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Abstract
Perkembangan teknologi Augmented Reality (AR) telah merevolusi pengalaman berbelanja konsumen di ranah e-commerce dengan menciptakan interaksi yang lebih imersif dan personal. Studi ini bertujuan untuk menganalisis pengaruh Technology Readiness terhadap Emotional Engagement, serta dampaknya terhadap Purchase Intention dalam konteks e-commerce berbasis AR. Penelitian ini menggunakan pendekatan kuantitatif dengan teknik survei terhadap 150 responden yang pernah menggunakan fitur AR dalam berbelanja online. Pengolahan data dilakukan menggunakan Partial Least Squares Structural Equation Modeling (PLS-SEM) melalui perangkat lunak SmartPLS. Hasil penelitian menunjukkan bahwa Technology Readiness berpengaruh positif signifikan terhadap Emotional Engagement, yang pada gilirannya juga mempengaruhi Purchase Intention secara signifikan. Temuan ini mengindikasikan pentingnya kesiapan teknologi konsumen sebagai landasan untuk menciptakan pengalaman emosional yang mendalam melalui fitur AR. Implikasi praktis dari hasil ini mengarah pada perlunya optimalisasi strategi immersive marketing dalam platform e-commerce untuk meningkatkan keterlibatan emosional dan intensi pembelian. Penelitian ini memberikan kontribusi teoretis pada pengembangan kajian perilaku konsumen di era digital, serta membuka peluang riset lanjutan dengan mempertimbangkan variabel kontekstual dan segmentasi generasi konsumen.
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References
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- Poushneh, A., & Vasquez-Parraga, A. Z. (2017). Discernible impact of augmented reality on retail customer’s experience, satisfaction and willingness to buy. Journal of Retailing and Consumer Services, 34, 229–234. https://doi.org/10.1016/j.jretconser.2016.10.005
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References
Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179–211. https://doi.org/10.1016/0749-5978(91)90020-T
Barnes, S. J. (2016). Understanding virtual reality in marketing: Nature, impact and implications. Journal of Business Research, 69(11), 4153–4156. https://doi.org/10.1016/j.jbusres.2016.03.004
Bonnin, G. (2021). The roles of perceived risk and technology readiness in consumers’ intention to use augmented reality in e-commerce. Journal of Retailing and Consumer Services, 60, 102457. https://doi.org/10.1016/j.jretconser.2020.102457
Çelik, H. E. (2011). Influence of technology readiness on customer satisfaction and loyalty in mobile commerce. Technology in Society, 33(3–4), 394–402. https://doi.org/10.1016/j.techsoc.2011.07.001
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
Gao, L., & Bai, X. (2014). A unified perspective on the factors influencing consumer acceptance of internet of things technology. Asia Pacific Journal of Marketing and Logistics, 26(2), 211–231. https://doi.org/10.1108/APJML-06-2013-0061
Hair, J. F., Hult, G. T. M., Ringle, C., & Sarstedt, M. (2021). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM) (3rd ed.). Sage Publications.
Huang, T. L., & Liao, S. (2017). Creating e-shopping multisensory flow experience through augmented-reality interactive technology. Internet Research, 27(2), 449–475. https://doi.org/10.1108/IntR-12-2015-0350
Kim, M. J., Lee, C. K., & Jung, T. (2020). Exploring consumer behavior in virtual reality tourism using an extended stimulus–organism–response model. Journal of Travel Research, 59(1), 69–89. https://doi.org/10.1177/0047287518818915
Lin, Y., Wang, Y., & Liu, H. (2022). Exploring the effect of technology readiness on customer engagement in augmented reality. Technological Forecasting and Social Change, 175, 121394. https://doi.org/10.1016/j.techfore.2021.121394
McLean, G., & Wilson, A. (2019). Shopping in the digital world: Examining customer engagement through augmented reality mobile applications. Computers in Human Behavior, 101, 210–224. https://doi.org/10.1016/j.chb.2019.07.002
Pantano, E., & Gandini, A. (2017). Exploring the forms of sociality mediated by innovative technologies in retail settings. Computers in Human Behavior, 77, 367–373. https://doi.org/10.1016/j.chb.2017.01.057
Parasuraman, A. (2000). Technology Readiness Index (TRI): A multiple-item scale to measure readiness to embrace new technologies. Journal of Service Research, 2(4), 307–320. https://doi.org/10.1177/109467050024001
Pavlou, P. A. (2003). Consumer acceptance of electronic commerce: Integrating trust and risk with the technology acceptance model. International Journal of Electronic Commerce, 7(3), 101–134.
Poushneh, A., & Vasquez-Parraga, A. Z. (2017). Discernible impact of augmented reality on retail customer’s experience, satisfaction and willingness to buy. Journal of Retailing and Consumer Services, 34, 229–234. https://doi.org/10.1016/j.jretconser.2016.10.005
Rese, A., Schreiber, S., & Baier, D. (2020). Technology readiness and its impact on customers’ experiences in smart retail stores. Journal of Retailing and Consumer Services, 61, 102548. https://doi.org/10.1016/j.jretconser.2021.102548
Scholz, J., & Smith, A. N. (2016). Augmented reality: Designing immersive experiences that maximize consumer engagement. Business Horizons, 59(2), 149–161. https://doi.org/10.1016/j.bushor.2015.10.003
Verhagen, T., van Nes, J., Feldberg, F., & van Dolen, W. (2014). Virtual customer service agents: Using social presence and personalization to shape online service encounters. Journal of Computer-Mediated Communication, 19(3), 529–545. https://doi.org/10.1111/jcc4.12066
Wang, Y., Yu, C., & Fesenmaier, D. R. (2002). Defining the virtual tourist experience. Annals of Tourism Research, 29(4), 999–1005.
Yang, H., Yu, J., Zo, H., & Choi, M. (2016). User acceptance of wearable devices: An extended perspective of perceived value. Telematics and Informatics, 33(2), 256–269. https://doi.org/10.1016/j.tele.2015.08.007