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Inspection or Play? A Study of How Augmented Reality Technology Can Be
Utilized in Advertising
Wan-Hsiu Sunny Tsai
a
, Shiyun Chloe Tian
a
, Ching-Hua Chuan
b
, and Cong Li
a
a
Department of Strategic Communication, University of Miami, Coral Gables, Florida, USA;
b
Department of Cinema and Interactive
Media, University of Miami, Coral Gables, Florida, USA
ABSTRACT
This study presents one of the earliest empirical studies that evaluates the effects of differ-
ent interactivity and message design aspects of augmented reality (AR) advertising on con-
sumer response. Specifically, this research examined whether and how AR interaction type
(i.e., instrumental versus hedonic), ad context (i.e., realistic versus imaginative), and product
type (think versus feel) jointly influence perceived ad informativeness and brand liking. A
laboratory experiment with 213 college students was conducted using print ads with
marker-based AR technology. The results suggested the effectiveness of instrumental AR
interaction and the mediating role of telepresence. Based on the study findings, theoretical
and strategic implications are discussed.
KEYWORDS
Ad context; augmented
reality; interactive
advertising; telepresence
Augmented reality (AR) has been lauded as a key
technological advance that will change people’s day-
to-day experiences (Palmer 2018). AR technology
superimposes computer-generated content on a user’s
real-time view of the real world, thus providing a
composite, enhanced view. Industry reports reveal
that AR has been embraced by many businesses, cre-
ating new buzzwords such as “augmented retail”
(Palmer 2018). Unlike virtual reality (VR) technology,
AR does not require bulky and expensive headsets.
While VR is confined to the virtual world in a head-
set, AR opens up and enriches the world instead of
closing it down or replacing it with a simulated envir-
onment (Carmody 2018). Many companies including
IKEA now offer AR applications to let consumers
view products in their home settings, such as envi-
sioning how a coffee machine would look on their
kitchen counters.
Preliminary findings on AR in marketing applica-
tions support the positive impact of AR on consumer
evaluation. Scholz and Duffy’s(2018) qualitative study
of how consumers use AR apps in their own homes
suggested that using an AR app may lead to a more
intimate brand relationship and stronger self-brand
connection. Yaoyuneyong et al. (2016) compared con-
sumer responses toward traditional print ads, quick
response (QR) code hyperlinked print ads, and
AR-enriched print ads, and found AR ads led to the
most favorable perceptions of informativeness, nov-
elty, and overall effectiveness. Focusing on online
retail user experience, Poushneh and Vasquez-Parraga
(2017) found AR positively shapes user experience,
which in turn drives user satisfaction and willingness
to purchase. Yet the limited research has focused on
AR’s marketing implications for e-commerce websites
(e.g., Pantano, Rese, and Baier 2017; Yim, Chu, and
Sauer 2017), and few studies have discussed how AR
should be utilized in advertising.
The essential function of AR in advertising is to
provide a direct, interactive, although computer-
mediated, product or brand experience that enhances
and makes meaningful connections to the consumer’s
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CONTACT Wan-Hsiu Sunny Tsai, wanhsiu@miami.edu Department of Strategic Communication, School of Communication, University of Miami,
5100 Brunson Drive, Coral Gables, FL 33146, USA.
Wan-Hsiu Sunny Tsai (PhD, University of Texas at Austin) is an associate professor, School of Communication, Department of Strategic Communication,
University of Miami.
Shiyun Chloe Tian (MA, Shanghai International Studies University) is a doctoral student, School of Communication, Department of Strategic
Communication, University of Miami, USA.
Ching-Hua Chuan (PhD, University of Southern California) is a research associate professor, School of Communication, Department of Cinema and
Interactive Media, University of Miami.
Cong Li (PhD, University of North Carolina at Chapel Hill) is an associate professor, School of Communication, Department of Strategic Communication,
University of Miami.
ß2020 American Academy of Advertising
JOURNAL OF INTERACTIVE ADVERTISING
https://doi.org/10.1080/15252019.2020.1738292
physical reality. To shed much-needed insights on AR
as an influential emerging technology driving inter-
active advertising, we conceptualize and test AR as an
advanced form of image interactivity technology (IIT;
Fiore, Kim, and Lee 2005) that can not only simulate
direct product experience but also deliver multisen-
sory (e.g., visual, motion, interactivity), enjoyable
brand experience in consumers’own physical environ-
ments. This study expands and updates IIT research
by evaluating AR advertising (i.e., ARA; hereafter
defined as advertising that incorporates the use of AR
technology) in the context of print media, one of the
most common forms of ARA today. Examining the
effect of AR for print advertising is imperative, as AR
has been advocated as a possible “savior”to print
advertising (Stone 2017) by providing vivid and
immersive experience that brings products to life from
static print media.
This study presents one of the earliest empirical
investigations of ARA by testing a multidimensional
model integrating the interactivity aspect of AR inter-
action, the message design aspect of ad context, and
considerations of product type to provide a more hol-
istic understanding of how AR can augment the
advertising experience. Specifically, this research
explores how AR interaction, ad context, and product
type jointly influence telepresence—”a sense of pres-
ence in a mediated environment”(Klein 2003,
p. 42)—to drive consumer response. It is important to
note that the few AR studies in marketing and adver-
tising have relied on existing brands’AR applications
(e.g., Bulearca and Tamarjan 2010; Hopp and
Gangadharbatla 2016; Javornik 2016) and are limited
in using the presence or absence of AR as the main
manipulation. The current research utilized ARA
stimuli specifically created for this experiment to pro-
vide much-needed insights about the effects of differ-
ent ARA properties.
