Exploring
Exploring
Exploring
https://www.emerald.com/insight/0959-0552.htm
1. Introduction
Technological innovations and the pandemic have fuelled the growth of e-commerce. While the
total e-commerce market is valued at 9.09 trillion USD (Statista, 2021b), a whopping 40–50% of
the total expenditure on e-commerce accounts for impulse buying (Zheng et al., 2019). Notably,
high-body-involvement products, for which users rely heavily on body-related information (i.e.
apparel, accessories, sunglasses, shoes), are the primary commodities in online shopping
(Statista, 2021a) and, interestingly, the most impulsive product category too (Khan et al., 2016;
Muruganantham and Bhakat, 2013). Although online platforms provide convenience, reviews,
and third-party assurance, consumers often face challenges regarding the quality of the
product, which is even more crucial in the case of high-body-involvement products (Park and
Yoo, 2020). Augmented reality (AR) fills the gap between consumers and products.
Many leading retailers (i.e. Ikea, Amazon, and Nike) have started using AR for online
consumers. AR anticipates reaching an $85 billion market by 2025, of which $11.4 billion
accounts for the retail sector (Singh and Thirumoorthi, 2019). Shopify recently announced
that their products with AR visualisation had 94% higher conversion rates than those
without AR content (Ipsos, 2020). AR is an exceptional tool for product presentation that
satisfies consumers’ need for touch and feel (Gatter et al., 2021). In addition, owing to its highly
realistic experience and interactivity (vs traditional), AR has been proven to be highly
influential in the decision-making process for consumers (Rauschnabel et al., 2022a; Kumar,
2022) and sales for retailers (Tan et al., 2021).
However, in addition to investigating the influence of AR on online consumer behaviour in
terms of their planned behaviour (Smink et al., 2020; Watson et al., 2018; McLean and Wilson,
2019; Rauschnabel et al., 2019), the knowledge about consumers’ impulse buying behaviour
impacted by AR remains scarce, except for a few studies (Chen et al., 2021; Do et al., 2020).
While these studies made significant contributions, Do et al. (2020) explore impulse buying in International Journal of Retail &
Distribution Management
Vol. 50 No. 10, 2022
pp. 1281-1301
The authors would like to thank Professor Vibhava Srivastava for the help in the initial idea © Emerald Publishing Limited
0959-0552
development and Editage for the copy-editing. DOI 10.1108/IJRDM-11-2021-0535
IJRDM the tourism sector using the technology acceptance model (TAM), which is a very different
50,10 context. Chen et al. (2021) considered vividness and spatial accuracy as AR characteristics
but ignored interactivity and augmentation, which are two of the most important features of
AR. Next, the authors used an experimental design and urge to buy as a proxy to map online
impulse buying; thus, the results could be risky for practitioners.
Second, perceived risk is an important factor in online shopping, which has not been
sufficiently researched in the impulse buying context (Chen et al., 2019). In the traditional
1282 online shopping context, Wu et al. (2020) found perceived risk to be a significant factor for
adoption and satisfaction with e-stores, which also influences online impulse behaviour.
However, they considered product quality as a measure of product risk. In the case of high-
body-involvement products, try-on, size/fit confirmation, and sense to touch or feel the
product becomes critical, which is not available in traditional online shopping. Since AR
differs from other types of media for retailing (web and social media) in terms of the first-
person perspective, concreteness, accuracy, and immediacy (Huang et al., 2021), the findings
of these studies cannot be generalised to the AR context.
Furthermore, flow experience and spatial presence are considered important experiential
outcomes of AR that influence purchase intention (Hilken et al., 2017; Javornic, 2016), but their
influence on online impulse buying remains unclear.
Therefore, the purpose of the study is to investigate the following research questions:
RQ1. What is the impact of AR on online impulse buying behaviour in high-body-
involvement products?
RQ2. What is the mediating role of customer experience (flow and spatial presence) in
this process?
