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Journal of Business Research 122 (2021) 423–436

Contents lists available at ScienceDirect

Journal of Business Research


journal homepage: www.elsevier.com/locate/jbusres

Blending the real world and the virtual world: Exploring the role of flow in T
augmented reality experiences☆
Jennifer Brannon Barhorsta, , Graeme McLeanb, Esta Shaha, Rhonda Macka

a
College of Charleston, United States
b
University of Strathclyde, UK

ARTICLE INFO ABSTRACT

Keywords: This study examines the ‘sweet spot’ of augmented reality (AR) through the lens of flow theory and has two
Augmented reality primary objectives. First, the study seeks to determine whether investment in AR technologies is warranted by
AR exploring flow in both an AR and a traditional shopping context. Second, the study examines the unique cap-
Customer satisfaction abilities of AR to facilitate an enhanced state of flow and its positive influence across several consumer outcomes.
Flow
To achieve these objectives, a commercially available AR app was utilized to conduct an online, between-sub-
Experiential marketing
jects experiment with 500 participants. Partial least squares structural equation modeling was used to analyze
the predictor variables of consumer flow, as well as the impact of flow across several consumer outcomes.
Managerial and practical conclusions for marketers and designers are provided to support the creation and
execution of AR technology within consumer contexts.

1. Introduction 78.5% in 2020 (IDC, 2019), many questions regarding the experiential
aspects of AR among consumers remain unanswered. For instance, two
Imagine a world where walking down your favorite grocery store considerable unknowns pertinent to marketers are whether AR presents
aisle has been transformed from a mundane, routine activity to a unique opportunities to facilitate a state of flow and whether a state of
landscape full of entertaining characters and stories that fill you with flow in AR shopping experiences has the propensity to more positively
wonder and excitement. It is a world where, for example, Tony the influence the overall shopping experience.
Tiger could leap out at you as you peruse the cereal aisle, or Morris the Csikszentimihalyi (1975, p.36) introduced the concept of flow as a
Cat tells you about the sustainably sourced ingredients in his 9Lives cat ‘holistic sensation that people feel when they act with total involve-
food as you consider which cat food to buy. This is a world that could ment’ and discussed the cognitive and hedonic benefits of achieving
materialize into reality in the future as advances in the development of flow in one’s experiences. For example, when in a state of flow, one is
augmented reality shopping experiences continue to evolve at a rapid completely immersed and motivated to undertake an activity. This
pace. With the aim of linking the real world with the virtual world immersion, and motivated state, has been linked to a loss of self-con-
(Rauschnabel, Felix, & Hinsch, 2019), augmented reality overlays sciousness, extreme focus on the task at hand, and a sense of overall
computer generated-objects with the natural environment and enables enjoyment (Csikszentimihalyi, 1975). Since Csikszentmihalyi’s pio-
real-time interactions (Rese, Baier, Geyer-Schulz, & Schreiber, 2017). neering research on the concept of flow, researchers have continued to
Although in its infancy, brands such as Sephora, L’Oréal, Nike, Adidas, build upon his work and examine flow’s importance in various contexts,
Mini, Topshop, Amazon, and IKEA are utilizing AR to enhance customer and its influence on consumer outcomes (Hoffman & Novak, 1996,
experiences, while investment in AR technology is expected to reach 2009; Lee, Ha, & Johnson, 2019; Novak, Hoffman, & Duhachek, 2003;
$60 billion by 2020 (Porter & Heppelmann, 2017). Additionally, the Novak, Hoffman, & Yung, 2000).
advancement of new technologies such as 5G (Newman, 2018) and the Due to the potential cognitive and hedonic benefits associated with
proliferation of AR lenses such as Apple AR glasses (Smith, 2019), will flow, the ability of consumers to get into a state of flow is indeed of vital
see AR experiences become more ubiquitous and further enhance concern to marketers. There is, however, a dearth of research that ex-
marketers’ ability to utilize AR in various consumer contexts. amines the degree to which consumers reach a state of flow in the
Although investment in AR is expected to increase an impressive context of AR shopping experiences, and flow’s influence on important


This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.

Corresponding author at: College of Charleston, 66 George Street, Charleston, SC 29424, United States.
E-mail address: barhorstj@cofc.edu (J. Brannon Barhorst).

https://doi.org/10.1016/j.jbusres.2020.08.041
Received 13 September 2019; Received in revised form 23 August 2020; Accepted 25 August 2020
Available online 21 September 2020
0148-2963/ © 2020 Elsevier Inc. All rights reserved.
J. Brannon Barhorst, et al. Journal of Business Research 122 (2021) 423–436

consumer outcomes within AR shopping experiences. Therefore, while of fragrant aromas, carefully curated music, and exciting colors of
the potential benefits of flow have been espoused in the literature, it is soaps, bath bombs, and facial masks. Experiences thus occur as a result
not clear whether AR has the capability to induce a state of flow, and of some form of stimuli and can happen through direct or indirect ob-
whether a state of flow in an AR shopping experience can more posi- servation or participation in events, whether they are virtual, real, or
tively impact consumer outcomes compared to states of flow achieved dreamlike (Brakus et al., 2009; Schmitt, 1999).
without the use of AR. Experiences today, however, can be a blend of real, virtual, and
This study examines the “sweet spot” of augmented reality through fantasy. Technological advances have enabled brands to transform
the lens of flow theory. We suggest that optimal AR shopping experi- shopping experiences by using computer-generated objects that appear
ences can be achieved by implementing design aspects that facilitate to co-exist in the same space as the real world in order to provide ad-
ideal states of flow, which, in turn, have the propensity to enhance ditional benefits to consumers. AR, for example, has been adopted by
other consumer experience outcomes. Considering its infancy in de- L’Oréal to provide an opportunity for consumers to virtually try on
velopment and adoption, AR presents simultaneous design challenges make-up and hair colors before they purchase (Pearl, 2019), and the
for marketers to facilitate consumers’ level of flow with the AR ex- U.S. retailer Lowe’s uses AR to help consumers see what certain pro-
perience. Therefore, an investigation into AR’s ability to optimally ducts will look like in their homes (Ruff, 2018). Although technological
achieve a state of flow among consumers is necessary for marketers who advances such as these have transformed the shopping experience for
are skeptical of AR’s marketing potential. consumers, there remains a dearth of research on AR’s ability to induce
With the aim of supporting marketers in their decision making and a state of flow in shopping experiences and whether a state of flow
investments in AR, this study has two primary objectives. First, we seek induced through AR has the ability to enhance consumer outcomes such
to determine whether the experience of flow with AR technologies as increased learning, information utility, enjoyment, and satisfaction.
differs from the experience of consumer flow in ordinary shopping Research that examines these consumer outcomes in an AR context is of
experiences. Thus, this initial objective aims to determine whether an strategic importance to marketers. For example, satisfaction with ex-
investment in AR technologies is warranted by marketers, or if effort periences has been associated with repeat purchase (Dick & Basu,
might be better served by investing in everyday flow experiences. 1994), customer loyalty, positive word of mouth (Bearden & Teel, 1983;
Second, this study aims to help marketers to reap the full benefits of Fornell, 1992; Fornell, Johnson, Anderson, Cha, & Bryant, 1996), and
flow in AR shopping experiences. We do so by examining the unique the continued success of firms (Schmitt, 1999). Further, enjoyment
capabilities of AR to facilitate an enhanced state of flow and its influ- (Holbrook & Hirschman, 1982), information utility (Tynan &
ence across several consumer outcomes, including learning, informa- McKetchnie), and learning (Poulsson & Kale, 2004) have all been as-
tion utility, enjoyment, and satisfaction. Hence, this second objective sociated with optimal experiences and positive consumer outcomes in
will help marketers to understand the components of AR shopping ex- the marketing literature. We thus move next to a literature review of AR
periences that warrant consideration when there are investment and before exploring the role of flow and experiences in the AR context.
design considerations involved.
To achieve our objectives, a commercially available AR app was 2.2. Augmented reality
utilized to conduct an online, between-subjects experiment with 500
participants. Two short films were developed depicting identical The recent advancements in technology enable the possibility to
shopping experiences with or without AR. Following exposure to the develop new enriched environments in order to extend the physical
film, participants were asked to complete a series of questions to test world, blending real-world objects with virtual-world objects (Pantano
our conceptual model. Quantitative analysis in the form of partial least & Servidio, 2012), resulting in an augmented reality (AR). Although
squares structural equation modeling was used to analyze the predictor many definitions of AR exist, most share a common theme in that its
variables of consumer flow, as well as the impact of flow on consumer features are interactive, simultaneous, vivid, and unique to the en-
outcomes. Findings from this study provide key insights into under- vironment in which it is used. Azuma (1997) defines AR as a real-time
standing the most salient AR factors influencing the immersive state of view of the physical world while overlaid (augmented) with virtual
flow and suggest that AR experiences can enhance consumer outcomes computer-generated information such as text, images, video, or any
such as information utility, learning, enjoyment, and satisfaction by other interactive computer-generated media. Affirming this definition,
leveraging flow. We draw managerial and practical conclusions for Faust et al. (2012) define AR as the superposition of virtual objects
marketers and designers alike in the creation and execution of AR (computer-generated images, texts, sounds, etc.) on the real environ-
technology within consumer contexts. ment of the user. AR provides the user with an enriched and immersive
experience as the technology provides high levels of interactivity and
2. Literature review vividness in comparison to traditional media (Yim & Park, 2019).
While AR has been in existence for quite some time, the use of AR in
2.1. Experiences consumer markets has been hindered by large and cumbersome devices
(Rese et al., 2017). However, given the continually growing adoption of
Premised on the belief that consumers want satisfying experiences the ubiquitous smartphone, brands are able to offer AR services to
rather than just products (Abbott, 1956), an entire stream of marketing consumer markets through smartphone applications (Dacko, 2017).
research concerned with how consumers experience products Firms such as IKEA, Nike, ASOS and Amazon have implemented AR in
(Holbrook & Hirschman, 1982), shopping (Hui & Bateson, 1991; Kerin, an attempt to enrich the realistic experience of their products (McLean
Jain, & Howard, 1992), consumption (Holbrook & Hirschman, 1982), & Wilson, 2019) and assist consumers during decision making (Heller,
brands (Brakus, Schmitt, & Zarantonello, 2009; Schmitt, 1999), and Chylinski, de Ruyter, Mahr, & Keeling, 2019). Javornik (2016) con-
environments (Chang & Chieng, 2006; Esbjerg et al., 2012; Tsaur, Chiu, ceptualizes the potential of AR in developing an immersive flow ex-
& Wang, 2007) has developed over the past few decades. Experiences perience, whilst Rauschnabel, He and Ro (2018) outline the potential
have been widely acknowledged as a key component to competitive utilitarian and hedonic benefits of AR from a Uses & Gratifications
brand positioning in the minds of consumers due to their ability to theory perspective. AR’s ability to overlay the physical environment
evoke connections with brands through sensory, affective, intellectual, with virtual elements, including text-based information, rich media
and physical stimulation (Brakus et al., 2009; Schmitt, 1999; images, and video, which can interact with the physical environment
Zarantonello & Schmitt, 2010). For example, brands such as Lush in- during real-time, offers firms new possibilities in delivering a unique
clude sensory experiences as a core component of their business model– experience to consumers. During decision making consumers often use
e.g., one is not just buying a bar of soap at Lush, but also the experience mental imagery to develop a mental picture that reflects products or

