Journal of Business Management Perspective

Journal of Business Management Perspective

Augmented Reality: A Novel Technology Influencing Consumer Attitudes and Purchase Intentions Toward High-Involvement Products; A Quasi-Experimental Design

Document Type : Original Article

Authors
Department of Management, Faculty of Social Sciences and Economics, Alzahra University, Tehran, Iran
10.48308/jbmp.2026.237829.1648
Abstract
Objective: As digital markets continue to expand and competition for consumer attention intensifies, the adoption of emerging technologies such as augmented reality (AR) has become increasingly important for maintaining business competitiveness and sustainability. The application of AR in online shopping environments enhances customer–product interactions, enriches the quality of the shopping experience, and promotes more favorable attitudes toward brands and products. By increasing perceived usefulness, reducing uncertainty, and enhancing interactive customer experiences, AR has the potential to strengthen purchase intentions and encourage the adoption of online purchasing channels. Accordingly, this study investigates the influence of augmented reality on consumer attitudes and purchase intentions in the context of high-involvement products.
Methodology: This study is applied in terms of its purpose and employs a quasi-experimental pretest–posttest design. To control for the effects of potential confounding variables, including purchasing power, consumer preferences, and the role of the decision-maker and influencer in the purchasing process, participants were selected from the company’s customer loyalty program, consisting of customers who had previously purchased products from the company.A total of 80 questionnaires were completed in two stages (pretest and posttest) by 40 customers who were willing to participate and capable of using augmented reality technology. Sample adequacy was established based on the Central Limit Theorem, which suggests that a sample size of at least 30 participants is generally sufficient for the application of many parametric statistical procedures. In addition, the statistical analyses revealed a statistical power of 1.00, indicating that the sample size was sufficient to detect the anticipated effects with a high degree of confidence and minimizing the likelihood of Type II error. The research hypotheses were tested using Multivariate Analysis of Covariance (MANCOVA).
Findings: The findings indicate a statistically significant difference between the pre-test and post-test results. The results demonstrate the positive effects of augmented reality (AR) on perceived ease of use, perceived usefulness, perceived enjoyment, attitude, purchase motivation, and ultimately consumers’ purchase intention. Specifically, AR influences purchase intention through cognitive–affective mechanisms. Perceived usefulness, perceived ease of use, and perceived enjoyment—key antecedents in the Technology Acceptance Model (TAM)—positively shape consumers’ attitudes and purchase motivation. These variables, in turn, act as mediators that ultimately lead to a stronger intention to purchase.
Conclusion: The results indicate that purchasing behavior in an augmented reality environment occurs through a complex cognitive process. Augmented reality (AR) influences purchase intention through cognitive–affective mechanisms, whereby perceived usefulness, perceived ease of use, and perceived enjoyment—key antecedents of the Technology Acceptance Model (TAM)—affect consumers’ attitudes and purchase motivation, which in turn serve as mediating variables leading to purchase intention.This finding highlights the importance of considering mediating variables in the formation of consumer behavior within digital environments and demonstrates that perceived usefulness, perceived ease of use, and perceived enjoyment play pivotal roles in shaping consumer attitudes and behavioral intentions.By incorporating augmented reality technology into the Technology Acceptance Model, this study extends the applicability of TAM to experiential technologies and emphasizes the importance of an enjoyable user experience alongside the functional dimensions of technology. Consequently, the findings contribute to a deeper understanding of consumer responses to emerging digital technologies and provide valuable insights for both researchers and practitioners in the fields of marketing and technology adoption.
Keywords
Subjects

