Impact-of-business-consumers-suppliers-and.pptxtrishalcan8
 

Recently uploaded (20)

Call Girls In DLf Gurgaon ➥99902@11544 ( Best price)100% Genuine Escort In 24...
Call Girls In DLf Gurgaon ➥99902@11544 ( Best price)100% Genuine Escort In 24...Call Girls In DLf Gurgaon ➥99902@11544 ( Best price)100% Genuine Escort In 24...
Call Girls In DLf Gurgaon ➥99902@11544 ( Best price)100% Genuine Escort In 24...
 
It will be International Nurses' Day on 12 May
It will be International Nurses' Day on 12 MayIt will be International Nurses' Day on 12 May
It will be International Nurses' Day on 12 May
 
VIP Kolkata Call Girl Howrah 👉 8250192130 Available With Room
VIP Kolkata Call Girl Howrah 👉 8250192130  Available With RoomVIP Kolkata Call Girl Howrah 👉 8250192130  Available With Room
VIP Kolkata Call Girl Howrah 👉 8250192130 Available With Room
 
Lucknow 💋 Escorts in Lucknow - 450+ Call Girl Cash Payment 8923113531 Neha Th...
Lucknow 💋 Escorts in Lucknow - 450+ Call Girl Cash Payment 8923113531 Neha Th...Lucknow 💋 Escorts in Lucknow - 450+ Call Girl Cash Payment 8923113531 Neha Th...
Lucknow 💋 Escorts in Lucknow - 450+ Call Girl Cash Payment 8923113531 Neha Th...
 
Catalogue ONG NƯỚC uPVC - HDPE DE NHAT.pdf
Catalogue ONG NƯỚC uPVC - HDPE DE NHAT.pdfCatalogue ONG NƯỚC uPVC - HDPE DE NHAT.pdf
Catalogue ONG NƯỚC uPVC - HDPE DE NHAT.pdf
 
Vip Dewas Call Girls #9907093804 Contact Number Escorts Service Dewas
Vip Dewas Call Girls #9907093804 Contact Number Escorts Service DewasVip Dewas Call Girls #9907093804 Contact Number Escorts Service Dewas
Vip Dewas Call Girls #9907093804 Contact Number Escorts Service Dewas
 
Forklift Operations: Safety through Cartoons
Forklift Operations: Safety through CartoonsForklift Operations: Safety through Cartoons
Forklift Operations: Safety through Cartoons
 
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best Services
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best ServicesMysore Call Girls 8617370543 WhatsApp Number 24x7 Best Services
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best Services
 
7.pdf This presentation captures many uses and the significance of the number...
7.pdf This presentation captures many uses and the significance of the number...7.pdf This presentation captures many uses and the significance of the number...
7.pdf This presentation captures many uses and the significance of the number...
 
Nepali Escort Girl Kakori \ 9548273370 Indian Call Girls Service Lucknow ₹,9517
Nepali Escort Girl Kakori \ 9548273370 Indian Call Girls Service Lucknow ₹,9517Nepali Escort Girl Kakori \ 9548273370 Indian Call Girls Service Lucknow ₹,9517
Nepali Escort Girl Kakori \ 9548273370 Indian Call Girls Service Lucknow ₹,9517
 
RE Capital's Visionary Leadership under Newman Leech
RE Capital's Visionary Leadership under Newman LeechRE Capital's Visionary Leadership under Newman Leech
RE Capital's Visionary Leadership under Newman Leech
 
0183760ssssssssssssssssssssssssssss00101011 (27).pdf
0183760ssssssssssssssssssssssssssss00101011 (27).pdf0183760ssssssssssssssssssssssssssss00101011 (27).pdf
0183760ssssssssssssssssssssssssssss00101011 (27).pdf
 
Keppel Ltd. 1Q 2024 Business Update Presentation Slides
Keppel Ltd. 1Q 2024 Business Update  Presentation SlidesKeppel Ltd. 1Q 2024 Business Update  Presentation Slides
Keppel Ltd. 1Q 2024 Business Update Presentation Slides
 