Literature Review
Overview of AR Technology and ARA
The easy incorporation of AR into use of mobile devi-
ces has introduced AR to consumers’everyday life
(Kumar 2018). Indeed, the massive success of smart-
phone-based AR game Pok
emon Go brought AR into
the mainstream (Rosenberg 2016). Major fields for AR
applications now include manufacturing and design
(Poushneh and Vasquez-Parraga 2017), tourism (Jung,
Chung, and Leue 2015), education (Wu et al. 2013),
health care (Barsom, Graafland, and Schijven 2016),
and marketing (Bulearca and Tamarjan 2010;
Yaoyuneyong et al. 2016).
The distinct advantage of AR lies in its ability to
offer unprecedented verisimilitude of merging virtual
content with consumers’physical environments. The
simplest form of AR superimposes virtual content,
such as texts, graphics, or videos, onto real-world
scenes via the real-time video feed captured by a
mobile device’s camera. The best example of this basic
AR is Pok
emon Go. Players seek “pocket monsters”
that appear in their physical environment through a
smartphone’s camera. In this game, the monsters
always appear in the center of the screen and stay the
same distance from the player, regardless of the phys-
ical background and whether the player moves
around. In contrast, the increasingly popular marker-
based AR displays computer-generated content in
relation to a real image (e.g., a print ad as the AR
marker) in the physical world. This AR format is
commonly used in print-based advertising, such as
allowing consumers to view a car’s three-dimensional
(3D) model via a mobile device; here, the 3D image
of the virtual car appears on top of the print ad on
the mobile device’s screen. Compared to the basic AR
using simple overlay, marker-based AR provides better
blending of virtual and physical components. If the
user moves the marker, the virtual object moves and
changes with it accordingly. For example, if the user
turns the print ad upside down, the virtual car also
appears upside down.
The unique advantage of ARA to blend virtual
products with consumers’own physical surroundings
makes it stand out from other interactive technologies
that try to bring together the virtual and physical,
such as VR, in-game advertising, and interactive 3D
product representations. For example, the purpose for
VR is to offer an immersive 360-degree experience
that isolates the user within the virtual world, provid-
ing a total escape or withdrawal from the real world
(Cowan and Ketron 2019). Even in an interactive VR
game where users can use motion controllers in the
real world to interact with objects in the virtual world,
when wearing VR headsets users can see only the vir-
tual setting and can no longer perceive what is actu-
ally around them. Although VR can create a highly
photorealistic replica of the physical world, such tech-
nology is designed to supplant, not supplement, the
physical world with the virtual. Distinct from VR, AR
works to explicitly blending the virtual and the phys-
ical by embedding the virtual within the users’phys-
ical worlds.
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2 W.-H. S. TSAI ET AL.
Similarly, while advertisers have made efforts to
immerse brands and products within media environ-
ments to enhance the realism of brand content via
in-game advertising, product placements, and adver-
games (Grigorovici and Constantin 2004; Lewis and
Porter 2010), in such contexts the brand is likely to be
processed secondarily or may be outright ignored, as
consumers likely concentrate on the media environ-
ment or stories (Chaney, Lin, and Chaney 2004). By
contrast, ARA makes the brand the focal point in the
immersive experience of planting the virtual content
within consumers’perceptual reality to heighten the
realism and relevance of ad content. Immersivity
refers to a technology’s capability to construct a con-
vincing and engaging experiential context so that
users become involved (Li, Daugherty, and Biocca
2002; Foulsham, Walker, and Kingstone 2011).
Previous immersive technologies (e.g., in-game adver-
tising) allow consumers to interact with the virtual
product only within the confines of fictitious game
settings, while AR works to transport the virtual prod-
uct into consumers’physical surroundings, often in a
true-to-scale manner. By the same token, 3D product
representation, an increasingly common form of IIT
that has been studied as an effective way to simulate
direct product experiences, is limited to use through
websites (e.g., Edwards and Gangadharbatla 2001; Li,
Daugherty, and Biocca 2002). Whereas AR can
implant the virtual product into consumers’surround-
ings, even on their bodies, such as Ray-Ban’s try-on
AR app, which allows consumers to see what particu-
lar styles of Ray-Ban sunglasses would look like on
their faces. Interacting with the virtual product in
consumers’own personal space instead of a virtual
context created by a third party likely renders the
experience more individualized, intimate,
and engaging.
In addition, consumers’direct experiences with
products have been recognized as a key factor in for-
mulating purchase decisions (Wright and Lynch
1995). Previous research has studied various ways to
enable product inspections on the Web. In particular,
research on web interactivity suggests consumers’
reluctance to purchase products on e-commerce web-
sites can be reduced when more sensory information
from direct product experience can be simulated, such
as the use of 3D product visualization, as well as vir-
tual models, which can resemble the appearance of
different types of apparel on a human form (Bl
azquez
2014; Li, Daugherty, and Biocca 2002). However, the
potential of other advertising media, such as print and
out of home, to simulate direct product experience
remains unexplored. Equipped with AR that can be
activated via omnipresent smartphones, print media
can be transformed into a multisensory interactive
platform that offers greater flexibility, mobility, and
creativity potential than websites. For example, con-
sumers can tear out a print ad marker for a frozen
pizza, place it on a plate, and activate the AR app on
their smartphones to view the virtual pizza on their
own plates.
