JSM AR Retail Marketing
JSM AR Retail Marketing
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To cite this article: Abderahman Rejeb, Karim Rejeb & Horst Treiblmaier (2023) How augmented reality impacts
retail marketing: a state-of-the-art review from a consumer perspective, Journal of Strategic Marketing, 31:3, 718-
Abstract
Augmented reality presents numerous opportunities and challenges for marketers to enrich the
retail shopping experience. Although the technology is well established, practical marketing
applications are rare, and the existing literature is unstructured. We conduct a systematic
literature review with the goal of synthesizing the latest developments in the field and developing
research propositions. We analyze 91 papers and identify four major enablers of AR in retail
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In spite of the numerous advantages that augmented reality promises for retail marketing, the
current academic literature is largely unstructured and a systematic overview is missing. In order
to close this research gap, this paper summarizes previous findings and highlights the major
1. Introduction
Augmented reality (AR) technologies constitute an innovative marketing resource that offers
numerous opportunities for businesses such as creating entertainment value, supporting purchase
mainstream technology that is easily accessible for consumers (Park & Yoo, 2020), altering the
ways in which they buy and consume products and services (Piancatelli et al., 2021; van Esch et
al., 2019; Verhoef, 2021). According to Rauschnabel, Felix, & Hinsch (2019), in the future, AR
will be indispensable to marketing. Forecasts predict that the worldwide AR market size will
grow from roughly 3.5 billion USD in 2017 to more than 198 billion USD in 2025 (Statista,
2020a) with more than 1.73 billion worldwide mobile AR users in 2024 (Statista, 2021).
Similarly, a Deloitte survey among American companies highlights that 88% of mid-market
companies (firms with annual revenues of between 100 million USD and 1 billion USD) have
already started employing virtual and augmented reality as part of their respective business
models (Deloitte, 2019). In this context, AR can be defined as the digital technology used to
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combine computer-generated information such as images and sounds with information from
The fundamental characteristics that define AR are the combination of real and virtual elements,
their interactions in real time, and their accurate three-dimensional (3D) registration (i.e.,
alignment) (R. Azuma et al., 2001). AR differs from virtual reality (VR) in that it allows for an
enhanced perception of reality rather than substituting it. Unlike AR, VR creates an artificial
environment in which the user is completely immersed in a simulation of the real world or an
imaginary world (Bretonès et al., 2010; Khan et al., 2011). The developers of AR applications
tend to create images and computer-generated enhancements that permit users to combine those
with real-world objects and interact with virtual elements in real life (Shabani et al., 2019). The
approach of enhancing users' sensory perceptions with AR has inspired marketing researchers to
further examine the importance of this technology in boosting e-marketing (Shabani et al., 2019),
supporting ad campaigns (Feng & Mueller, 2019), and creating effective advertising strategies
(Phua & Kim, 2018). Previously, AR technologies have forced brands to reconsider their existing
marketing strategies and practices in order to reach more consumers and bolster sales revenues
(He et al., 2018). For example, major companies such as IKEA and McDonald’s already apply
convenience (Ng & Ramasamy, 2018). Moreover, advances in digitization have driven the
deployment of AR for marketing purposes at various touchpoints of the consumer journey, which
includes both offline as well as online interactions (Javornik, 2016a). While the offline retailing
environment offers consumers numerous opportunities for sensory control, online retailing still
lacks genuinely multi-sensory experiences despite of its reliance on visual features (Petit et al.,
2019). As a result, the lack of multi-sensory control over products makes the online environment
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more suited to AR deployment, since the technology benefits consumers by increasing their
understanding of products without compelling them to visit offline stores and supporting their
purchase decisions (M. Park & Yoo, 2020). With the help of AR, retailers can bridge the gap
between offline and online experiences by combining the two and enabling consumers to
maintain a realistic expectation of the products (Fan et al., 2020). Therefore, in this paper, we
argue that AR constitutes a step forward in online product visualization, making the level of
Moreover, we contend that AR is more capable of solving the problems of online retailing than
those of offline retailing because the technology has the potential to offer a more immersive and
engaging shopping experience and even allows to create an in-store (offline) experience within
consumers’ homes. AR has thus become a critical component in the mobile marketing repertoire
as it enables brands to enrich their consumers' perceptions as well as product and service
Motivated by the increasing importance of AR and its popularity in marketing research and
practice, in this paper we investigate the objectives and challenges of AR in this field. Although
dating back several decades, research exploring AR in business and marketing is still scarce
(Feng & Mueller, 2019). The proliferation of AR campaigns has attracted growing attention;
impact of AR in marketing (Hinsch et al., 2020). Therefore, a clear presentation of exactly what
AR promises for marketing is necessary in order to advance knowledge and understanding of this
emergent technology and lay the foundation for systematic future research. AR literature that
deals with the early-stage development of marketing applications calls for increased academic
4
recognition and engagement. In this paper, we strive to fill this knowledge gap and synthesize
the existing research in order to provide a comprehensive overview of the objectives and
research goals:
RG 1: Presentation of the current state of the art of academic research in AR in retail marketing,
marketing, and
marketing.