VIP Call Girl Jamshedpur Aashi 8250192130 Independent Escort Service Jamshedpur
VIP Call Girl Jamshedpur Aashi 8250192130 Independent Escort Service JamshedpurVIP Call Girl Jamshedpur Aashi 8250192130 Independent Escort Service Jamshedpur
VIP Call Girl Jamshedpur Aashi 8250192130 Independent Escort Service Jamshedpur
 
BEST ✨ Call Girls In Indirapuram Ghaziabad ✔️ 9871031762 ✔️ Escorts Service...
BEST ✨ Call Girls In  Indirapuram Ghaziabad  ✔️ 9871031762 ✔️ Escorts Service...BEST ✨ Call Girls In  Indirapuram Ghaziabad  ✔️ 9871031762 ✔️ Escorts Service...
BEST ✨ Call Girls In Indirapuram Ghaziabad ✔️ 9871031762 ✔️ Escorts Service...
 
Ensure the security of your HCL environment by applying the Zero Trust princi...
Ensure the security of your HCL environment by applying the Zero Trust princi...Ensure the security of your HCL environment by applying the Zero Trust princi...
Ensure the security of your HCL environment by applying the Zero Trust princi...
 
Sales & Marketing Alignment: How to Synergize for Success
Sales & Marketing Alignment: How to Synergize for SuccessSales & Marketing Alignment: How to Synergize for Success
Sales & Marketing Alignment: How to Synergize for Success
 
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...
 
Cash Payment 9602870969 Escort Service in Udaipur Call Girls
Cash Payment 9602870969 Escort Service in Udaipur Call GirlsCash Payment 9602870969 Escort Service in Udaipur Call Girls
Cash Payment 9602870969 Escort Service in Udaipur Call Girls
 
Socio-economic-Impact-of-business-consumers-suppliers-and.pptx
Socio-economic-Impact-of-business-consumers-suppliers-and.pptxSocio-economic-Impact-of-business-consumers-suppliers-and.pptx
Socio-economic-Impact-of-business-consumers-suppliers-and.pptx
 

