ISSN : 1738-3110
Purpose - Augmented reality (AR) content used in mobile media today can accommodate a wide variety of contextual information. This indicates that making people experience a sense of presence and flow is a very significant factor in augmented reality content. Flow represents a rich immersion potential as representing the progress of emotion and the means to facilitate the operation of the smart phone. Therefore, users will have friendly relational continuance behavior with products and brands that supply this experience. Based on that, the purpose of this study is to investigate the relationships among smart phone AR application traits, presence, flow experience, and relational continuance behavior. First, AR application traits are defined as three categories sensory immersion, navigation, and manipulation, based on preceding studies. This study then examines the influence of AR application traits on the presence and flow experience and looks into the relation among presence, flow experience, and relational continuance behavior. This analysis suggests more detailed and concentrated strategic implications. Research design, data, and methodology - A research model is designed to examine the relation among AR application traits, presence, flow experience, and relational continued behavior. For data collection, questionnaire surveys were composed of multi-items for each component and the direct interview method was used for the interviews. To collect the data, after running the smart phone AR applications, the consumer behaviors of the respondents were generally determined. The questionnaire surveys were conducted for one month, October 2014. A total of 300 questionnaires were distributed with 278 questionnaires used for analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0 and LISREL ver. 8.51. Results - The following results are found: First, AR application traits have a significantly positive effect on presence with sensory immersion, navigation, and manipulation all having a significantly positive effect. Second, sensory immersion and manipulation among the AR application traits have a significantly positive effect on flow. However, navigation did not have a significantly positive effect on flow. Third, presence has a significantly positive effect on flow and has a significantly positive effect on relational continuance behavior. Moreover, flow also has a significantly positive effect on relational continuance behavior. This behavior tends to be formed since brands want to encourage relational continuance behavior and positive emotions with the brands being used. Relational continuance behavior accompanies repeat purchasing, positive word-of-mouth and recommendation activities, and forms of trust with the brand. Conclusions - The research results showed that smart phone AR traits had significantly positive effect on presence, flow, and relational continuance behavior. Based on this, smart phone AR application providers should establish an aggressive marketing strategy to accommodate more realistic problems in order to positively influence user behavior. Additionally, the marketers should make efforts to provide fun or convenience in the AR application operation process of the user.
Azuma, R. T. (1997). A Survey of Augmented Reality. Presence:Teleoperators and Virtual Environments, 6(4), 355-385.
Bagozzi, R. P., & Yi, Y. (1988). On the Evaluation of Structural Equation Models. Journal of the Academy of Marketing Science, 16(1), 74-94.
Billinghurst, M. (2002). Shared Space: Explorations in Collaborative Augmented Reality. Doctorial Dissertation, Washington: University of Washington.
Chun, Tae-Yoo, & Park, No-Hyun (2014). The Effect of Brand Image and Perceived Value on Positive Emotion, Reciprocity and Store loyalty of Coffee Shop. Korea Logistics Review, 24(1), 113-136.
Csikeszentmihalyi, M. (1975). Beyond Boredom and Anxiety. San Francisco. CA: Jossey-Bas.
Fauland, R. (2002). Using Immersive Scientific Visualizations for Science Inquiry: Co-construction of Knowledge by Middle and Highschool Students. New Orleans, LA : American Educational Research Associations,
Gabarino, E., & Johnson, M. S. (1999). The Difference Roles of Satisfaction, Trust and Commitment in Customer Relationship. Journal of Marketing, 63(2), 70-87.
Hair, Joseph R. Jr., Anderson, R. E., Tatham, R. L., & Black, W. C. (1995), Multivariate Data Analysis With Readings (4th ed.). Upper Saddle River, NJ: Prentice Hall.
Heeter, C. (1992). Being There: The Subjective Experience of Presence. Presence: Teleoperators and Virtual Environments, 1(2), 262-271.
Heo, OK, & Chung, Dong-Hun (2011). Influence of Augmented Reality Advertising on Advertising Attitude, Brand Attitude, and Purchase Intention through Mediator Presence. Advertising Research, (90), 71-98.
Hoffman, D. L., & Novak, T. P. (1997). Measuring the Flow Experience among Web Users. Nashville, TN: Vanderbilt University.
Ishii, H., & Ullmer, B. (1997). Tangible Bits: Toward Sseamless Interfaces between People, Bits and Atoms. Conference on Human Factors in Computing Systems CHI 1997(pp.234-241), Atlanta : ACM Press.
Jang, Sun-Hee, Choi, Ji-Sang, & Lee, Kyung-Won (2013). Evaluating the Sense of Presence for Mobile Augmented Reality Application Design. Design Convergence Study, 12(5), 335-350.
Jöreskog, K. G., & Sörborm, D. (1993), Structural Equation Modeling with the SIMPLIS Command Language. Chicago, IL: Scientific Software International.
