2016
DOI: 10.1080/10641734.2016.1171179
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Novelty Effects in Augmented Reality Advertising Environments: The Influence of Exposure Time and Self-Efficacy

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Cited by 88 publications
(46 citation statements)
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“…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).…”
Section: Augmented Reality Marketingmentioning
confidence: 99%
“…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).…”
Section: Augmented Reality Marketingmentioning
confidence: 99%
“…For many customers, technology-enabled shopping and consumption experiences involve collaborating with others over a certain period of time (Zhu et al 2010). An important insight from socially situated cognition theory is that a person's cognition adapts to the dominant affordances of any situation (Semin and Smith, 2013), and accordingly research shows that customers adapt their beliefs and attitudes to an AR-enabled experience, after only relatively short durations of using the technology (i.e., when using AR for several minutes; Hopp and Gangadharbatla, 2016). Extending AR exposure, for instance in a situation when a shared device is used, implies that customers have more opportunity to discover the dominant affordances of AR technology.…”
Section: Expression Of Social Identity Needs By Different Ar Devicesmentioning
confidence: 99%
“…Habituation reduces the impact of cyber sickness [40], which suggests that participants who are familiar with VR may perceive IVN as a more positive experience. On the other hand, recent research reports that the novelty effect also influences the results in studies on virtual and augmented reality [114,115], which suggests that participants who are unfamiliar with the technology might view the experience as positive based on the novelty of the technology alone. Although a study of IVN by Browning et al [51] concluded that the novelty effect did not influence the results in studies of virtual nature, it may be too soon to make a definite conclusion regarding this matter.…”
Section: Individual Characteristicsmentioning
confidence: 99%