A Study on Augmented Reality as a Marketing Tool

  • 1. A study on Augmented Reality as a Marketing tool By, Mridul Dohutia PGDM, First year Sec- B, Roll No. 31 Unitedworld School of Business, Ahmedabad 2012-14
  • 2. A Study on Augmented Reality as a Marketing Tool 2012 Introduction Augmented reality is the latest form of Virtual reality. Virtual reality is the term, used to describe a computer generated, 3D environment, which simulates physical presence in physical places in real world and in imaginary worlds through sight, sounds and touch. Entering into a shop and got to see a product in a computer screen with 3D system, installed with a webcam, through which we can point to the product and it will move according our direction. What an unforgettable experience! This type of new emerging technology has changed the world of marketing, the scenario of advertising in the last three to four years, which is known as Augmented Reality (AR). Augmented Reality Experiential Marketing (AREM) is beneficial for companies and brands in creating customer satisfaction. It also leads to increase in customer loyalty, their intention to repetitive purchasing and positive word-of-mouth, which creates greater market share. As a experiential marketing the use of AR is increasing simultaneously in the last few years. It is not limited to being a promotional tool; it also became a tool for creating brand-customer relationship. Many companies began to use AREM as their main tool for future in introducing new products or services with creation of brand image. The idea of virtual reality first came in the article of L. frank Brawn in 1901. After which in 1957–62, Morton Heilig, a cinematographer, creates and patents a simulator called Sensorama with visuals, sounds, vibration and smell. In 1966 Ivan Southerland creates the window for virtual worlds by inventing the Head mounted display. The creation of first commercial business in virtual worlds was done by Jaron Lanier in 1989. In 1990 Tom Caudell coins the phrase ‘Augmented Reality’ while at Boeing helping workers assemble cables into aircraft. The way in which AR has been used in marketing campaigns can be seen as a form of experiential marketing because it focuses not only on a product/service, but also on an entire experience created for the customers (Yuan and Wu, 2008; Schmitt, 1999). This is further supported by Tony Effik (CSO at Publicis Modem) who argues that “AR has the potential to provide consumers with an experience they want and they will tell their friends about” (Benjamin, 2009, p.41). (1)
  • 3. A Study on Augmented Reality as a Marketing Tool 2012 Here are some of the companies who are using Augmented Reality – 1. Ray-ban: - Although many items of apparel can be bought online, sunglasses are one of those tricky products that you really need to try on to ensure you look more chic than geek. Ray-Ban’s Virtual Mirror lets you virtually try on glasses. The software lets you move your head around to see how the shades look from different angles. Depending on the opacity of the glass, you can even see your eyes through some of the shades. Seeing this app in action makes us think this could be where the real commercial future of AR lies. 2. BMW: - BMW is also using the AR technology to marketwise their products. By downloading AR software and with a print-out of the 3D design we can virtually drive the BMW cars. 3. AMAZON.COM:- It's simple, using Amazon’s augmented reality and A9's "continuous scan technology," the application allows users to buy, as well as get extra information on products such as video games, books, toys, DVDs and CDs through simply using one's Smartphone camera. 4. McDonalds: - McDonald's recently introduced a new dessert McFlurry in India, a global icon for the brand. While the product launch is not the big news, the interesting thing about McFlurry is the use of augmented reality (AR) for promoting the brand on digital media. With the launch of the first experiential marketing campaigns incorporating AR technology, brands and agencies have been rushing to explore the possibilities of augmented reality in a bid to catch the consumers’ attention (Clawson, 2009). Big international companies like Procter & Gamble or Wal-Mart have been using this technology to promote their brands (Farhad, 2009). And this trend is not expected to stop - according to ABI Research (2009), the total market for AR marketing applications is projected to grow from $6 million in 2008 to more than $350 million in 2014. This research paper aims to explore the influences of AREM in Marketing at creation of customer satisfaction with customer experience. CISCO is the brand chosen for this research (2)
  • 4. A St Study on Augmented Reality as a Marketing Tool 2012 because it is one of the few compani that uses AR as an ongoing marketing process Based on nies ess. the aim of this research paper and on the literature review, three measures of the perc rceived value have been chosen - convenience, enjo njoyment and brand attitude. SWOT analysis of Augmented Reality ted 12 1234562789 12 1234556789A637BCCDE97F89BE 2 2393 2 23E9D63BD78 2 236)76E8973867EB(B2 2 837FE3!63F7D963!3 23 ABBC32D5E2E489 9 9A6637BEDC62 123 EEBAF89BE 23#BD783FE36A9763 F4 5488489489 6$FE9BE 123*6F89A63 23%F6BA6 SWOT 7BE86E8+9EF77DF7,3F 7,3F398393 F3D6)6E6F86 F863 23'F689E37FEE6(2 867EB(B2 23 83!6E65983F((38F6)
