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978 3 319 64027 3 - 15 PDF
978 3 319 64027 3 - 15 PDF
978 3 319 64027 3 - 15 PDF
Philipp A. Rauschnabel
Abstract Augmented Reality (AR), the integration of virtual objects into the
physical world, is about to become real. Microsoft Hololens and other devices
termed as ‘augmented reality smart glasses’ (ARSG), allow its users to augment
their subjective perceptions of the reality. However, not much is known about
consumers react to this new form of wearable media technology. Against this
background, this article reviews the scarce body of ARSG literature, supplements it
with established findings from Uses & Gratification Theory (U>) and related
research streams to propose a conceptual model. In doing so, this article enhances
our understanding of AR, and ARSGs in particular, by proposing the role of
existing and novel constructs to the stream of U> and AR research. The chapter
closes with a discussion of promising avenues for future research on ARSGs and
other head-mounted displays.
Keywords Augmented reality smart glasses Head-mounted displays Uses and
gratifications theory (U>) Fashnology Wearable technology
1 Introduction
Smart mobile technologies and continuous access to the Internet have become an
integral part of our daily lives. Popular apps allow us to check in on Facebook, to
tag friends, or to ‘instantly’ upload photos on Instagram and other mobile social
media services. All of these activities are examples of how recent technologies
move the virtual world and the real world closer together.
1
Please note that this conceptual article is part of a project from which an empirical paper was
presented at the 3rd international AR/VR conference in Manchester, UK, Feb 23, 2017. The
empirical paper is currently under review in an academic journal. Although distinct, the empirical
paper builds on this chapter and thus might share similarities.
A Conceptual Uses & Gratification Framework on the Use … 213
ARSGs are, as any wearable device, not just ‘used’ but also ‘worn’, and thus, share
several psychological similarities with fashion accessories. In fact, many wearables
share prototypical similarities with ‘non-smart’ counterparts. For example, a
smartwatch is worn like a regular watch, and some of them even look very similar
to prototypical ‘traditional watches’ (e.g., Samsung Gear 3), whereas others look
distinct (e.g., Apple Watch). To study wearables in general more effectively,
research has discussed the term “fashnology,” a combination of fashion and tech-
nology, as an overarching study concept (Rauschnabel et al. 2016). For example,
Chuah et al. (2016) show that people who perceive smartwatches as a technology
(vs. fashion) evaluate them as more useful (vs. visible). Likewise, Rauschnabel
et al. (2016) propose that consumers who mentally categorize ARSGs as a fashion
accessory tend to evaluate them more based on visible aspects, whereas those who
categorize them as a technology incorporate usefulness judgements more. In
addition, a finite mixture model among a large-scale US sample shows that about
three quarters of the American population are ‘fashnologists’, and thus incorporate
both fashion and technology criteria to assess ARSGs.
214 P.A. Rauschnabel
Fig. 1 Schematic characteristics of ARSGs: gray = real, black = virtual (Source http://www.
connectedscience.de/reprint with permission)
Traditionally, media researchers proposed that mass media are powerful and
influential, whereas consumers are passive. U> scholars took a different
approach. Rooted in media and communication science, U> addresses the
central question: Why do people use particular media? U> is based on various
assumptions, such as that audiences behave in a goal-oriented manner and proac-
tively choose the media to consume in order to address particular human needs
(Katz et al. 1973; Rubin 2002). Although individuals’ needs often vary based on
their individual characteristics (e.g., demographics, personality, etc.), Katz et al.
(1973) provide a systematization of five broad categories of media-related needs:
A Conceptual Uses & Gratification Framework on the Use … 215
Fig. 2 ARSGs combine fashion and technology as well as the real-world with the virtual world
3 Literature Review
Not many studies have investigated the adoption of ARSGs. Most of them build on
prior technology acceptance research. These studies showed that factors such as
perceived usefulness, enjoyment (Rauschnabel et al. 2016), social norms (e.g.,
Rauschnabel and Ro 2016; Weiz et al. 2016), image-related factors (Rauschnabel
and Ro 2016; Rauschnabel et al. 2016), or the potential to substitute real physical
objects through holograms (Ernst et al. 2016) are impactful in shaping consumers’
reactions to ARSGs. Eisenmann et al.’s (2014) Harvard Business case study pro-
vides a comprehensive overview of factors that influence consumers’ reactions to
Google Glass. Findings of this case study also include “practical” factors such as
specific display characteristics or battery. Likewise, other publications have dis-
cussed the potential of data leaks and thus, threats to a user’s privacy (Hein and
Rauschnabel 2016); however, most these early studies did not identify any sig-
nificant risk factors, except Rauschnabel et al. (2016) who found that people tend to
care more about the privacy of the people that surround them rather than about their
own self privacy. Few studies have also investigated other potential risk factors
(Rauschnabel et al. 2016; Stock et al. 2016), and discussed topics such as dis-
traction, information overload, health risks and so forth. However, most of these
studies conclude that risks factors, at least in the current stage of the lifecycle, are
less important. As with smartwatches and other wearable devices, ARSGs also
include a substantial amount of ‘fashion’. A study by Rauschnabel and colleagues
(2016) has investigated why and when consumers perceive ARSGs as fashion,
technology, or both (‘fashnology’). Finally, Hein et al. (2017) took a different
approach and studied the role of ARSGs from a society perspective. A core finding
is that people tend to associate various societal risks (e.g., public privacy, loss of
social cohesion) and societal benefits (e.g., social progress potential), which impact
the anticipated success (i.e., whether people think that ARSGs will be successful)
and the desired success (i.e., whether people want that ARSGs are successful in the
future).