We used flow and spatial presence theory as the psychological mechanism in the virtual try-
on facilitated by AR technology, resulting in online impulse behaviour. First, we argue that
the AR characteristics, interactivity and perceived augmentation create a multi-sensory flow
experience, which switches off cognition and provides hedonic value to users. Second, the
virtual try-on by AR, which is superior to web-based presentation in terms of the first-person
perspective, concreteness, accuracy, and immediacy (Huang et al., 2021), generates a spatial
presence experience (sense of being at the physical store), leading to a reduction in perceived
product risk. Theoretically, this study adds to the ill-researched area of AR and impulse
buying by uncovering the role of AR interactivity and augmentation in online impulse buying
through the mediating process of flow and spatial presence. Practically, this study will aid
managers in better strategic formulation of AR marketing and broaden the understanding of
the psychological mechanism through which AR generates impulse buying.
The remainder of this article is structured as follows. Section 1 elucidates scholarly
research on AR in online retailing. Next, we develop and test a conceptual framework. The
last section discusses the findings and limitations of this study.
2. Literature review
2.1 AR in online retailing
AR is a “medium that realistically integrates virtual content into a user’s field of view,
ranging from very functional uses (assisted reality) to highly realistic experiences (mixed
reality) where virtual elements are almost indistinguishable from real ones” (Rauschnabel
et al., 2022a). AR differs from virtual reality (VR), based on “level of presence”. The AR
continuum ranges from assisted reality to mixed reality based on the level of local presence.
VR ranges from atomistic to holistic, based on the level of telepresence (Rauschnabel et al.,
2022b). Interactivity, augmentation, and vividness are the main characteristics of AR
(McLean and Wilson, 2019; Javornic, 2016). AR is currently used in several industries, such as
gaming, retail, logistics, manufacturing, social media, tourism, and education. Retail is a AR and
promising area where AR is widely used (Kumar, 2022). impulse buying
The existing literature on the use of AR in the online retail context suggests several
dimensions, such as the impact of AR characteristics on customer experience and buying
behaviour (Rauschnabel et al., 2019); adoption of AR by customers (McLean and Wilson, 2019;
Rauschnabel et al., 2018); and utilitarian, hedonic, and experiential values and privacy risk
associated with AR (Rauschnabel, 2018). Theoretically, researchers have used TAM, uses
and gratifications theory, the theory of interactive media effects, situated cognition theory, 1283
and stimuli-organism-response theory (SOR) to understand consumer behaviour towards AR
(Kumar, 2022).
While most studies focus on planned behaviour (Kumar, 2022), exploring the impact of AR
on impulse buying behaviour is similarly important. First, we argue that due to the pandemic
and the metaverse boom, an increasing number of firms/brands are opening their online
stores. Second, 40–50% of the total online purchase is impulse purchase in nature (Zheng
et al., 2019). Additionally, AR allows users to experience a sense of touch while shopping
online, resulting in a positive brand attitude (Gatter et al., 2021). Hilken et al. (2017) also
concluded that AR enhances individuals’ visualisation and impacts the way they see reality.
Finally, AR leads to higher conversion rates and sales (Tan et al., 2021; Ipsos, 2020).
Therefore, exploring the role of AR in online impulse buying could be a worthwhile goal (see
Table 1).
3. Hypothesis development
3.1 AR and hedonic value
The extant literature supports the argument that the shopping environment generates several
utilitarian and hedonic values for users, ultimately influencing their buying behaviour (Childers
et al., 2001; Hoffman and Novak, 1996). AR is a primary hedonic experience rather than a
utilitarian experience (Javornic, 2016). Interactivity and augmentation are two important
characteristics of AR reported in the literature. Interactivity can be understood from two
viewpoints: the first is a technological feature and the second is customer perception.
Technically, interactivity may be referred to as a “technological system’s capacity to allow
individuals to interact with and be involved with content more easily” (Yim et al., 2017). In this
study, we refer to interactivity as a technoliogiacl feature and define it as the degree to which
users can rotate, have a 360-degree view, and position and align the product in their
environment. Such an ability to interact with a product generates an immersive, enjoyable, and
fun experience for users. In high-body-involvement products, AR interactivity allows real-time
customisation while the users try on the product. It generates an enjoyable and exciting
experience (Kowalczuk et al., 2021), leading to satisfaction with customer experience (Barhorst
et al., 2021).
