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題名 評估社群行銷中的 AR 濾鏡對電腦硬體行業的影響
Assessing the Impact of AR Filters on Social Media Marketing for the Computer Hardware Industry
作者 陳泳靜
Milenova, Elizabeth
貢獻者 林日璇
Jih-Hsuan Tammy Lin
陳泳靜
Elizabeth Milenova
關鍵詞 增強現實(AR)
社會網路行銷
電腦硬體行業
AR濾鏡
品牌認知度
顧客參與度
Augmented Reality (AR)
Social Media Marketing
Computer Hardware Industry
AR Filters
Brand Awarenes
Consumer Engagement
日期 2024
上傳時間 1-Mar-2024 14:21:17 (UTC+8)
摘要 1.1 概念和目標 這畢業專題深入探討擴增實境(AR)技術在社交媒體行銷中的變革性影響,特別是在電腦硬件行業內。它突出了AR濾鏡在提升用戶參與度和提供沉浸式體驗方面日益重要的作用,這可以顯著地惠及傳統上被視為技術性和較少吸引人的領域。該研究旨在探索AR在電腦硬件領域行銷策略中未被充分利用的潛力,這是一個尚未廣泛研究的領域,特別是關於其對顧客體驗、品牌認知和忠誠度的影響。本研究旨在通過檢視AR如何革新社交媒體行銷策略,著重於顧客參與度和在這個迅速發展的行業中行銷方法的轉型,來填補現有的研究空白。 1.2 以華碩品牌案例研究 選擇華碩作為檢視擴增實境(AR)濾鏡在社交媒體行銷影響的案例研究是一個戰略性的選擇,這一選擇由該品牌在電腦硬件行業中的創新聲譽和眾多榮譽支持。華碩在2019年被認定為台灣第一國際品牌,在2021年獲得最具價值國際品牌,在2023年被評為最佳台灣全球品牌,這些榮譽強調了其全球影響力和對尖端技術的承諾。華碩的產品範圍吸引了從遊戲愛好者到技術專業人士的廣泛用戶群,為探索AR增強客戶參與度、產品視覺化和在社交平台上的品牌互動潛力提供了理想的背景。本研究努力提供洞察,展示如何在行業中利用AR濾鏡於行銷策略中。研究方法論,包括與華碩行銷專家的訪談和對現有活動的消費者行為調查,旨在揭示AR濾鏡在重塑電腦硬件行業社交媒體行銷中的功效和潛力。項目的成果預期將為行銷專業人士提供有價值的見解,幫助他們利用AR技術的力量創建更具吸引力、互動性和效果的AR行銷活動。
1.1. Concepts and Objectives The capstone project delves into the transformative impact of Augmented Reality (AR) technology in social media marketing, particularly within the computer hardware industry. It highlights the emerging importance of AR filters in enhancing user engagement and offering immersive experiences, which can significantly benefit sectors traditionally seen as technical and less engaging. The research seeks to explore the underutilized potential of AR in marketing strategies for the computer hardware sector, a field that has not been extensively studied, especially regarding its impact on customer experience, brand awareness, and loyalty. This study aims to fill the existing research gap by examining how AR can revolutionize social media marketing strategies, focusing on customer engagement and the transformation of marketing approaches in this rapidly evolving industry. 1.2. ASUS Brand as the Case Study Selecting Asus as the case study for examining the impact of Augmented Reality (AR) filters in social media marketing is a strategic choice, underpinned by the brand's innovative reputation and numerous accolades in the computer hardware industry. Asus has been recognized as the No. 1 International Brand from Taiwan in 2019, the Most Valuable International Brand in 2021, and the Best Taiwan Global Brand in 2023, accolades that underscore its global influence and commitment to cutting-edge technology. With a product range that appeals to a broad spectrum of users—from gaming enthusiasts to tech professionals—Asus provides an ideal backdrop for exploring AR's potential to enhance customer engagement, product visualization, and brand interaction on social platforms. This research endeavors to provide insights into how AR filters can be leveraged in marketing strategies for the industry. The study's methodology, including interview with Asus marketing expert and a consumer behavior survey on an existing campaign, aims to provide valuable insights for marketing professionals, helping them harness the power of AR technology to create more engaging, interactive, and effective AR marketing campaigns.