The current research proposes ARA as an optimal
form of IIT that enables manipulation of product or
environment images to simulate or even surpass actual
experiences with the product or environment (Fiore,
Kim, and Lee 2005). Prior research highlights the
importance of media richness, vividness, and inter-
activity of IIT for enhancing consumer learning (Jiang
and Benbasat 2007). IIT, such as virtual models and
virtual try-ons, works to provide enriched information
or experience that can reduce uncertainty, improve
consumer perceptions and attitudes (e.g., enjoyment
and fun) toward the online retailer (Fiore and Jin
2003; Li, Daugherty, and Biocca 2001), and increase
purchase intention and postpurchase satisfaction
(Yang and Xiong 2019). As an advanced form of IIT,
AR can provide enriched, vivid, and interactive prod-
uct experience to improve consumer attitude; it is also
an immersive technology that connects the virtual
product with consumers’physical reality to magnify
the relevance and realism of the ad content.
Therefore, it is predicted that a print ad with AR will
induce more positive consumer evaluations than one
without AR:
H1: A print ad with augmented reality will generate
(a) a higher level of perceived ad informativeness and
(b) stronger brand liking than a traditional print ad
without augmented reality.
Instrumental versus Hedonic AR Interactions
Holbrook and Hirschman (1982) suggested that
brand-related experience could provide instrumental
value by delivering information needed for formulat-
ing purchasing decisions. It could also offer experien-
tial value through intrinsically satisfying pleasure to
the senses, emotional fulfillment, amusement, and fan-
tasies. Babin, Darden, and Griffin (1994) made similar
differentiation between utilitarian and hedonic shop-
ping experiences. Regarding technology-mediated
product experiences, Fiore, Kim, and Lee (2005) sug-
gested that IIT, such as virtual models, can increase
the perceived instrumental value of the website. They
also suggested that such IIT simultaneously enhances
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JOURNAL OF INTERACTIVE ADVERTISING 3
the website’s experiential value due to its novelty
appeal and enhancement of pleasurable imagery.
Similarly, Li, Daugherty, and Biocca’s(2001) qualita-
tive analysis of consumers’narrative responses to 3D
product simulations suggested that enjoyment is a key
characteristic of consumers’interactions with vir-
tual products.
Pertinent to how consumers interact with products
in physical stores, the literature on consumers’need
to touch indicates that consumers have two haptic
needs for touching a product. Instrumental touch
entails touching a product for evaluation purposes,
such as touching a sweater to examine its softness.
Comparatively, autotelic or hedonic touch entails
touching for the sake of sensory pleasure or fun, such
as touching a stuffed animal without necessarily
intending to buy the product (Peck and Johnson
2011). In particular, in the human–computer inter-
action (HCI) literature, Beaudouin-Lafon (2000) pro-
posed the instrumental interaction model, which
suggested a guiding principle of matching the medi-
ated interaction with the real-world experience.
This study follows the conceptualization of instru-
mental versus hedonic brand experiences, and adopts
the guideline of instrumental interaction from HCI, to
propose that consumer–product interaction via AR is
instrumental when the interaction allows consumers
to inspect the product in a way that simulates their
direct product experience in a physical store.
Alternatively, the AR interaction can be hedonic when
it is designed to be fun and enjoyable but does not
allows the user to inspect the virtual product up close
or via different angles. An instrumental AR inter-
action thus may involve a 3D product representation
that inherently enables consumers to view the product
from multiple angles and different distances to acquire
more precise product details. In contrast, a hedonic
AR interaction is operationalized herein as disallowing
consumers to alter the viewing angle or distance for
inspection; thus it provides only a two-dimensional
(2D) product representation. Consumers can interact
with the virtual product in an unrealistic yet enter-
taining manner, such as making the product sparkle,
wiggle, break apart, dance, or flip. It is important to
note that although 3D product views can be designed
to be part of a hedonic interaction, 3D product repre-
sentations by nature involves instrumental interactions
that allow users to view the product via different
angles. To clearly distinguish the differential effect of
instrumental versus hedonic interaction, 3D product
representations are designed in this study to involve
only instrumental interactions, not playful interactions
irrelevant to the product usage.
Regarding the effects of instrumental versus
hedonic AR interactions, it is expected that both types
of AR interactions may generate positive responses.
Koufaris, Kambil, and LaBarbera (2001) argued that
for new customers both perceived enjoyment (experi-
ential value) and control of the purchase decision pro-
cess (instrumental value) affect intentions to return to
the e-commerce site. Fiore, Kim, and Lee (2005)
found that the instrumental value of IIT helps con-
sumers in formulating purchase decisions. They also
suggested that due to the novelty appeal and enhance-
ment of pleasurable imagery, IIT can boost a website’s
experiential value by offering consumers “a stimulat-
ing experience”(p. 49) to improve affect-based out-
comes. Research also revealed that consumers’playful
entertainment experiences with an e-commerce site
led to pleasure and arousal that positively influenced
attitude and patronage intention (Eroglu, Machleit,
and Davis 2003; Jeong et al. 2009).