that, I propose a conceptual model (see Fig. 3) to theorize specific factors related to
ARSG usage. The model starts on the left side with an overview of the five
categorizations of needs (e.g., cognitive), where each of them is conceptually linked
to a broader category of gratifications (e.g., utilitarian) consisting of examples of
several specific factors (e.g., life efficiency). These gratifications can be predomi-
nantly obtained from the device itself (upper factors) or from the medium (i.e., AR;
bottom factors). In addition, the model proposes that the strengths of these effects
might differ based on the usage context (existence of other people or not), the
device (fashion, technology, or fashnology), and the user/consumer (e.g.,
self-presentation). In addition, the model proposes that the degree to which a human
need is satisfied determines the importance of specific gratifications.
One reason people consume particular media, such as newspapers, is to gratify their
cognitive needs. These can include various specific gratifications such as finding
relevant information or organizing one’s lives. This idea is conceptually linked to
the broad construct of perceived usefulness in the literature on technology accep-
tance (Venkatesh et al. 2012) which reflects workers or users’ evaluations of a
technology in terms of increasing their (work/life) efficiency. Once more apps are
available, ARSGs can offer numerous utilitarian benefits. The current overview
provides some examples of promising utilitarian gratifications:
• Work and life efficiency are utilitarian gratifications similar to performance
expectancy (Venkatesh et al. 2012) or perceived usefulness (King and He 2006)
218 P.A. Rauschnabel
that cover the degree to which a user believes that using ARSGs can help him or
her accomplish certain personal or job-related tasks more efficiently. Both of
these constructs are typically increased by access to real-time information. For
example, Hein and Rauschnabel (2016) discuss the idea that ARSGs can support
workers with information from Enterprise Social Networks. Consumers can
have access to anything they need, such as emails, chats or navigation systems.
Likewise, police officers could use face recognition or lie detector apps to
identify suspicious people. Salespeople could use emotion scanner apps to learn
more about a negotiation partner’s preferences in real-time.
• Information gathering and education cover the potential to use ARSGs for
learning and decision making purposes. For example, a user can learn new
languages. Users can also explore museums, buildings and cities using ARSGs.
Whenever a user looks at a particular object, the app can integrate relevant
information for him or her.
People often use media to satisfy a variety of tension-related needs. These tech-
nologies are typically associated with a particularly high “hedonic value”—that is,
media that delivers what people in everyday language term as “fun.” Psychological
research has shown that hedonic gratifications are associated with various positive
outcomes such as the reduction of boredom or pleasure (Close and Kukar-Kinney
2010; Klinger 1971). Therefore, it is not surprising that research on the use of media
and technology concludes that hedonic factors are an important determinants of use
(Nysveen et al. 2005; Taylor et al. 2011; Venkatesh et al. 2012). Examples of
specific hedonic gratifications associated with ARSGs are:
• Enjoyment, an established construct in U> research but also in the technology
acceptance literature (Venkatesh et al. 2012), is defined as “the extent to which the
activity of using a specific system is perceived to be enjoyable in its own right,
aside from any performance consequences resulting from system use” (Venkatesh
2000, p. 351). Enjoyment reflects the potential that a user can distract him/herself
from everyday activities, particularly through the use of ARSGs in general. AR
scholars have studied and shown the importance of AR in various settings (Leue
et al. 2015; Jung et al. 2015; tom Dieck and Jung 2015).
• Related to that, Gaming is a construct that describes the use of (AR) games on
ARSGs (Rauschnabel et al. 2015). For example, Robo Raid is a game that can
be played on HoloLens where virtual robots attack a user who has to shoot them.
• Entertainment, on a broader level, also includes examples of watching movies
or performing various tasks to be entertained. For example, a YouTube app
could offer access to millions of clips, or a Netflix app access to a large database
of movies. These examples show that ARSGs can potentially address several
needs which traditionally TV or Radio have addressed. In contrast to enjoyment,
A Conceptual Uses & Gratification Framework on the Use … 219
“Sensual gratifications” cover all benefits that users experience from the stimulation
of various human senses. As ARSGs are worn and used, these gratifications can
derive from wearing or using. Whereas wearing is solely mostly linked to feeling,
the use—depending on the app—can stimulate visual and acoustic senses, too.
Some examples include:
• Wearable comfort (sense: touch), which is based on the assumption that
consumers react more positively to ARSGs when wearing them feels comfort-
able. This evaluation of the overall wearable comfort is influenced by physical
characteristics of the device, such as the size, the weight, pressure, temperature,
and so forth. Most readers will probably have a favorite pullover or pants that
just ‘feels good’. The same might be true for ARSGs. Some people might like
the feeling of wearing them, whereas others might feel it distracting, impractical
and uncomfortable. Most likely, this wearable comfort is driven by physical
characteristics of the device itself.
