مدیریت استراتژیک هوشمند

مدیریت استراتژیک هوشمند

مدل رفتار مصرف کننده با تکیه بر واقعیت افزوده

نوع مقاله : مقاله پژوهشی

نویسندگان
1 استاد گروه مدیریت بازرگانی و IT، دانشگاه پیام نور، تهران، ایران
2 دانشجوی دکترای مدیریت بازرگانی، دانشگاه پیام نور، تهران، ایران
3 دانشیار گروه مدیریت بازرگانی و IT ، دانشگاه پیام نور، تهران، ایران
4 استادیار گروه مدیریت بازرگانی و IT ، دانشگاه پیام نور، تهران، ایران
چکیده
هدف: فناوری واقعیت افزوده (Augmented Reality یا AR) با ادغام محیط‌های واقعی و مجازی، تجربه‌ای تعاملی و چندحسی ارائه می‌دهد که فرآیند تصمیم‌گیری را تسهیل کرده و ارتباط عاطفی بین مصرف‌کنندگان و برندها را تقویت می‌کند. با این حال، نبود چارچوب‌های جامع برای تبیین رفتار مصرف‌کننده در پاسخ به AR در این صنعت، شکاف پژوهشی قابل‌توجهی ایجاد کرده است. این پژوهش با هدف توسعه مدل نظری رفتار مصرف‌کننده مبتنی بر AR در صنعت لوازم آرایشی و بهداشتی تهران، به بررسی این شکاف پرداخت.

روش: این پژوهش از نوع کاربردی است و با رویکرد کیفی طراحی شده است تا مدل مفهومی کاربرد واقعیت افزوده (AR) در صنعت لوازم آرایشی و بهداشتی را توسعه دهد. نمونه کیفی شامل 21 نفر از کارشناسان بازاریابی و مدیران ارشد شرکت‌های فعال در این بخش است که با روش نمونه‌گیری هدفمند انتخاب شده اند. داده‌ها با استفاده از مصاحبه‌های نیمه‌ساختاریافته و بدون ساختار جمع‌آوری شده است. در این پژوهش ابتدا از تحلیل مضمون و تکنیک دلفی برای شناسایی متغیرهای اصلی استفاده شد. سپس با بهره‌گیری از روش گرندد تئوری، مدلی شامل متغیرهای علی، مقوله محوری، استراتژی‌ها، شرایط زمینه‌ای، عوامل مداخله‌گر، و پیامدها تدوین شد.

یافته‌ها: یافته‌ها نشان می‌دهد که شرایط علی مؤثر بر پذیرش شامل عوامل مزایا (ارزش کاربردی، ارزش لذت‌بخش، و تجربه چندحسی)، عوامل فنی (تعاملی بودن، نوآوری، و حضور مجازی)، عوامل اطلاعاتی (سهولت استفاده، مفید بودن اطلاعات، و راحتی تصمیم‌گیری)، و عوامل خصیصه‌ای (کیفیت عملکردی، کیفیت زیبایی‌شناختی، و کیفیت لذت‌بخش) است. استراتژی‌های کلیدی شامل الهام‌بخشی، حس حضور، نزدیکی فیزیکی ادراک‌شده، جذابیت بصری، تعامل عاطفی، و تصویرسازی ذهنی شناسایی شدند. شرایط مداخله‌گر شامل نگرانی‌های حریم خصوصی و اضطراب فناوری، و شرایط زمینه‌ای شامل آشنایی با فناوری و پذیرش اجتماعی بود.

