ARVR As A Shaping Trend in Consumer Behaviour
ARVR As A Shaping Trend in Consumer Behaviour
1. Introduction
Challenges that occurred in the market during the last three years had a giant impact on both, online and retail
shopping. First and foremost, most brands were, quite literally, forced to move their businesses online, either
partly or entirely. During the COVID-19 pandemic, when social restrictions were in place, small businesses had
to implement some measures in order to stay on the market. War in Ukraine that occurred last year brought a
whole new wave of uncertainty among citizens in many countries, with prices rising on goods and services. To a
big extent, changes were required on the market, since the competition in the online environment has grown,
and a need for differentiation was in place. In our article, we want to speak about one of the biggest trends in
shopping today – the usage of augmented and virtual reality.
In our article we are aiming to fulfill the following research objectives:
• To conclude a bibliography research and provide the necessary theoretical background on the
topics of Augmented Reality (AR) and Virtual Reality (VR).
• To analyze real case studies of AR and VR usage in retail.
• To analyze the challenges of AR and VR in shopping.
• To write about the ways, how AR and VR may be implemented in brands` marketing strategies.
2. Theoretical background
We must start an article by providing a required theoretical background on both technologies to specify, what
exactly we are talking about. Firstly, let's define what is virtual reality. By Merriam-Webster`s dictionary, virtual
reality is: “an artificial environment which is experienced through sensory stimuli (such as sights and sounds)
provided by a computer and in which one's actions partially determine what happens in the environment”
(Merriam-Webster, 1987). Cambridge dictionary, on the other hand, says that virtual reality is: “a set of images
and sounds, produced by a computer, that seem to represent a place or a situation that a person can take part
in” (Cambridge Dictionary, 2015). As we may see, the definitions are somewhat different as they approach the
topic from different angles. We find Merriam-Websters` definition to be more accurate since it mentions the
way information is received, and it states that the user can affect the environment to some degree, while
Cambridge one takes the user as a passive visitor of a virtual environment, not an active one. Both definitions
state that the environment itself is generated on a computer, but we find neither of them to be completely
satisfying. Jason Jerald summarized definitions of other authors: “Virtual reality is defined to be a computer-
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generated digital environment that can be experienced and interacted with as if that environment were real.”
(Jerald, 2016). For our article, we find this definition to be appropriate since it summarizes the main ideas of VR
perfectly: it is generated on a computer and it can be interacted with. We also may define key elements of
experiencing VR:
• The participants;
• The creators;
• Virtual world;
• Immersion;
• Interactivity (Sherman, Craig, 2019).
Now, let`s take a look at augmented reality (AR) and how it is different. Since both terms have the word reality
in them, it means that both somehow deal with the environment the user sees and interacts with. Unlike VR, AR
doesn`t fully simulate the environment, meaning it does not create a whole new virtual world to experience but
rather augments the real world. In the “Handbook of Augmented Reality”, the following definition is provided:
“real-time direct or indirect view of a physical real-world environment that has been enhanced/augmented by
adding virtual computer-generated information to it” (Fuhrt, 2011). However, it is important to note that
augmented reality usually has the goal of providing a user with an experience. The core idea is that AR may
engage the user in an activity with an augmented element while leaving the user with an opportunity to interact
with the real, physical world (Craig, 2013). Now, when the definition of both technologies was provided, we
need to compare the two between each other to understand, in which use cases certain technology would be
better or worse.
The biggest difference between technologies is that VR intends to completely “take people to another world”,
while AR only blends the real environment with certain virtual elements (Owens, 2022). To make it clear, let`s
look at an example. If a person wants to experience a rollercoaster from their home, they can try to take a trip
using a VR helmet. In such cases, AR won`t be much of a help due to lower levels of engagement and overall
limitations this technology provides. Users will be able to produce an image of a rollercoaster on a table, for
example, but it won`t make them experience it. Let`s consider another example. A person wants to buy a new
pair of sneakers but is deciding between two models. Since those items are online exclusives there is no way to
try them in a retail shop before purchasing. Using VR, a person will be able to try them on, but it still would
require a headset, and certain problems can occur. Moreover, what if a person is on the move, has to decide
quickly, or just doesn`t have a VR headset at the moment? In such cases, AR may come in handy. Most AR
shopping activities are held through the phone of the user, making them usable anywhere and anytime. Another
question is whether the user really needs to have a full-on immersion to check how a pair of sneakers would fit
them. In most cases, trying them on with one`s camera would be sufficient. The same applies to most fields of
online shopping, and in this article, we will look at several examples of usage of both technologies – AR and VR.
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53% of respondents specified as a reason for purchase that they wanted to play games, followed by 33% who
wanted to see what the hype around VR is about, and 32% of new technologies adopters (Navaratnam-Blair et
al, 2022). Most VR headsets owners use VR for gaming – 72%, watching films or TV – 42%, or exercising – 35%.