To the best of our knowledge, no scientific efforts have been undertaken to survey the existing
AR literature and examine the potentials of this technology in the marketing field to date. The
systematic review of previous scholarly undertakings will benefit both researchers and
practitioners who are interested in learning how AR can potentially impact retail marketing. Both
scholars and marketers can obtain a holistic understanding and derive new insights into the
integration of AR in marketing activities. This will help to guide future research in this topical
2. Methodology
To explore the state of the AR art in retail marketing research and applications, we conducted a
systematic literature review (SLR) following the guidelines by Tranfield, Denyer, & Smart,
(2003). SLRs provide an overview of the evidence behind different ‘manners’ and helps to
codify knowledge in a certain area (Nybo & Madsen, 2008). It necessitates a detailed description
of the selected keywords and eligibility criteria as well as the scouring of scientific search
5
databases using a thorough process for screening the publications for relevance based on the title,
abstract, and full-text analysis of the retrieved studies. The review steps that are followed in this
study ensure a rigorous and comprehensive documentation of the literature search and how we
generated knowledge and insights. Throughout the entire review process, meticulous attention
has been paid to ensure the inclusion of all relevant studies, the high quality of retrieved
literature, and the validity of the final synthesis. The SLR was guided by a protocol that was
developed by the authors (see Table 1). We undertook an iterative cycle, starting with the
definition of suitable search keywords, the selection of relevant studies, and, finally, the
performance of the analysis. Table 1 also lists the academic databases we used as well as the
6
Research protocol Details
Research online Scopus and Web of Science. Scopus, a major scientific database,
databases contains over 20,000 academic journals spanning all scientific
disciplines (Maretti et al., 2019). Web of Science (WoS) indexes
more than 33,000 academic journals and conference proceedings
across all fields of sciences (Kimball, 2018).
Publication types Only peer-reviewed literature was considered. Both practitioner and
academic studies were considered. The search was limited to journal
articles to ensure the academic nature of selected studies and
enhance quality control (David & Han, 2004).
Language The review only included articles published in the English language.
Date range Unlimited. No specific time frame was used to conduct the search.
Search fields Title, abstract, keywords
TITLE-ABS-KEY ( "augmented reality" AND ( "market*" OR
Search keywords "advertis*" OR "target*" ) )
The PRISMA Statement offers several recommendations guidelines that assist researchers and
evaluators in the proper identification, screening, suitability, and inclusion of all steps of the SLR
procedure (Moher et al., 2009; Page et al., 2021). The identification of the records was made
through two academic databases: Scopus and Web of Science (WoS). The search was carried out
using various keyword combinations and two Boolean operators, AND and OR in the abstract,
title, and keywords fields. After a preliminary search using the pre-specified keywords, our
initial set of publications included 264 papers, as shown in the PRISMA flow diagram in Figure
1.
7
After checking the title, author(s), and year of publications, the duplicated documents were
deleted, resulting in 200 eligible ones. A screening task was then performed to identify the
relevant articles for our research questions. During this process, several inclusion criteria (in this
case the coverage of AR applications in retail marketing) were applied to identify the relevant
articles needed to answer the research questions under study (Petti et al., 2018) and reduce
distraction towards impertinent articles. The first screening was carried out based on the titles
and abstracts, resulting in the elimination of the articles which discussed AR beyond the
marketing context. The remaining 115 articles were analyzed in full text, and only those which
discuss objectives and challenges of AR applications in marketing were considered for the final
analysis. By doing so, 91 relevant articles were selected and analyzed in detail.
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Figure 1. Schematic presentation of literature collection
In order to achieve our research goals pertaining to the presentation of the current state of the art
as well as the objectives and challenges of AR in retail marketing, we initially screened each
publication. The clustering process, which yielded four major categories respectively, was based
on an inductive approach that is frequently used in qualitative content analysis. In the first step,
we identified the core topics of each publication and then created and revised categories on a
higher abstraction level until a common agreement was reached among the researchers. The final
categories were disjunct and provided a sufficient level of abstraction to include all core topics
that we previously identified in the literature (Mayring, 2000). Every category also contained
9
several areas that were under-researched, which we later present as research propositions for
future studies.
3. Findings
The search and analysis were carried out in March 2021. Figure 2 presents the number of articles
published by year. Despite being an established field of research, AR in marketing has only
gained academic recognition in the last decade. Consequently, all marketing-related studies
investigating this developing technology were published between 2008 and 2020, but it has only
been in the last three years that interest has surged. Marketing scholars have become increasingly
aware of the opportunities arising from the adoption of AR in marketing. This mounting interest
and the rise of experiential marketing (Atwal & Williams, 2017; Schmitt, 1999). Brands
capitalize on innovative technologies such as AR to cope with new market conditions, identify
30
27
26
25
Number of publications
20
15
12
10 9
6
5 3 3
2 2
1
0
2008 2012 2013 2014 2015 2016 2017 2018 2019 2020
Year
10
Figure 2. Year-wise distribution of AR studies in marketing
we referred to the authors' affiliations at the time of publication. As shown in Figure 3, the
analysis by country illustrates that the USA is the most active country in the AR marketing
research area with 37 articles followed by the UK and Australia. This is line with current
than 95 million by 2022 (Statista, 2020b), reflecting the ability of AR to appeal to a high number
of US consumers. Another study showed that 72% of US consumers made spontaneous purchase
decisions because of AR (Business Wire, 2016). In contrast to the USA, researchers from the UK
authored 21 publications. For the global AR market, a report from Immerse (2019) reveals that
the UK has nearly 1,000 companies specializing in virtual, augmented, and mixed reality
markets. The report further notes that approximately half a million UK citizens work in firms
that use immersive technologies in their respective business models and contribute to the
In Australia, AR research started in the early years (Piekarski, 2004; Piekarski & Thomas, 2003).
The country has committed efforts to develop its Industry 4.0 agenda through the establishment
of official initiatives and agreements that aim to leverage modern technologies, including AR
(Dean & Spoehr, 2018). To illustrate, the city of Perth has recently introduced an EyeJack
mobile app that uses AR to provide multi-sensorial and experiential stimuli to tourists, simplify
the navigation of tourism destinations, and identify the cultural traits of particular touristic places
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(Sigala, 2019). Australian researchers have contributed to the reviewed literature with six
publications. Finally, we identified eight researchers from Germany and six from both India and
South Korea. Additionally, we found numerous other affiliations, which indicates a widespread
40 37
35
Number of publications
30
25 21
20
15 13
10 8
6 6 5 5 4 4 3 3 3
5 2 2 2 2 1 1 1 1 1 1 1 1 1 1
0
United States
Australia
France
Norway
Netherlands
Italy
Finland
Malaysia
Canada
Hong Kong
Germany
India
Spain
China
Poland
Russia
South Korea
Belgium
Japan
New Zealand
Singapore
Sweden
Portugal
Switzerland
Lebanon
Taiwan
United Kingdom
We used the BibExcel tool to classify the journals. In total, the 90 selected studies appeared in 62
different journals, which indicates the relevance of the topic across numerous domains. As is
shown in Table 2, the Journal of Retailing and Consumer Services published a total of ten
articles followed by the Journal of Interactive Marketing with four articles and the Journal of
Destination Marketing and Management, the Journal of Destination Marketing and Management,
and the Journal of the Academy of Marketing Science, which published three articles each.