Augmentation is the ability to overlay the physical world with the virtual environment
(Javornik, 2016a). This is the most relevant and distinguishing feature of AR. Three types of
augmentation were explored: product/object, self/body, and environmental. Augmentation AR and
significantly influences customers’ hedonic values and affective responses (Watson et al., impulse buying
2018). We argue that interactivity and augmentation allow users a feeling of pleasantness and
emotional connection in the virtual try-on, particularly in the category of high-body-
involvement products. While users can augment a product on their body and interact with it,
it becomes an enjoyable experience.
Therefore, we posit the following:
1287
H1. Interactivity will positively influence the hedonic value.
H2. Augmentation will positively influence the hedonic value.
The extant literature suggests the mediating role of flow between media characteristics and
hedonic value (Ozkara et al., 2017). Interactivity allows personalised information (Tsikriktsis,
2002), while making the experience enjoyable and fun (Hoffman and Novak, 1996). In the AR
context, Barhorst et al. (2021) explored the role of flow experience in user experience. In the
theorising process, the author examined the impact of AR characteristics (vividness,
interactivity, and novelty) on flow experience. In the second phase, the impact of flow
experience on satisfaction with the AR experience was tested, where information utility,
learning, and enjoyment were considered prerequisites for satisfaction.
Similarly, Zanger et al. (2022) found that flow is an affective response to AR
characteristics, leading to behavioural intentions. Perannagari and Chakrabarti (2019)
found that the flow experience provides hedonic value to customers. Kumar (2022), in a
systematic review study, conceptualised flow experience as a mediating variable between AR
media characteristics (augmentation and interactivity) and perceived values (hedonic and
utilitarian).
Therefore, we posit the following:
H3. Flow experience will mediate the process between interactivity and hedonic value.
H4. Flow experience will mediate the process between augmentation and hedonic value.
Flow
Spatial Figure 1.
Presence Proposed model
IJRDM for the research, where one lucky winner would get INR 2,000 as a gift prize. Incentivisation is
50,10 a common practice (McLean and Wilson, 2019) and is used to obtain genuine responses. We
asked interested visitors if they had any prior experience of online impulse behaviour using
AR in the last three months. Only visitors who made previous online impulse purchases
through AR-based apps filled the survey. Before asking the respondents to fill the form, the
meanings of all the constructs with definitions were explained to them. We collected 262
responses, out of which 255 were useable, in a six-day campaign, and 58% of the respondents
1290 were male and 42% were female.
Please refer to Table 3 for more details on the demographics.
Construct Definition
AR interactivity The degree to which users can rotate, have a 360-degree view, position and align the
product in their environment
Augmentation Augmentation is the ability to overlay the physical world with the virtual environment
(Javornik, 2016a)
Flow “The complete engagement with and immersion in an activity” (Hoffman and Novak,
1996, p. 24)
Spatial presence Spatial presence refers to subjective experience to be physically located in a mediated
space (Steuer, 1992)
Perceived product Consumer’s perceptions of uncertainty about the quality, fit, colour and inability to
risk touch or feel the product
Hedonic value “Those facets of consumer behaviour that relate to the multisensory, fantasy and
emotive aspects of one’s experience with products” (Hirschman and Holbrook, 1982,
Table 2. p. 92)
Definition of the Online impulse “A purchase that is unplanned, the result of an exposure to a stimulus, and decided on
constructs buying the spot” (Piron, 1991, p. 512)
et al., 2010). We used Model 4 in the Hayes process macro with 5,000 bootstrapping and 95%
confidence interval. For H1, the direct effect (augmentation → hedonic value), we found
significant result with (β 5 0.21, R square 5 0.19), while the flow experience is constant. The
relationship between augmentation and hedonic value was tested using regression and was
found to be significant. Additionally, the impact of augmentation on flow was found to be
significant (β 5 0.40, R square 5 0.10), and the impact of flow on the hedonic value was also
significant (β 5 0.22, R square 5 0.19).
Next, to test the mediation of flow between augmentation and the hedonic value (H3), we
checked the indirect effect, which was also found to be significant (β 5 0.09). Since the direct
effect (H1) and mediated effect (H3) are significant and both have positive values for LLCI and
ULCI, this is a case of partial and complementary mediation.