Atashsooz, A., & Rahmani, P. (2023). The role of mobile augmented reality applications on continuance use and purchase intention by consumers. Modaresat-e Modiriat-e Kasb-o Kar-e Hoshmand, 11(43), 1–29. (In Persian). https://doi.org/10.22054/IMS.2023.66467.2137
Danayi Fard, H., Delavar, A., & Azar, A. (2014). Statistical analysis in management research: A practical guide to SPSS. Saffar Publications. (In Persian).
Jalalzadeh, S. R., Haji Karimi Sari, A., & Shirani, M. (2024). The effect of augmented reality–based platform features on customers’ behavioral and cognitive responses. Modiriat-e Bazariabi-e Hoshmand, 5(1). (In Persian). https://doi.org/10.48308/JABM.3.2.15564.3588787.574854
Khaki, G. (2013). Research methods with a writing-oriented approach (10th ed.). Bonyad-e Bazaft. (In Persian).
Maha Avarpour, F., Fayyaz, D., & Maleki Minbash Razgah, M. (2024). Identifying buyer behavior characteristics and purchase decision-making based on marketing using augmented reality technology. Nashriyeh Cheshmandaz-e Modiriat-e Bazargani, 22(57). (In Persian). https://doi.org/10.48308/jbmp.2024.235482.1600
Mortezi, M., Seyedali Nejad, A., & Jalilvand, A. (2023). A model for improving competitive advantage, trust, and behavioral intentions toward sports products in leading sports stores in the field of augmented reality technology (Case study: Generation Z). Modiriat-e Danesh dar Varzesh, 3(1), 25–43. (In Persian).
Shadanoush, N., & Karamati, G. (2022). A model of co-creation in dealing with augmented reality, perceived risk, perceived trust, and customer purchase intention. JISM: Interdisciplinary Studies of Marketing Management, 1(2), 108–125. (In Persian).
Tabaian, R.-S., & Mohammadshafiei, M. (2023). Factors affecting users’ motivation in social network games and its impact on user attitude and purchase intention. Tahghighat-e Bazariabi-e Novin, 12(4), 51–68. (In Persian). https://doi.org/10.22108/nmrj.2022.133637.2696
[Author(s) unavailable]. (2023). Continuance use and purchase intention by consumers. Modaresat-e Modiriat-e Kasb-o Kar-e Hoshmand, 11(43), 1–29. (In Persian). https://doi.org/10.22054/IMS.2023.66467.2137
Alirezaei, S., Taghaddos, H., Ghorab, K., Tak, A. N., & Alirezaei, S. (2022). BIM-augmented reality integrated approach to risk management. Automation in Construction, 141, 104458. https://doi.org/10.1016/j.autcon.2022.104458
Ardelet, C., Slavich, B., & de Kerviler, G. (2015). Self-referencing narratives to predict consumers' preferences in the luxury industry: A longitudinal study. Journal of Business Research, 68(9), 2037–2044. https://doi.org/10.1016/j.jbusres.2015.02.017
Braun, J., Zolfagharian, M., & Belk, R. W. (2016). How does a product gain the status of a necessity? An analysis of necessitation narratives. Psychology & Marketing, 33(3), 209–222. https://doi.org/10.1002/mar.20866
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341–377. https://doi.org/10.1007/s11042-010-0660-6
Chao, C. W., Reid, M., & Mavondo, F. T. (2020). Consumer innovativeness and technology adoption in digital retailing. Australasian Marketing Journal.
Chen, Y.-C., & Lin, Y.-H. (2017). Applying the analytic hierarchy process to evaluate key factors influencing consumer attitudes toward mobile advertising. Journal of Retailing and Consumer Services, 34, 249–256.
Cheung, C. M. K., & Lee, M. K. O. (2012). What drives consumers to spread electronic word of mouth in online consumer-opinion platforms. Decision Support Systems, 53(1), 218–225. https://doi.org/10.1016/j.dss.2012.01.015
Feng, Y., & Mueller, B. (2019). The state of augmented reality advertising around the globe: A multi-cultural content analysis. Journal of Promotion Management, 25(4), 453–475. https://doi.org/10.1080/10496491.2018.1448323
Fidan, M., & Tuncel, M. (2019). Integrating augmented reality into problem-based learning: The effects on learning achievement and attitude in physics education. Computers & Education, 142, 103635. https://doi.org/10.1016/j.compedu.2019.103635
Hilken, T., de Ruyter, K., Chylinski, M., Mahr, D., & Keeling, D. I. (2017). Augmenting the eye of the beholder: Exploring the strategic potential of augmented reality to enhance online service experiences. Journal of the Academy of Marketing Science, 45(6), 884–905. https://doi.org/10.1007/s11747-017-0541-x
