DOI QR코드

DOI QR Code

The Influence of Food Image Presentation on Purchase Intention With the Use of Augmented Reality: The Mediation Effect of User Engagement

증강현실(AR)을 활용한 음식 이미지 제시가 구매 의사에 미치는 영향: 사용자 참여의 매개효과를 중심으로

  • Received : 2019.06.26
  • Accepted : 2019.08.24
  • Published : 2019.09.30

Abstract

Augmented reality (AR) is the technology in which a virtual image made by computer is integrated with the real world. Food is one of the most popular products purchased online. In this study, we investigated how the presentation of food images with AR affects purchase intention and user engagement. We hypothesized that purchase intention was increased more by AR food images than by static food images. We also examined whether user engagement mediates the relationship between image presentation format and purchase intention. To test this hypothesis, participants in one group saw AR food images, and participants in another group saw static food images on an iPad. All participants then answered questions about user engagement and purchase intention. As predicted, participants who saw an AR food image reported higher user engagement and higher purchase intention than did those who saw a static food image. The indirect effect of user engagement was also significant, and the link between image presentation format and purchase intention was fully mediated by user engagement. We also found that aesthetic appeal, one of the sub-factors of user engagement, fully mediated the link between image presentation format and purchase intention. Thus AR images of food images were aesthetically more appealing, which led to higher purchase intention. These findings suggest that AR technology can be used effectively as a way to advertise food.

AR (Augmented Reality; 증강현실)은 가상의 이미지를 현실 세계에 덧붙이는 기술이다. 본 연구는 온라인으로 활발히 소비되는 품목인 음식을 AR로 제시했을 때의 효과를 살펴보고자 한다. 본 연구에서는 AR 음식 이미지가 구매 의사와 사용자 참여에 미치는 영향을 정적인 음식 이미지와 비교하여 알아보았고, 이미지 제시 방식과 구매 의사와의 관계를 사용자 참여가 매개하는지도 살펴보았다. 참가자는 두 조건 중 하나로 무선할당되어 AR 조건은 AR로 음식 이미지를 보고 정적 조건은 정적인 음식 이미지를 보았다. 그 후 참가자들은 사용자 참여와 구매 의사를 묻는 설문에 응답했다. 실험 결과, AR로 음식을 본 조건이 정적인 이미지를 본 조건보다 사용자 참여가 더 높았고, 구매 의사 또한 더 높은 것으로 나타났다. 매개 분석 결과, 사용자 참여의 간접효과는 통계적으로 유의했으며, 사용자 참여는 이미지 제시 방법과 구매 의사 간의 관계를 완전매개하는 것으로 나타났다. 하위요인별로 매개 분석을 진행한 결과, 사용자 참여의 하위 척도 중에서도 심미성의 완전매개 효과가 나타났다. 연구 결과를 정리하면, AR로 음식 이미지를 보게 되면 심미성이 높아지며, 높은 심미성은 음식에 대한 높은 구매 의사로 이어진다. 따라서 본 연구는 음식 이미지를 제시하는 방법으로 AR 기술이 효과적으로 사용될 수 있음을 밝히고 있다.

Keywords

References

  1. Alarcon, C. (2019, February 7). How An AR Startup Is Changing The Way We See Restaurant Menus. Forbes. Retrieved from https://www.forbes.com/sites/claudiaalarcon/2019/02/07/how-an-ar-startup-is-changing-the-way-we-see-restaurant-menus/#23208d7b3a88. (2019.6.18).
  2. Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385. DOI: 10.1162/pres.1997.6.4.355
  3. Brengman, M., Willems, K., & Van Kerrebroeck, H. (2018). Can't touch this: the impact of augmented reality versus touch and non-touch interfaces on perceived ownership. Virtual Reality, 1-12. DOI: 10.1007/s10055-018-0335-6
  4. Cano, M. B., Perry, P., Ashman, R., & Waite, K. (2017). The influence of image interactivity upon user engagement when using mobile touch screens. Computers in Human Behavior, 77, 406-412. DOI: 10.1016/j.chb.2017.03.042
  5. Choi, Y. H. (2019, March 31). [Trend monitor] delivery application in daily life ([트렌드모니터] 일상의 모습이 된 배달 앱). Iboss. Retrieved from https://www.i-boss.co.kr/ab-74668-934. (2019.6.10).
  6. Chun, J. S., & Choi, H. Y. (2002). Study on input data for developing virtual fitting model at internet apparel shopping sites and comparison of the results. Science of Emotion & Sensibility, 5(4), 1-10.
  7. Chung, S., Kramer, T., & Wong, E. M. (2018). Do touch interface users feel more engaged? The impact of input device type on online shoppers' engagement, affect, and purchase decisions. Psychology & Marketing, 35(11), 795-806. DOI: 10.1002/mar.21135
  8. de Vries, R., Jager, G., Tijssen, I., & Zandstra, E. H. (2018). Shopping for products in a virtual world: Why haptics and visuals are equally important in shaping consumer perceptions and attitudes. Food quality and preference, 66, 64-75. DOI: 10.1016/j.foodqual.2018.01.005
  9. Eroglu, S. A., Machleit, K. A., & Davis, L. M. (2003). Empirical testing of a model of online store atmospherics and shopper responses. Psychology & Marketing, 20(2), 139-150. DOI: 10.1002/mar.10064
  10. .Fiore, A. M., Kim, J., & Lee, H. H. (2005). Effect of image interactivity technology on consumer responses toward the online retailer. Journal of Interactive Marketing, 19(3), 38-53. DOI: 10.1002/dir.20042
  11. Hayes, A. F. (2017). Introduction to mediation, moderation, and conditional process analysis: A regression-based approach. Guilford Publications.
  12. Javornik, A. (2014, September). [Poster] classifications of augmented reality uses in marketing. In 2014 IEEE International Symposium on Mixed and Augmented Reality-Media, Art, Social Science, Humanities and Design (ISMAR-MASH'D) (pp. 67-68). IEEE.
  13. Javornik, A. (2016). 'It's an illusion, but it looks real!' Consumer affective, cognitive and behavioural responses to augmented reality applications. Journal of Marketing Management, 32(9-10), 987-1011. DOI: 10.1080/0267257x.2016.1174726
  14. O'Brien, H., & Cairns, P. (Eds.). (2016). Why Engagement Matters: Cross-Disciplinary Perspectives of User Engagement in Digital Media. Springer.
  15. O'Brien, H. L., Cairns, P., & Hall, M. (2018). A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies, 112, 28-39. DOI: 10.1016/j.ijhcs.2018.01.004
  16. Rese, A., Baier, D., Geyer-Schulz, A., & Schreiber, S. (2017). How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions. Technological Forecasting and Social Change, 124, 306-319. DOI: 10.1016/j.techfore.2016.10.010
  17. Shankar, V., Kleijnen, M., Ramanathan, S., Rizley, R., Holland, S., & Morrissey, S. (2016). Mobile shopper marketing: Key issues, current insights, and future research avenues. Journal of Interactive Marketing, 34, 37-48. DOI: 10.1016/j.intmar.2016.03.002
  18. Verhagen, T., Vonkeman, C., & van Dolen, W. (2016). Making online products more tangible: the effect of product presentation formats on product evaluations. Cyberpsychology, Behavior, and Social Networking, 19(7), 460-464. DOI: 10.1089/cyber.2015.0520
  19. Wee, C. S., Ariff, M. S. B. M., Zakuan, N., Tajudin, M. N. M., Ismail, K., & Ishak, N. (2014). Consumers perception, purchase intention and actual purchase behavior of organic food products. Review of Integrative Business and Economics Research, 3(2), 378.
  20. Wingfield, N., & Isaac, M. (2016, July 11). Pokemon Go Brings Augmented Reality to a Mass Audience. The New York Times. Retrieved from https://www.nytimes.com/2016/07/12/technology/pokemon-go-brings-augmented-reality-to-a-mass-audience.html. (2019.6.22).