Decoding Generation Z's habits: the augmented reality shift from gimmick to utility in omni-digital shopping

IF 5.2 2区 管理学 Q1 BUSINESS
Claudio Schapsis, Larry Chiagouris, Nikki Wingate
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Abstract

Purpose

Building on technology acceptance and learning transfer theories, this study aims to evaluate the integration of mobile augmented reality (MAR) in omnichannel retailing touchpoints for Generation Z (or Gen Z)'s apparel shopping, assessing how habitual augmented reality (AR) use in nonretailing contexts impacts Gen Z's motivations, acceptance and use of MAR shopping apps.

Design/methodology/approach

A total of 562 participants downloaded a footwear MAR app and completed a survey. Data were analyzed using confirmatory factor analysis and multivariate regression to explore moderated mediation effects.

Findings

The study reveals a paradigm shift: Gen Z's habitual use of AR in social media (e.g. Snapchat and TikTok face filters) significantly influences their intent to use MAR in shopping, overshadowing hedonic motivations. This marks a transition from AR as a gimmick to a practical utility in omnichannel touchpoints, with performance expectancy emerging as a critical mediator in adopting MAR for utilitarian purposes.

Research limitations/implications

This study highlights how Gen Z consumers’ tech habits influence their pragmatic view of MAR, urging re-exploration of the main constructs of the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model.

Practical implications

Findings suggest Gen Z values practicality over fun in MAR shopping apps, guiding marketers to emphasize tangible benefits for this demographic.

Originality/value

This research underscores the evolving perception of AR in retail among mobile natives, highlighting the shift from novelty to habitual utility. It offers strategic insights for integrating AR into omnichannel strategies, catering to the utilitarian expectations of Gen Z in the digital retail landscape.

解码 Z 世代的习惯:增强现实技术在全方位数字购物中从噱头到实用的转变
目的本研究以技术接受和学习转移理论为基础,旨在评估移动增强现实技术(MAR)在全渠道零售接触点中对 Z 世代(或 Z 世代)服装购物的整合情况,评估在非零售环境中习惯性使用增强现实技术(AR)如何影响 Z 世代的动机、对 MAR 购物应用程序的接受和使用。研究结果该研究揭示了一种范式的转变:Z 世代在社交媒体中对 AR 的习惯性使用(如 Snapchat 和 TikTok 脸部滤镜)极大地影响了他们在购物中使用 MAR 的意愿,盖过了享乐动机。这标志着在全渠道接触点中,AR 已从一种噱头转变为一种实用工具,而性能预期则成为出于功利目的而采用 MAR 的关键中介因素。实践意义研究结果表明,在 MAR 购物应用程序中,Z 世代重视实用性而非趣味性,这将指导营销人员强调为这一人群带来的切实利益。原创性/价值这项研究强调了移动原住民对零售业中 AR 感知的演变,突出了从新奇到习惯性实用的转变。它提供了将 AR 整合到全渠道战略中的战略见解,迎合了 Z 世代在数字零售领域的功利性期望。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
10.90
自引率
19.60%
发文量
59
期刊介绍: Branding has evolved and organizations are facing a lot of new challenges when managing their brand reputations, an activity that has become strategic and interdisciplinary. The Journal of Product and Brand Management (JPBM) advances the theoretical and managerial knowledge of products and brands. Manuscripts may either report results based on rigorously analysed qualitative/quantitative data or be purely conceptual. All manuscripts must offer significant research findings and insights and offer meaningful implications for the real world. This journal is proudly international and inter-disciplinary. We publish manuscripts which compare international markets and encourage submissions approaching branding and product management from any discipline. We focus on all aspects of branding and product management from development to dilution. This includes areas as broad as person, place or political brands.
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