  • 5. 734 289 B(62 123-6F63867EB(B 23#9763.F 23#BD783D!898D89BE 2#B9!9(983B53FA9E3 6$86EF(37FE63 /BA6EC6E8,3B(9897,3 8F$6,36870 (3)
  • 6. A Study on Augmented Reality as a Marketing Tool 2012 Literature review Because of a scarcity of academic literature and research studies on AR experiential marketing, this literature review will start by focusing on the little research and small number of papers concerned with experiential marketing in general which build the rationale and the components of this research study. Economists posit that the contemporary world finds itself in the “experience economy” (Yuan and Wu, 2008; Pine and Gilmore, 1998) where customers do not always focus on products but on experiential consumption “where functional utility is either taken for granted or seen as irrelevant”. At this stage, experiential marketing comes in, treating consumption as a holistic experience and recognizing both the emotional and rational drivers of consumption (Schmitt, 1999). The importance of experiential marketing is recognized as a means of creating value for the end consumer (Pine and Gilmore, 1998) which would be the future competitive edge for companies (Prahalad and Ramaswamy, 2000) and will motivate customers to make faster and more positive purchasing decisions (Williams, 2006). However, although this new marketing orientation is widely agreed to represent the future of marketing, (Williams, 2006; Schmitt, 1999), it is still not fully comprehended and, as such, requires a more diverse range of research methods and research studies to better understand consumers (Williams, 2000). The creation of experiential value referring to customers’ perceptions of products/services through direct use or indirect observation has been recently demonstrated by two quantitative studies (Chou, 2009; Yuan and Wu, 2008) focused on American brands and their customers’ perceptions in the Taiwanese market. Furthermore, these studies have shown that the experiential value created can induce customer satisfaction (Chou, 2009; Yuan and Wu, 2008). However, more research is needed to replicate their findings on other cultures and to further investigate the connections discovered, through qualitative studies. The relationship between values and customer satisfaction is additionally supported by different research findings who suggest that experiential marketing should deliver experiential value - emotional and functional value, and positive customer satisfaction. (4)
  • 7. A Study on Augmented Reality as a Marketing Tool 2012 Despite a clear widely agreement on the direct relation between value and customer satisfaction, there is no consensus regarding the elements which create the customers’ perceived value, each of the previously-mentioned studies being based on a different model of customer satisfaction index. Conversely, many scholars believe that customer satisfaction has a crucial role in the success of any business and it is essential in increasing the overall profitability (Yuan and Wu, 2008; Kotler, 1991). If the consumers are satisfied with a certain product, generally they “will buy the product again, be inclined to promote the product to other people, ignore competing brands’ advertisements, and refrain from purchasing from competitors” (Yuan and Wu, 2008, p.2). However, customer satisfaction should not be taken for granted but reinforced and reassured continuously and a good way of doing this would be through valuable experiences provided by experiential marketing. Customer satisfaction is often seen from two different perspectives: transaction-specific and cumulative aspects. If the transaction-specific refers to the perceived value customers obtain after they finish one specific transaction (Yuan and Wu, 2008), the cumulative aspect comprises the customers’ overall measurement of all their experiences with a company’s products at all stages of the purchase process. Consequently, although the cumulative aspect of customer satisfaction is considered a complete state only after purchase, a perceived value occurs at various stages of the purchase process, including the pre-purchase stage. For this research, AR experiential marketing will be considered to mainly affect the pre-purchase Stage due to the fact that, by its current nature, AR has the most impact at the pre-purchase stage. At this step, according to the buying decision-making process (Fill, 2009) the consumer is evaluating their choices before taking the purchase decision (Fill, 2009) and AR has the power to “put the product in the hand of the users” (Woodsa, 2009, p.37) giving them the opportunity to test the product as they would already own it, enticing the prospect to commit more time or even trigger a purchase (Owyang, 2010). Therefore, this research study will focus on exploring the ways in which AR experiential marketing determines a perceived experiential value during the pre-purchase stage of the buying process, thus contributing to the development of customer satisfaction. (5)
  • 8. A Study on Augmented Reality as a Marketing Tool 2012 The lack of any research studies on AR experiential marketing, the inadvertences, ambiguities and the predisposition towards quantitative methods in the aforementioned experiential marketing research related to customer satisfaction are only a few of the rationales behind this research project. Moreover, controversies and the problem of limited knowledge arise with the question of “what are the long-term effects of AR experiential marketing on our business?” even for marketing practitioners. If some of them see AR only as a promotional tool, not an enduring marketing opportunity (Grimes, 2009 cited in Woodsb, 2009), the PR buzz being everything that some brands want (Clawson, 2009), others believe that it contributes to the development of a positive customer- brand relationship and influences purchasing decisions (Owyang, 2010; Murray, 2009 cited in Clawson, 2009). Because, as previously-discussed, the AR market is expected to grow exponentially in the next four years, and because “so far we have seen only 5 to 10 percent of what AR can be used for”, companies need to know what directions they should follow in order to ensure a positive outcome from their AR experiential marketing. (6)
  • 9. A Study on Augmented Reality as a Marketing Tool 2012 Framework -D8BC63 -D8BC63 F895F789BE F8898D6 14' (7)
  • 10. A Study on Augmented Reality as a Marketing Tool 2012 Implications: According to the issues discussed in the Literature review the main objective of this study is to look at the ways of AR experiential marketing in creation of customer satisfaction. The AR experiential marketing is a tool used in pre-purchase stage. The use of this tool in an organization leads to the creation of customer satisfaction along with brand attitude. Augmented Reality is the latest and updated version of virtual reality. Second Life’s website is a widely used virtual reality business community page. Increasingly Second Life (SL) is becoming a place where businesses naturally want to extend their operations to, or entrepreneurs decide to try out one of their latest ideas (Harris, 2007). According to the japaninc.com currently 80% of the internet users are the members of SL’s virtual community. Therefore we can say that SL is the one of the most important marketing tool. Here are some overall benefits that an organization can achieve through Augmented Reality Applications- 1. The novelty factor of such applications will obviously wear off as more and more are created and used, but for the meantime, the onus is on brands to make the most of this exciting technology and extend it from infancy. The possibilities of augmented reality are only just being explored, and any new developments are likely to achieve further exposure. 2. The concept of uploading your own media, such as the image in the above examples, helps to create a highly personalized piece of media for the user. It relates specifically to them, which is likely to be far more engaging than a standard video or image. 3. The novelty factor mentioned above will surely enhance users’ desire to share their creation with their extended networks, and the fact that the content is personalized will only add to this. (8)
  • 11. A Study on Augmented Reality as a Marketing Tool 2012 4. It’s likely that the vast majority of users wouldn’t possess the ability or expertise to create a complex video like the ones indicated in the examples above; augmented reality apps allow users to create a quality piece of content that they wouldn’t otherwise be able to create themselves. 5. As well as being high quality, the content created by augmented reality applications is highly entertaining and in many cases fun. The element of surprise that is achieved when sharing such content makes for very entertaining viewing by other users, stimulating them to create their own version and share it once again, and completing the viral loop. Cisco StyleMe™ is a proof-of-concept project created by the Cisco Internet Business Solutions Group (IBSG), Cisco Global Marketing and Corporate Communications (GMCC), partners AITec and CinStore, and Cisco customers. Cisco StyleMe is designed to offer shoppers a virtual fashion mirror for trying on products using the latest augmented reality, mobile, and network technologies. Shoppers can use gesture-based navigation to choose from the retailer’s complete inventory, build outfits, and try on their selections virtually. They can also capture images to share over social media and email, receive recommendations, and purchase products, with or without assistance. By applying this application to Cisco’s retail stores, they will be able perform the following benefits. These benefits will lead Cisco in creation of customer satisfaction and brand attitude. Customer Benefits: 1. The customers at Cisco, will be able to browse and select among the broad range of products at the pre-purchase stage including the products that may be in out of stock. They can choose among different colors eliminating their guesswork to select their choices. 2. Inspiration, advice, and social recommendations are instantly available. 3. Customers can order selections in the store for home delivery. (9)