Additionally, 47 journals each published one article. The literature related to AR technologies in
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the context of marketing spans numerous academic disciplines such as marketing, tourism and
Number of
Source title publications
13
Figure 4 summarizes the research methods used in the 91 papers. In total, we identified eleven
different methodological approaches, most of which were empirical. Within this group, surveys
are the most popular method of investigation, with an explicit focus on evaluating the impact of
technologies. The analyzed empirical studies mainly use primary data collected through surveys,
experimentation, and case studies, but also secondary data collected from social media. We also
found several experiments that were conducted to test the effectiveness of AR applications in the
marketing environment and assess the perceptions and attitudes of users toward the adoption of
AR in marketing-related experiences. Seven studies use a multi-methods approach that are often
conducted by developing AR apps and testing them with surveys. Furthermore, we found ten
papers that apply qualitative interviews, nine case study methods, two content analyses, two
prototype developments, and one paper that uses a mixed methods approach. Non-empirical
papers include fifteen papers that conceptually analyze AR technologies, eight that review digital
marketing trends and AR impacts on consumer behavior, and, finally, three papers that build
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20
Number of publications
20
15
15 14
10
10 9
8
7
5 3
2 2
1
0
14
Figure 4. Distribution of selected papers based on research methods
4. Review discussion
The main objectives that we identified in the academic literature are enhanced consumer
experience, improved brand-customer relations, support for marketing activities, and the
organizational barriers (see Figure 5). Table 3 provides a full summary of our literature review,
including the method being used and the respective objectives and challenges. In the following
sections, we discuss each objective and challenge in more detail followed by the presentation of
one or more research propositions. The research propositions that we present are based on
existing gaps in the literature that we identified by summarizing and clustering the existing
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Table 3. Paper classification
16
(Hopp & Gangadharbatla,
2016) Experiment x x x x x x
Multi-
(Idris et al., 2019) methods x x
(Javornik, 2016a) Review x x x x x x
(Javornik, 2016b) Experiment x x x x x x
(Joshi, 2018) Conceptual x x
(T. H. Jung & tom Dieck,
2017) Framework x x x
(Jung et al., 2018) Survey x x x
(Kostin, 2018) Review x x
(Lagiewski & Kesgin, 2017) Case study x x x
Multi-
(Li et al., 2019) methods x x
(Liao, 2015) Interview x x x
(Loureiro et al., 2019) Review x x
(Marasco et al., 2018) Survey x x
(Ng & Ramasamy, 2018) Framework x x x x x x
(Olsson et al., 2013) Interview x x
(Pantano & Serxidio, 2012) Survey x
(Pantano et al., 2017) Survey x x x x
(Parise et al., 2016) Interview x x
(Park & Stangl, 2019) Survey x
(Park & Yoo, 2019) Survey x x x x
(Petit et al., 2019) Review x
(Phua & Kim, 2018) Survey x x
(Poncin & Ben Mimoun,
2014) Survey x
(Ramadan & Farah, 2017) Interview x x x
(Rauschnabel et al., 2019) Experiment x x x x
17
(Ruyter et al., 2018) Conceptual x x x x
Multi-
(Sasaki & Yamamoto, 2019) methods x
Multi-
(Scholz & Duffy, 2018) methods x x x x x
(Scholz & Smith, 2016) Framework x x x x
(Shabani et al., 2019) Case study x x x x x x
(Sihi, 2018) Interview x x x x
(Steinhoff et al., 2019) Conceptual x x
(tom Dieck & Jung, 2017) Case study x x x x
(van Esch et al., 2019) Survey x x x x x x
(Xishnexskaya et al., 2017) Conceptual x x x x
(Wang, 2013) Prototype x x
(Yaoyuneyong et al., 2014) Conceptual x x
Multi-
(Yim et al., 2017) methods x x x x x
(Zhu et al., 2008) Prototype x x x
(Chylinski et al., 2020) Review x x x x x x
(Haile & Kang, 2020) Survey x x x
(Wedel et al., 2020) Conceptual x x x x x
(Chang et al., 2020) Case study x x
(Hoyer et al., 2020) Conceptual x x x
(Cranmer et al., 2020) Interview x x x x x x
(Saleme et al., 2020) Survey x x
(K. Jung et al., 2020) Survey x x x x x x
(Jäger & Weber, 2020) Survey x x
(Yang et al., 2020) Experiment x x x x x x x x
(de Ruyter et al., 2020) Conceptual x x x x x x x x
(Cuomo et al., 2020) Case Study x x x
(Lacka, 2020) Survey x x x x x x
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(Davis et al., 2021) Conceptual x x
(Tsai et al., 2020) Experiment x x x x x x x x
(Hawker & Carah, 2020) Experiment x x
(Dwivedi et al., 2020) Interview x x x x x x
(Penco et al., 2020) Survey x x x
(Huertas & Gonzalo, 2020) Interview x x x
(Hausmann & Schuhbauer, Case study
2020) x x
(Wei, 2019) Review x x x x x x x x
(Perannagari & Chakrabarti, Review
2019) x x x x x x x x
(Saar et al., 2019) Case study x x x
(R. T. Azuma, 2019) Conceptual x x x x x
(Yung & Khoo-Lattimore, Review
2019) x x x x x x x x
(Moroz, 2019) Case study x
(Shin et al., 2019) Survey x x x x x x x x
(Gómez-Barroso et al., Interview
2012) x x
(Mishra et al., 2021) Experiment x x x x x
(Xu et al., 2019) Experiment x x x x x x x x
(Biswas, 2019) Conceptual x
(Sood, 2012) Conceptual x
(Kotsios, 2015) Conceptual x x x x x
(Moriuchi et al., 2021) Survey x x x x x
Challenges
Objectives
C1: Technical limitations
E1: Enhance consumer experience
C2: Customer-oriented challenges
E2: Improve brand customer relationship
C3: Technological immaturity
E3: Support marketing activities
C4: Organizational barriers
E4: Promote marketing competitiveness
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4.1. Augmented reality objectives for retail marketing
AR has been heralded as a boon for consumers due to its ability to offer a wide array of
information and increased control over the purchasing experience (van Esch et al., 2019). AR
enriches consumers' perceptions by providing instant access to visual information such as digital
