{"title":"Time to imagine an escape: investigating the consumer timework at play in augmented reality","authors":"Chloe Preece, Alexandros Skandalis","doi":"10.1108/ejm-09-2021-0695","DOIUrl":null,"url":null,"abstract":"\nPurpose\nWhile the spatial dimensions of augmented reality (AR) have received significant attention in the marketing literature, to date, there has been less consideration of its temporal dimensions. This paper aims to theorise digital timework through AR to understand a new form of consumption experience that offers short-lived, immersive forms of mundane, marketer-led escape from everyday life.\n\n\nDesign/methodology/approach\nThe authors draw upon Casey’s phenomenological work to explore the emergence of new dynamics of temporalisation through digitised play. An illustrative case study using AR shows how consumers use this temporalisation to find stability and comfort through projecting backwards (remembering) and forwards (imagining) in their lives.\n\n\nFindings\nThe proliferation of novel digital technologies and platforms has radically transformed consumption experiences as the boundaries between the physical and the virtual, fantasy and reality and play and work have become increasingly blurred. The findings show how temporary escape is carved out within digital space and time, where controlled imaginings provide consumers with an illusion of control over their lives as they re-establish cohesion in a ruptured sense of time.\n\n\nResearch limitations/implications\nThe authors consider the more critical implications of the offloading capacity of AR, which they show does not prevent cognitive processes such as imagination and remembering but rather puts limits on them. The authors show that these more short-lived, everyday types of digitised escape do not allow for an escape from the structures of everyday life within the market, as much of the previous literature suggests.\n\n\nPractical implications\nThe authors argue that corporations need to reflect upon the potential threats of immersive technologies such as AR in harming consumer escapism and take these into serious consideration as part of their strategic experiential design strategies to avoid leading to detrimental effects upon consumer well-being. More nuanced conceptualisations are required to unpack the antecedents of limiting people’s imagination and potentially limiting the fully fledged escape that consumers might desire.\n\n\nOriginality/value\nPrior work has conceptualised AR as offloading the need for imagination by making the absent present. The authors critically unpack the implications of this for a more fluid understanding of the temporal logics and limits of consumer escapism.\n","PeriodicalId":48401,"journal":{"name":"European Journal of Marketing","volume":"45 4","pages":""},"PeriodicalIF":3.7000,"publicationDate":"2023-12-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Journal of Marketing","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.1108/ejm-09-2021-0695","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0
Abstract
Purpose
While the spatial dimensions of augmented reality (AR) have received significant attention in the marketing literature, to date, there has been less consideration of its temporal dimensions. This paper aims to theorise digital timework through AR to understand a new form of consumption experience that offers short-lived, immersive forms of mundane, marketer-led escape from everyday life.
Design/methodology/approach
The authors draw upon Casey’s phenomenological work to explore the emergence of new dynamics of temporalisation through digitised play. An illustrative case study using AR shows how consumers use this temporalisation to find stability and comfort through projecting backwards (remembering) and forwards (imagining) in their lives.
Findings
The proliferation of novel digital technologies and platforms has radically transformed consumption experiences as the boundaries between the physical and the virtual, fantasy and reality and play and work have become increasingly blurred. The findings show how temporary escape is carved out within digital space and time, where controlled imaginings provide consumers with an illusion of control over their lives as they re-establish cohesion in a ruptured sense of time.
Research limitations/implications
The authors consider the more critical implications of the offloading capacity of AR, which they show does not prevent cognitive processes such as imagination and remembering but rather puts limits on them. The authors show that these more short-lived, everyday types of digitised escape do not allow for an escape from the structures of everyday life within the market, as much of the previous literature suggests.
Practical implications
The authors argue that corporations need to reflect upon the potential threats of immersive technologies such as AR in harming consumer escapism and take these into serious consideration as part of their strategic experiential design strategies to avoid leading to detrimental effects upon consumer well-being. More nuanced conceptualisations are required to unpack the antecedents of limiting people’s imagination and potentially limiting the fully fledged escape that consumers might desire.
Originality/value
Prior work has conceptualised AR as offloading the need for imagination by making the absent present. The authors critically unpack the implications of this for a more fluid understanding of the temporal logics and limits of consumer escapism.
目的虽然增强现实(AR)的空间维度在营销文献中受到了极大关注,但迄今为止,对其时间维度的考虑却较少。本文旨在通过 AR 对数字时间工作进行理论化,以理解一种新的消费体验形式,它提供了一种短暂的、身临其境的、由营销者主导的逃离日常生活的世俗形式。一项利用 AR 进行的案例研究说明了消费者如何利用这种时间化,通过在生活中向后(记忆)和向前(想象)投射,来寻找稳定和舒适。研究结果随着实体与虚拟、幻想与现实、游戏与工作之间的界限变得越来越模糊,新型数字技术和平台的激增从根本上改变了消费体验。研究限制/影响作者考虑了 AR 的卸载能力所带来的更为关键的影响,他们发现 AR 并没有阻止想象和记忆等认知过程,而是对其施加了限制。作者认为,企业需要反思 AR 等沉浸式技术在损害消费者逃避现实方面的潜在威胁,并将其作为其体验式设计战略的一部分加以认真考虑,以避免对消费者的福祉造成不利影响。需要更细致的概念设计,以解读限制人们想象力的前因后果,并有可能限制消费者可能渴望的完全逃离。作者批判性地解读了这一概念对更流畅地理解消费者逃避现实的时间逻辑和限制的影响。
期刊介绍:
The EJM is receptive to all areas of research which are relevant to marketing academic research, some examples are: ■Sustainability and ethical issues in marketing ■Consumer behaviour ■Advertising and branding issues ■Sales management and personal selling ■Methodology and metatheory of marketing research ■International and export marketing ■Services marketing ■New product development and innovation ■Retailing and distribution ■Macromarketing and societal issues ■Pricing and economic decision making in marketing ■Marketing models