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J. Brannon Barhorst, et al. Journal of Business Research 122 (2021) 423–436

experiences under consideration (Pearson, Naselaris, Holmes, & embodiment, which is conceptually related to interactivity. While al-
Kosslyn, 2015); however, the key benefit of AR is that consumers no ternative terms may appear in the literature, McLean and Wilson’s
longer need to imagine. Instead, they are presented with a life-like (2019) categorization of AR characteristics based on Azuma’s (1997)
computer-generated and real-world representation of the product or early research provides a useful understanding of the key attributes of
experience (McLean & Wilson, 2019). In turn, the functions available AR. For example, in encompassing each attribute as distinguished by
through AR have the potential to change a number of experiential ac- McLean and Wilson (2019), a consumer may try on a virtual pair of
tivities such as product trials, information search, acquisition, and shoes on their feet. During the experience, the consumer is able to in-
product try-ons (Javornik, 2016). Thus, unlike virtual reality (VR), AR teract by pinching and swiping to control the point of view. These vivid
does not alter or replace the individual’s real-world but instead en- interactions create sensory feedback, which develops a mental re-
hances it by combining additional information (text, images, video) presentation of the product in use, providing a novel experience for the
into the individual’s current real-world experience (Yim & Park, 2019). consumer (Heller et al., 2019). Such characteristics of AR enable in-
Additionally, in comparison to other technologies (e.g., VR), in a re- dividuals to offload the development of mental imagery during decision
tailing context, AR is more easily incorporated into consumers' daily making as they are able to draw out a visual representation of a par-
lives, given that it easily integrates with ubiquitous technology such as ticular product or service from the technology through the consumption
the smartphone (Heller et al., 2019). Accordingly, AR has been con- of richer media information. Although these characteristics of AR have
ceptualized as generating more interesting and greater shopping ex- been identified in the literature as salient to optimal experiences, it is
periences in the e-commerce environment by developing highly inter- not understood what role these constructs play in facilitating a heigh-
active and immersive experiences (Hilken et al., 2018; Javornik, 2016). tened state of flow in a shopping context (Hilken et al., 2018; Javornik,
The effects of this more realistic product experience via the individual’s 2016; Parise, Guinan, & Kafka, 2016; Yim, Chu, & Sauer, 2017), if any.
now enhanced real-world could help consumers to form closer re- We, therefore, proceed next to a discussion of flow and its importance
lationships with brands, when compared with traditional forms of to optimal experiences.
media, and influence overall consumer satisfaction (Dacko, 2017; Yim
& Park, 2019).
Azuma’s (1997) early research on AR outlines key characteristics of 2.3. Flow theory
the technology. According to Azuma (1997), AR combines the real
world and the virtual world to provide a novel experience. Secondly, When experiencing the notion of flow, individuals often enter into a
AR is interactive in real-time. Thirdly, AR is presented in 3D, offering a state where they are completely switched off to the outside (real) world,
clear and vivid representation of objects. Drawing on Azuma’s AR and become so engrossed in an activity that they feel like they are
characteristics, McLean and Wilson (2019) outline three AR attributes, encountering a natural, and highly enjoyable, out of body experience.
namely AR interactivity, AR vividness, and AR novelty. Accordingly, in Csikszentmihalyi (1997) described flow as a situation in which an in-
relation to AR interactivity, AR enables the user to interact with their dividual has completely focused motivation, and where the individual
environment by controlling what they see, combining the consumer’s is fully immersed, absorbed and engaged in the task at hand, with a loss
physical environment with digitally-enhanced sensory information in- of self-consciousness and experiencing enjoyment in the process.
cluding interactive visual, auditory and tactile information (Dwivedi Seligman and Csikszentmihalyi (2014) explain that flow is a relatively
et al., 2020; Carrozzi et al., 2019; Hilken et al., 2018; Javornik, 2016; rare occurrence in everyday life, yet almost every activity (e.g., work,
Yim et al., 2017). In relation to AR vividness, AR provides a clear, vivid, study, or religious ritual) can produce it. Csikszentmihalyi (1997) il-
and detailed representation of an image combining the real world and lustrated how flow exists during games such as chess and other activ-
the virtual world (Hilken et al., 2018; van Esch et al., 2016). Lastly, in ities such as rock climbing and dancing. More recent research has ex-
relation to AR novelty, AR is novel in that it provides unique user- plored the existence of flow in sports, shopping (online and offline), and
specific sensory information to each user based on their current cir- in virtual games. Hoffman and Novak (2009) suggest that the critical
cumstances or situation (Petit, Velasco, & Spence, 2019). Table 1 dis- aspect of the concept of flow is full concentration and immersion in an
tinguishes the characteristics of AR across ten studies and finds support activity. Chen, Wigand, and Nilan (1999) outline that those that have
for Azuma’s (1997) and McLean and Wilson’s (2019) categorization of experienced flow normally report feelings of immersed pleasure, ab-
AR characteristics with numerous conceptually overlapping variables. sorbed interest, focused attention, and a perceived acceleration of time.
For example, Heller et al. (2019) and Carrozzi et al. (2019) use the The concept of flow and its application to technology has evolved
terms personalization and customization in reference to the novelty of through the works of Hoffman and Novak (1996), Novak et al. (2000),
the content displayed through AR apps. More so, Hilken et al. (2019) Novak, Hoffman, and Duhachek (2003) and Hoffman and Novak
refer to embedding, which is conceptually related to vividness, and (2009). Hoffman and Novak (2009, p.57) indicate that the flow ex-
perience with technology is ‘characterized by a seamless sequence of