images, videos, texts, audio, and computer simulations (Hinsch et al., 2020; Pantano et al.,
and decision-making processes through the overlay of digital information or objects over the
consumers will be able to virtually test products, thus stimulating perceptions of control and
ownership (Steinhoff et al., 2019). According to Pantano, Rese, & Baier (2017), the virtual try-
interact with the product under consideration via the ability to test offerings in terms of various
aspects such as texture, appearance, fit, or sound. The approach of adding virtual information to
an online purchase opportunity can lead to a sense of increased competence and feelings of self-
empowerment (Hilken et al., 2019). Likewise, the virtual testing of products increases perceived
control over shopping activities and intensifies the elaboration of vivid mental imagery (Park &
Yoo, 2019). In addition, AR can offer a wealth of informational resources that help to enhance
the personal awareness of the surrounding context (Park & Stangl, 2020). Similarly, AR
augments the sensory perception of customers in that they will be able to see how the products fit
to their needs while still enjoying the convenience of e-commerce and virtual shopping (Ng &
Ramasamy, 2018). AR thus creates highly immersive experiences that outperform conventional
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online service experiences and mobile applications, allows for 360° degree product presentations
or photo-based try-ons, and responds to customer needs for embodiment and embedding (Hilken
et al., 2017; Javornik, 2016; Olsson et al., 2013; Park & Yoo, 2020). For instance, Hilken et al.
(2017) note that AR improves the cognitive potential of consumers, simplifies situational-
information processing, and can embed a product within a personally relevant context. To
illustrate these capabilities, Pantano, Rese, & Baier (2017) provide the example of a Ray-Ban
virtual mirror, which is a system that allows consumers to virtually try on the available glasses.
In this application, online shoppers use a computer camera to try on sunglasses as if they were in
The abundance of products and services offered to consumers may create confusion and add to
shoppers' decision-task uncertainty (Campbell, 1988). Consumers may find that an equivocal and
complex product mix exacerbates the difficulty of judging the relative quality of a product
among several choices (Boyer et al., 2002), thus making purchase decisions more difficult. In
such situations, AR makes it easier for consumers to make optimal purchase decisions. Exposed
to the bundling of numerous products and services features, AR can assist consumers by
reducing the efforts associated with intensive information searches and product screening in
order to differentiate between offerings and make the right choice (Wang, 2013). While the
needed to identify the right product, AR technology drives consumers to filter out unrelated
perceptions and thoughts from the main mental processes (Park & Yoo, 2019). AR enhances the
consumer experience by enabling quick access to high-quality product information, the easy
navigation of real-world environments, the timely flow of mobile payments, and the facilitation
of advertisements and social interaction (Olsson et al., 2013). Similarly, Hilken et al. (2019)
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illustrate that social AR applications can enhance purchasing decision processes and enable
recommenders as well as decision makers to lean on each other's support in online shopping
settings. The ability to support customers during the purchase decision process can increase
customer satisfaction and repurchase intention while improving brand marketing. In this context,
Hilken et al. (2019) argue that AR optimizes consumer purchase decisions and enhances the
ability of retailers to influence consumer choices, resulting in positive ripple effects on loyalty
the basic product and service information, enhances the representation of digital offerings, filters
out distracting information (de Ruyter et al, 2018), empowers product choices, and maximizes
individual utility. Thus, we propose the following research propositions related to AR objectives:
RP O-2: Which individual consumer traits are responsible for the adoption of AR by consumers
an affective commitment and engagement with brands (Vivek et al., 2012). Consumer
engagement and involvement is therefore a critical factor for marketers. Similarly, scholars have
found that consumer engagement plays a key role in the process of communication-based trust
and transfer (Liu et al., 2018). Consistent with relationship marketing theory, the interactivity
and experiential value offered by AR technology fosters a new level of engagement that
surpasses mere usage intensity (Brodie et al., 2013; Vivek, Beatty, & Morgan, 2012). As a novel
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displays and their implications for customer-brand relationships (Feng & Xie, 2019a; Liao,
2015). According to Shabani, Munir, & Hassan (2019), AR increases the involvement of
marketers and consumers with brands and maximizes the benefits for both parties. The
effectiveness of AR communication and its ability to circulate innovative marketing content can
studies, AR interactivity is a distinctive feature that can pave the way to a highly immersive
environment and rich information exchange between the brand and consumers (Parise et al.,
2016). The technology represents a valuable communication instrument that enhances the level
of sociability and engagement by embedding the branded content into consumers’ conversations
(Scholz & Smith, 2016). By the same token, Scholz & Smith (2016) opine that AR can
significantly simplify the interpersonal and affective relationships between consumers and
which customers can freely express their opinions and generate lasting and positive impressions.