Kim, Byoung-Chul (2010). A Study on the Discussion of Augmented Reality as a Medium and its Implementation in Media Art. Doctorial Dissertation, Seoul, Korea:Chung-Ang University.
Kim, Hae-Sun (2012). A Study on the Conceptualization of the Embodied Cognition and Perceptual Types of Augmented Reality: Q-Methodology Applied. Doctorial Dissertation, Seoul, Korea: Graduate School of Media Communications of Sogang University.
Kim, Han-Joong (2006). A Study on the Interface of Tangible Style and Augmented Reality Advertising in Ubiquitous Computing Environment. Journal of Korean Society of Communication Design, 9, 127-140.
Kim, Jae-Young, & Sung, Jung-hwan (2011). Structuralization of User Flow System in the Mobile Augmented Reality:Focused on Mobile and Spatial Characteristics. Bulletin of Korean Society of Basic Design & Art, 12(2). 139-147.
Ko, Je-Hyuk (2001). A Study of the Correlation between Perception Level of Reality and Internet Immersion. Seoul, Korea: An MA Thesis for Yonsei University.
Kye, Bo-Kyung (2007). Investigation on The Relationships among Media Characteristics, Presence, Flow, and Learning Effects in Augmented Reality Based Learning. Doctorial Dissertation, Seoul, Korea: Ewha Womans University.
Kye, Bo-Kyung, & Kim, Young-Soo (2008). Investigation on the Relationships among Media Characteristics, Presence, Flow, and Learning Effects in Augmented Reality Based Learning. Journal of Educational Technology, 24(4), 193-224.
Lavroff, N. (1994). Virtual Reality Playhouse. NY: Waite Group Pres.
Lee, Seung-Chang, & Ahn, Sung-Hyuck (2009). Business Model and Floral Distribution Service Strategy for Creating New Value on Internet Environment : ROSEWeb Solution Case. Journal of Distribution Science, 7(1), 5-34.
Lombard, M., Reuch, R. D., Grabe, M. E., Bracken, C., & Ditton, T. B. (2000). Presence and Television: The Role of Screen Size. Human Communication Research, 26(1), 75-98.
Park, In-soo, & Park, Sung-kyu (2006). A Study on Effect of Perceived Quality and Customer Value to Customer Satisfaction. Journal of Distribution Science, 4(2), 65-80.
Reynolds, E., & Beatty, E. (1999). Customer Benefit and Company Consequences of Customer-Salesperson Relationship in Retailing. Journal of Retailing, 75(1), 11-32.
Schubert, T. W., Friedmann, F., & Regenbrecht, H. T. (1999). Decomposing the Sense of Presence: Factor Analytic Insights. Second International Workshop on Presence, 6th and 7th April 1999, Colchester : University of Essex,
Seo, Yeon-joon (2013). Effects of Mobile Application Experience on Brand Commitment and Loyalty : Focusing on experience through AR(Augmented Reality) based Applications. Seoul, Korea: An MA Thesis for Ewha Womans University.
Slater, M., & Wilbur, S. (1997). A Framework for immersive Virtual Environments(FIVE): Speculations on the Role of Presence in Virtual Environments. Presence:Teleoperator and Virtual Environments, 6(6), 603-616.
Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4), 73-93.
Stevens, B. Jerrams-Smith, J. Heathcote, D., & Callear, D. (2002). Putting the Virtual into Reality: Assessing Object-Presence with Projection-Augmented Models. Presence: Teleoperators and Virtual Environments, 11(1), 79-92.
Suh, Hae-lim (2003). A Study on the Immersion Experience through Digital Media : Focused on Online Game Players. Seoul, Korea: An MA Thesis for Ewha Womans University.
Trevino, L. K., & Webster, J. (1992). Flow in Computer-Mediated Communication: Electronic Mail and Voice Mail Evaluation and Impacts. Communication Research, 19(5), 539-57.
Yang, Heung-Mo (2007). A Study on the International Air-Express Company's CRM Activity Influence to Consumer Satisfaction & Relation Continuance Intention. Seoul, Korea: An MA Thesis for SungKyunKwan University
Yang,Yung-Shoon (2014). A study on Interaction effect of flow experience to interactivity of Social Media and intention to use. - Focused on difference in decision stage of travel planning. Seoul, Korea: A Doctoral Dissertation for Sejong University.
Yoon, Seol-Min (2010). A Study on the Behavioral Adherence of Tourists Pursuing Adventurous Leisure Activity, by Using Extension About Theory of Planned Behavior : Focusing on the Role of Flow, Attachment and Past Behavior. Seoul, Korea: A Doctoral Dissertation for Kyunghee University.
Zeithaml, V. A., Berry, L. L., & Parasuraman, A. (1996). The Behavioral Consequences of Service Quality. Journal of Marketing, 60(2), 31-46.