From this information, we can see the mental challenge VR technology has yet to overcome – showing people
that the technology brings much more possibilities than just gaming. However, according to a systematic
literature review made by Taufik, Kunz and Onwezen in 2021 (2021) on the topic, in all studies where there were
only VR conditions by design, at least part of these experimental designs affected consumer behaviour and
outcome measures. Since the second and third biggest amount of votes were given to the statements that were
based on the interest in technologies, we may summarize that, today, most people are either buying VR
headsets for gaming or out of general interest, without certain use cases in mind.
The first example we want to mention in our paper is the basic usage of VR – virtual showrooms or virtual shops.
A great example of such a use is IKEA Immerse, which provided users with the possibility to experience VR
shopping both in-store, and in the house of the users (Demodern, 2019). It provided users with an option to see,
what certain pieces of the interior would look like in real size or even inside their rooms. The user could change
the type of furniture in real-time, as well as the type of the material, its colour, as may be seen in figure 1, design
variation, and even such details as lightning or putting out the candle were included. In the case of IKEA, which
sells big furniture as well, such usage may be very appropriate for their customers, since it is not always easy to
imagine how certain pieces will look inside certain rooms.
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Source: THE NORTH FACE KOREA. (2015) “맥머도 남극탐험|노스페이스 The North Face #Sudden Exploration
#VR Experience with Oculus”, [online], THE NORTH FACE KOREA,
https://www.youtube.com/watch?v=FSfkE4emoBE.
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are open to the idea of paying more for a product that can be customized with the help of AR. This information
may serve as a great insight for brands who are afraid to invest in AR as a technology – since almost half of the
consumers are prepared to pay more, those investments may pay out fast. To show just how widespread this
technology has become already, according to the same researchers, in 2023 more than 1 billion people use AR
worldwide, however, only 1% of retailers stated that they are using VR in their businesses. This information
shows that there is still a big open space for brands to get noticed and increase sales thanks to AR.
There are many ways AR can be used to help customers while buying products or services. The most popular
and used one is through social media apps and camera filters (Keenan, 2022). To a big extent, it is due to the
simplicity of this method – you don`t need to create a whole new application, it is enough just to make an AR
filter, and users will be able to use it through, applications like Instagram. It doesn`t mean that the process is
very easy, but many brands are capable of it. It is also worth mentioning that social networks themselves are
providing users with applications, where AR filters can be created, like Spark Studio by Meta or SnapAR Lens
Studio by Snapchat.
The first example of AR usage we want to talk about is in a form of a virtual try-on. As it can be derived from its
name, the customer gets the ability to try on a product on themselves before buying, anywhere and anytime. A
whole range of successful implementations can be named, but we will take a look at two – one with the usage
of the social network, and the other outside of it. The first was made by the luxury fashion brand – Farfetch in
collaboration with Snapchat. The idea and the whole process were simple – the customer just had to stay in
front of the camera, and vocally say, which type of clothes they would like to try on. After that, the software
would search for appropriate results in the brand`s catalogue and put them directly on the person`s body. Also,
people could`ve shared photos of themselves with try-on and buy products directly from the filter (Kristensen,
2022).
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• Ethical issues. Many AR filters are aimed at people`s faces, making anonymity a big question for the
usage of the technology. Also, many of those filters are projected to somehow “improve” the face of
the person, what can lead to the creation of unrealistic expectations, reality distortions or even mental
problems. Research on ethical issues were conducted in connection to different brands or social
networks, however, we were not able to find many of them about the usage of AR, which is surely an
interesting topic for further research.
8. In conclusion
VR revolution has been predicted to appear on the market for many years already, but only now it starts to seem
that the possibility of it actually happening appears on the horizon. Every year we see more companies doing VR
activities, more headsets are being sold and companies face a larger need for differentiation. AR, on the other
hand, has revolutionized the consumer market and greatly affects customer behaviour. In the conclusion of our
paper, we also have to mention the limitations of the study conducted. It is important to understand, that we
took a look only at a tiny fraction of the information, and examples available as of today, and since technologies
are on the rise and actively developing, new papers, scientific research, market analysis, and case studies are
being created and published every month. It is also important to acknowledge that, like with any new technology
that comes to the mass market, it is required to follow its development and adapt one`s marketing strategy
according to the current trends in the market and remember, that what is valid today does not have to be valid
on the market tomorrow. As AR and VR technologies continue to advance, we can expect to see more and more
brands incorporating them into their marketing strategies. While the potential profitability of certain AR and
especially VR marketing activities may still be uncertain, the positive experiences and engagement levels seen
in the market suggest that these technologies are here to stay. As the cost of entry continues to decrease and
the technology becomes more widely available, we can expect to see more and more brands adopting AR and
VR as part of their marketing strategies.
Acknowledgements
This contribution is a partial result of the project Vega no.1/0606/21 Change in preferences in buying behaviour
of consumers in the context of the dynamics of marketing communication tools development.
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