consumer and brand ties through innovative relational features (Scholz & Duffy, 2018). This is
because the technology enables consumers to maintain a timely and continuous access to mobile
environment wherein brands can deepen their interaction with consumers, receive instantaneous
feedback, and identify new value creation opportunities. Feng & Xie (2019) report that AR
specific product features. Wang (2013) develops a prototype based on AR for interior furnishing
design and highlights the benefits of AR in achieving a more realistic experience of "home
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communicative interactions with consumers. The unique user-brand interaction differentiates AR
from other technological innovations and enables increased brand awareness (Feng & Mueller,
2019) by reshaping the dynamics of communication between brands and consumers. Rather than
being passive recipients of conventional marketing messages and information, AR sustains the
active engagement of consumers with the focal brand (Ramadan & Farah, 2017). This is
consistent with the assertion of Rauschnabel, Felix, & Hinsch (2019) that consumers can rely on
AR technologies to craft brand-focused stories by drawing attention to the brands they favor the
AR also provides opportunities for building brand attachment and engaging with consumers
through the support of experiential marketing (Schmitt, 1999). The creation of unforgettable and
entertaining experiences strengthens the degree to which consumers are emotionally involved
and engaged with brands. Immersive experiences create hedonic benefits (Rauschnabel et al.,
2019) and encourage consumers to respond and interact with brands by using multi-sensory
images, emotional arousal, and fantasies. For example, several world-renowned brands,
including Coca-Cola, McDonald's, and General Electric, have deployed AR in their marketing
strategies to offer creative advertising and packaging, improve shopping experiences, and
develop captivating games (Scholz & Smith, 2016). Ramadan & Farah (2017) note that AR
facilitates the gamification of retail and leads to the formation of new forms of communities
wherein consumers can connect, share their opinions, and urge marketers to take advantage of
those communities in order to introduce better products and positively respond to consumer
their experiences, resulting in increased brand engagement and loyalty. Therefore, we investigate
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RP O-3: What is the impact of AR in retail marketing on the brand-consumer relationship?
RP O-4: How can AR systems be designed to foster consumer attachment with a certain brand?
As digital media platforms have revolutionized marketing practices by providing new ways to
inform, engage, learn about, sell, and provide service to customers (Lamberton & Stephen,
2016), brands are forced to build upon these technological means and target consumers more
directly. Following advances in mobile technologies, consumers often use apps that are
convenient, easy to use, interactive, and location independent (Idris et al., 2019). Given this
promote their products and services (Ng & Ramasamy, 2018). Consequently, a significant stream
ways (Shabani et al., 2019). Innovative marketers can capitalize on the visualization features of
AR design to create immersive brand experiences, develop more creative advertising, and allow
consumers to perceive products in novel ways (Scholz & Smith, 2016). In advertising, AR
facilitates ad campaigns (Feng & Mueller, 2019) and offers a utilitarian value perception to
consumers (Feng & Xie, 2019a). Findings from a study on the application of AR for advertising
show that users strongly agree on the perceived usefulness and informativeness of AR-based
advertising (Idris et al., 2019). Correspondingly, Phua & Kim (2018) find that AR technology
enables advertisers to create ads that improve consumers’ self-brand congruity, self-referencing,
and perceived humor. The authors argue that the possibility to place consumers' own
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photographs alongside brand logos and other branded content results in improved brand attitude,
Investigating the impact of AR on consumer behavior and advertising, Feng & Xie (2018)
develop a measurement instrument to gauge the content characteristics of YouTube videos that
feature AR campaigns. Their results indicate that AR enhances the efficacy of online campaigns,
creates easy-to-understand ad content, and offers entertainment value for consumers. Brands can
harness the power of AR to develop innovative marketing tools and support the creativity of
advertising activities. The effectiveness of AR ads has the potential to inspire consumers and
generate a sense of gratification. For example, Rauschnabel, Felix, & Hinsch (2019) argue that
the use of mobile AR apps as part of the immersive consumer experience can promote
visualization, trigger new ideas, and induce inspiration. Marketers can also benefit from AR
technologies to track and target potential market segments. Due to the recording functionality in
AR technologies, AR offers brands data and metrics that were previously impossible or hard to
track, such as the number of consumers who ultimately purchase the product or service being
promoted (Feng & Mueller, 2019). The approach of tracking consumers’ purchasing histories
and patterns increases the ability of brands to quantify the impact of their advertising campaigns,
develop appealing marketing content, and create tools for monetizing the measurable actions of
AR (Liao, 2015). The increased control over user data helps marketers to better profile potential
customers, identify their preferences, and analyze specific patterns of behavior. AR can also
accelerate the innovation process and generate new product development capabilities. In this
respect, Ng & Ramasamy (2018) maintain that AR is a novel and creative method to deliver
products and services. The technology enables brands to gain valuable knowledge-based
resources that can help advertisers to boost creativity and facilitate the development of new
26
products (Feng & Xie, 2019; Vishnevskaya et al., 2017). Hence, we posit the following
questions:
RP O-5: Which AR retail marketing activities create new value for consumers?
RP O-6: How can AR retail marketing be integrated into the existing portfolio of marketing
activities?
For brands, maintaining marketing competitiveness is a strategic goal that requires the delivery
of differentiated products and the satisfaction of consumers' needs for uniqueness. According to
Lee & Wilhelm (2010), competitiveness represents the ability of the firm to design, produce, and
market products superior to those offered by rivals. Since competitiveness is a critical success
factor for business survival, brands leverage new technologies in order to enhance their business
operations (Perakakis et al., 2019) and cope with the changing structure of marketing
communications. Research in this area has maintained that AR is an effective tool that revamps
marketing activities, delivers superior consumer value, and sustains competitive advantages (Ng
2019) and offer psychological feelings of product ownership and control (Carrozzi et al., 2019).