Table 1
AR Characteristics.
Studies AR characteristics

Azuma (1997) Interactivity, Vividness, and Novelty


McLean and Wilson Interactivity, Vividness, and Novelty
Hilken et al. (2020) Interactivity
Petit et al. (2019) Sensory Interaction
Yim et al. (2017) Interactivity and Vividness
Heller et al. (2019) Sensory Richness, Vividness, Interactivity, Control, Personalisation, Informativeness
Yim and Park (2019) Interactivity and Vividness
Javornik (2016) Interactivity, Media Richness
Hilken et al. (2018) Embedding (richness and vividness), Embodiment (Interactivity and Physical Control) and Extension (co-creation)
Dieck et al. (2015) Informativness, Unique information
Flavian et al. (2019) Real-time Interactivity
Carrozzi et al. (2019) Customization
Rese et al. (2019) Interactivity
Dacko (2017) Unique and Interactive

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J. Brannon Barhorst, et al. Journal of Business Research 122 (2021) 423–436

responses facilitated by machine interactivity, intrinsically enjoyable, 3.2. AR vividness and flow
accompanied by a loss of self-consciousness.’ Kim et al. (2012) further
highlight that immersive tendency is a predictor of ‘human–computer Vividness is defined as ‘the ability of a technology to produce a
interaction’ as it influences the psychological state an individual is in sensorially rich mediated environment’ (Steuer, 1992). It refers to the
while they interact with stimuli in a digital environment. process of combining the sensory experience of real objects that can be
However, the conceptualization of flow remains somewhat murky. seen with the non-sensory imaginary objects created in an individual’s
Researchers agree that flow is something that most individuals will mind to create a clear image of a product or experience (Lee, 2004).
have experienced to some extent, either through games, reading, dan- Flavián, Gurrea, and Orús (2017) posit that vivid information can come
cing, shopping, or sports, and thus researchers, along with research in many forms, including images, audio, and visual content that evokes
respondents, have an understanding of the concept of flow. However, the physical and experiential aspects of a purchase. In the digital en-
despite the conceptual and empirical advancement of flow theory over vironment, vividness is often associated with the aesthetic appeal of the
recent years, the concept still encourages debate. A unified measure- product display on a website or mobile app (Flavián et al., 2017). A
ment of flow has not been established within the extant literature (see: more vivid display of products is more likely to influence a consumer’s
Choi, Kim & Kim, 2007; Ghani & Deshpande, 1994; Hoffman & Novak, cognitive processing (Keller & Block, 1997) due to its more interesting
1996; Hoffman & Novak, 2009). However, consensus illustrates com- appeal, resulting in an increased evaluation of the product’s informa-
munality that flow encompasses immersion in an activity. In parallel, tion than what pallid information would induce (Jiang & Benbasat,
the literature highlights conflicting findings regarding antecedents and 2007).
consequences of flow where variables have been assessed inter- Accordingly, the vividness of the information can heighten the
changeably (Lee et al., 2019). perception of information quality through increasing the number of
sensory dimensions, which in turn may increase cognitive processing.
3. Conceptual model Similar to interactivity, vividness helps consumers to mentally visualize
products and upcoming experiences (Phillips, Olson, & Baumgartner,
In this section, we build our conceptual model by first conducting a 1995). Thus, enhancing the vividness of product depictions can result in
literature review of the design aspects that have been referenced in the increased product-related thoughts and cognitive absorption. AR en-
literature as important to inducing a state of flow. Next, we discuss the ables individuals to develop a clear and detailed view of the real world
literature related to flow’s ability to enhance the elaboration of in- and the virtual world (McLean & Wilson, 2019). Such an enriched en-
formation. We then complete our model with a review of the literature vironment provides multiple sensory objects, offloading the need to
on aspects of consumer experiences that have been associated with imagine how products may look, or the need to seek further informa-
positive consumer outcomes. We complete this section with a for- tion. Therefore, the detail, clarity, and well-defined representation of
malized conceptual model to take the study forward. products combining both the real world and virtual world is likely to
influence an individual’s absorption in their activity, leading to an
3.1. AR interactivity and flow immersive flow experience (Hilken et al., 2018). Thus we hypothesize:
H2: The vividness of the AR technology will more positively influ-
Although there are ongoing debates regarding the concept of flow, ence the state of flow than the vividness of a traditional shopping ex-
one of the most consistently argued drivers of flow is interactivity (Lee perience
et al., 2019; van Noort, Voorveld, & van Reijmersdal, 2012). Hoffman
and Novak (2009) illustrate that interactivity is a technological system’s 3.3. AR novelty and flow
capability to enable individuals to interact easily, control, manipulate,
and be involved with content. Interactivity can be considered from two McLean and Wilson (2019) outline that the augmented combination
complementary positions, (1) the features of the technology and (2) the of the real world and the virtual world results in a continually unique
user’s perception (Yim, Chu, & Sauer, 2017). Accordingly, such a hol- experience. Thus, each time an individual utilizes AR, they often en-
istic description of interactivity provides an understanding of the role of counter unique stimuli due to the range and scope of manipulation
interactivity in AR. between the virtual world and the real world. Therefore, it is important
Steuer (1992) outlines the importance of technology features in to note that novelty in the context of this study does not refer to the
defining interactivity from the technology used. Thus, consumers’ newness of the technology. Instead, novelty refers to the unique, per-
perceptions of interactivity may be swayed by the subcomponents of sonalized, novel information (stimuli) individuals are presented each
the technology including its speed, how fast individuals are able to time they use the AR technology. AR content can be delivered in the
manipulate the content; mapping, the similarity of the control in the form of text, images, audio, and video (Javornik, 2016). Recent AR apps
computer-generated world to the real world; and range, how much the have enabled brands to extend storytelling through audio and video
content can be manipulated by the individual. From a user perception with AR (e.g., 19 Crimes wine) and through the use of image placement
perspective, interactivity is an individual’s subjective perception of (e.g., IKEA). The ability to place virtual objects such as furniture in
interactivity, whether they are real or virtual in nature (Petit et al., one’s own room, or to view a video overlaid on one’s current real-world
2019). Importantly, inherent to AR technology is participation in ma- environment, provides highly personalized, novel information (McLean
nipulating computer-generated objects combining the real world with & Wilson, 2019; Preece, Sharp, & Rogers, 2015). As a result, AR enables
the virtual world. consumers to personalize information to their own needs and pre-
AR technology is arguably one of the most interactive types of ferences.
technology, consisting of the aforementioned high levels of user parti- Moreover, a distinguishing feature of novelty is encountered during
cipation. Given that the interactivity involved with AR involves ma- information processing, as novel information has the capacity to draw
nipulating both the real world and the virtual world and extends be- the attention of consumers leading to curiosity and the propensity to
yond the screen (Javornik, 2016), we posit that such user participation become deeply engrossed (Hoffman & Novak, 2009; Kover & James,
and control will lead to an absorbing state of mind while using the 1993). Drawing on Cue Utilization theory (see: Easterbrook, 1959), the
interactive features (Yim et al., 2017), immersing the individual in the unusual characteristic of novel stimuli appears to encourage cognitive
activity and positively influencing the state of flow (Parise et al., 2016). processing. Conversely, familiar stimuli do not provide the same cues
Thus we hypothesize: required to ignite cognitive processing, resulting in less arousal and
H1: The interactivity of the AR technology will more positively immersion in the activity (Yim et al., 2017). Given that the novel sti-
influence the state of flow than a traditional shopping experience muli presented through AR elicit cognitive processing, we suggest that

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J. Brannon Barhorst, et al. Journal of Business Research 122 (2021) 423–436