Realistic versus Imaginative Ad Context
Another important consideration in designing ARA
messages is ad context, being either realistic or
imaginative. In the AR game Pok
emon Go, for
example, players can choose to turn off the real-time
camera feed to replace the real-world setting with an
imaginative cartoon background. In Scott’s(1994) the-
orization of advertising imagery, which is specific to
advertising design, she explained that realistic images
are often used in advertising to “represent the con-
sumption experience in a relevant way”(p. 254). For
instance, in-game advertising often strives for realism
such that ad settings are designed to match and
mimic real commercial environments or product
usage settings (Lewis and Porter 2010; Nelson 2002).
Realistic ad context thus is defined herein as ad set-
tings that are reflective of the product’s typical usage
or the environment in which the product is usually
experienced. For example, a realistic ad context for
hiking boots will showcase the boots in an outdoor
setting or on a rugged terrain. In contrast, Scott
(1994) theorized that imaginative visual forms func-
tion as a rhetorical trope to present an idea in a
refreshing, intriguing way. Such surrealistic ads usu-
ally incorporate incongruous juxtaposition of visual or
verbal elements that are bizarre, unexpected, illogical,
and thus unrealistic (Arias-Bolzmann, Chakraborty,
and Mowen 2000) to attract consumer attention
(Homer and Kahle 1986). Therefore, imaginative ad
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4 W.-H. S. TSAI ET AL.
context is defined herein as ad settings that present
bizarre, unrealistic, and dreamlike backgrounds unre-
lated to the actual consumption experience. An
imaginative ad context for hiking boots thus may
depict the product in fantasy-like settings, such as
being surrounded by rainbows or cartoon characters.
Specific to the study purpose of evaluating the
potential of ARA to simulate direct product experi-
ence, it is expected that a realistic ad context may
remind consumers of the product usage in real life,
which is more congruent with an instrumental AR
interaction that allows consumers to interact with the
virtual product in a manner similar to their in-store
product experience. Research on in-game advertising
found that product placement mimicking the real-
world setting of the product enhances players’sense
of game realism and contributes to superior brand
recall (Chaney, Lin, and Chaney 2004; Nelson 2002).
The limited literature on surrealism in marketing
communication also provides indirect support that an
imaginative ad context irrelevant to actual consump-
tion experience may encourage consumers to
approach the virtual product in an entertaining way,
as comic absurdist elements that are incongruent with
prior expectations are designed to amuse and fascinate
consumers (Stern 1990; Arias-Bolzmann, Chakraborty,
and Mowen 2000). In this way, an imaginative context
is more compatible with a hedonic AR interaction
than with an instrumental AR interaction to enhance
the entertainment value of the ad experience.
Think versus Feel Products
Fiore, Kim, and Lee (2005) suggested that advanced
IIT might be particularly advantageous only for cer-
tain products. Therefore, we further consider the
influence of “think”versus “feel”products. Think
products are purchased primarily for utilitarian,
rational reasons (Claeys, Swinnen, and Abeele 1995),
whereas the purchase of feel products is driven by the
need to satisfy sensory pleasure and gratification, or
emotional, value-expressive desires. Consequently,
purchase considerations of think products involve
objective evaluations of functional performance, cost/
benefit, and product quality, whereas feel products are
considered in terms of subjective preferences, such as
taste, look, touch, smell, sound, or personal meanings.
To understand what kind of message appeal works
better with which product type, advertising research
has investigated the functional matching effect and
suggested that an ad is most persuasive when the
appeal matches the consumer’s psychological goal for
the product (i.e., utilitarian appeal for utilitarian prod-
ucts) (Choi et al. 2012). This study thus explores how
the persuasiveness of different ARA designs may vary
across think versus feel products. As consumers’pur-
chase decisions of think products are based on func-
tional performance, an instrumental AR interaction
that allows consumers to obtain enriched product
information may be more beneficial. In a similar vein,
a realistic ad context may strengthen the utilitarian ad
appeal and thus may be a better match with think
products. For feel products, a hedonic AR interaction
and an imaginative ad context may be more effective
to enhance enjoyment and entertainment value.
Telepresence
To explain the psychological mechanism underlying
the effects of ARA on consumer evaluation, this
research further incorporates the construct of telepres-
ence as a mediator. Prior research suggests that tele-
presence can be induced by media vividness and
interactivity (Coyle and Thorson 2001; Steuer 1992),
which are intrinsic characteristics of ARA. Notably,
telepresence has been traditionally studied as the sense
of being transported to another location or the sense
of being in a mediated space other than where one’s
physical body is located (Biocca 1997). For instance,
3D simulations of online shopping environments, as
found in the popular online role-playing game Second
Life, can generate telepresence by inducing “sensation
and feeling of ‘being there’with a product, in a store”
(Li, Daugherty, and Biocca 2001, p. 26). However, in
its broader definition, telepresence refers to “the feel-
ings of being a part of the phenomenal environment
created by a medium”such that “the user of the
medium considers the items in the mediated environ-
ment as unmediated and reacts directly to the items
as if they are physically present objects”(Kim and
Biocca 1997). Therefore, telepresence can emerge
when consumers interact with either a virtual object
or a virtual environment, as Li, Daugherty, and Biocca
(2002) explained in their study of 3D product displays
on websites. Specifically, telepresence conjured by
interacting with a 3D product on a typical e-
commerce website is generated by the simulated prod-
uct and product interaction, not by the shopping
environment, as the website bears little physical
resemblance to a store in the real world. In other
words, telepresence in such settings entails transport-
ing the product to the user, instead of transporting
the user to the website. In the case of ARA, telepres-
ence can be understood as the product being
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JOURNAL OF INTERACTIVE ADVERTISING 5
transported to a mediated space where the user can
interact with it. In this way, this study explicates the
conceptualization of telepresence to include verisimili-
tude of immersing virtual content in users’immediate
physical environments and assesses how ARA can
generate telepresence to improve consumer attitude.