參考文獻 Abdelkader, O. A., & Rabie, M. H. (2019). Exploring the general awareness of young users according to AIDA model applied to social networking ads. Journal of Theoretical and Applied Information Technology, 97(6), 1693-1703. American Psychological Association. (2010). Ethical principles of psychologists and code of conduct. American Psychological Association. https://doi.org/10.1037/a0020168 Appel, G., Grewal, L., Hadi, R., & Stephen, A. T. (2020). The future of social media in marketing. Journal of the Academy of Marketing science, 48(1), 79-95. https://doi.org/10.1007/s11747-019-00695-1 Arghashi, V. (2022). Shopping with augmented reality: How wow-effect changes the equations!. Electronic Commerce Research and Applications, 54, 101166. ASUS. (2021). Awards. Retrieved from https://www.asus.com/about-asus-awards/ ASUS. (2023). News: Best Taiwan Global Brand. Retrieved from https://www.asus.com/news/3bumqnvibec7feoh/ ASUS. (2023). ASUS Vivobook x BAPE® Exclusive Edition Collaboration. https://www.asus.com/event/vivobook-bape/ Chiu, C. L., Ho, H. C., Yu, T., Liu, Y., & Mo, Y. (2021). Exploring information technology success of Augmented Reality Retail Applications in retail food chain. Journal of Retailing and Consumer Services, 61, 102561. https://doi.org/10.1016/j.jretconser.2021.102561 Du, Z., Liu, J., & Wang, T. (2022). Augmented reality marketing: A systematic literature review and an agenda for future inquiry. Frontiers in psychology, 13, 925963. https://doi.org/10.3389%2Ffpsyg.2022.925963 Dwivedi, Y. K., Ismagilova, E., Hughes, D. L., Carlson, J., Filieri, R., Jacobson, J., ... & Wang, Y. (2021). Setting the future of digital and social media marketing research: Perspectives and research propositions. International Journal of Information Management, 59, 102168. https://doi.org/10.1016/j.ijinfomgt.2020.102168 Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of convenience sampling and purposive sampling. American Journal of Theoretical and Applied Statistics, 5(1), 1-4. https://doi.org/10.11648/j.ajtas.20160501.11 Hawker, K., & Carah, N. (2021). Snapchat’s augmented reality brand culture: sponsored filters and lenses as digital piecework. Continuum, 35(1), 12-29. https://doi.org/10.1080/10304312.2020.1827370 Hilken, T., Keeling, D. I., de Ruyter, K., Mahr, D., & Chylinski, M. (2020). Seeing eye to eye: social augmented reality and shared decision making in the marketplace. Journal of the Academy of Marketing Science, 48, 143-164. https://doi.org/10.1007/s11747-019-00688-0 Huang, K. (2019). The implementation strategy of virtual & augmented reality for the real estate industry (Doctoral dissertation, Massachusetts Institute of Technology). http://dspace.mit.edu/handle/1721.1/7582 Huang, T. L., & Liao, S. (2015). A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness. Electronic Commerce Research, 15(2), 269-295. https://doi.org/10.1007/s10660-014-9163-2 Ibáñez‐Sánchez, S., Orus, C., & Flavian, C. (2022). Augmented reality filters on social media. Analyzing the drivers of playability based on uses and gratifications theory. Psychology & Marketing, 39(3), 559-578. http://dx.doi.org/10.1002/mar.21639 Javornik, A. (2016). “It’s an illusion, but it looks real!” Consumer affective, cognitive and behavioural responses to augmented reality applications. Journal of Marketing Management, 32(9-10), 987-1011. https://doi.org/10.1080/0267257X.2016.1174726 Joshi, S., Walavalkar, P., Shetkar, P., Joshi, S., Mahale, S., Bhogan, S., & Sawant, K. (2020). Product Visualization Using Augmented Reality. International Research Journal of Engineering and Technology, 7(5), 6924-6929. Kipper, G., & Rampolla, J. (2012). Augmented Reality: An Emerging Technologies Guide to AR. Syngress. Lee, K. C. (2018). Augmented Reality in Education and Training. TechTrends, 62(2), 175-185. Ludwig, T., Stickel, O., Tolmie, P., & Sellmer, M. (2021). shARe-IT: Ad hoc remote troubleshooting through augmented reality. Computer Supported Cooperative Work (CSCW), 30, 119-167. https://doi.org/10.1007/s10606-021-09393-5 Menon, D. (2022). Factors influencing Instagram Reels usage behaviours: An examination of motives, contextual age and narcissism. Telematics and Informatics Reports, 5, 