• ARSGs can allow users to alter their environment in a desired way (sense:
seeing). For example, they can place art and other things that users cannot have
in real-life (e.g., expensive luxury accessories or things that do not exist in
reality, such as fantasy creatures). For example, a user could alter his/her home
into a ‘Harry Potter-like’ environment where ‘magic’ furniture and other
objects/creatures from the movies can be virtually integrated.
Social factors are influential drivers in explaining various forms of human behavior,
including consumption, technology use and media choice. In this article, social
gratifications explain various factors that are associated with social relationships.
• Socializing, such as using ARSGs in order to get in touch with other people, is one
example of a social gratification. It is very likely that within the next few years,
dating apps will appear and other apps that can connect individuals to each other.
Prior research has linked this and similar gratifications with the use of social media
and other technologies (Sheldon 2008). Another possible way is that ARSG users
can connect to each other in community-like organizations (Felix 2012; Muniz and
Schau 2005). Especially in the very early stage (i.e., now), there are already online
communities where users with similar interests share their experiences with
ARSGs—for example, Hololens groups on Facebook.
220 P.A. Rauschnabel
Although the focus of U> (and thus also this chapter) are gratifications, it is
important to note that people also integrate various risk factors in their decision
making. With regards to ARSGs, our research has identified numerous risk factors,
and some of them are:
• Privacy, as people are afraid of threatening their own, as well as other peoples’
privacy. Research has shown that both risks are highly salient among con-
sumers. Recent research did not confirm that when it comes to ARSGs, people
care about their privacy, but care about public privacy (Rauschnabel and Ro
2016; Hein et al. 2017).
• Another risk factor is related to health risks in general. This includes the fear
that ARSGs can hurt a user’s eyes, electro smog that can cause brain cancer, that
distraction could lead to physical injuries, and finally, that seeing and interacting
with objects that do not exist can impact a user’s psychological well-being. It is
important to note that, to the best of my knowledge, the actual risk of these
factors has not yet been determined in the academic literature. Similarly, not
much research has been done to investigate how the perception of these risks
impacts consumers’ decision making.
• Especially in the very early beginning of a product lifecycle, consumers have
very little information about the future of a technology. In addition, prices are
usually very high (e.g., the first version of HoloLens was sold for more than
$3,000). Therefore, financial risks are potential factors that decrease the
favorability of consumers’ evaluations. In interviews, many consumers shared
their fear that the HoloLens and other devices might not work properly, and that
new standards would be established in a few years so that current devices would
be useless in a few years. Likewise, wearing a novel device—especially in
public contexts—can be associate with very high social risks, e.g., the fear that
other people react negatively (which is related to the normative factors discussed
above).
• Another category of risks that we identified in qualitative, yet unpublished,
research are society consequences. As discussed in Hein et al. (2017), con-
sumers associate ARSGs with various positive and negative consequences for
societies. Consumers tend to integrate these factors also into their personal
decision making. For example, in a qualitative study in the US, one respondent
stated that a risk of ARGSs is the “distinguishing the rich from the poor,” and
others criticized that societies are already too technology-focused. These quotes
A Conceptual Uses & Gratification Framework on the Use … 223
imply that consumers are likely to avoid ARSGs because—in their view—
adopting them would support a negative societal trend. On the contrary, it is
worth noting that other consumers also discussed positive societal conse-
quences, such as help for visually impaired people, the reduction of crime and
new jobs.
Robust models typically include control variables, such as age and gender. For
ARSGs, additional control variables could increase the robustness and generaliz-
ability of a model, if sample size allows. Examples include whether respondents are
used to wearing any form of glasses or wearable devices, their knowledge about and
attitude towards new technologies in general, but also specifically about ARSGs.
Another control variable could be a proxy for user friendliness (e.g., perceived ease
of use).
Depending on the studied context, the proposed model allows researchers to study a
variety of different variables. Adaptions of established constructs include the atti-
tude towards ARSGs or towards using them, purchase intention, or usage intention.
Models can be refined by incorporating various types of these variables and their
interplay, but also usage intention in different contexts. This is an alternative to the
inclusion of moderators (as proposed in this article) and might be particularly
relevant if respondents might or might not use the same ARSG in different contexts
—such as at home, in public, or at the workplace.
5 Discussion
As shown in the Introduction section, ARSGs are very likely to become the next
major step in the evolution of smart wearable technologies. While market research
predictions are highly promising, scant research attempting to understand the
people that end up using it (i.e., consumers) exists. Taking into account the
established U> framework (Katz et al. 1973), I address this fundamental
research gap by proposing a conceptual model that links basic human needs to
gratifications associated with ARSGs.
224 P.A. Rauschnabel
6 Concluding Remarks
Acknowledgements I thank Young Ro for feedback on this article, as well as the conference
chairs, reviewers and participants of the 3rd International AR VR conference, Manchester. In
addition, I thank Christina Philipp and www.connectedscience.de for additional feedback and
support.
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