Scholars suggest that telepresence is driven by how
closely the computer-mediated experience resembles
the real-world experience in terms of the simulated
sensory information and user interaction with the vir-
tual content (Sheridan 1992; Shih 1998). Although AR
may not provide the entire spectrum of sensory infor-
mation in consumers’in-store product experiences,
such as smell or tactile attributes, an instrumental AR
interaction with photorealistic 3D images that allows
close-up views of the virtual product can greatly
enhance representation of certain observable attrib-
utes, such as color, size, texture, and shape, known as
“search attributes”(Wright and Lynch 1995).
Moreover, an instrumental AR interaction mimics
how consumers can inspect a product in the store
(i.e., simulated ability). Hence, an instrumental AR
interaction is expected to enhance telepresence. In
addition, a realistic ad context is designed to replicate
a typical product usage setting to improve the
approximation of the virtual sensory information to
increase telepresence. Following Fiore, Kim, and Lee’s
(2005) reasoning that 3D virtual model technology
can approximate the direct product experience to
positively affect telepresence, we predict that the com-
bination of realistic ad context and instrumental AR
interaction, especially when used for think products,
will simulate the direct experience of inspecting prod-
ucts, thus intensifying the sense of telepresence.
Prior conceptualization of telepresence predomin-
antly focuses on whether and how the virtual experi-
ence can simulate and approximate the real-world
experience (e.g., Shih 1998; Spielmann and
Mantonakis 2018), while telepresence in unrealistic,
fantasy-like contexts has not been adequately studied.
However, as Cowan and Ketron (2019) point out,
interactive immersive technologies like VR can create
fantasy-like virtual worlds, especially applications
designed to fulfill consumers’escape and entertain-
ment needs. For instance, Lee, Chiang, and Hsiao’s
(2018) study on Pok
emon Go highlights the import-
ance of telepresence in driving flow and user satisfac-
tion in such imaginative fantasy settings. Wu, Chen,
and Chiu (2016) report that curiosity and enjoyment
have significant impacts on the related construct of
flow, with which telepresence is significantly corre-
lated (Faiola et al. 2013). Therefore, we posit hedonic
AR interaction that allows consumers to interact with
the product in an unexpected and fun manner,
coupled with an imaginative context that underscores
the entertainment value of ARA, will amplify telepres-
ence, especially for feel products, for which fun and
enjoyment are important considerations.
In the extensive computer-mediated communica-
tion literature, telepresence has been widely docu-
mented to mediate the relationship between the
virtual content and user response, from online adver-
tising (Keng and Lin 2006) to virtual tours
(Spielmann and Mantonakis 2018) to IIT (Fiore, Kim,
and Lee 2005). Conceptualizing AR as an advanced
form of IIT, we also anticipate the increase of tele-
presence will subsequently enhance advertising effect-
iveness, measured by perceived ad informativeness
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Figure 1. The conceptual model summarized in hypothesis 2. ARA ¼augmented reality advertising.
6 W.-H. S. TSAI ET AL.
and brand liking. Accordingly, we propose a hypoth-
esis based on this moderated moderated mediation
and visually display it in Figure 1.
H2: There will be a three-way interaction effect
between AR interaction type, ad context, and product
type on telepresence, which subsequently affects (a)
perceived ad informativeness and (b) brand liking. In
particular, an ad with instrumental AR interaction
will generate a stronger sense of telepresence than an
ad with hedonic AR interaction, especially in a
realistic ad context and for a think product, leading
to a higher level of perceived ad informativeness and
greater brand liking.
Method
To test the hypotheses, a between-subjects lab experi-
ment was conducted with three manipulated factors:
AR interaction type (instrumental versus hedonic), ad
context (realistic versus imaginative), and product
type (think versus feel). For comparison purposes, two
control groups were also included in the experimental
design (print ads without AR for think and
feel products).
Stimuli Design and Pretests
Hiking boots and bread were chosen to represent
think and feel products based on suggestions of prior
research (Ratchford 1987). A pretest was conducted to
confirm that this product selection was appropriate. A
total of 25 college students recruited from a medium-
sized U.S. university participated in the pretest on a
voluntary basis. They were asked to rate the hedonic
value (“Purchase decision is based on sensory aspects
such as looks, taste, touch, smell or sound”) and utili-
tarian value (“Purchase decision is based mainly on
functional facts”) for hiking boots and bread on a 7-
point scale (Claeys, Swinnen, and Abeele 1995).
Paired-samples ttests showed that bread was rated
significantly higher on the hedonic value (M¼5.76)
than hiking boots (M¼4.76), t(24) ¼1.86, p¼.038
(one tailed), while hiking boots scored significantly
higher on the utilitarian value (M¼5.96) than bread
(M¼4.96), t(24) ¼2.58, p¼.008 (one tailed).