AR is also regarded as a key facilitator for brands that aspire to lock in consumers through
can reach consumers more effectively and efficiently while simultaneously boosting market
share and profitability (Ng & Ramasamy, 2018). Highly customized and personalized AR
experiences can increase consumer satisfaction, purchase intention, and the long-term
27
commitment to repurchase products and services (Aluri, 2017). From a cost perspective, AR is
viewed as a potentially affordable technology. Shabani, Munir, & Hassan (2019) argue that the
use of AR in marketing is easily accessible and hence less expensive than conventional
marketing approaches. Equally, Kostin (2018) and Carrozzi et al. (2019) note that the relatively
low adoption costs of AR applications and high-demand potential from consumers makes the
technology cost effective and well suited for marketing. Hilken et al. (2017) point out that in
addition to providing consumers with an increased sense of control and ownership, AR-based
augmentation is less costly than existing product trial services like sampling and free return
policies. However, in spite of the declining costs, the resources that are needed for developing
AR applications might still pose a barrier, especially for small and medium-sized enterprises
(Golosovskaya, 2021).
The human-centric nature of AR technologies not only helps brands to effectively understand
and learn about consumers’ needs, but also to boost confidence in product choices, optimize
transaction efficiency, and properly implement product/service customizations (van Esch et al.,
2019). In this regard, Grzegorczyk, Sliwinski, & Kaczmarek (2019) illustrate the example of the
IKEA brand, which leverages AR to increase the playfulness of purchase experiences, inspire
consumers to spend more on the brand’s offerings, and improve its reputation. As a result, AR
can substantially increase the operational efficiency of the sales workforce and help brands attain
their sales objectives. This example also illustrates that AR systems can ensure more flexible and
integrated business processes that are adaptable to the continuous changes in marketing and
technological environments. For instance, the easy navigation capabilities that characterize AR
applications can aid consumers in finding stores and familiarizing themselves with the brand
(Grzegorczyk et al., 2019). This enhances the synchronization of information and processes
28
across various sales touchpoints, helps to build up closer connections with consumers, and
attracts new potential market segments. In the hospitality industry, for example, research has
to attract visitors through solid destination marketing campaigns (He, Wu, & Li, 2018; Park &
Stangl, 2020; Vishnevskaya et al., 2017). According to Shabani, Munir, & Hassan (2019), the
use of AR in destination marketing can strengthen the emotional connections of tourists to the
destination, increase the sales of tourism packages, create destination loyalty, and deliver
al., 2018) and a possible source for marketing competitiveness, leading to the following two
inquiries:
RP O-8: What features of AR can help retail marketing businesses to differentiate themselves
• Privacy concerns
exist. Several of the reviewed studies have identified privacy as a primary concern for the
integration of AR in marketing. For example, Feng & Xie (2019) investigate consumers’
responses to virtual try-on apps and the brand sponsors of these apps. Findings indicate that users
29
who exhibit high levels of privacy concerns tend to express perceived intrusiveness and negative
impressions toward the AR app, especially when viewing themselves virtually while trying on
the product. Hilken et al. (2017) show that increasing awareness among consumers regarding
firms’ privacy practices might lessen the positive effects of AR technology in marketing.
Carrozzi et al. (2019) note that opponents of AR technology attribute the failure of AR platforms
such as Google Glass to the lack of privacy. Privacy concerns are often triggered in conditions
where consumers' private information becomes vulnerable, causing consumers to feel victimized
and lose trust in brands. van Esch et al. (2019) further emphasize that the lack of privacy may
generate discomfort and feelings of loss of control as soon as they become aware of the
personal information of consumers constitutes a barrier that can intensify the reluctance of
RP C-1: How do consumer privacy concerns impact the application of AR in retail marketing?
RP C-2: What are the requirements for creating privacy-by-design AR applications for
marketing?
RP C-4: In privacy-sensitive situations, how can marketers rely on AR to signal low levels of
intrusiveness?
Even though AR visualization capabilities and real-time rendering are powerful features, the
limited optical potential of AR remains problematic. For example, Zhu et al. (2008) argue that
AR devices are still hindered by a limited field of vision, meaning that the user cannot have a
30
complete view of the reality that is augmented or a full sense of presence. Similarly, Javornik
(2016) notes that the display capability of AR might hamper its high mobility due to the limited
flexibility in the AR viewing mode, which only permits movement to a certain extent. Obtaining
a high resolution of computer-generated content is demanding. This is due to the need for
sufficient recognition of the location in order to calculate the position and orientation of the
virtual content and achieve high accuracy in the augmentation (Blanco-Pons et al., 2019; Zhu,
Owen, Li, & Lee, 2008). Therefore, issues related to the accuracy of calibration, latency in the
registration, and misalignment of virtual and real-world objects might curb the potential utility of
AR in retail marketing (Feng & Mueller, 2019). Hence, we propose the following research
propositions:
RP C-5: How does a limited field of view in AR applications impact retail marketing?
RP C-6: What technical improvements of AR applications are necessary to engage the full
• Technological complexity
Arguably, perceived system complexity represents a key factor when making an adoption
decision (Lian et al., 2014). AR systems are comprised of hardware, additional technical
components, and sub-systems of numerous layers that are necessary to realize the interactions
between users and the AR device (Guo et al., 2019). The adoption of AR in marketing also
necessitates more efficient hardware since some applications might be energy intensive and have
an increased demand for computing power (Grzegorczyk et al., 2019). These sophisticated
requirements may erode the benefits of AR and might make the technology useless for several
31
that AR needs to be more flexible and adaptable in terms of user interface, storage, and
processing power. In comparison to social media, Javornik (2016) observes that there is a lack of
connectivity in current AR apps and believes that this might negatively impact consumer
engagement with brands. The author further points out that AR might not be sufficiently flexible
RP C-7: How does the complexity of the technology impact the application of AR in retail
marketing?