Next, we tested H2, the direct effect of interactivity on the hedonic value AR and
(interactivity → hedonic value), and it was found to be significant (β 5 0.31, impulse buying
R square 5 0.24), while the flow experience was constant. Additionally, the impact of
interactivity on the flow experience (β 5 0.46, R square 5 0.14) and the impact of flow on the
hedonic value (β 5 0.18, R square 5 0.24) were found to be significant. The mediating role of
flow between interactivity and hedonic value (H4) was also found to be significant (β 5 0.08)
(see Figures 2 and 3). Since both the direct effect (H2) and indirect effect (H4) are significant
and have positive values for LLCI and ULCI, this is a case of partial and complementary 1293
mediation (see Tables 8 and 9).
5.4 Mediation analysis for spatial presence (H5, H6, H7, and H8)
We followed the same process outlined for the flow experience mediation. First, we tested H5
(augmentation → risk), which was found to be significant (β 5 0.28, R square 5 0.26), while
spatial presence was constant. Additionally, augmentation had an impact on spatial presence
(β 5 0.46, R square 0.21), and the impact of spatial presence on perceived risk was also found
to be significant (β 5 0.37, R square 5 0.26).
Flow
0.40*** 0.22***
Figure 2.
Flow mediation for
augmentation and
Augmentaon Hedonic Value hedonic value
0.21**
Flow
0.46*** 0.18***
Figure 3.
Flow mediation for
Interacvity Hedonic Value interactivity and
0.31** hedonic value
FLO
SP 0.424
Spaal Presence
0.46*** –0.37***
Figure 4.
Spatial meditation for
augmentation and Augmentaon Perceived Risk
perceived risk
–0.28**
6. Discussion
AR is disrupting the retail landscape, this study provides vital insights for both researchers
and managers. Following the call for research by Kumar (2022) and Huang et al. (2021), we
develop and test a model to investigate the role of AR in online impulse behaviour through the
mediating role of customer experience. This study uses flow and spatial presence theory for
exploring the AR’s role in impulse buying.
We found that the AR characteristics of interactivity and augmentation provide hedonic
value to users in the virtual try-on and reduce the perceived product risk associated with
online purchase, leading to online impulse behaviour. Next, we tested the mediation
mechanism of flow and spatial presence between AR, hedonic value, and perceived risk. We
found that flow partially mediates the relationship between AR characteristics and the
hedonic value. In addition, spatial presence partially mediates the relationship between AR
characteristics and product risk.
Additionally, we found that reduced product risk is a more significant factor for online
impulse buying than the hedonic value in the virtual try-on of high-body-involvement
products. This is important because decision certainty and choice confidence are
fundamental values derived by using virtual try-on, but this has been tested on planned
behaviour in the literature, although it also triggers impulse behaviour. Next, interactivity
has a more significant influence than augmentation on generating flow and spatial presence
experience in online shopping of high-body-involvement products.
Therefore, to examine the role of AR in unplanned consumer behaviour, we established
that AR immerses users and provides enhanced customer experience (in particular, flow and
spatial presence), which switches off the cognition of users and makes them emotionally
connected with the product. Second, interactivity and augmentation make users feel being at
the store (spatial presence), which reduces the perceived risk associated with buying online,
triggering online impulse behaviour. Therefore, our study contributes to the literature on AR
by investigating its role in unplanned behaviour and to the literature on online impulse
buying by identifying the hedonic value and perceived risk as values generated through AR
as important triggers for impulse buying.
7. Conclusion
This study explores the impact of AR on impulse buying behaviour (RQ1) and the mediating 1297
role of flow and spatial presence (RQ2). To answer RQ1, we concluded that AR significantly
influences online impulse behaviour. To answer RQ2, we concluded that flow and spatial
presence mediate in the process partially/complementary.
Overall, AR as an immersive technology can evoke emotions for products while buying
online, and allow users to try a large variety of products with more information, and reduce
perceived risk. Therefore, the phenomenon of online impulse buying can be largely disrupted
through AR. This study provides an initial understanding for both researchers and
practitioners. We hope that future research will further explore the various facets of AR to
further investigate online impulse behaviour.
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Corresponding author
Harish Kumar can be contacted at: [email protected]
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