After this pretest, five versions of experimental
stimulus ads were created for both hiking boots and
bread by an interactive media designer, including (1)
print ad without AR, (2) instrumental AR ad within a
realistic context, (3) hedonic AR ad within a realistic
context, (4) instrumental AR ad within an imaginative
context, and (5) hedonic AR ad within an imaginative
context. Ads with instrumental AR interaction allowed
participants to view and interact with a photographic
quality 3D representation of the product from any
angle or distance. Ads with hedonic AR interaction
featured the same product image but disabled the 3D
effect so that participants could not rotate the product
image or zoom in and out. Instead, they could “play”
with the product (i.e., make the hiking boots break
apart or twist the bread). The ad context was designed
to be either realistic (i.e., hiking boots on an outdoor
surface and bread on a cutting board) or imaginative
(i.e., hiking boots and bread floating in the air sur-
rounded by a rainbow and clouds; see Appendix for
sample stimuli).
To check the manipulation of AR interaction type
and ad context, another pretest was conducted with
28 students recruited from the same university. Each
participant was asked to view four different AR ads
on a tablet computer, including (1) an instrumental
AR ad within a realistic context, (2) a hedonic AR ad
within a realistic context, (3) an instrumental AR ad
within an imaginative context, and 4) a hedonic AR
ad within an imaginative context. The four ads each
participant viewed were either “Bread ads (1) and (4)
plus hiking boots ads (2) and (3)”or “Bread ads (2)
and (3) plus hiking boots ads (1) and (4).”The order
of presenting these four ads to each participant was
counterbalanced. After viewing each ad, participants
were asked to rate its AR interaction type and ad con-
text on a 7-point scale. These measures were created
based on prior research (Voss, Spangenberg, and
Grohmann 2003). In particular, AR interaction type
was measured with four items, with a higher score
indicating instrumental AR interaction: “The inter-
action I have with the AR helps me learn about the
product”;“The interaction I have with the AR is
purely for entertainment”(reverse-coded); “The inter-
action I have with the AR allows me to obtain infor-
mation about the product”; and “The interaction I
have with the AR is similar to how I would examine
the product in a store”(aranged from .74 to .89). Ad
context was measured with another four items, with a
higher score indicating realistic ad context: “The AR
setting in which the product is shown is relevant to
how the product is used or experienced”;“The context
of the AR ad is appropriate to the actual product
usage”;“The AR represents the product in a realistic
environment”; and “The AR background in which the
product is depicted is fantasy-like”(reverse-coded) (a
ranged from .72 to .85). Repeated analysis of variance
(ANOVA) tests showed that instrumental AR ads
were viewed as more instrumental (M¼4.70) than
hedonic AR ads (M¼3.97), F(1, 27) ¼8.62, p¼.007,
and ads within a realistic setting were perceived as
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JOURNAL OF INTERACTIVE ADVERTISING 7
more realistic (M¼5.10) than ads within an imagina-
tive setting (M¼3.56), F(1, 27) ¼17.68, p<.001. No
other significant differences were found, thus confirm-
ing the success of manipulation of AR interaction
type and ad context in the stimuli.
Main Experiment
A total of 213 college students at the same university
who did not take part in the pretests were recruited to
participate in the main experiment on a voluntary
basis. The experiment was conducted in a computer
lab with no more than six participants in each session.
Participants were randomly assigned to one of the 10
experimental conditions (eight ARA conditions plus
two print ad control conditions). All participants were
provided with a copy of a print ad either for hiking
boots or bread. Participants in the ARA conditions
were also provided with a tablet computer and
instructed to use it to scan the image marker in the
print ad to activate the AR experience. After viewing
each ad, participants were asked to complete an online
questionnaire that assessed their perceptions
and attitudes.
All measures used in the questionnaire were
adapted from prior studies. To assess perceived ad
informativeness, two items on a 7-point scale were
adapted from Kim and Han (2014): “This ad supplies
relevant information on products or services”and
“This ad is a good source of product information”
(a¼.95). To measure brand liking, participants were
asked to indicate how they felt about the brand
according to Mitchell and Olson’s(1981) 7-point
semantic differential scale (Bad/Good,Unpleasant/
Pleasant,Unfavorable/Favorable, and Negative/
Positive)(a¼.97). The mediator, telepresence, was
measured by three items on a 7-point scale adopted
from Lim and Ayyagari (2018): “Does this ad enable
you to get information about the product as if you are
in a physical store?”;“Can you evaluate the product
via this ad as you do in the physical store?”; and
“Does this ad make you feel like you are looking at
the product in a physical store?”(a¼.91).
Results
Tests of Hypotheses
To test hypothesis 1, two-way ANOVAs were con-
ducted, with perceived ad informativeness and brand
liking being the dependent variable, respectively. The
two factors were advertising type (ARA versus print
ad) and product type (hiking boots versus bread). The
test results revealed a significant main effect of adver-
tising type on perceived ad informativeness, F(1,
209) ¼57.97, p<.001. ARA (M¼4.63) generated a
higher level of perceived ad informativeness than print
ads without AR (M¼2.41) (see Figure 2). The main
effect of advertising type was also significant on brand
liking, F(1, 209) ¼86.20, p<.001. ARA (M¼5.75)
led to stronger brand liking than traditional print ads
(M¼3.64) (see Figure 2). No other main effects or
interaction effects were found. Therefore, hypothesis 1
was supported.
To test hypothesis 2, Model 11 of the PROCESS
macro in SPSS was used (Hayes 2013). Perceived ad
informativeness and brand liking served as the
dependent variable in the model, respectively. The
independent variable was AR interaction type
(1¼hedonic AR, þ1¼instrumental AR). The two
moderators were ad context (1¼imaginative con-
text, þ1¼realistic context) and product type
(1¼hiking boots, þ1¼bread). The mediator was
telepresence. Bootstrapping was conducted with 5,000
samples to obtain valid 95th percentile bias-corrected
confidence intervals (CIs) (Hayes 2013).