نتیجه‌گیری: براساس یافته های حاصل از این پژوهش، ادغام AR در فرایند بازاریابی، از طریق محتوای بصری، احساسات مثبت ایجاد کرده و وفاداری مشتریان را تقویت می‌کند. همچنین با افزایش تعامل، ارائه اطلاعات دقیق‌تر، و ایجاد تجربه‌های چندحسی، مشارکت مشتریان در فرآیند خرید را بهبود می‌بخشد
کلیدواژه‌ها

موضوعات


عنوان مقاله English

Consumer behavior model based on augmented reality

نویسندگان English

Mohammad Mahmoudi Meymand 1
Zeynab Torfeh 2
Yazdan Shirmohammadi 3
Seyed Mahmoud Hoseini Amiri 4
1 Professor of Department of Business Administration & IT, Payame Noor University, Tehran, Iran
2 PhD student in Business Administration , Payame Noor University, Tehran, Iran
3 Associated professor of Department of Business Administration & IT, Payame Noor University, Tehran, Iran
4 Assistant professor of Department of Business Administration & IT, Payame Noor University, Tehran, Iran
چکیده English

Objective: Augmented Reality (AR) technology, by integrating real and virtual environments, provides an interactive and multisensory experience that facilitates the decision-making process and strengthens the emotional connection between consumers and brands. However, the lack of comprehensive frameworks to explain consumer behavior in response to AR in this industry has created a significant research gap. This study aimed to explore this gap by developing a theoretical model of AR-based consumer behavior in the Tehran cosmetics industry.

Method: This is an applied study designed with a qualitative approach to develop a conceptual model of the application of augmented reality (AR) in the cosmetics industry. The qualitative sample consisted of 21 marketing experts and senior managers of companies active in this sector, who were selected using purposive sampling. Data were collected using semi-structured and unstructured interviews. In this study, thematic analysis and the Delphi technique were first used to identify the main variables. Then, using the grounded theory method, a model was developed including causal variables, focal category, strategies, contextual conditions, intervening factors, and outcomes.

Findings: The findings indicate that the causal conditions affecting acceptance include benefit factors (utility value, hedonic value, and multisensory experience), technical factors (interactivity, innovation, and virtual presence), information factors (ease of use, usefulness of information, and ease of decision-making), and attribute factors (functional quality, aesthetic quality, and hedonic quality). Key strategies were identified including inspiration, sense of presence, perceived physical proximity, visual appeal, emotional engagement, and mental imagery. Intervening conditions included privacy concerns and technology anxiety, and contextual conditions included technology familiarity and social acceptance.

Conclusion: Based on the findings of this study, integrating AR into the marketing process, through visual content, creates positive emotions and strengthens customer loyalty. It also improves customer engagement in the purchasing process by increasing interaction, providing more accurate information, and creating multi-sensory experiences.