Hilken, T., de Ruyter, K., Chylinski, M., Mahr, D., & Keeling, D. I. (2022). Augmented reality marketing and consumer behavior: A systematic review and future research agenda. Frontiers in Psychology, 13, 925963. https://doi.org/10.3389/fpsyg.2022.925963
Hsu, C.-L., & Lin, J. C.-C. (2015). What drives purchase intention for paid mobile apps? An expectation confirmation model with perceived value. Electronic Commerce Research and Applications, 14(1), 46–57. https://doi.org/10.1016/j.elerap.2014.11.003
Jha, A., Gupta, S., & Kumar, V. (2023). Modeling consumers' usage intention of augmented reality in online buying context: Empirical setting with measurement development. Journal of Global Marketing, 36(1), 1–24. https://doi.org/10.1080/08911762.2022.2087580
Kim, J., & Forsythe, S. (2010). Factors affecting adoption of product virtualization technology for online consumer electronics shopping. International Journal of Retail & Distribution Management, 38(3), 190–204. https://doi.org/10.1108/09590551011027122
Kumar, H., Gupta, P., & Chauhan, S. (2023). Meta-analysis of augmented reality marketing. Marketing Intelligence & Planning, 41(1), 110–123. https://doi.org/10.1108/MIP-06-2022-0221
Lee, A. Y., & Labroo, A. A. (2004). The effect of conceptual and perceptual fluency on brand evaluation. Journal of Marketing Research, 41(2), 151–165. https://doi.org/10.1509/jmkr.41.2.151.28665
Mahavarpour, F., Feiz, D., & Maleki Minbashrazgah, M. (2025). Buyer behavior and purchase decision making with augmented reality technology in B2C virtual businesses: Bibliometric review and content analysis. Journal of Business Intelligence Management Studies, 13(5), 1–52. (In Persian). https://doi.org/10.22054/IMS.2024.81186.2497
Marsden, E., & Torgerson, C. J. (2012). Single group, pre- and post-test research designs: Some methodological concerns. Oxford Review of Education, 38(5), 583–616. https://doi.org/10.1080/03054985.2012.731208
Nabot, A., Omar, F., & Almousa, M. (2021). Perceptions of smartphone users acceptance and adoption of mobile commerce (MC): The case of Jordan. [Journal information is incomplete and should be verified.] https://doi.org/10.3844/jcssp.2020.532.542
Poushneh, A., & Vasquez-Parraga, A. Z. (2017). Discernible impact of augmented reality on retail customer's experience, satisfaction and willingness to buy. Journal of Interactive Marketing, 39, 89–103. https://doi.org/10.1016/j.intmar.2017.04.001
Rejeb, A., Rejeb, K., & Treiblmaier, H. (2023). How augmented reality impacts retail marketing: A state-of-the-art review from a consumer perspective. Journal of Strategic Marketing, 31(3), 718–748. https://doi.org/10.1080/0965254X.2021.1972439
Salhab, H., Al-Amarneh, A., Aljabaly, S., Zoubi, M., & Othman, M. (2023). The impact of social media marketing on purchase intention: The mediating role of brand trust and image. International Journal of Data and Network Science, 7(2), 591–600. https://doi.org/10.5267/j.ijdns.2023.3.012
Shin, D. (2021). The effects of explainability and causability on perception, trust, and acceptance: Implications for explainable AI. International Journal of Human-Computer Studies, 146, 102551. https://doi.org/10.1016/j.ijhcs.2020.102551
Shin, E. (2021). Pandemic fear and weight gain: Effects on overweight and obese adults' purchasing exercise apparel online. Clothing and Textiles Research Journal, 39(3), 232–246. https://doi.org/10.1177/0887302X211004892
Sun, Y., Guo, Q., Zhao, S., Chandran, K., & Fathima, G. (2024). Context-aware augmented reality using human–computer interaction models. Journal of Control and Decision, 11(1), 1–14. https://doi.org/10.1080/23307706.2022.2026260
VanVoorhis, C. R. W., & Morgan, B. L. (2007). Understanding power and rules of thumb for determining sample sizes. Tutorials in Quantitative Methods for Psychology, 3(2), 43–50. https://doi.org/10.20982/tqmp.03.2.p043
Zhang, J., Li, G., Huang, Q., Feng, Q., & Luo, H. (2022). Augmented reality in K–12 education: A systematic review and meta-analysis of the literature from 2000 to 2020. Sustainability, 14(15), 9725. https://doi.org/10.3390/su14159725