AR novelty will spark an individual’s cognitive flow leading to higher through website content recall and learning (Skadberg & Kimmel,
arousal. Thus we hypothesize: 2004) and in e-learning in an online training context (Choi et al., 2007).
H3: The novel information presented through AR technology will Based on this literature, it should follow that flow experienced with AR
more positively influence the state of flow than the novel information of should lead to increased immersion and motivation, and therefore
a traditional shopping experience higher levels of elaboration with AR message content. Increased ela-
boration with AR message content should affect consumers’ cognitive
3.4. AR, flow theory, and the elaboration of information responses to the information such as through learning and perceived
usefulness of content or information. We, therefore, continue to build
As discussed previously, AR may be uniquely positioned to facilitate our model with the following hypotheses:
an enhanced state of flow due to the distinctive aspects of interactivity, H4: Flow more positively affects information utility when the use of
vividness, and novelty. Notably, research associated with the AR technology is part of the experience
Elaboration Likelihood Model (ELM) indicates that an enhanced state of H5: Flow more positively affects learning when the use of AR
flow may also facilitate an enhanced state of elaboration of information technology is part of the experience
or cognitive processing.
The ELM is a dual-process theory of cognitive processing that has 3.5. Flow and enjoyment
garnered widespread attention and acceptance in the literature of at-
titude change, persuasion, and information processing (Cacioppo & As stated previously, a state of flow has been associated with a deep
Petty 1984; Petty & Cacioppo, 1986a; 1986b). The basic tenets of ELM sense of enjoyment due to a focused state and loss of self-consciousness
argue that consumers process information on a continuum of low to (Chen et al., 1999; Csikszentmihalyi, 1997). In addition, and with re-
high effort, where low effort results in low elaboration of information, gard to technology, a state of flow has been associated with intrinsic
and higher amounts of effort lead to high elaboration of information. enjoyment (Hoffman & Novak, 2009), with media and video game
The amount of effort directed towards processing information depends enjoyment directly associated with a state of flow (Weibel et al., 2008).
on an individual’s motivation as well as cognitive ability. As mentioned However, it is not empirically clear within the literature, whether a
previously, research has outlined that flow has been described as a si- state of flow will more positively enhance enjoyment when AR is a
tuation in which an individual has focused motivation, and where the component of a shopping experience. Given its emphasis in the litera-
individual is fully immersed and engaged in the task at hand (Csiks- ture and the unique aspects associated with AR (interactivity, novelty,
zentmihalyi, 1997). As AR is uniquely positioned to induce an enhanced and vividness), it is plausible that an enhanced state of flow provided by
state of flow, it would be pertinent to understand what influence, if any, AR could influence a greater sense of enjoyment. We, therefore, con-
an enhanced state of flow facilitated through AR could have on the tinue to build our model with the following hypothesis:
elaboration of information in a shopping context. H6: Flow more positively affects enjoyment when the use of AR
Consumer elaboration of marketing messages is highly relevant to technology is part of the experience
marketers as higher levels of elaboration have been shown to lead to
more enduring outcomes related to attitude change, learning, in- 3.6. What consumers want from experiences and AR’s influence
formation recall, and increased persuasion when accompanied by
strong arguments (Cyr, Head, Lim & Stibe, 2018; Petty, Brinol, & The marketing literature has long espoused that consumers seek
Priester 2009; Petty & Cacioppo, 1986a, 1986b). When consumers are entertaining experiences (Holbrook & Hirschman, 1982) that provide
motivated to engage in high elaboration, they are more likely to process useful information (Tynan & McKechnie, 2009), and engender learning
the arguments in a message and make evaluations based on the content (Poulsson & Kale, 2004). Experiences, therefore, serve hedonic and
of the message and argument strength, leading to long-lasting attitudes utilitarian purposes for the consumer facilitating, not only entertain-
and evaluations. By comparison, consumers who engage in low ela- ment and pleasure (Holbrook, 2000) but also value to the consumer
boration are more persuaded by surface heuristics, such as spokes- with the provision of useful information and learning (Tynan &
person attractiveness or colors (Hennessey & Anderson, 1990). These McKechnie, 2009). Experiences must also be engaging as they are a
attitudes are less enduring and less persuasive long term and are as- distinct component of the consumption journey that should foster in-
sociated with lower recall of message information (Heath and Nairn, teraction between the consumer and the provider of the experience
2005). As mentioned previously, AR has the capability of presenting (Lusch et al., 2007; Poulsson & Kale, 2004; Tynan & McKechnie, 2009).
vivid displays of novel information in consumers’ real worlds. Com- As such, experiences happen as a result of engaging consumers in a co-
pared with a traditional shopping experience, the presentation of vivid created activity between the consumer and experience provider. Un-
and novel information through AR may, therefore, garner the attention surprisingly, consumer engagement through experiences has been re-
of consumers and lead to higher levels of motivation to process in- ferred to as flow within the experiential marketing literature (Poulsson
formation. & Kale, 2004; Tynan & McKechnie, 2009) due to the value that ex-
A comparison of ELM with flow theory suggests that the experience periences must be able to offer to the consumer, the interaction be-
of flow may affect levels of elaboration. This relationship has been tween the experience provider and the consumer, and the sense of
studied in the context of other new technological advancements, such enjoyment that should be a part of the experience.
as in website design. van Noort et al. (2012) studied consumer adoption What is not empirically understood in the literature, however, is
of new technologies and conducted research that directly related the whether these aspects of satisfaction with experiences (flow, informa-
experience of online flow, or consumers’ full immersion in a website tion utility, learning, and enjoyment) are strengthened when AR is a
experience, to higher levels of elaboration and enhanced cognitive part of the experience. As stated previously, AR technology brings new
outcomes as predicted by ELM. The authors argue that “the more web facets to experiences including the ability of users to interact with the
users are immersed in an online activity, the more likely that they are technology (Javornik, 2016), experience a virtual world that is overlaid
motivated to process information…higher levels of motivation to pro- on their real-world (Rauschnabel et al., 2017), and experience a sense
cess should result in increased elaboration levels, affecting the magni- of novelty and richness of experience due to the vividness of the ex-
tude of cognitive responses generated.” The authors found empirical perience (McLean & Wilson, 2019). AR, therefore, provides a unique
evidence for this relationship, concluding that online flow increased the context to consumers with the propensity to facilitate a heightened
level of elaboration of the website content resulting in more thoughts state of message elaboration and enjoyment due to an enhanced state of
generated by visiting a brand website. Other research similarly suggests flow. In turn, the use of AR technology could enhance the known uti-
that the experience of flow may enhance consumer elaboration, such as litarian and hedonic aspects of experiences that influence satisfaction

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Fig. 1. Factors Influencing Satisfaction with an AR Experience.

with an experience. We, therefore, complete our model with the fol- (249 participants) were exposed to a shopping experience with AR,
lowing hypotheses: whilst the control group (251 participants) were exposed to the same
H7: Information utility will have a more positive effect on sa- shopping experience without AR. The panel was comprised of 356 fe-
tisfaction with the experience when the use of AR technology is part of male and 144 male college-educated participants aged 18 + with
the experience 12.4% between the ages of 18–24, 39.4% between the ages of 25–34,
H8: Learning will have a more positive effect on satisfaction with 26.1% between the ages of 35–44, 15.3% between the ages of 45–54,
the experience when the use of AR technology is part of the experience 5.2% between the ages of 55–64, and 1.6% over the age of 65. This
H9: Enjoyment will have a more positive effect on satisfaction with sample is representative of wine consumption by gender in the UK
the experience when the use of AR technology is part of the experience (Statista, 2013).
Fig. 1 provides a graphical representation of our hypotheses. Next, Participants were recruited to participate in a 10–15-minute ex-
we discuss the methodological approach of our study. periment on wine shopping. Participants were screened for age (above
18), location (UK), frequency of wine consumption (more than ‘never,’
4. Overview of the present research methodology and recognition of the wine brand (no recognition)). Upon passing the
pre-screen assessment, participants read about a hypothetical shopping
In order to construct a context that allows for AR technology to be scenario and were asked to do their best to imagine themselves in the
readily experienced in an online survey collection platform, two videos role described while watching a video in the first-person. Participants
were created (with and without the use of AR) utilizing a first-person were instructed to imagine themselves with the need to purchase a
perspective of a shopping experience for a bottle of wine. In the AR bottle of wine. Subsequently, participants were randomly presented to
condition, the first-person perspective enters a wine shop and picks up a one of two first-person perspective videos simulating shopping in a
bottle of wine, turning the wine left and right to read the label. The wine store and assessing a particular bottle of wine with and without
video then shows a hand pulling out a cell phone, opening the AR the experience of AR. After watching the video, participants completed
phone application, and initiating an AR experience in which the wine several scales presented in randomized order.
label begins to interact with the viewer through narrative storytelling.
In the control condition, the first-person perspective enters a wine shop 4.2. Measures
and picks up a bottle of wine and evaluates the label, but does not pull
out a mobile phone and engage the AR experience. Both videos are To test our conceptual model, several survey instruments were
identical, with the exception of the phone and AR experience. In order identified from prior literature and adapted to relate the scales to the
to ensure both experiences were as true to life as possible, a sound AR experience. Detailed descriptions of survey items relating to each
technician was employed to add ambient background noise recorded in variable are provided in Table 2.
the wine shop using a ZOOM H4n Portable Audio Recorder to both
videos. The first-person perspective in the video was achieved using a 4.3. Data analysis
GoPro Hero 5 Black mounted on the researcher’s head with a head
strap. Head and arm movements were kept slow and controlled during We conducted two forms of data analysis to meet our objectives.
recording so as not to disorient the viewer. The footage was edited with First, we conducted a descriptive statistics analysis to meet the first
Final Cut Pro X on an iMac Pro to create the finished video content. objective of our study. Second, to examine flow’s influence across the
Wine shopping was chosen as an attractive test scenario as wine consumer outcomes of learning, information utility, enjoyment, and
decisions are often based on limited knowledge and are heavily influ- satisfaction in an ordinary and AR shopping context, we employed
enced by heuristic cues such as those provided by various marketing partial least squares structural equation modeling (PLS-SEM).
tactics (e.g., labels, brand names, and shopping experiences; Danner According to Hoyle (1995, p. 1), SEM ‘is a comprehensive statistical
et al., 2016). Additionally, we chose to make use of a commercially approach to testing hypotheses about relations among observed and
available AR experience developed by the 19 Crimes wine brand to latent variables.’ This method has also become ‘quasi-standard in
increase the realism of the experience for our participants. marketing and management research when it comes to analyzing the
As prior brand knowledge was identified as a potential confound, cause-effect relations between latent constructs’ (Hair, Ringle, &
we conducted our study in the UK to allow for the most effective pre- Sarstedt, 2011, p. 139). PLS-SEM was suitable for our study because the
screening of participants to produce a sample of consumers who did not theoretical model includes a mix of reflective and formative indicators
recognize the brand. Age, location, wine consumption frequency, and (Lowry & Gaskin, 2014) and the models being tested are exploratory in
brand recognition were measured and used to screen participants in nature (Hair, Hult, Ringle, Sarstedt, & Thiele, 2017; Lowry & Gaskin,
both our pilot and experiment. We determined our target sample size 2014; Sarstedt, Hair, Ringle, Thiele, & Gudergan, 2016).
and manipulations in advance and reported all data exclusions and
analyses conducted on the data in this report. 5. Results

4.1. Experimental design 5.1. Descriptive statistics

Five hundred UK data panel participants were randomly assigned to To meet our first objective, it was necessary to determine whether
a between-groups research design (AR vs. no AR). The treatment group the experience of flow with AR technology (treatment group) differed

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Table 2
Augmented Reality Modified Scale Measures.
Measure Authors Scale Items

Vividness Adapted from Yim et al., 2017 Thinking about the wine experience you just saw, please indicate the extent you agree or
disagree with the following statements.
• It was clear
• It was detailed
• It was vivid
• It was sharp

Interactivity Adapted from Yim et al., 2017


• It was well defined
Thinking about the wine experience you just saw, please indicate the extent you agree or
disagree with the following statements.
• The user appeared in control of the augmented reality technology/the user appeared in
control (control group)
• The user appeared to have some control over what they wanted to see
• The user appeared to have control over the pace of the interaction

Novelty Adapted from Yim et al., 2017


• The technology appeared to respond to the user’s specific actions quickly and efficiently
Thinking about the wine experience you just saw, please indicate the extent you agree or
disagree with the following statements.
• It was a new experience for me
• It was a unique experience
• It was a different experience

Flow Adapted from Yim et al., 2017


• It was an unusual experience
Thinking about the wine experience you just saw, please indicate the extent you agree or
disagree with the following statements.
• I was deeply engrossed
• I was absorbed in the experience

Information Usefulness Adapted from Bhattacherjee & Sanford,


• My attention was not focused on the experience (reverse scored)
Thinking about the wine experience you just saw, please indicate the extent you agree or
2006 disagree with the following statements.
• The information provided was informative
• The information provided was helpful
• The information provided was valuable

Learning Adapted from Schlinger, 1979


• The information provided during the video was persuasive
Thinking about the wine experience you just saw, please indicate the extent you agree or
disagree with the following statements.
• Watching it reminded me that I am dissatisfied with the wine that I purchase now
• I learned something from the experience that I did not know before
• The experience told me about a new product that I think I’d like to try.

Enjoyment Adapted from Schlinger, 1979


• During the experience, I thought how that wine might be useful to me
Thinking about the wine experience you just saw, please indicate the extent you agree or
disagree with the following statements.
• It was lots of fun to watch and listen to
• Watching it was fun and entertaining
• The experience I just watched was not just selling the wine, it was entertaining and I
appreciate that.

Satisfaction with the AR Experience Adapted from Song and Zinkhan, 2008
• The characters captured my attention.
Thinking about the wine experience you just saw, please indicate the extent you agree or
disagree with the following statements
• I am satisfied with the experience
• This experience is exactly what I needed.
• This experience hasn’t worked out as well as I thought it would (reversed scored)

from the experience of consumer flow in an ordinary shopping ex- order to assess the validity of the measurement models, the methods
perience (control group). As the descriptive statistics in Table 3 de- detailed by Wong (2013) and Hair, Hult, Ringle, and Sarstedt (2016)
monstrate, flow had a mean score difference of 1.50, demonstrating the were utilized. Discriminant validity was established when the factor
additional amount of flow experienced by those in the treatment group loading coefficients for the items that constituted each latent variable
(AR) versus the control group (no AR). Additionally, the antecedents to were greater than their cross-loadings on alternative latent variables.
flow (vividness, novelty, and interactivity) saw higher mean score differ- The cross-loadings for the models were assessed, and both models fit
ences with novelty garnering the largest difference (6.99), followed by the criteria. These are demonstrated in Tables A.1 and A.2. Convergent
vividness (3.10) and interactivity (2.29). With regard to the elaboration validity was established as the average variance explained (AVE) by the
of information and enjoyment constructs included in our model, en- multiple indicators of each latent variable was > than 0.5. Internal
joyment had the greatest mean score difference when comparing the consistency reliability was established, as all of the composite reliability
treatment group versus control (5.91), followed by learning (1.26) and coefficients for the latent variables were > 0.6. These are demon-
information utility (0.52). Finally, overall satisfaction with the shopping strated in Tables A.3 and A.4 in the Appendix. We estimated the sta-
experience was greater in the treatment group (AR) versus the control tistical significance of each path coefficient (β) through bootstrapping.
group (no AR) with a mean score difference of 2.22. We randomly sampled the raw data 5,000 times and computed the
mean of each β coefficient. To confirm the validity of our models, we
5.2. Evaluation of the structural model use Cronbach’s alphas and the composite reliability scores. These are
demonstrated in Tables A.3 and A.4 in the Appendix. Tests to see if the
Two PLS-SEM models were created to test the variables in our data met the assumption of collinearity indicated that multicollinearity
conceptual model. Seven different independent variables, demonstrated was not an issue as the Variance Inflation Factor (VIF) measures of the
in Table 2, were tested in the models based on the literature review. In independent variables were all < 0.5 (Hair et al., 2016). These are