کلیدواژه‌ها English

Consumer behavior
augmented reality
inspiration
mental imagery
creating a sense of presence
Alam, S. S., Susmit, S., Lin, C.-Y., Masukujjaman, M., & Ho, Y.-H. (2021). Factors affecting augmented reality adoption in the retail industry. *Journal of Open Innovation: Technology, Market, and Complexity*, 7(2), Article 142. https://doi.org/10.3390/joitmc7020142
Ambika, A., V., B., & Dhir, A. (2025). The role of augmented reality experiences in consumers’ purchase intention toward new products. *Journal of Consumer Behaviour*, 24(2), 305–320. https://doi.org/10.1002/cb.2310
Arena, F., Collotta, M., Pau, G., & Termine, F. (2022). An overview of augmented reality technology in the medical field: Opportunities and challenges. *Sensors*, 22(4), Article 1357. https://doi.org/10.3390/s22041357
Azuma, R. T. (1997). A survey of augmented reality. *Presence: Teleoperators and Virtual Environments*, 6(4), 355–385. https://doi.org/10.1162/pres.1997.6.4.355
Barhorst, J. B., McLean, G., Shah, E., & Mack, R. (2021). Blending the real world and the virtual world: Exploring the role of flow in augmented reality experiences. *Journal of Business Research*, 122, 423–436. https://doi.org/10.1016/j.jbusres.2020.08.028
Barta, S., Gurrea, R., & Flavián, C. (2024). Using augmented reality to reduce cognitive dissonance and increase purchase intention. *Computers in Human Behavior*, 140, Article 107564. https://doi.org/10.1016/j.chb.2022.107564
Berryman, D. R. (2012). Augmented reality: A review. *Medical Reference Services Quarterly*, 31(2), 212–218. https://doi.org/10.1080/02763869.2012.670604
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. *Multimedia Tools and Applications*, 51(1), 341–377. https://doi.org/10.1007/s11042-010-0660-6
Chatzopoulos, D., Bermejo, C., Huang, Z., & Hui, P. (2017). Mobile augmented reality survey: From where we are to where we go. *IEEE Access*, 5, 6917–6950. https://doi.org/10.1109/ACCESS.2017.2698166
Do, H. N., Shih, W., & Ha, Q. A. (2020). Effects of mobile augmented reality apps on impulse buying behavior: An investigation in the tourism field. *Heliyon*, 6(8), Article e04667. https://doi.org/10.1016/j.heliyon.2020.e04667
Dogra, P., Kaushik, A. K., Kalia, P., & Kaushal, A. (2023). Influence of augmented reality on shopping behavior. *Management Decision*, 61(7), 2073–2098. https://doi.org/10.1108/MD-02-2022-0136
Fan, X., Chai, Z., Deng, N., & Dong, X. (2020). Adoption of augmented reality in online retailing and consumers’ product attitude. *Journal of Retailing and Consumer Services*, 53, Article 101986. https://doi.org/10.1016/j.jretconser.2019.101986
Gatter, S., Hüttl-Maack, V., & Rauschnabel, P. A. (2021). Can augmented reality satisfy consumers’ need for touch? *Psychology & Marketing*, 38(4), 508–523. https://doi.org/10.1002/mar.21614
Hilken, T., de Ruyter, K., Chylinski, M., Mahr, D., & Keeling, D. I. (2017). Augmenting the eye of the beholder: Exploring the strategic potential of augmented reality to enhance online service experiences. *Journal of the Academy of Marketing Science*, 45(6), 884–905. https://doi.org/10.1007/s11747-017-0541-x
Hinsch, C., Felix, R., & Rauschnabel, P. A. (2020). Nostalgia beats the wow-effect: Inspiration, awe and meaningful associations in augmented reality marketing. *Journal of Retailing and Consumer Services*, 53, Article 101987. https://doi.org/10.1016/j.jretconser.2019.101987
Huang, T.-L., & Liu, F.-H. (2014). Formation of augmented-reality interactive technology’s persuasive effects from the perspective of product involvement. *Journal of Interactive Marketing*, 28(4), 270–280. https://doi.org/10.1016/j.intmar.2014.04.001
Javornik, A. (2016). Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour. *Journal of Retailing and Consumer Services*, 30, 252–261. https://doi.org/10.1016/j.jretconser.2016.02.004
Kazmi, S. H. A., Ahmed, R. R., Soomro, K. A., Hashem E, A. R., Akhtar, H., & Parmar, V. (2021). Role of augmented reality in changing consumer behavior and decision making: Case of Pakistan. *Periodicals of Engineering and Natural Sciences*, 9(1), 296–312. https://doi.org/10.21533/pen.v9i1.1788
Kim, T. H., & Im, H. (2024). Can augmented reality impact your self-perceptions? The malleability of the self and brand relationships in augmented reality try-on services. *Journal of Consumer Behaviour*, 23(4), 1623–1637. https://doi.org/10.1002/cb.2296