  • 12. A Study on Augmented Reality as a Marketing Tool 2012 Retailer’s Benefits: 1. Retailers can increase basket size by offering an extended range of products and accessories in one place, and by offering expert recommendations. 2. Expert and social recommendations can boost sales conversions. In addition, the abilities to try on more styles, instantly buy online, and ship products to home increase shopper convenience. 3. Retailers gain insight into shoppers’ choices, such as their “likes,” the products they try on, and data from products purchased. Conclusions: This study is not without limitations. The researcher has collected data from some previous research papers and articles. Basically this is a study based upon secondary data. This study does not include whole things relates to the topic and experiences of the customer as it relates to their satisfaction. Future research can replicate this study using an experimental methodology to compare and contrast the findings explained therein. Despite the initial thoughts, the research proved to be more complicated and time-consuming, raising different challenges for the researcher. Although the subject was not difficult to choose because of researcher’s interest in technology, especially in AR, finding the relevant literature and relating it to different marketing theories was the most complicated stage, due to the lack of research in this area. Unforeseen events can happen due to inexperience of the researcher. Researcher hopes that this study will help the future researcher in doing research on this area.
  • 13. A Study on Augmented Reality as a Marketing Tool 2012 References: 1. Bulearca, M., Tamarjan, D., Augmented Reality: A Sustainable Marketing Tool?. Availble from: www.ebscohost.com [Accessed: 21 September 2012] 2. Benjamin, K., 2009. Augmented Reality – Battle of the Brands, Revolution Magazine. December, 41-43. 3. Chou, H.J., 2009. The effect of experiential and relationship marketing on customer value: A case study of international American casual dining chains in Taiwan, Social Behaviour and Personality, 37(7), 993-1008. Available from: www.ebscohost.com [Accessed: 24 September 2012]. 4. CISCO StyleMe: An Immersive digital shopping platform, 2011, https://docs.google.com/viewer?a=vq=cache:ZmOE01R8LL0J:www.cisco.com/web/le arning/le21/le34/downloads/689/nrf/cisco_styleme_at_a_glance.pdf+hl=enpid=blsr cid=ADGEESjB1rY40EZxAJDOwsNcUy_PVpoaDCXJy0k2hJ8JQBBK_JleVhKlsLbrK sO9A9UZ1SlfQ_jC7n829872x9U83clsR3yG6jrLXggO7SUSkRRjdoowIxa9Lo1ZHXcb CpAqt-LhgTEIsig=AHIEtbQsI9Old9Y8vh1FzWGMd1VdaE3SgQ. [Accessed: 26th October, 2012] 5. Clawson, T., 2009. Augmented Reality – Don’t Believe The Hype, Revolution Magazine. December, 44-46. 6. Farhad, M., 2009. Augmented Reality Swoops In, Fast Company, 140. Available from Business Source Complete. Available from: www.ebscohost.com [Accessed: 23 September 2012]. 7. Fill, C., 2009. Marketing Communications: Interactivity, Communities and Content. 5th ed. Harlow: Prentice Hall. 8. Harris, P., 2007. Inside out: The reality of virtual Business. www.japaninc.com, November/December 2007. 9. http://blogs.cisco.com/tag/augmented-reality/[Accessed: 28th October 2012] 10. http://www.youtube.com/watch?v=Ag7H4YScqZsfeature=player_embedded. 11. Kotler, P., Armstrong, G., 2000. Marketing: An introduction. New Jersey: Prentice Hall. 12. Owyang, J., 2010, Disruptive Technology – The New Reality Will be Augmented, Customer Relationship Management Magazine, 32(2), 32-33. Available from: www.ebscohost.com [Accessed: 24 September 2012].
  • 14. A Study on Augmented Reality as a Marketing Tool 2012 13. Pine, B.J. II, Gilmore, J.H., 1998. Welcome to the experience e conomy. Harvard Business Review, 76 (4), 97-105. Available from: www.ebscohost.com [Accessed: 24 September 2012]. 14. Prahalad, C.K., Ramaswamy, V., 2000. Co-opting Customer Competence, Harvard Business Review, 78 (1), 79-87. Available from: www.ebscohost.com [Accessed: 23 September 2012]. 15. Schmitt, B.H., 1999. Experiential Marketing, Journal of Marketing Management, 15, 53- 67. Available from: http://www.emerald.co.uk [Accessed: 23 September 2012]. 16. Williams, A., 2006. Tourism and hospitality marketing: Fantasy, feeling and fun. International Journal of Contemporary Hospitality Management, 18(6/7), 482-495. Available from: www.ebscohost.com [Accessed: 24 September 2012]. 17. Woodsa, A., 2009, Augmented Reality: Reality Check, Revolution Magazine, April, 36- 39. Available from: www.ebscohost.com [Accessed: 24 September 2012]. 18. Woodsb, A., 2009, Augmented Reality, Revolution Magazine, September, 48-49. Available from: www.ebscohost.com [Accessed: 24 September 2012]. 19. Woodsa, A., 2009, Augmented Reality: Reality Check, Revolution Magazine, April, 36- 39.Available from: www.ebscohost.com [Accessed: 25 October 2012]. 20. Yuan, Y., Wu, C., 2008. Relationships Among Experiential Marketing, Experiential Value and Customer Satisfaction, Journal of Hospitality Tourism Research, 32 (3), 387-410. Available from: www.ebscohost.com [Accessed: 23 September 2012]. …