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Table 3
Descriptive Statistics of Key Constructs. The table below shows the descriptive statistics for each composite variable. The Likert scale items to build the composite
variables can be found in Table 2. The Likert scale ranges used to build the composite variables below were as follows: FLOW/CFOW, ARSAT/CSAT: 1 (strongly
disagree) to 7 (strongly agree) for a composite range of 3 (minimum) to 21 (maximum); LEARNING/CLEARNING, ENJOYMENT/CENJOYMENT, INFOU, CINFOU,
NOVELTY/CNOVELTY: 1 (strongly disagree) to 7 (strongly agree) for a composite range of 4 (minimum) to 28 (maximum); INTERACTIVITY/CINTERACTIVITY: 1
(strongly disagree) to 6 (strongly agree) for a composite range of 4 (minimum) to 24 (maximum).
Descriptive Statistics

N Minimum Maximum Mean Std. Deviation Mean Difference

FLOW 249 3.00 21.00 14.9639 4.21148 1.50


CFLOW 251 3.00 21.00 13.4603 3.86145
LEARNING 249 4.00 27.00 14.4297 4.88126 1.26
CLEARNING 251 4.00 24.00 13.1746 5.01008
ARSAT* 248 4.00 21.00 12.5887 3.93471 2.22
CSAT 251 3.00 21.00 10.3705 4.03313
ENJOYMENT 249 4.00 28.00 18.8233 6.35516 5.91
CENJOYMENT 251 4.00 28.00 12.9163 6.03962
INFOU** 248 4.00 28.00 15.5444 6.03549 0.52
CINFOU 251 4.00 28.00 15.0239 5.54395
VIVIDNESS 249 10.00 35.00 26.0241 5.05209 3.10
CVIVIDNESS 251 6.00 35.00 22.9286 6.01483
INTERACTIVITY 249 6.00 24.00 17.2048 3.68221 2.29
CINTERACTIVITY 251 4.00 24.00 14.9163 5.31836
NOVELTY 249 9.00 28.00 24.3333 3.59958 6.99
CNOVELTY 251 4.00 28.00 17.3426 5.93179

C denotes ‘control group’, *ARSAT = AR Satisfaction, **INFOU = Information Utility.

Table 4
SEM Model Results.
Panel A: Treatment Group

Hypotheses Result Standardized Estimate β t-value R2

H1 Vividness → Flow Supported 0.346*** 5.45 0.49


H2 Interactivity → Flow Not supported 0.151** 2.40 0.49
H3 Novelty → Flow Supported 0.384*** 6.50 0.49
H4 Flow → Info Utility Supported 0.517*** 11.66 0.27
H5 Flow → Learning Supported 0.559*** 13.52 0.31
H6 Flow → Enjoyment Supported 0.825*** 42.61 0.68
H7 Info Utility → ARES Not supported 0.343*** 6.51 0.77
H8 Learning → ARES Supported 0.240*** 4.40 0.77
H9 Enjoyment → ARES Supported 0.412*** 9.16 0.77
Panel B: Control Group
Standardized Estimate β t-value R2
Vividness → Flow 0.345*** 5.04 0.27
Interactivity → Flow 0.194*** 2.72 0.27
Novelty → Flow 0.151*** 2.59 0.27
Flow → Info Utility 0.484*** 9.02 0.23
Flow → Learning 0.387 *** 6.48 0.15
Flow → Enjoyment 0.652*** 15.83 0.43
Info Utility → ARES 0.433*** 8.28 0.67
Learning → ARES .048NS 0.82 0.67
Enjoyment → ARES 0.420*** 7.10 0.67

***ρ < 0.001, **ρ < 0.05, ns = not significant *Info Utility = Information Utility, ARES = Augmented Reality Experience Satisfaction.

demonstrated in Table A.5. information utility (R2 0.27), learning (R2 0.31), and enjoyment (R2 0.68).
Notably, the two paths with the highest effect are flow (H6) affecting
5.3. PLS-SEM results enjoyment (t-value 42.61, R2 0.77) and flow (H5) affecting learning (t-
value 13.52, R2 0.31).
Table 4 displays the significant predictors and hypotheses results of Table 4, Panel B demonstrates the results of the Control Group (no
flow’s influence across the consumer outcomes of learning, information AR experience). As demonstrated in the table, all of the factors were
utility, enjoyment, and satisfaction for both the treatment (AR) and significant, with the exception of learning affecting satisfaction with the
control group (no AR) PLS-SEM structural models. As demonstrated in shopping experience. Table 4, Panel B, also demonstrates several key
Table 4, a comparison of the R2 values of the flow constructs between differences when compared to the treatment group (Panel A). Notably,
the shopping experience with AR (Panel A) and without AR (Panel B) the standardized coefficients for a majority of the variables in the
further demonstrates the difference in flow between the two groups treatment group (Panel A) are greater than the control group (Panel B) -
with R2s of 0.49 and 0.27 respectively. the exceptions being interactivity affecting flow (0.151 versus 0.194),
Additionally, Panel A (treatment group, with AR experience) de- and information utility affecting AR experience satisfaction (0.343 versus
monstrates that most of the hypotheses were supported with the fol- 0.433). It is worth noting that although these two individual standar-
lowing results: vividness (H1), interactivity (H2) and novelty (H3) all dized coefficients were slightly less than the control group, they were
positively affect flow (R2 0.49); flow (H4-H6) more positively affects significant, and their effect sizes (R2) were also greater than the control

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Fig. 2. Factors Influencing Satisfaction with an AR Experience (treatment group).

group. Enjoyment had a marginal difference in standardized coefficients shopping experience. Although the literature discussed the benefits of
(0.412 versus 0.420), with the treatment group t-value higher at 9.16 flow, there was a dearth of research that examined AR’s ability to in-
versus 7.10 for the control group. Finally, Table 4, Panel A, also de- duce a heightened state of flow, and the factors that were most salient
monstrates that the overall effect sizes (R2) of all of the factors of the to doing so. Findings from this study, therefore, suggest that shopping
treatment group (AR) are greater versus the control group (Panel B, no experiences that include AR as a component of the experience present
AR), further demonstrating the impact of the AR experience versus the unique opportunities for marketers to capitalize on the benefits asso-
shopping experience without AR. ciated with a state of flow – including enhanced cognitive processing,
Graphical representations of our conceptual model results can be enjoyment, and overall satisfaction with a shopping experience.
seen in Figs. 2 and 3. Further, there are unique design characteristics that are integral to
producing an optimal state of flow. These are discussed next.
6. Discussion
6.2. Important design aspects of flow
Given the significant investment in AR by brands and its potential to
enhance the shopping experience, this research advances our theore-
The findings from this study affirm that the AR characteristics,
tical knowledge and practical application of AR. Firstly, the research
namely AR vividness, AR interactivity, and AR novelty, are all key con-
confirms AR’s ability to induce a heightened state of flow when com-
tributors to the immersive state of flow. While previous research has
pared to a normal shopping experience. Secondly, the research outlines
outlined the role of interactivity in influencing the state of flow
the role of unique AR characteristics (AR interactivity, AR vividness,
(Hoffman & Novak, 2009), AR’s mode of operation goes beyond the
and AR novelty) in inducing the state of flow. Finally, the research
screen and interacts with the real-world space. The results of this re-
outlines the important role of AR in inducing a heightened state of flow
search indicate a more significant state of flow with AR in comparison
and this heightened state of flow’s effect on several consumer outcomes.
to a regular shopping experience. Thus, our research adds support to
The results of our experiment provide supporting evidence for our
the previous conceptualizations (Flavián et al., 2017; Javornik, 2016)
conceptual model with significant casual relationships determined for
that AR may differ in relation to its impact on flow, which we find can
vividness (H1), interactivity (H2), novelty (H3), flow (H4-H6), information
create a more immersive environment, resulting in consumers’ be-
utility (H7), learning (H8), and enjoyment (H9). Our conceptual model,
coming more engrossed in their activity.
therefore, adds to the extant literature on AR by identifying and map-
Moreover, the vividness of the AR technology enables brands to
ping out the key variables for inducing a state of flow in an AR shopping
provide consumers with a sensorially-rich mediated environment. AR
experience, and other variables that are important to designing sa-
enables consumers the control to combine the sensory experience of
tisfactory AR shopping experiences. These findings are discussed in
real objects with the added sensory experience of computer-generated
detail in the following sections.
objects. Conversely, traditional real-world environments or other di-
gital environments (e.g., the web) requires individuals to use the sen-
6.1. AR’s propensity to induce a heightened state of flow sory experience of real-world objects along with their imagination to
create a clear picture of a product, the brand’s story or experience (Lee,
With regard to inducing a state of flow, this study confirms AR’s 2004). Such heightened computer/real-world mediated vividness,
ability to induce a heightened state of flow when compared to a normal which can be presented in multiple formats (images, text, video, audio),

Fig. 3. Factors Influencing Satisfaction with a Normal Shopping Experience (control group).