As shown in Table 1, AR interaction type was
found to be a significant predictor of telepresence
(b¼.40, t¼3.39, p<.001), suggesting that partici-
pants who viewed ads with instrumental AR interac-
tions sensed greater telepresence than participants
who viewed ads with hedonic AR interactions. As
seen in Table 2, telepresence mediated the effect of
AR interaction type on perceived informativeness
(b¼0.64, t¼9.75, p<.001) when think product (i.e.,
hiking boots) was presented in a realistic ad context
(95% CI ¼.004.524), and feel product (i.e., bread)
was shown in an imaginative ad context (95%
CI ¼.037.655). However, neither the two-way inter-
action effect between AR interaction type and ad con-
text (b¼.01, t¼0.08, p¼.93) nor the three-way
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Perceived ad informativeness Brand-liking
AR advertisin
g
Print advertisin
g
without AR
Figure 2. The main effects of augmented reality (AR) on
perceived ad informativeness and brand liking.
8 W.-H. S. TSAI ET AL.
interaction effect between AR interaction type, ad
context, and product type (b¼.06, t¼47, p¼.64)
was significant.
The results also demonstrated that telepresence
mediated the effect of AR interaction type on brand
liking (b¼.40, t¼7.28, p<.001) when think product
(i.e., hiking boots) was presented in a realistic ad con-
text (95% CI ¼.004 .329) and feel product (i.e.,
bread) was presented in an imaginative context (95%
CI ¼.022 .414). However, neither the two-way
interaction effect between AR interaction type and ad
context (b¼.01, t¼.08, p¼.93) nor the three-way
interaction effect between AR interaction type, ad
context, and product type (b¼.06, t¼.47, p¼.64)
was significant. Hence, hypothesis 2 was par-
tially supported.
Discussion and Conclusion
Focusing on the effects of AR interaction, ad context,
and product type on consumer response, the results
confirmed that AR significantly enhanced perceptions
of ad informativeness and brand liking over
traditional print ads. These findings broaden the lim-
ited research on the usefulness of AR for e-commerce
websites (e.g., Pantano, Rese, and Baier 2017; Yim,
Chu, and Sauer 2017) and highlight the potential of
using AR in print advertising to enrich con-
sumer experience.
Regarding the specific ARA aspects evaluated, the
findings highlight the power of instrumental AR inter-
actions that allow consumers to inspect the virtual
product at a real-world scale from different angles
and distances to approximate direct product experi-
ence. Instrumental AR interactions that offered
enriched product information significantly enhanced
perceived ad informativeness over hedonic AR inter-
actions. In addition, instrumental AR interactions
positively affected the sense of telepresence.
Unexpectedly, instrumental AR interactions also
induced stronger affective brand liking than did
hedonic AR interactions. Prior research suggests that
both instrumental and hedonic values can contribute
to attitudinal outcomes (Childers et al. 2001; Fiore,
Kim, and Lee 2005). In the case of ARA, instrumental
AR interaction emerged as a key driver of consumers’
brand liking. More research is needed to explore the
factors driving the hedonic value of ARA experience,
including testing different types of playful, entertain-
ing interactions, as well as nonrealistic representations
of products, such as illustrations and other artistically
modified product displays.
Moreover, this study expands and updates the def-
inition of telepresence in the ARA setting by concep-
tualizing it as the sense of an object being transported
to a mediated space in which users can interact with
it. The results confirm the significance of telepresence
in mediating the effects of ARA on consumer
response. Specifically, instrumental AR interactions
generated a higher level of telepresence to enhance
perceived ad informativeness and brand liking when it
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Table 1. Summary of regression analysis for variables predicting dependent measures.
Variable btp95% CI (LL) 95% CI (UL)
Telepresence regressed on
AR interaction .40 3.39 .001 .167 .630
Ad context .10 .83 .408 .134 .329
Product type .05 .45 .654 .179 .284
AR interaction Ad context .01 .08 .933 .241 .222
AR interaction Product type .05 .39 .700 .186 .277
Ad context Product type .09 .75 .463 .145 .318
AR interaction Ad context Product type .06 .47 .640 .287 .177
INFO regressed on
AR interaction .09 .89 .376 .112 .295
Telepresence .64 9.75 .000 .514 .775
BL regressed on
AR interaction .06 .70 .482 .231 .109
Telepresence .40 7.28 .000 .294 .512
Note. INFO ¼perceived ad informativeness; AR ¼augmented reality; BL ¼brand liking; CI ¼confidence interval; LL ¼lower limit;
UL ¼upper limit.
Table 2. Moderated moderated mediation effects of
augmented reality interaction type on perceived ad inform-
ativeness and brand liking (mediator ¼telepresence).
Ad Context
Product
Type
Indirect
Effect SE
95%
CI (LL)
95%
CI (UL)
DV: INFO
Realistic Bread .244 .150 –.045 .541
Realistic Boots .256 .130 .004 .524
Imaginative Bread .328 .159 .037 .655
Imaginative Boots .198 .174 –.145 .544
DV: BL
Realistic Bread .153 .094 –.028 .338
Realistic Boots .160 .082 .004 .329
Imaginative Bread .205 .099 .022 .414
Imaginative Boots .124 .109 –.091 .339
Note. DV ¼dependent variable; INFO ¼perceived ad informativeness;
BL ¼brand liking; CI ¼confidence interval; LL ¼lower limit;
UL ¼upper limit.
