2021
DOI: 10.3390/joitmc7020142
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Factors Affecting Augmented Reality Adoption in the Retail Industry

Abstract: Augmented reality (AR) technology is a computer-generated object that allows users to enrich the experience of products virtually with graphics, images, etc. Due to a lack of studies in developing countries like Malaysia, more studies are necessary to understand the pressing factors of diffusing AR technology for the flourishing retail industry. This research aimed to explore the factors affecting the adoption of AR technology in the retail sector through an extension of the technology acceptance model (TAM). … Show more

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Cited by 66 publications
(39 citation statements)
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References 97 publications
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“… Yes/No Description Technology Technological install-base and network effects Yes SMEs often work in larger networks; proliferation of XR in other companies enables the use of XR in additional business processes Balancing performance and ease of use in XR hardware Berg and Vance ( 2017 ), Jalo et al ( 2020 ), Masood and Egger ( 2020 ) No Both SMEs and large companies need to be able to choose appropriate equipment Opportunities to test XR devices and software Jalo et al ( 2020 ) Yes SMEs often do not have the slack resources to experiment with XR hardware and software, which makes ease of testing more crucial for them XR compatibility with information systems and software Jalo et al ( 2018 , 2020 ), Masood and Egger ( 2019 ) Yes SMEs will likely not start tailoring XR solutions to their IS and software Fast workflows between information systems and XR No Efficiency of workflows important for both SMEs and large companies Organization Top management knowledge and first-hand experience with XR Alam et al ( 2021 ), Berg and Vance ( 2017 ) Chandra and Kumar ( 2018 ), Masood and Egger ( 2019 ) and Noghabaei et al ( 2020 ) No Top management support for XR adoption critical in all companies Availability of resources and personnel for XR research and development Davila Delgado et al ( …”
Section: Discussionmentioning
confidence: 99%
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“… Yes/No Description Technology Technological install-base and network effects Yes SMEs often work in larger networks; proliferation of XR in other companies enables the use of XR in additional business processes Balancing performance and ease of use in XR hardware Berg and Vance ( 2017 ), Jalo et al ( 2020 ), Masood and Egger ( 2020 ) No Both SMEs and large companies need to be able to choose appropriate equipment Opportunities to test XR devices and software Jalo et al ( 2020 ) Yes SMEs often do not have the slack resources to experiment with XR hardware and software, which makes ease of testing more crucial for them XR compatibility with information systems and software Jalo et al ( 2018 , 2020 ), Masood and Egger ( 2019 ) Yes SMEs will likely not start tailoring XR solutions to their IS and software Fast workflows between information systems and XR No Efficiency of workflows important for both SMEs and large companies Organization Top management knowledge and first-hand experience with XR Alam et al ( 2021 ), Berg and Vance ( 2017 ) Chandra and Kumar ( 2018 ), Masood and Egger ( 2019 ) and Noghabaei et al ( 2020 ) No Top management support for XR adoption critical in all companies Availability of resources and personnel for XR research and development Davila Delgado et al ( …”
Section: Discussionmentioning
confidence: 99%
“…The two final articles examined XR adoption in the retail context (Chandra and Kumar 2018 ; Alam et al 2021 ). Chandra and Kumar ( 2018 ) examined the adoption of AR in e-commerce in Singapore, India, and the USA with a survey.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…UX is crucial in technological product design because it has the ability to enhance the user's satisfaction and loyalty [17], [19]. The most crucial factor in deciding how successful a product is how widely it is accepted and adopted by its users [40]. While the user acceptance is often influenced by their user experience, therefore a user's perception and emotions of a product also rely on the quality of their interaction with the product.…”
Section: A Emotional User Experience Designmentioning
confidence: 99%
“…As depicted in Table I, most of the existing models focused on the overall AR product development [25], [26], [53], [58], user engagement [28], AR learning [29], [55], [56], games development [27], [28], [57], and user acceptance or adoption of the MAR applications [31], [40]. However, none of these models put an emphasis on the AR design components that may elicit a positive emotional UX, thus need further research [59], [60].…”
Section: B User Experience In the Augmented Reality Contextmentioning
confidence: 99%