100007. https://doi.org/10.1016/j.teler.2022.100007 Mures, O. A., Jaspe, A., Padrón, E. J., & Rabuñal, J. R. (2016). Virtual reality and point-based rendering in architecture and heritage. In Handbook of Research on Visual Computing and Emerging Geometrical Design Tools (pp. 78-95). IGI Global. https://doi.org/10.4018/978-1-5225-0029-2.ch004 Poushneh, A. (2018). Augmented reality in retail: A trade-off between user's control of access to personal information and augmentation quality. Journal of Retailing and Consumer Services, 41, 169-176. https://doi.org/10.1016/j.jretconser.2017.12.010 Rauschnabel, P. A., Brem, A., & Ivens, B. S. (2015). Who will buy smart glasses? Empirical results of two pre-market-entry studies on the role of personality in individual awareness and intended adoption of Google Glass wearables. Computers in Human Behavior, 49, 635-647. https://doi.org/10.1016/j.chb.2015.03.003 Rauschnabel, P. A. (2018). A conceptual uses & gratification framework on the use of augmented reality smart glasses. Augmented Reality and Virtual Reality: Empowering Human, Place and Business, 211-227. 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 Smith, A. N., & Zook, Z. (2011). Marketing communications via social media. Kogan Page. Suchith, B., Josh, N. G., Kurien, N., Yedukrishnan, P. B., & Baby, K. (2021). Shopping Using Augmented Reality. In Second International Conference on Networks and Advances in Computational Technologies: NetACT 19 (pp. 263-272). Springer International Publishing. https://doi.org/10.1007/978-3-030-49500-8_23 Sue, V. M., & Ritter, L. A. (2012). Conducting online surveys (2nd ed.). Sage Publications. https://doi.org/10.4135/9781506335186 Sung, E. C. (2021). The effects of augmented reality mobile app advertising: Viral marketing via shared social experience. Journal of Business Research, 122, 75-87. https://doi.org/10.1016/j.jbusres.2020.08.034 Tan, Y. C., Chandukala, S. R., & Reddy, S. K. (2022). Augmented reality in retail and its impact on sales. Journal of Marketing, 86(1), 48-66. https://doi.org/10.1177/0022242921995449 Walentek, D., & Ziora, L. (2023). A systematic review on the use of augmented reality in management and business. Procedia Computer Science, 225, 861-871. https://doi.org/10.1016/j.procs.2023.10.073
描述 碩士
國立政治大學
全球傳播與創新科技碩士學位學程
111ZM1046
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0111ZM1046
資料類型 thesis
dc.contributor.advisor 林日璇zh_TW
dc.contributor.advisor Jih-Hsuan Tammy Linen_US
dc.contributor.author (Authors) 陳泳靜zh_TW
dc.contributor.author (Authors) Elizabeth Milenovaen_US
dc.creator (作者) 陳泳靜zh_TW
dc.creator (作者) Milenova, Elizabethen_US
dc.date (日期) 2024en_US
dc.date.accessioned 1-Mar-2024 14:21:17 (UTC+8)-
dc.date.available 1-Mar-2024 14:21:17 (UTC+8)-
dc.date.issued (上傳時間) 1-Mar-2024 14:21:17 (UTC+8)-
dc.identifier (Other Identifiers) G0111ZM1046en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/150285-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 全球傳播與創新科技碩士學位學程zh_TW
dc.description (描述) 111ZM1046zh_TW
dc.description.abstract (摘要) 1.1 概念和目標 這畢業專題深入探討擴增實境(AR)技術在社交媒體行銷中的變革性影響,特別是在電腦硬件行業內。它突出了AR濾鏡在提升用戶參與度和提供沉浸式體驗方面日益重要的作用,這可以顯著地惠及傳統上被視為技術性和較少吸引人的領域。該研究旨在探索AR在電腦硬件領域行銷策略中未被充分利用的潛力,這是一個尚未廣泛研究的領域,特別是關於其對顧客體驗、品牌認知和忠誠度的影響。本研究旨在通過檢視AR如何革新社交媒體行銷策略,著重於顧客參與度和在這個迅速發展的行業中行銷方法的轉型,來填補現有的研究空白。 1.2 以華碩品牌案例研究 選擇華碩作為檢視擴增實境(AR)濾鏡在社交媒體行銷影響的案例研究是一個戰略性的選擇,這一選擇由該品牌在電腦硬件行業中的創新聲譽和眾多榮譽支持。華碩在2019年被認定為台灣第一國際品牌,在2021年獲得最具價值國際品牌,在2023年被評為最佳台灣全球品牌,這些榮譽強調了其全球影響力和對尖端技術的承諾。華碩的產品範圍吸引了從遊戲愛好者到技術專業人士的廣泛用戶群,為探索AR增強客戶參與度、產品視覺化和在社交平台上的品牌互動潛力提供了理想的背景。本研究努力提供洞察,展示如何在行業中利用AR濾鏡於行銷策略中。研究方法論,包括與華碩行銷專家的訪談和對現有活動的消費者行為調查,旨在揭示AR濾鏡在重塑電腦硬件行業社交媒體行銷中的功效和潛力。項目的成果預期將為行銷專業人士提供有價值的見解,幫助他們利用AR技術的力量創建更具吸引力、互動性和效果的AR行銷活動。zh_TW