Consumer acceptance represents a key driver and indicator of technology adoption (Sathye,
1999). This implies that the introduction of a new technology in marketing is dependent on
(van Esch et al., 2019; Yim et al., 2017). To date, there is a lack of research concerning
consumer acceptance of AR in marketing as scholars have barely discussed this topic. Carrozzi
et al. (2019) point out that customers might be reluctant to view AR holograms of products in
case they sense that these are a means of collecting their personal information for marketing
purposes. Ng & Ramasamy (2018) argue that when a technological failure is caused by social
issues (e.g., privacy concerns), a domino effect might occur, and the whole population will be
reluctant to use the specific technology. In addition, the intention to use AR might vary from one
consumer to another. Consumers who favor real shopping experiences might discontinue their
use of AR due to the inability to properly evaluate the quality of products (Feng & Mueller,
2019). Similarly, Hilken et al. (2017) observe that customers who are less prone to use the
visualization capacities of AR might end up relying on their own mental imagery, thereby
32
denying the utilitarian value of AR-based augmentation. Hopp & Gangadharbatla (2016) note
that a lack of confidence and ability to use a new technology might deter consumers from
engaging with brands that offer AR-interactive content. As a result, AR acceptance is influenced
Furthermore, a previous negative AR experience will keep consumers from using the technology
in the future. Matzler et al. (2008) refer to this as risk aversion: a situation wherein consumers
seek to avoid encountering critical uncertainties and unclear situations. In tourism research, for
example, He, Wu, & Li (2018) find that when visitors are less willing to immerse themselves in
the virtual environment, the mental imagery process may fail, resulting in an ineffective AR
increases when consumers undergo social pressure, which can result from threats to personal
autonomy and privacy, and experience negative self-presentation (Hilken et al., 2019;
Rauschnabel, Felix, & Hinsch, 2019; van Esch et al., 2019). Therefore, potential psychological
risks might arise when consumers feel disappointed as a result of their consumption and
interaction with a brand in the virtual space (Rauschnabel et al., 2019). Thus, we ask:
RP C-8: Which individual consumer traits foster or hinder the adoption of AR in retail
marketing?
RP C-9: How can AR applications be designed to best consider consumers’ needs and
preferences?
Although the benefits of AR in marketing are widely discussed, the immaturity of the technology
and the lack of widespread commercial applications still act as a barrier to its implementation.
33
Brands looking to invest in AR face the dilemma of understanding the advantages derived from
researchers have argued that AR is still a novel technology that is surrounded by uncertainty and
ambiguity (Grzegorczyk et al., 2019; Hopp & Gangadharbatla, 2016; Javornik, 2016b, 2016a).
This uncertainty arises from the lack of consistency among social norms (Grzegorczyk et al.,
2019), weak consumer awareness of existing AR applications (Yim et al., 2017), and insufficient
AR use cases in marketing. For example, Pantano, Rese, & Baier (2017) highlight that there is
only a small number of eyewear retailers in Germany and Italy who have already used AR to
support online and mobile shopping. Because of the embryonic nature of AR, consumers tend to
feel less confident and rather skeptical regarding the convenience and utility of AR technologies
(Scholz & Duffy, 2018). Although novelty perceptions and uncertainties could fade away with
repeated interactions with the technology (Hopp & Gangadharbatla, 2016), managers are still
hesitant to integrate AR into their marketing strategies (Scholz & Duffy, 2018). Thus, we argue
that more research is needed that considers the current state of AR technology:
RP C-10: How does the technical immaturity of AR impact its widespread retail-marketing
adoption?
The adoption of AR in marketing can pose several organizational challenges. These are
associated with the existing business environment of brands and the need to develop new
practices when AR is deployed in marketing. Given the immaturity of the technology, marketers
may perceive the uncertainty surrounding AR implementation and the lack of information as a
34
major barrier that constrains the intention to adopt AR (Ng & Ramasamy, 2018). Likewise, the
lack of a clear and comprehensive branding theory of AR could hinder the adoption of this
emerging innovation (Rauschnabel et al., 2019), and the costs related to the implementation of
AR can slow down the diffusion of the technology. Especially for small businesses, the
perceived investment cost and uncertainty are a big deterrent of AR adoption (tom Dieck & Jung,
2017). That said, the setup costs can be high, and organizations can thus face financial
constraints during their engagement in AR projects. The lack of familiarity with AR technologies
requires the commitment of other considerable resources for training, recruitment of a skilled
workforce, and development initiatives (Guo et al., 2019; Ng & Ramasamy, 2018). Javornik
(2016) emphasizes that early forms of AR were not robust and cost effective and hence did not
affordable in order to offer superior customer value and improve brand equity (Rauschnabel et
RP C-12: What organizational structures and processes foster the adoption of AR for retail
marketing?
RP C-13: What organizational structures and processes hinder the adoption of AR for retail
marketing?
Table 4 summarizes the research propositions that we derived in the preceding sections and
orders them according to the respective categories that either pose an objective or a challenge to
a company. Taken together, they provide a comprehensive framework for future research
35
Table 4. Research propositions
36
How does the complexity of the technology impact the
C-7 Technical limitations application of AR in retail marketing?
Consumer-oriented Which individual consumer traits foster or hinder the
C-8 challenges adoption of AR in retail marketing?
Consumer-oriented How can AR applications be designed to best consider
C-9 challenges consumers’ needs and preferences?
Technological How does the technical immaturity of AR impact its
C-10 immaturity widespread retail-marketing adoption?
Technological How do consumers perceive AR technology from a
C-11 immaturity technical perspective?
Organizational What organizational structures and processes foster the
C-12 barriers adoption of AR for retail marketing?
