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An Experimental Research About Using Augmented Reality in Advertising for Measurement of Advertisement Liking and Effectiveness Level

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Abstract

Augmented Reality (AR) added a new dimension to the brands' advertisement performance due to visuality and creativity features which combine virtuality and reality that focus on and its possibility for consumer experience. The acceleration of AR based advertisement projects; it is found out that the necessity of a research which aims to constitute the AR campaign effects on consumer behaviour in Turkey. At this context, this study aims to find out that the brands' AR campaigns' effects on consumers and the benefits for the company due to advertisement liking level and advertisement effectiveness variables. For this purpose, Cafe Crown, Laviva, Vivident, Sütas Ayran brands AR based campaign which are operated via Blippar in Turkey are analysed with an experimental research which is applied with the participation of Kocaeli University Communication Faculty students as appraisable research. The research found out that AR ads have positive impact on total likeability and effectiveness advertising.

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... Using AR technology, which is more commonly used in the advertising sect or in newspapers, printed magazines, and outdoor advertising, provides a variety of experiences such as ease of use, personalization, information, interaction, excitement, participation, entertainment, and joining data from the real and virtual worlds. By changing the one-way communication of Ads into two-way communication, it provides interactivity between the brand and the consumer by t rying t o con vert t he on e-way communication (Sayımer & Küçüksaraç, 2017). ...
... According to Bayrak et al. (2020), the characteristics that in fluence a cu st omer's attitude and intention to purchase are perceived information, perceived usefulness, perceived entertainment, and ease of use. Ads with AR Apps have higher ad effectiveness and likeability (Sayımer & Küçüksaraç, 2017). Poushneh an d Vasquez-Parraga (2017) demonstrated how AR has a significant and positive impact on customer experience and how an AR-enriched customer experience leads to higher customer satisfaction and purchase intent. ...
... In their study Bilici and Özdemir (2019) define perceived ease of use, perceived entertainment, perceived usefulness and perceived informationgiving as the factors that affect consumers' attitudes and intention to use. In their study Sayımer and Küçüksaraç (2017) indicate that using AR apps in ads have positive impact on likeability and effectiveness of ads. In their study Poushneh and Vasquez-Parraga (2017) discuss that AR influences user experience significantly and positively and that AR-enriched user experience leads to higher user satisfaction and user willingness to buy. ...
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This paper surveys the current state-of-the-art in Augmented Reality. It describes work performed at many different sites and explains the issues and problems encountered when building Augmented Reality systems. It summarizes the tradeoffs and approaches taken so far to overcome these problems and speculates on future directions that deserve exploration. This paper does not present new research results. The contribution comes from consolidating existing information from many sources and publishing an extensive bibliography of papers in this field. While several other introductory papers have been written on this subject [Barfield95] [Bowskill95] [Caudell94] [Drascic93b] [Feiner94a] [Feiner94b] [Milgram94b] [Rolland94], this survey is more comprehensive and up-to-date. For anyone interested in starting research in this area, this survey should provide a good starting point. Section 1 describes what Augmented Reality is and the motivations for developing this technology. Four classes of potential applications that have been explored are described in Section 2. Then Section 3 discusses the issues involved in building an Augmented Reality system. Currently, two of the biggest problems are in registration and sensing, so those are the subjects of Sections 4 and 5. Finally, Section 6 describes some areas that require further work and research. 1.2 Definition
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