O efeito da realidade aumentada na experiência do consumidor varejista
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da Uninove |
Texto Completo: | http://bibliotecatede.uninove.br/handle/tede/3190 |
Resumo: | Digital transformation has impacted retail in the last decade and augmented reality (AR) has been used in applications as an important means of improving the retail consumer experience. AR is a technology that offers fun and interactivity in the purchase process, which is significant for the consumer experience. AR provides an integration of digital content in coexistence with the consumer's environment in real time, which facilitates the visualization of the product as an overlay on the real world. The present study aimed to examine the effect of augmented reality on the retail consumer experience, and to what extent these factors impact on the perception of value, satisfaction, and purchase intention. This is a quantitative research, descriptive approach, and positivist paradigm, with the strategy of field research, in person in an environment prepared and controlled for the use of the AR application. Based on the collection of primary data through survey research, using questionnaires based on scales to collect information. The target audience of the survey were 368 retail consumers who had already purchased at least once online through (website or application). The results indicate that the consumer experience is more consistent when AR is the main interaction channel and that AR applications promoted a positive effect on purchase intention due to the possibility of having a more complete experience. The positive experience linked to interactivity is an important path for purchase intention and consumers tend to have a higher level of satisfaction when the purchase journey is made up of interactivity and fun. It was observed that the limitation of personalization can have a negative effect on the consumer. In the proposed mediations, AR partially mediated interactivity and consumer experience. However, interactivity had a stronger direct effect on the experience. It was found that the experience mediated the relationship between AR and satisfaction, proving to be a stronger path. Likewise, consumer experience mediated the reaction between augmented reality and purchase intention. It is concluded in this study that AR can influence the consumer experience through immersion, interactivity, and product projection, reducing the perception of space between virtual and real. The experience in the purchase journey is especially important to promote satisfaction and purchase intent. |
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Cunha, Júlio Araujo Carneiro dahttp://lattes.cnpq.br/6202822187041175Cunha, Júlio Araujo Carneiro dahttp://lattes.cnpq.br/6202822187041175Pedron, Cristiane Drebeshttp://lattes.cnpq.br/7649391782228457Mazieri, Marcos Rogériohttp://lattes.cnpq.br/9758378935702508Telles, Renatohttp://lattes.cnpq.br/5145388156069506Almeida, Ana Patrícia Tavares dehttp://lattes.cnpq.br/6545283166160348http://lattes.cnpq.br/5773998079254254Silva Neto, Genésio Renovato da2023-09-01T20:21:02Z2023-03-31Silva Neto, Genésio Renovato da. O efeito da realidade aumentada na experiência do consumidor varejista. 2023. 87 f. Tese( Programa de Pós-Graduação em Administração) - Universidade Nove de Julho, São Paulo.http://bibliotecatede.uninove.br/handle/tede/3190Digital transformation has impacted retail in the last decade and augmented reality (AR) has been used in applications as an important means of improving the retail consumer experience. AR is a technology that offers fun and interactivity in the purchase process, which is significant for the consumer experience. AR provides an integration of digital content in coexistence with the consumer's environment in real time, which facilitates the visualization of the product as an overlay on the real world. The present study aimed to examine the effect of augmented reality on the retail consumer experience, and to what extent these factors impact on the perception of value, satisfaction, and purchase intention. This is a quantitative research, descriptive approach, and positivist paradigm, with the strategy of field research, in person in an environment prepared and controlled for the use of the AR application. Based on the collection of primary data through survey research, using questionnaires based on scales to collect information. The target audience of the survey were 368 retail consumers who had already purchased at least once online through (website or application). The results indicate that the consumer experience is more consistent when AR is the main interaction channel and that AR applications promoted a positive effect on purchase intention due to the possibility of having a more complete experience. The positive experience linked to interactivity is an important path for purchase intention and consumers tend to have a higher level of satisfaction when the purchase journey is made up of interactivity and fun. It was observed that the limitation of personalization can have a negative effect on the consumer. In the proposed mediations, AR partially mediated interactivity and consumer experience. However, interactivity had a stronger direct effect on the experience. It was found that the experience mediated the relationship between AR and satisfaction, proving to be a stronger path. Likewise, consumer experience mediated the reaction between augmented reality and purchase intention. It is concluded in this study that AR can influence the consumer experience through immersion, interactivity, and product projection, reducing the perception of space between virtual and real. The experience in the purchase journey is especially important to promote satisfaction and purchase intent.A transformação digital tem impactado o varejo na última década e a realidade aumentada (RA) tem sido usada em aplicativos como um importante meio de aprimorar a experiência do consumidor varejista. A RA é uma tecnologia que oferece diversão e interatividade no processo de compra o que é significativo para a experiência do consumidor. A RA proporciona uma integração de conteúdo digital em coexistência com o ambiente dos consumidores em tempo real, o que facilita a visualização do produto como uma sobreposição ao mundo real. O presente estudo teve como objetivo examinar o efeito da realidade aumentada na experiência do consumidor varejista, e em que medida esses fatores impactam na percepção de valor, satisfação e intenção de compra. Trata-se de uma pesquisa de natureza quantitativa, abordagem descritiva, e paradigma positivista, tendo como estratégia a pesquisa de campo, presencial em um ambiente preparado e controlado para uso do aplicativo de RA. Como base na coleta de dados primários por meio de pesquisa survey, utilizando questionários baseados em escalas para a coleta de informações. O público-alvo da pesquisa foram 368 consumidores varejistas que já haviam comprado no mínimo uma vez online por meio de (site ou aplicativo). Os resultados indicam que a experiência do consumidor é mais consistente quando a RA é o principal canal de interação e que as aplicações de RA promoveram um efeito positivo na intenção de compra devido a possibilidade do ter uma experiência mais completa. A experiência positiva atrelada a interatividade é um caminho importante para a intenção de compra e os consumidores tendem a ter um nível de satisfação maior quando a jornada de compra é composta por interatividade e diversão. Observou-se que a limitação da personalização pode gerar efeito negativo no consumidor. Nas mediações propostas, a RA mediou parcialmente interatividade e experiência do consumidor. Entretanto, a interatividade apresentou efeito direto mais forte na experiência. Verificou-se que a experiência mediou a relação entre a RA e a satisfação demostrando ser o caminho mais forte. Da mesma forma, a experiência do consumidor mediou reação entre a realidade aumentada e a intenção de compra. Conclui-se neste estudo que a RA pode influenciar a experiência do consumidor por meio da imersão, interatividade e projeção de produtos reduzindo a percepção de espaço entre o virtual e real. A experiência imersiva na jornada de compra é muito importante para promover a satisfação e intenção de compra.Submitted by Nadir Basilio (nadirsb@uninove.br) on 2023-09-01T20:21:02Z No. of bitstreams: 1 Genésio Renovato da Silva Neto.pdf: 1272821 bytes, checksum: 87fff903840c26ce12f66f6e5bb1d0f1 (MD5)Made available in DSpace on 2023-09-01T20:21:02Z (GMT). No. of bitstreams: 1 Genésio Renovato da Silva Neto.pdf: 1272821 bytes, checksum: 87fff903840c26ce12f66f6e5bb1d0f1 (MD5) Previous issue date: 2023-03-31application/pdfporUniversidade Nove de JulhoPrograma de Pós-Graduação em AdministraçãoUNINOVEBrasilAdministraçãovarejoexperiênciarealidade aumentadainteratividadetecnologiaretailexperienceaugmented realityinteractivitytechnologyCIENCIAS SOCIAIS APLICADAS::ADMINISTRACAOO efeito da realidade aumentada na experiência do consumidor varejistaThe effect of augmented reality on retail consumer experienceinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis8024035432632778221600info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da Uninoveinstname:Universidade Nove de Julho (UNINOVE)instacron:UNINOVEORIGINALGenésio Renovato da Silva Neto.pdfGenésio Renovato da Silva Neto.pdfapplication/pdf1272821http://localhost:8080/tede/bitstream/tede/3190/2/Gen%C3%A9sio+Renovato+da+Silva+Neto.pdf87fff903840c26ce12f66f6e5bb1d0f1MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82165http://localhost:8080/tede/bitstream/tede/3190/1/license.txtbd3efa91386c1718a7f26a329fdcb468MD51tede/31902023-09-01 17:21:02.936oai:localhost: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Biblioteca Digital de Teses e Dissertaçõeshttp://bibliotecatede.uninove.br/PRIhttp://bibliotecatede.uninove.br/oai/requestbibliotecatede@uninove.br||bibliotecatede@uninove.bropendoar:2023-09-01T20:21:02Biblioteca Digital de Teses e Dissertações da Uninove - Universidade Nove de Julho (UNINOVE)false |
dc.title.por.fl_str_mv |
O efeito da realidade aumentada na experiência do consumidor varejista |
dc.title.alternative.eng.fl_str_mv |
The effect of augmented reality on retail consumer experience |
title |
O efeito da realidade aumentada na experiência do consumidor varejista |
spellingShingle |
O efeito da realidade aumentada na experiência do consumidor varejista Silva Neto, Genésio Renovato da varejo experiência realidade aumentada interatividade tecnologia retail experience augmented reality interactivity technology CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO |
title_short |
O efeito da realidade aumentada na experiência do consumidor varejista |
