313 research outputs found

    Using augmented reality for shopping : a framework for AR induced consumer behavior, literature review and future agenda

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    Purpose A current technological trend, which has gained even more traction recently due to the COVID-19 pandemic, is the use of augmented reality (AR) in shopping environments. AR is addressing contemporary challenges rooted in online shopping (e.g. in terms of experientiality and try-on) and is fundamentally reshaping consumers' experiences. The purpose of this study is to provide a synthesized and structured overview of the state-of-the-art research focused on AR shopping. Design/methodology/approach The authors conduct a systematic literature review of the empirical academic corpus focused on shopping via AR technology. Findings The review reveals the diverse psychological (cognitive, affective, and social) as well as behavioral outcomes related to the use of AR in the shopping context. The authors integrate the results into a framework for AR induced consumer behavior in shopping, thereby providing an important overview of the dynamics in AR-related shopping and the factors influencing the adoption of the technology by consumers. Specifically, the authors encountered that the technological abilities of AR (e.g. in terms of interactivity, vividness, informativeness, etc.) are a source for enhanced utilitarian and hedonic shopping experiences that can support intentions to purchase a product, reuse an AR app, or recommend it to others. Importantly, our review reveals the demand for several avenues for future research. Originality/value The authors provide an overview and synthesis of how and where AR is employed in shopping contexts, what theories and technological characteristics of AR are commonly analyzed, and what psychological and behavioral outcomes AR has been found to evoke. Based on our findings, the authors derive a framework that illustrates the dynamics in AR shopping and give an in-depth discourse on 13 future research agenda points related to thematic, theoretical, methodological, and technological matters.©2022 Emerald Publishing Limited. This manuscript version is made available under the Creative Commons Attribution–NonCommercial 4.0 International (CC BY–NC 4.0) license, https://creativecommons.org/licenses/by-nc/4.0/fi=vertaisarvioitu|en=peerReviewed

    What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors

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    The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals' backgrounds and consumption of game media may lead to esports betting. This study employs survey data (N = 1368) to investigate how demographics, alongside consumption of video games, esports and gambling can predict esports betting activity. Results reveal that both spectating esports and participation in general forms of gambling are associated with increased esports betting, no direct association was observed between the consumption of video games and esports betting. Findings suggest that while games may act as a vehicle for gambling content, highlighting the convergence of gaming and gambling, there is no intrinsic aspect which directly encourages gambling behaviours

    The Use of Augmented Reality in Retail: A Review of Literature

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    Novel digital technologies are affording ways to superimpose perceptual information (be it auditory, visual, haptic or olfactory) onto our reality, e.g. in retail environments. These technologies that aim to enhance reality are generally called Augmented Reality (AR) technologies. Today, the field of research focused on AR retail has evolved to mature enough state that an overview of the state-of-the-art, results and ways in which AR has been employed in research is needed. Therefore, in this study we conduct a systematic literature review of the academic corpus focused on AR retail. We report on how and where AR is employed in retail, what technological characteristics of AR are commonly analyzed as well as what potential psychological and behavioral outcomes AR is capable of evoking. Overall, AR is a technology with high potential for in-store and remote (online) shopping in terms of evoking both utilitarian and hedonic experiences

    Information Protection in Dark Web Drug Markets Research

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    In recent years, there have increasingly been conflicting calls for more government surveillance online and, paradoxically, increased protection of the privacy and anonymity of individuals. Many corporations and groups globally have come under fire for sharing data with law enforcement agencies as well as for refusing to cooperate with said agencies, in order to protect their customers. In this study, we focus on Dark Web drug trading sites as an exemplary case of problematic areas of information protection, and ask what practices should be followed when gathering data from the Dark Web. Using lessons from an ongoing research project, we outline best practices for protecting the safety of the people under study on these sites without compromising the quality of research data gathering

    Goal models for acceptance requirements analysis and gamification design.

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    The success of software systems highly depends on user engagement. Thus, to deliver engaging systems, software has to be designed carefully taking into account Acceptance Requirements, such as '70% of users will use the system', and the psychological factors that could influence users to use the system. Analysis can then consider mechanisms that affect these factors, such as Gamification (making a game out of system use), advertising, incentives and more. We propose a Systematic Acceptance Requirements Analysis Framework based on Gamification for supporting the requirements engineer in analyzing and designing engaging software systems. Our framework, named Agon, encompasses both a methodology and a meta-model capturing acceptance and gamification knowledge. In this paper, we describe the Agon Meta-Model and provide examples from the gamification of a decision-making platform in the context of a European Project

    Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review

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    Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of “active” technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence. The potential influence of gamification on program adherence has not been examined in the context of Web-based interventions designed to manage CMDs and well-being. Objective: This study seeks to review the literature to examine whether gaming features predict or influence reported rates of program adherence in Web-based interventions designed to manage CMDs and well-being. Methods: A systematic review was conducted of peer-reviewed randomized controlled trials (RCTs) designed to manage CMDs or well-being and incorporated gamification features. Seven electronic databases were searched. Results: A total of 61 RCTs met the inclusion criteria and 47 different intervention programs were identified. The majority were designed to manage depression using cognitive behavioral therapy. Eight of 10 popular gamification features reviewed were in use. The majority of studies utilized only one gamification feature (n=58) with a maximum of three features. The most commonly used feature was story/theme. Levels and game leaders were not used in this context. No studies explicitly examined the role of gamification features on program adherence. Usage data were not commonly reported. Interventions intended to be 10 weeks in duration had higher mean adherence than those intended to be 6 or 8 weeks in duration. Conclusions: Gamification features have been incorporated into the design of interventions designed to treat CMD and well-being. Further research is needed to improve understanding of gamification features on adherence and engagement in order to inform the design of future Web-based health interventions in which adherence to treatment is of concern. Conclusions were limited by varied reporting of adherence and usage dat
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