dc.description.abstract (摘要) 1.1. Concepts and Objectives The capstone project delves into the transformative impact of Augmented Reality (AR) technology in social media marketing, particularly within the computer hardware industry. It highlights the emerging importance of AR filters in enhancing user engagement and offering immersive experiences, which can significantly benefit sectors traditionally seen as technical and less engaging. The research seeks to explore the underutilized potential of AR in marketing strategies for the computer hardware sector, a field that has not been extensively studied, especially regarding its impact on customer experience, brand awareness, and loyalty. This study aims to fill the existing research gap by examining how AR can revolutionize social media marketing strategies, focusing on customer engagement and the transformation of marketing approaches in this rapidly evolving industry. 1.2. ASUS Brand as the Case Study Selecting Asus as the case study for examining the impact of Augmented Reality (AR) filters in social media marketing is a strategic choice, underpinned by the brand's innovative reputation and numerous accolades in the computer hardware industry. Asus has been recognized as the No. 1 International Brand from Taiwan in 2019, the Most Valuable International Brand in 2021, and the Best Taiwan Global Brand in 2023, accolades that underscore its global influence and commitment to cutting-edge technology. With a product range that appeals to a broad spectrum of users—from gaming enthusiasts to tech professionals—Asus provides an ideal backdrop for exploring AR's potential to enhance customer engagement, product visualization, and brand interaction on social platforms. This research endeavors to provide insights into how AR filters can be leveraged in marketing strategies for the industry. The study's methodology, including interview with Asus marketing expert and a consumer behavior survey on an existing campaign, aims to provide valuable insights for marketing professionals, helping them harness the power of AR technology to create more engaging, interactive, and effective AR marketing campaigns.en_US
dc.description.tableofcontents 1. Literature Review 1 1.1. Background on Augmented Reality Technology 1 1.2. Recent Trends in the Use of Augmented Reality Technology 1 1.3. Applications of Augmented Reality Technology in Social Media 2 1.4. Potential Benefits of Augmented Reality Enhancements in Social Media Marketing 2 2. Academic Foundations 2 3. Research Methodology 3 3.1. Research Questions (RQ) 4 3.2. Ethical Considerations 5 3.3. Phase 1: Marketing Expert Interview 5 3.4. Phase 2: Consumer Behavior Survey 6 4. Findings and Analysis 8 4.1. Phase 1: Marketing Expert Interview Findings 8 4.2. Phase 2: Consumer Behavior Survey on "Asus Vivobook X BAPE" AR Marketing Campaign 10 4.3. Research Questions Analysis 24 5. Discussion 26 6. Conclusion 27 7. References 28 8. Appendices 31zh_TW
dc.format.extent 2422252 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0111ZM1046en_US
dc.subject (關鍵詞) 增強現實(AR)zh_TW
dc.subject (關鍵詞) 社會網路行銷zh_TW
dc.subject (關鍵詞) 電腦硬體行業zh_TW
dc.subject (關鍵詞) AR濾鏡zh_TW
dc.subject (關鍵詞) 品牌認知度zh_TW
dc.subject (關鍵詞) 顧客參與度zh_TW
dc.subject (關鍵詞) Augmented Reality (AR)en_US
dc.subject (關鍵詞) Social Media Marketingen_US
dc.subject (關鍵詞) Computer Hardware Industryen_US
dc.subject (關鍵詞) AR Filtersen_US
dc.subject (關鍵詞) Brand Awarenesen_US
dc.subject (關鍵詞) Consumer Engagementen_US
dc.title (題名) 評估社群行銷中的 AR 濾鏡對電腦硬體行業的影響zh_TW
dc.title (題名) Assessing the Impact of AR Filters on Social Media Marketing for the Computer Hardware Industryen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Abdelkader, O. A., & Rabie, M. H. (2019). Exploring the general awareness of young users according to AIDA model applied to social networking ads. Journal of Theoretical and Applied Information Technology, 97(6), 1693-1703. American Psychological Association. (2010). Ethical principles of psychologists and code of conduct. American Psychological Association. https://doi.org/10.1037/a0020168 Appel, G., Grewal, L., Hadi, R., & Stephen, A. T. (2020). The future of social media in marketing. Journal of the Academy of Marketing science, 48(1), 79-95. https://doi.org/10.1007/s11747-019-00695-1 Arghashi, V. (2022). Shopping with augmented reality: How wow-effect changes the equations!. Electronic Commerce Research and Applications, 54, 101166. ASUS. (2021). Awards. Retrieved from https://www.asus.com/about-asus-awards/ ASUS. (2023). News: Best Taiwan Global Brand. Retrieved from https://www.asus.com/news/3bumqnvibec7feoh/ ASUS. (2023). ASUS Vivobook x BAPE® Exclusive Edition Collaboration. https://www.asus.com/event/vivobook-bape/ Chiu, C. L., Ho, H. C., Yu, T., Liu, Y., & Mo, