The gamification of society, increased ad-blocking practices, and technological leaps in mobile augmented reality (AR) have manifested themselves as an increased amount of augmented reality social media advergame (ARSMAG) campaigns being published. These advertisements utilize social media platforms’ gamification and AR features to provide consumers with increasingly immersive and engaging brand experiences. However, no research exists on ARSMAGs specifically, and the potential consumer value of AR in ARSMAGs has not been addressed in academic literature. It is imperative for practitioners and researchers to know which consumer experience variables affect AR’s value creation process. The aim of this thesis was to review existing AR, social media, and advergame knowledge and practices, and propose key variables to study AR’s value creation in ARSMAGs.
The research was completed using a conceptual framework method. First, initial keywords were identified, and then the studies revealed by the search were assessed by their relevance to the topics of AR, social media, and advergames, in addition to consumer value creation, leaving 155 topic-relevant academic papers. According to conceptual framework guidelines, existing practical applications of these concepts were then reviewed, along with related online blog posts and other non-academic material. At this point, some data sources were discarded due to topic irrelevance. After that, key findings revealed by the review were categorized into a conceptual framework as variables under AR, social media, and advergame topics, and their definitions and relations to the AR value creation process in ARSMAGs were further elaborated on. Based on each variable category review findings, this thesis proposes that to study the process of AR value creation in ARSMAGs, researchers and practitioners should consider the AR experience variables esthetics, telepresence, satisfaction, novelty, and sensory interactions, social media variables shared social experience and electronic word-of-mouth (eWOM), and advergame variables flow, limited-capacity model of attention, and congruence.
The main limitation of this research was the conceptual and interpretive format of the chosen methodology, conceptual framework. Quantitative methods would have produced more measurable results instead of interpretive findings and propositions. Other limitations were the subjective nature of the data gathering, analysis, and categorization related to the framework, as each researcher would interpret the findings differently based on their variable-related emphasis, study background, and interests. The final limitation was the concept of consumer perceived value, which is always subjective to the individual, and hard to measure. Practitioner benefits from this research are the AR value creation variables proposed in this thesis, as by understanding the AR value creation process, practitioners can create better ARSMAGs. The value of this thesis for researchers is the proposed conceptual framework to study AR value creation in ARSMAGs and the multitude of future research directions related to them. The originality and value of the entire thesis for the academic community is the initiation of research on ARSMAGs, the first definition of the term and concept of ARSMAGs, and the consequent added research knowledge to advergames, AR, social media, and value creation.