Organizational What organizational structures and processes hinder the
C-13 barriers adoption of AR for retail marketing?
mobile technologies, create promising opportunities for organizations to sustain their brands’
value and enhance their marketing capabilities ( Guo et al., 2010). Within this context, mobile
devices have turned into important marketing vehicles that help brands to spread their reach and
ensure a pervasive electronic presence (Varnali & Toker, 2010). As a technology with a well-
developed technological foundation, AR has emerged to support marketing activities and reshape
the ways brands interact and create value for consumers. In this paper, we have investigated the
current state of the art on the topic of AR and retail marketing by conducting an SLR and
deriving several research propositions. In total, we thoroughly analyzed 91 articles for this
purpose. Our findings illustrate that AR is still an emerging and topical research area that has
37
The application of AR in marketing was first reported in 2008, and the number of articles has
significantly increased ever since. Early AR marketing publications focus on examining the role
technological tool for expanding and creating immersive consumer experiences that resemble
and generates a strong influence on consumer responses through trust, immersion, fun, and
enjoyment. Thanks to AR’s high-quality and rich information being blended into the real world,
marketers can offer consumers a more personalized shopping experience. Moreover, AR creates
vivid memories by enriching the physical reality and endowing it to offer a holistic consumer
experience and support sensory marketing strategies. AR not only can trigger visual senses but
also form subconscious triggers that impact human perception. For example, the sensory-motor
experience of virtually touching a product often creates the feeling that the product is more
tangible than a product that is only seen (Heller et al., 2019). Therefore, future studies may
explore AR's role in adding convenience and flexibility to shopping activities by creating a
sensory experience and increasing the capabilities of consumers to imagine the use of products or
services.
As a new interactive tool, AR offers marketers numerous innovative opportunities and enables
them to create more interactive, immersive, and lifelike ads. AR represents a novel marketing
tool that helps brands effectively communicate their advertising content to consumers and
develop emotional bonds with them. Replacing conventional advertisements with AR ads can
stimulate consumer affective responses and their willingness to purchase products. Through the
use of AR, brands can intensify emotional reactions and increase their ability to attract
38
consumers. The effectiveness of AR in advertising also manifests in the benefits from free brand
endorsement because consumer immersion and engagement with the technology encourage
experience sharing and the promotion of brands to the community and social networks. The
engage with viral brand marketing and enables companies to increase their bottom-line.
Therefore, the improved form of engagement facilitated by AR may translate into diverse
marketing metrics such as word of mouth and positive intent (Buttle, 1998; Rahman et al., 2015;
Roy et al., 2014). This finding suggests that marketers seeking to incorporate AR in their
advertising and marketing campaigns should evaluate the potential al of the technology to trigger
physiological arousal and its influence on the willingness to pay for the products shown in AR
advertising.
As marketers continuously strive to enhance engagement between consumers and brands, there is
a potential for AR to influence consumer behavior by integrating virtual objects into consumers’
perceptions of the physical world in order to increase sales, support branding, and optimize
delivery of customer service. The technology also offers promising opportunities for various
marketing, and social media. In this regard, a fruitful research direction is to investigate the extra
consumers at the center of a story. This is because rich media that uses storytelling has a stronger
influence on consumer experiences than those without narration (Javornik, 2016a). Given the
overall lack of a more comprehensive branding theory of AR (Rauschnabel, Felix, & Hinsch
2019), it is recommended that future researchers identify the theoretical underpinnings that
explain consumer responses to the higher media richness, narration, and storytelling wrought by
39
the use of AR in marketing. AR marketing scholars can draw on established behavioral theories
(e.g., Theory of Reasoned Action, Theory of Planned Behavior, Theory of Experienced Utility,
Persuasion Theory) to examine the beliefs, attitudes, and affects of AR in marketing, and they
can predict consumer intention to engage in AR-based marketing experience and storytelling. To
date, this direction has not been sufficiently explored and remains a pending topic in AR
marketing.
By adopting AR in marketing, firms can achieve higher efficiencies, return on investments, and
by infusing digital information into consumers’ perceptions of the real world in order to
maximize sales revenues, support branding, and target new customer segments. AR can also be
seen as a strategic marketing tool that sustains competitive advantages due to its positive impact
on consumer satisfaction and engagement. To maximize profits, brands are required to create
interactions that foster consumer satisfaction, brand loyalty and attachment. Moreover, AR is
particularly valuable for sales and marketing strategies since increased personalization and
consumer involvement can stimulate the desire for products and provide brands with new ways
to boost the competitive advantage and widen the consumer base. In this context, future studies
should guide marketers in devising AR-based sales policies and examining how the technology
can elevate sales revenues and facilitate sales services and increase customer retention.
In addition to the above-discussed AR objectives, in this paper we also identify the types of
research methodologies that are applied in the selected publications and find a dominance of
The goal of our study was to provide a systematic summary and analysis of the existing literature
40
marketing, which is an important prerequisite for conceptualizing and advancing theories in this
research area. Future research is needed that further investigates which theories are especially
suitable in order to explore this topic further and how existing theories can be refined by taking
studying the impact of AR on the consumer experience and discuss how the technology can
The present study represents one of the first attempts to systematize the existing body of
academic knowledge on the applications of AR in retail marketing. The literature reveals that
previous scholarly work on AR has emphasized the specific benefits of this technology in order
to improve the consumer experience. Little attention has been paid so far to the comprehensive
literature review of studies on AR in retail marketing. In this paper, we thus strive to deliver a
timely review study that provides a snapshot of the composition of current AR research with the
goal of enriching our collective understanding of AR in retail marketing and laying the
A structured research agenda on AR in retail marketing will help to better understand the
marketing areas prone to enhancement by the technology. Moreover, we find that technical
limitations and lack of consumer acceptance are still problematic for widespread adoption. Other
scholars may investigate possible solutions for companies and how to increase consumers’
41
The theoretical inferences derived from our SLR can provide useful insights for marketing
practitioners interested in AR technologies. This especially pertains to the retailing strategies and
tactics that are likely to be affected by the increased application of AR, which will help
practitioners to gain a clear and balanced picture of what drives and hinders AR implementation
in retail marketing. In doing so, marketers will recognize the role of AR in contributing to the
evolution of new marketing practices in their organizations. Previous research has shown that
brands can benefit from AR to offer unique consumer experiences, increase their marketing
efficiencies, offer highly customized and personalized products, and build brand loyalty beyond
conventional methods. Therefore, marketers should not be discouraged by the existing barriers of
AR adoption, but instead strive to better understand the technology’s idiosyncrasies as well as
consumers’ needs in order to be able to use the former to its fullest potential.
42
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