The Marketing Potential Of Augmented Reality to Enhance Brand Attitude
DOI:
https://doi.org/10.61132/greeninflation.v2i1.222Keywords:
Augmented Reality, Marketing, Brand Attitude, Institut Teknologi Telkom Purwokerto, Direct Marketing,Abstract
The purpose of this study is to examine the impact of Augmented Reality (AR) application usage at IT Telkom Purwokerto on consumer brand attitudes. A total of 200 questionnaires were distributed, with 125 deemed suitable for analysis. The findings reveal that the use of the AR application significantly influences consumer attitudes towards the brand, particularly in terms of user experience, engagement, and perceived realism. The quality of the AR application is shown to have good reliability, and each dimension positively correlates with consumer attitudes. The perceived realism of the AR experience is a crucial factor in shaping positive consumer attitudes towards the brand. The study also identifies a significant relationship between AR application usage, consumer satisfaction, and brand loyalty. Practically, AR can aid IT Telkom Purwokerto in developing more effective marketing models. This study proposes a model to understand the effect of AR applications on positive consumer brand attitudes, assisting marketers in implementing more effective marketing strategies.
Downloads
References
Amin, M., Ryu, K., Cobanoglu, C., Rezaei, S., & Wulan, M. M. (2021). Examining the effect of shopping mall attributes in predicting tourist shopping satisfaction and behavioral intentions: Variation across Generation X and Y. Journal of Quality Assurance in Hospitality and Tourism, 22(3), 367–394. https://doi.org/10.1080/1528008X.2020.1818667
Bottger, T., Rudolph, T., Evanschitzky, H., & Pfrang, T. (2017). Customer inspiration: Conceptualization, scale development, and validation. Journal of Marketing, 81(6), 116–131. https://doi.org/10.1509/jm.15.0007
Carpenter, J., & Faihurst, A. (2005). Consumer shopping value, satisfaction, and loyalty for retail apparel brands. Journal of Fashion Marketing and Management, 9(3).
Ekawati, N. W., Yasa, N. N. K., Kusumadewi, N. M. W., & Setini, M. (2021). The effect of hedonic value, brand personality appeal, and attitude towards behavioral intention. Management Science Letters, 11, 253–260. https://doi.org/10.5267/j.msl.2020.8.008
Foroudi, P. (2019). Influence of brand signature, brand awareness, brand attitude, brand reputation on hotel industry’s brand performance. International Journal of Hospitality Management, 76(March 2018), 271–285. https://doi.org/10.1016/j.ijhm.2018.05.016
Gatter, S., Hüttl-Maack, V., & Rauschnabel, P. A. (2022). Can augmented reality satisfy consumers’ need for touch? Psychology and Marketing, 39(3), 508–523. https://doi.org/10.1002/mar.21618
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate data analysis (7th ed.). Pearson Prentice Hall.
Indrawati. (2015). Metode penelitian manajemen dan bisnis konvergensi teknologi komunikasi dan informasi (D. Sumayyah, Ed.; 1st ed., Vol. 1). PT Refika Aditama.
Irawati, D., Fatah Natsir, N., Haryanti, E., & Islam, E. (2021). Positivisme, pospositivisme, teori kritis, dan konstruktivisme dalam perspektif "epistemologi Islam" kata kunci. JIIP-Jurnal Ilmiah Ilmu Pendidikan, 4. http://jiip.stkipyapisdompu.ac.id
Jessen, A., Hilken, T., Chylinski, M., Mahr, D., Heller, J., Keeling, D. I., & de Ruyter, K. (2020). The playground effect: How augmented reality drives creative customer engagement. Journal of Business Research, 116, 85–98. https://doi.org/10.1016/j.jbusres.2020.05.002
Keller, K. (2003). Strategic brand management: Building, measuring, and managing brand equity. Prentice Hall.
López, J. R., Enara, B., & González, A. (2019). Enterprise augmented reality projects: Build real-world, large-scale AR solutions for various industries. https://www.ebsco.com/terms-of-use
Oleynick, V. C., Thrash, T. M., LeFew, M. C., Moldovan, E. G., & Kieffaber, P. D. (2014). The scientific study of inspiration in the creative process: Challenges and opportunities. Frontiers in Human Neuroscience, 8(JUNE). https://doi.org/10.3389/fnhum.2014.00436
Rauschnabel, P. A., Felix, R., & Hinsch, C. (2019). Augmented reality marketing: How mobile AR-apps can improve brands through inspiration. Journal of Retailing and Consumer Services, 49, 43–53. https://doi.org/10.1016/j.jretconser.2019.03.004
Rejeb, A., Rejeb, K., & Treiblmaier, H. (2023). How augmented reality impacts retail marketing: A state-of-the-art review from a consumer perspective. Journal of Strategic Marketing, 31(3), 718–748. https://doi.org/10.1080/0965254X.2021.1972439
Sugiat, M., Primiana, I., Kaltum, U., & Herwany, A. (2020). Innovative marketing of emerging Muslim fashion in the province of West Java, Indonesia. Journal of Sustainability Science and Management, 15(5), 165–173. https://doi.org/10.46754/JSSM.2020.07.014
Sugiat, M., Saabira, N., & Witarsyah, D. (2023). Omni-channel service analysis of purchase intention. International Journal on Informatics Visualization, 7(4), 2543–2549. https://doi.org/10.30630/joiv.7.4.2442
Sugiyono. (2022). Metode penelitian kuantitatif. Alfabeta.
Suliyanto. (2018). Metode penelitian bisnis untuk skripsi, tesis, dan disertasi (A. Cristian, Ed.; 1st ed.). CV. Andi Offset.
TENTANG ITTP. (n.d.). Retrieved March 3, 2024, from https://ittelkom-pwt.ac.id/tentang-ittp/
Thrash, T. M., Elliot, A. J., Maruskin, L. A., & Cassidy, S. E. (2010). Inspiration and the promotion of well-being: Tests of causality and mediation. Journal of Personality and Social Psychology, 98(3), 488–506. https://doi.org/10.1037/a0017906
Tri, A. (2024). APJII jumlah pengguna internet Indonesia tembus 221 juta orang. https://apjii.or.id/berita/d/apjii-jumlah-pengguna-internet-indonesia-tembus-221-juta-orang
Venkatesh, V., Thong, J. Y. L., & Xu, X. (2012). Consumer acceptance and use of information technology: Extending the unified theory of acceptance and use of technology. MIS Quarterly, 36(1), 157–178. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2002388
Virtual reality (VR) market size, share & trends analysis report by technology (semi & fully immersive, non-immersive), by device (HMD, GTD), by component (hardware, software), by application, by region, and segment forecasts, 2023–2030. (2021). Grand View Report. https://www.grandviewresearch.com/industry-analysis/virtual-reality-vr-market
Virtual tour campus ITTP. (n.d.). Retrieved February 5, 2024, from https://vtour.ittelkom-pwt.ac.id/
von der Au, S., Rauschnabel, P. A., Felix, R., & Hinsch, C. (2023). Context in augmented reality marketing: Does the place of use matter? Psychology and Marketing, 40(11), 2447–2463. https://doi.org/10.1002/mar.21814
Wang, Y., Ko, E., & Wang, H. (2022). Augmented reality (AR) app use in the beauty product industry and consumer purchase intention. Asia Pacific Journal of Marketing and Logistics, 34(1), 110–131. https://doi.org/10.1108/APJML-11-2019-0684
Watson, A., Alexander, B., & Salavati, L. (2020). The impact of experiential augmented reality applications on fashion purchase intention. International Journal of Retail and Distribution Management, 48(5), 433–451. https://doi.org/10.1108/IJRDM-06-2017-0117
Wells, V. K., & Daunt, K. L. (2014). ORCA Online Research @ Cardiff. Orca, May 2014, 1–2.
Zanger, V., Meißner, M., & Rauschnabel, P. A. (2022). Beyond the gimmick: How affective responses drive brand attitudes and intentions in augmented reality marketing. Psychology and Marketing, 39(7), 1285–1301. https://doi.org/10.1002/mar.21641
Zhu, Y., & Lin, P. (2019). Hedonic or utilitarian. Journal of Contemporary Marketing Science, 2(2), 120–136. https://doi.org/10.1108/jcmars-01-2019-0008
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Green Inflation: International Journal of Management and Strategic Business Leadership

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.