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evokes a deeper immersive flow state. Thus, such an enriched en- 6.4. Practical implications
vironment provides multiple sensory objects, offloading the need to
imagine how products may look, or the need to seek further informa- Our research further provides practical contributions to the areas of
tion, enabling consumers to focus on their activity. Therefore, in line marketing strategy, advertising, consumer engagement, and design.
with Keller and Block (1997), a more vivid display of products, in this Importantly, our research suggests that AR can be an effective tool with
case through AR, is more likely to influence a consumer’s cognitive which to induce optimal states of flow and enhance satisfaction with
processing resulting in the flow experience due to its more interesting customer experiences in the shopping context. As consumers are pre-
appeal. This results in an increased evaluation of the product and its sented with numerous brands while shopping, and any number of dis-
information than what pallid information would involve. tractions, the use of AR to induce a state of flow and thus focused at-
Furthermore, the augmented combination of the real world and the tention, could help brands draw consumers’ attention and further
virtual world continually creates a unique experience, personal to each differentiate themselves from their competitors in the shopping en-
consumer’s environment. This research finds that the novel (unique) vironment. Further, by providing useful information and engendering a
information encountered from AR technology during information pro- sense of learning and enjoyment, bricks and mortar retailers could
cessing draws the attention of consumers and leading them to become potentially benefit from stocking products that use AR. Our research
deeply engrossed in the activity. Our findings are in line with Cue suggests that AR provides additional value to the shopping experience
Utilisation theory (Easterbrook, 1959) in that novel stimuli from the AR by inducing a heightened state of flow and enhancing cognitive pro-
encourages cognitive processing, while usual pallid stimuli do not cessing and enjoyment. In a world where online retailers continue to
provide the same cues resulting in less immersion in the activity. Thus, take market share from bricks and mortar stores, the provision of well-
the novel stimuli presented through AR has a greater influence in in- executed and designed AR experiences could potentially help managers
ducing the state of flow than non-AR presented information. bring consumers into the store.
Given the positive influence of flow on cognitive processing, AR
6.3. AR induced flow and shopping experience outcomes offers managers a way to more optimally provide information and
educate customers on their products and services. Utilizing AR tech-
We further find evidence that the state of flow more positively in- nology enables brands to go beyond the label or packaging of the
fluences consumer perceptions of information utility, learning and en- product to provide consumers with other relevant product or brand
joyment, and that these perceptions, in turn, are significant predictors of information, joining up the physical world and the digital world.
overall satisfaction with the experience. Two of the most compelling Relatedly, brands can include interactive, vivid, and novel design ele-
findings from the study were that learning was a significant predictor of ments within AR to facilitate cognitive processing.
satisfaction with the AR experience in the treatment group, versus no Accordingly, the results of our research stress the importance of
significance in the control group, and that flow was a significant pre- practitioners to design AR experiences that balance the attributes of
dictor of learning in the treatment group versus no significance in the vividness, interactivity, and novelty to better facilitate the consumer ex-
control group. Further, flow more positively influenced information perience of flow. Thus, managers should develop AR technology that
utility and enjoyment when comparing the shopping experience with AR provides a clear, detailed, and well-defined representation of products
versus the shopping experience without AR. Thus, the AR experience that enable consumers to manipulate the real world and virtual world
not only induces an intensified state of flow, but also enables a heigh- and offer an experience unique to the consumer’s environment.
tened state of elaboration of information and overall enjoyment. The Lastly, managers should note that AR offers consumers an enriched
perception of useful information, learning, and enjoyment experienced environment that provides multiple sensory objects, which in turn
through AR, in turn, influences a consumer’s satisfaction with their offloads the need to imagine how products may look, or the need to
experience. These findings can be explained by revisiting the concepts seek further information. Therefore, the detail, clarity, and well-defined
of flow, the elaboration likelihood model, and the experiential mar- representation of products combining both the real world and virtual
keting literature. A state of flow is characterized by a sense of serenity, world enhances an individual’s cognitive processing about the product
losing the worries of everyday life, immersion, enjoyment, and focused or brand. Additionally, managers should note that familiar stimuli do
attention. A state of flow, therefore, supports cognitive information not provide the same cues required to ignite cognitive processing, re-
processing as attention is focused and free of distraction sulting in less arousal and immersion in the activity. Given the novel
(Csikszentmihalyi, 2014, van Noort et al., 2012). Based on his research stimuli presented through AR eliciting cognitive processing, managers
of flow, Csikszentmihalyi (2014) reports that 15% of the best everyday are able to story-tell about the brand while sparking an individual’s
experiences occur in the context of learning – and that learning is di- cognitive flow leading to higher arousal, increased learning about the
rectly associated with happiness due to personal growth. He explains brand, and positive experiences.
that humans inherently seek challenges and growth through learning
and find ways to ‘get deeply involved with the world around’ by 7. Limitations and future research
learning (Csikszentmihalyi, 2014, p. 163). Further, the experiential
marketing literature has espoused the importance of enjoyable experi- Limitations associated with this study may pave the way for future
ences (Holbrook & Hirschman, 1982) that provide useful information research. A key limitation is our focus on a commercially available AR
(Tynan & McKechnie, 2009), and engender learning (Poulsson & Kale, experience focused on the wine industry. We chose this AR experience
2004). In the context of AR, the results of our study suggest that AR and industry due to the nature of wine shopping and to increase the
presents a powerful way to engender an enhanced state of flow and, realism of the experience for the study’s participants. Although the use
subsequently, learning, enjoyment, and satisfaction in the shopping of this industry and AR were practical for a sound execution of the
environment. It does so by facilitating a heightened state of flow study, research could undertake a similar study with other forms of AR
through the components that are unique to AR (interactivity, novelty, and and industries to determine whether similar outcomes would occur.
vividness) and the enhanced cognitive processing of useful information, Moreover, it would be useful to assess different types of AR tech-
learning, and enjoyment that takes place via the combination of the real nology and their effects on flow. For example, examining AR apps with
world and the virtual world. The findings from our study, therefore, add differing levels of interactivity, vividness, and novelty to assess if there
to the extant literature on flow and experiential marketing with em- are any differences in the flow experience could provide further in-
pirical evidence of the value that AR adds to inducing satisfactory sights.
shopping experiences by facilitating a heightened state of flow, en- Additionally, this research assesses the influence of AR at one point
hanced cognitive processing, and enjoyment. in time. It would be useful to assess the influence of AR over time to

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Table A1
Treatment Group Cross Loadings (Discriminant Validity).
SAT ENJOY FLOW INFOU INTERACT LEARN NOVEL VIVID

ARSAT1 0.918 0.79 0.688 0.743 0.413 0.699 0.391 0.619


ARSAT2 0.888 0.654 0.543 0.712 0.336 0.695 0.265 0.499
ARSAT3 0.605 0.405 0.312 0.361 0.277 0.366 0.292 0.324
ENJOY1 0.778 0.959 0.8 0.628 0.433 0.632 0.459 0.632
ENJOY2 0.741 0.963 0.807 0.599 0.434 0.608 0.486 0.622
ENJOY3 0.703 0.9 0.701 0.593 0.391 0.579 0.459 0.53
ENJOY4 0.702 0.917 0.772 0.547 0.41 0.571 0.453 0.512
FLOW1 0.66 0.817 0.945 0.511 0.429 0.561 0.56 0.568
FLOW2 0.637 0.815 0.958 0.531 0.421 0.558 0.561 0.591
FLOW3 0.462 0.564 0.796 0.325 0.311 0.363 0.409 0.393
INFOU1 0.604 0.522 0.427 0.847 0.323 0.57 0.236 0.499
INFOU2 0.714 0.552 0.454 0.946 0.337 0.661 0.194 0.448
INFOU3 0.739 0.585 0.484 0.943 0.315 0.651 0.194 0.473
INFOU4 0.749 0.638 0.512 0.902 0.331 0.692 0.216 0.511
INTERACT1 0.332 0.358 0.343 0.237 0.751 0.208 0.247 0.473
INTERACT2 0.265 0.296 0.289 0.311 0.744 0.17 0.147 0.349
INTERACT3 0.286 0.241 0.281 0.259 0.767 0.201 0.13 0.254
INTERACT4 0.403 0.449 0.409 0.306 0.836 0.301 0.309 0.453
LEARN1 0.319 0.204 0.185 0.366 0.15 0.499 0.032 0.184
LEARN2 0.469 0.477 0.459 0.477 0.235 0.69 0.332 0.37
LEARN3 0.713 0.615 0.533 0.631 0.283 0.904 0.362 0.447
LEARN4 0.659 0.53 0.43 0.624 0.198 0.855 0.24 0.319
NOVEL1 0.191 0.273 0.354 0.103 0.211 0.18 0.777 0.257
NOVEL2 0.447 0.572 0.614 0.279 0.297 0.365 0.922 0.456
NOVEL3 0.396 0.463 0.538 0.241 0.275 0.357 0.92 0.401
NOVEL4 0.216 0.329 0.408 0.115 0.164 0.26 0.829 0.287
VIVID1 0.513 0.444 0.431 0.5 0.317 0.348 0.218 0.723
VIVID2 0.567 0.528 0.487 0.56 0.385 0.471 0.355 0.812
VIVID3 0.301 0.403 0.386 0.21 0.37 0.25 0.311 0.685
VIVID4 0.47 0.482 0.474 0.351 0.447 0.331 0.39 0.852
VIVID5 0.536 0.567 0.522 0.449 0.471 0.381 0.38 0.877

ARSAT = AR Satisfaction, ENJOY = Enjoyment, INFOU = Information Utility, INTERACT = Interactivity, LEARN = Learning, NOVEL = Novelty,
VIVID = Vividness.

Table A2
Control Group Cross Loadings (Discriminant Validity).
CSAT CENJOY CFLOW CINFOU CINTERACT CLEARN CNOVELTY CVIVIDNESS

CSAT1 0.927 0.733 0.562 0.746 0.469 0.595 0.181 0.604


CSAT2 0.897 0.688 0.504 0.676 0.406 0.562 0.168 0.502
CSAT3 0.736 0.448 0.296 0.472 0.267 0.3 0.058 0.346
CENJOY1 0.701 0.944 0.656 0.638 0.412 0.576 0.272 0.511
CENJOY2 0.711 0.954 0.618 0.65 0.415 0.585 0.255 0.517
CENJOY3 0.698 0.937 0.604 0.65 0.431 0.589 0.314 0.513
CENJOY4 0.657 0.882 0.541 0.603 0.4 0.465 0.274 0.451
CFLOW1 0.506 0.619 0.939 0.472 0.343 0.381 0.256 0.421
CFLOW2 0.542 0.634 0.953 0.473 0.345 0.368 0.298 0.467
CFLOW3 0.325 0.374 0.628 0.252 0.261 0.216 0.037 0.266
CINFOU1 0.609 0.586 0.417 0.909 0.377 0.61 0.156 0.498
CINFOU2 0.675 0.611 0.402 0.94 0.411 0.643 0.157 0.526
CINFOU3 0.697 0.629 0.447 0.941 0.418 0.634 0.176 0.504
CINFOU4 0.748 0.66 0.49 0.862 0.427 0.553 0.149 0.473
CINTERACT1 0.436 0.424 0.365 0.401 0.918 0.387 0.149 0.405
CINTERACT2 0.39 0.373 0.314 0.407 0.931 0.312 0.18 0.39
CINTERACT3 0.413 0.39 0.324 0.404 0.917 0.306 0.147 0.366
CINTERACT4 0.442 0.452 0.365 0.446 0.929 0.387 0.162 0.457
CLEARN1 0.181 0.223 0.063 0.198 0.117 0.351 0.14 0.088
CLEARN2 0.426 0.471 0.279 0.6 0.266 0.785 0.168 0.38
CLEARN3 0.521 0.53 0.364 0.555 0.33 0.896 0.085 0.376
CLEARN4 0.572 0.543 0.374 0.598 0.381 0.907 0.141 0.417
CNOVEL1 −0.01 0.097 0.047 0.007 0.103 −0.015 0.813 0.098
CNOVEL2 0.252 0.352 0.322 0.221 0.198 0.199 0.941 0.233
CNOVEL3 0.107 0.252 0.187 0.157 0.124 0.155 0.914 0.191
CNOVEL4 0.028 0.153 0.132 0.058 0.111 0.042 0.807 0.098
CVIVID1 0.443 0.393 0.352 0.439 0.443 0.37 0.116 0.819
CVIVID2 0.466 0.436 0.333 0.526 0.341 0.382 0.13 0.757
CVIVID3 0.498 0.526 0.469 0.442 0.341 0.378 0.219 0.823
CVIVID4 0.472 0.434 0.372 0.424 0.353 0.346 0.184 0.869
CVIVID5 0.518 0.406 0.358 0.45 0.352 0.362 0.19 0.87

C denotes ‘control group’, CSAT = Satisfaction, CENJOY = Enjoyment, CINFOU = Information Utility, CINTERACT = Interactivity, CLEARN = Learning,
CNOVEL = Novelty, CVIVID = Vividness.

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Table A3
Treatment Group – Cronbach’s Alpha, Composite Reliability, Average Variance Explained.
Variable Cronbach's Composite Average Variance
Alpha Reliability Extracted (AVE)

Vividness 0.85 0.894 0.629


Interactivity 0.78 0.857 0.601
Novelty 0.887 0.921 0.747
Enjoyment 0.952 0.965 0.874
Flow 0.886 0.929 0.815
Information Utility 0.931 0.951 0.829
Learning 0.736 0.835 0.569
AR Experience 0.744 0.853 0.665
Satisfaction

Table A4
Control Group - Cronbach’s Alpha, Composite Reliability, Average Variance Explained.
Variable Cronbach's Composite Average Variance
Alpha Reliability Extracted (AVE)

CVividness 0.886 0.916 0.687


CInteractivity 0.943 0.959 0.853
CNovelty 0.906 0.926 0.759
CEnjoyment 0.947 0.962 0.864
CFlow 0.804 0.886 0.728
CInformation Utility 0.934 0.953 0.834
CLearning 0.746 0.841 0.591
CAR Experience 0.819 0.892 0.735
Satisfaction

Table A5
Treatment and Control Group Collinearity Statistics (VIF).
Independent Variable Dependent Variable VIF (T) VIF (C)

Interactivity Flow 1.595 1.311


Vividness 1.819 1.33
Novelty 1.282 1.05
Enjoyment AR Experience Satisfaction 2.218 2.266
Information Utility 3.128 2.92
Learning 3.688 2.511

T denotes treatment group (AR), C denotes control group (No AR).

discern whether the passage of time has any influence on outcomes. interests or personal relationships that could have appeared to influ-
Another limitation of the study concerns the use of a video to ex- ence the work reported in this paper.
amine flow in two shopping contexts – one with AR and one without.
Future research could undertake similar studies in retail and other
environments to determine whether similar outcomes would occur. Acknowledgements:
Finally, a further limitation is the location of the experiment (the
United Kingdom). Given that AR is being adopted by brands around the The authors would like to thank the reviewers and the special issue
world, researchers should undertake a similar analysis with receivers in editors for their invaluable suggestions. Additionally, the authors would
other countries. like to thank Mr. Jack Wolfe for his support with the filming and pro-
duction of the experiments used in this study. Finally, the authors
Declaration of Competing Interest would like to thank Mr. Joshua Walker for the use of his premises at
Wine & Company to film the experiment.
The authors declare that they have no known competing financial

Appendix

See Tables A1–A5.

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