“…Academic research on augmented reality, while still scarce, has rapidly grown over the last few years. After some earlier survey-based (e.g., Huang and Liu, 2014;Rese et al, 2014) and conceptual work (e.g., Javornik, 2016a;Scholz and Smith, 2016), several quasi-experimental and experimental studies (e.g., Beck and Crié, 2018;Hilken et al, 2017;Hopp and Gangadharbatla, 2016;Javornik, 2016b;Poncin and Mimoun, 2014;Poushneh, 2018;Poushneh andVasquez-Parraga, 2017a, 2017b;Yaoyuneyong et al, 2016;Yim et al, 2017) have provided important insights into consumers' user experience of augmented reality applications. User 7 experience is a holistic concept of "how people use an interactive product: the way it feels in their hands, how well they understand how it works, how they feel about it while they are using it, how well it serves their purposes, and how well it fits into the entire context in which they are using it" (Alben, 1996, p. 5).…”