We are aware of the fact that a case study by its nature can give a partial and incomplete picture being a simulation of the real world. The use of e-mail for interviews does not allow the use of questions requiring extensive probes for complete response. To avoid this problem we have created our questions as clear and concise as possible. We also are aware of the fact the following interviews made by phone differ from face-to-face interviews, were you loose
psychological contact to the interviewed person and you loose as well the possibility to interpret the body language and expressions. Though, we found it interesting for our study to interview persons which have been following the same education and started their company with a ten years gap. Our advises and tips are mainly based on empirical findings rather than
theoretical reasoning, therefore some will critics the validity of these information. However entrepreneurship deals with reality. No one gets the perfect answer. Our thesis was therefore both done for researchers and new potential entrepreneurs. All the more so the fact that secondary sources that we have used are written for other purposes that our study. We are
Four broad uses in retail environments
are identified by Tan et al. (2021), namely AR may entertain and educate consumers, help them evaluate product fit, and improve the post-purchase consuming experience. From a processual point of view and in line with the customer journey, marketing goals can be categorized under the BICK FOUR terminology: branding (e.g., building brand awareness, product knowledge, and brand image), inspiration (e.g., to activate new needs and wants),
convincing (e.g., driving purchases or other decisions), and keeping (e.g., loyalty and re-use intention).Table 2 shows example goals for every oAR will not be able to work; the dependency on data is essentially different from other kinds of digital marketing (Dwivedi et al., 2021).In social media marketing, for instance, good targeting calls for information on a customer. The same is true for AR Marketing, but in addition AR requires a great awareness
of the user's environment. Through face recognition, these technologies can gather, store, analyze, and interpret enormous volumes of data on a user's physical surroundings—that is, about other people as well as about the current products of a customer. Likewise, AR also consists in Diminished Reality; from a consumer point of view, a "negative" version of AR that removes actual material from the real-world (Rauschnabel et al., 2022). Anything judged ugly,
Including ads industrial buildings cars or even
humans (Kari et al., 2021), could be erased objects. Furthermore, the exzessive long-term perception of AR content can also affect users' health in still unknown ways of the four categories and can divert from real-world hazards and put users in danger. Different types of users and brands e.g., B2B vs. B2C, consumers vs. public, or firm vs. destination—as well as the general marketing strategy of a brand define specific aims. Moreover, these categories of
goals fit the (AR) customer journey model suggested before (e.g., branding objectives could be especially crucial in the awareness phase and inspiration in the exploration phase).Managers answered the poll including goals both now and in the future (>3 years). While non-users responded hypothetically, users assessed these in terms of whether they
and now pursue these aims. As shown in Fig. 4, managers link AR marketing goals differently depending on their usage status—that of user, planner, or non-user. Still, for today's AR marketing, branding and inspiration are crucial; goals in maintaining seem more vital in the future. These results validate earlier analysis of a Boston Consulting Group (Bona et al., 2018) survey among 55 marketing managers. This result can be explained in part by
Branding and inspiration for example from
AR games or product visualizers, which can be rather simple to create and apply since they do not have to be connected with current ERP or CRM systems. Likewise, and maybe most crucially, practically any consumer device runs almost any AR material. The three user groups may differ depending on the much talked about variations in AR capability.AR marketing use scenariosResults reflect these goals when asked about the significance of particular AR
Marketing use cases now and in the future (>3 years): While innovative, more sophisticated use cases like AR communities or branded AR games will raise much more, daily tools in AR marketing - product visualizers – are expected to gain only by nine percentage points. Common use cases for the future were branded storytelling in AR (63%) and AR content
integrated in social media (63%). Many of these strategies, nonetheless, neither exist in AR marketing strategies of now nor only as demonstrators. Many companies struggle with the creation of successful use cases since AR Marketing may not benefit from success factors recognized from established digital media (e.g., internet advertising). Based on rounded
Conclusion
differences in percentage points, Fig. 5 ranks the outcomes of several AR Marketing use cases and strategies in order of increasing significance Broad societies Most likely, the key component of the AR marketing term is society at large. Particularly in a non-profit environment, AR marketing has huge possibilities to help society at general. As was already
said, AR marketing can offer its consumers several kinds of value. AR Marketing, for example, can strengthen communities by including AR into exhibits to appeal more visitors (tom Dieck & Jung, 2017) or by elucidating difficult problems regarding environmental conservation to society (Cranmer et al., 2018). Still, AR offers a lot of difficulties as well. AR starts first with data. Without knowledge on consumers and their background,How does AR differ from
existing media and from existing marketing practices? Given the early stage of AR Marketing as a discipline on its own, these differences might not have fully been explored yet. However, we will discuss some important examples below. First, reality is typically three-dimensional (3D) and not constrained by unnatural boundaries. Consider a sports fan whose house is decorated with branded memorabilia that can be combined with almost any other physical object (e.g., furniture). As such, “normal reality” encompasses what we experience, and have
always experienced, in the physical world. In contrast, traditional (digital) media content is typically nontangible and in 2D. Although "traditional online marketing" provides numerous advantages compared to “offline marketing,” including interactivity, viral effects, or user generated content, it is generally restricted by the type/size of the hardware and independent from a user’s physical surrounding. For instance, a branded sports team expe rience on
Comments
Post a Comment