JOURNAL OF INTERACTIVE ADVERTISING 9
was utilized for think products in a realistic ad con-
text and for feel products in an imaginative ad context
irrelevant to product usage. These findings implied
the functional matching effect between product type
and ad context.
However, the nonsignificant interaction effects
among AR interaction type, ad context, and product
type point to the complexity of ARA, which demands
further theoretical deliberation and more empirical
investigations. Based on our observation, it was likely
that participants mostly focused on interacting with
the virtual product and did not pay much attention to
the context, as most participants’comments during
the experiment focused on the interaction aspect.
More importantly, augmentation—the amalgamation
of virtual objects with the physical environment—is
one of the defining characteristics of AR (Preece,
Rogers, and Sharp 2015). In the current study, the vir-
tual ad context, regardless of whether it was realistic
or imaginative, served as the virtual setting or back-
ground against which the virtual product was dis-
played. Such virtual context fails to connect or
integrate the product within consumers own’physical
environment. Augmentation through meaningful
amalgamation of the virtual object into the users’
physical surroundings may be more impactful. For
instance, a print ad for bread may provide the AR
marker as a cutout or sticker to be directly placed on
a plate or cutting board. More studies thus are needed
to explore the effects of embedding virtual products in
consumers’own intimate and personal spaces. For
designing unrealistic, imaginative ways to display the
virtual product, it may be equally important to con-
sider how the imaginative product experience can be
best enjoyed in the users’physical surroundings. It is
also likely that when the virtual ad context remains
unconnected to the users’physical environment, the
influence of the product type is limited.
Practical Implications
Our findings advance the theoretical knowledge of
interactive advertising by conceptualizing and empiric-
ally assessing different ARA properties—beyond sim-
ply comparing the presence or absence of AR, as
tested in prior research (e.g., Hopp and
Gangadharbatla 2016; Javornik 2016). The multidi-
mensional framework, including the aspects of inter-
activity (AR interaction), message design (ad context),
and product type, offers a more holistic understanding
of ARA. The findings also provide valuable strategic
guidelines for crafting effective ARA campaigns.
Creating a successful ARA campaign requires more
than just embedding the AR technology in a print ad;
it requires a strategic understanding of how various
technological and message design aspects can jointly
influence consumer attitudes and perceptions. Based
on our findings, advertisers should simulate direct
product experience via instrumental AR interactions
and realistic ad contexts. Given the significant medi-
ation effect of telepresence observed, ARA should be
strategically designed to create telepresence to facili-
tate positive cognitive and affective responses.
Specifically, instrumental AR interactions should be
incorporated in ads for think products in a realistic ad
context and for feel products in an imagina-
tive context.
Limitations and Suggestions for Future Studies
Several limitations should be noted and addressed in
future studies. This study did not directly measure
and control the novelty effect of AR, which can be a
significant factor driving different consumer responses
toward conventional print ads and ARA. In addition,
a 2D product representation that disabled viewing the
product from varied angles and distances was used for
the hedonic interaction. A 2D representation,
although popular in mobile AR games such as
Pok
emon Go, did not capture a key affordance of this
technology. Future studies should explore the use of
3D product representations in instrumental and
hedonic interactions. We examined only think versus
feel product types. Future research may address the
importance of sensory cues presented in ARA. For
feel products like bread that satisfy sensory pleasure,
ads using an instrumental AR interaction to provide
enriched sensory information may be particularly per-
suasive. In contrast, purchase decisions of think prod-
ucts like hiking boots require a greater amount of
information beyond sensory cues. Information such as
price, warranty, and waterproof performance, as well
as consumers’direct product trials, is necessary in for-
mulating purchase decisions. Hence, ads with instru-
mental AR interactions providing only sensory cues
may not be viewed as informative. Given that IIT may
be more effective only for certain product types
(Fiore, Kim, and Lee 2005), other ways of classifying
products, such as mechanical versus geometric (Li,
Daugherty, and Biocca 2003), or convenience goods
versus shopping goods versus specialty goods (Atkins
and Kim 2012), should be tested in future ARA stud-
ies. The use of convenience student samples limits the
external validity of the research findings. Future
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10 W.-H. S. TSAI ET AL.
research replicating this experimental design with a
more representative sample is necessary. In terms of
ARA effectiveness, this study assessed only the cogni-
tive outcome of ad informativeness and the affective
outcome of brand liking. Other important consumer
evaluation outcomes should be tested in future
research, including perceived brand quality, prestige,
innovativeness, and purchase intention.
ORCID
Wan-Hsiu Sunny Tsai http://orcid.org/0000-0003-
3124-6882
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JOURNAL OF INTERACTIVE ADVERTISING 13
Appendix. Sample Experimental Ads
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Instrumental augmented reality within a realistic context. (The
user can zoom in and out to view the boots from any angle in a
realistic setting.)
Hedonic augmented reality within a realistic context. (The
user can “break apart” the boots in a realistic setting.)
Instrumental augmented reality within an imaginative context.
(The user can zoom in and out to view the boots from any
angle in a fantasy setting.)
Hedonic augmented reality within an imaginative context.
(The user can “break apart” the boots in a fantasy setting.)
14 W.-H. S. TSAI ET AL.