Kumar, H. (2024). Exploring the role of augmented reality as a new brand advocate. *Journal of Consumer Behaviour*, 23(4), 1583–1598. https://doi.org/10.1002/cb.2297
Le, H., Nguyen, M., Yan, W. Q., & Nguyen, H. (2021). Augmented reality and machine learning incorporation using YOLOv3 and ARKit. *Applied Sciences*, 11(13), Article 6006. https://doi.org/10.3390/app11136006
McLean, G., & Wilson, A. (2019). Shopping in the digital world: Examining customer engagement through augmented reality mobile applications. *Computers in Human Behavior*, 101, 210–224. https://doi.org/10.1016/j.chb.2019.07.002
Mishra, A., Shukla, A., Rana, N. P., & Dwivedi, Y. K. (2021). From “touch” to a “multisensory” experience: The impact of technology interface and product type on consumer responses. *Psychology & Marketing*, 38(3), 385–396. https://doi.org/10.1002/mar.21436
Nikhashemi, S. R., Knight, H. H., Nusair, K., & Liat, C. B. (2021). Augmented reality in smart retailing: A(n) (A)symmetric approach to continuous intention to use retail brands’ mobile AR apps. *Journal of Retailing and Consumer Services*, 60, Article 102464. https://doi.org/10.1016/j.jretconser.2021.102464
Poushneh, A., & Vasquez-Parraga, A. Z. (2017). Discernible impact of augmented reality on retail customer’s experience, satisfaction and willingness to buy. *Journal of Retailing and Consumer Services*, 34, 229–234. https://doi.org/10.1016/j.jretconser.2016.10.005
Pozharliev, R., De Angelis, M., & Rossi, D. (2022). The effect of augmented reality versus traditional advertising: A comparison between neurophysiological and self-reported measures. *Marketing Letters*, 33(1), 113–128. https://doi.org/10.1007/s11002-021-09601-9
Qin, H., Peak, D. A., & Prybutok, V. (2021). A virtual market in your pocket: How mobile augmented reality (MAR) influences consumer decision making? *Journal of Retailing and Consumer Services*, 58, Article 102337. https://doi.org/10.1016/j.jretconser.2020.102337
Rauschnabel, P. A., Babin, B. J., tom Dieck, M. C., Krey, N., & Jung, T. (2022). What is augmented reality marketing? Its definition, complexity, and future. *Journal of Business Research*, 142, 1140–1150. https://doi.org/10.1016/j.jbusres.2021.12.084
Rauschnabel, P. A., Felix, R., & Hinsch, C. (2019). Augmented reality marketing: How mobile AR-apps can improve brands through inspiration. *Journal of Retailing and Consumer Services*, 49, 43–53. https://doi.org/10.1016/j.jretconser.2019.03.004
Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H., & Alt, F. (2024). The 4C framework: Towards a holistic understanding of consumer engagement with augmented reality. *Computers in Human Behavior*, 154, Article 108105. https://doi.org/10.1016/j.chb.2023.108105
Rauschnabel, P. A., Hüttl-Maack, V., Ahuvia, A. C., & Schein, K. E. (2024). Augmented reality marketing and consumer–brand relationships: How closeness drives brand love. *Psychology & Marketing*, 41(4), 819–837. https://doi.org/10.1002/mar.21953
Schmidt, J., Reichstein, C., & Härting, R. C. (2022). Influence of augmented reality on consumer behaviour in online retailing. In W. Abramowicz, S. Auer, & M. Stróżyna (Eds.), *Business information systems workshops. BIS 2021* (pp. 174–187). Springer. https://doi.org/10.1007/978-3-031-04216-4_14
Scholz, J., & Smith, A. N. (2016). Augmented reality: Designing immersive experiences that maximize consumer engagement. *Business Horizons*, 59(2), 149–161. https://doi.org/10.1016/j.bushor.2015.10.003
Silva, R., Oliveira, J. C., & Giraldi, G. A. (2003). Introduction to augmented reality. *National Laboratory for Scientific Computation*, 11. (1-11)
Sun, C., Fang, Y., Kong, M., Chen, X., & Liu, Y. (2022). Influence of augmented reality product display on consumers’ product attitudes: A product uncertainty reduction perspective. *Journal of Retailing and Consumer Services*, 64, Article 102828. https://doi.org/10.1016/j.jretconser.2021.102828
Vieira, E. R., Civitella, F., Carreno, J., Junior, M. G., Amorim, C. F., D’Souza, N., & Estrázulas, J. A. (2020). Using augmented reality with older adults in the community to select design features for an age-friendly park: A pilot study. *Journal of Aging Research*, 2020(1), Article 8341034. https://doi.org/10.1155/2020/8341034.