title_full |
O efeito da realidade aumentada na experiência do consumidor varejista |
title_fullStr |
O efeito da realidade aumentada na experiência do consumidor varejista |
title_full_unstemmed |
O efeito da realidade aumentada na experiência do consumidor varejista |
title_sort |
O efeito da realidade aumentada na experiência do consumidor varejista |
author |
Silva Neto, Genésio Renovato da |
author_facet |
Silva Neto, Genésio Renovato da |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Cunha, Júlio Araujo Carneiro da |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/6202822187041175 |
dc.contributor.referee1.fl_str_mv |
Cunha, Júlio Araujo Carneiro da |
dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/6202822187041175 |
dc.contributor.referee2.fl_str_mv |
Pedron, Cristiane Drebes |
dc.contributor.referee2Lattes.fl_str_mv |
http://lattes.cnpq.br/7649391782228457 |
dc.contributor.referee3.fl_str_mv |
Mazieri, Marcos Rogério |
dc.contributor.referee3Lattes.fl_str_mv |
http://lattes.cnpq.br/9758378935702508 |
dc.contributor.referee4.fl_str_mv |
Telles, Renato |
dc.contributor.referee4Lattes.fl_str_mv |
http://lattes.cnpq.br/5145388156069506 |
dc.contributor.referee5.fl_str_mv |
Almeida, Ana Patrícia Tavares de |
dc.contributor.referee5Lattes.fl_str_mv |
http://lattes.cnpq.br/6545283166160348 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/5773998079254254 |
dc.contributor.author.fl_str_mv |
Silva Neto, Genésio Renovato da |
contributor_str_mv |
Cunha, Júlio Araujo Carneiro da Cunha, Júlio Araujo Carneiro da Pedron, Cristiane Drebes Mazieri, Marcos Rogério Telles, Renato Almeida, Ana Patrícia Tavares de |
dc.subject.por.fl_str_mv |
varejo experiência realidade aumentada interatividade tecnologia |
topic |
varejo experiência realidade aumentada interatividade tecnologia retail experience augmented reality interactivity technology CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO |
dc.subject.eng.fl_str_mv |
retail experience augmented reality interactivity technology |
dc.subject.cnpq.fl_str_mv |
CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO |
description |
Digital transformation has impacted retail in the last decade and augmented reality (AR) has been used in applications as an important means of improving the retail consumer experience. AR is a technology that offers fun and interactivity in the purchase process, which is significant for the consumer experience. AR provides an integration of digital content in coexistence with the consumer's environment in real time, which facilitates the visualization of the product as an overlay on the real world. The present study aimed to examine the effect of augmented reality on the retail consumer experience, and to what extent these factors impact on the perception of value, satisfaction, and purchase intention. This is a quantitative research, descriptive approach, and positivist paradigm, with the strategy of field research, in person in an environment prepared and controlled for the use of the AR application. Based on the collection of primary data through survey research, using questionnaires based on scales to collect information. The target audience of the survey were 368 retail consumers who had already purchased at least once online through (website or application). The results indicate that the consumer experience is more consistent when AR is the main interaction channel and that AR applications promoted a positive effect on purchase intention due to the possibility of having a more complete experience. The positive experience linked to interactivity is an important path for purchase intention and consumers tend to have a higher level of satisfaction when the purchase journey is made up of interactivity and fun. It was observed that the limitation of personalization can have a negative effect on the consumer. In the proposed mediations, AR partially mediated interactivity and consumer experience. However, interactivity had a stronger direct effect on the experience. It was found that the experience mediated the relationship between AR and satisfaction, proving to be a stronger path. Likewise, consumer experience mediated the reaction between augmented reality and purchase intention. It is concluded in this study that AR can influence the consumer experience through immersion, interactivity, and product projection, reducing the perception of space between virtual and real. The experience in the purchase journey is especially important to promote satisfaction and purchase intent. |
publishDate |
2023 |
dc.date.accessioned.fl_str_mv |
2023-09-01T20:21:02Z |
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2023-03-31 |
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Silva Neto, Genésio Renovato da. O efeito da realidade aumentada na experiência do consumidor varejista. 2023. 87 f. Tese( Programa de Pós-Graduação em Administração) - Universidade Nove de Julho, São Paulo. |
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http://bibliotecatede.uninove.br/handle/tede/3190 |
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Silva Neto, Genésio Renovato da. O efeito da realidade aumentada na experiência do consumidor varejista. 2023. 87 f. Tese( Programa de Pós-Graduação em Administração) - Universidade Nove de Julho, São Paulo. |
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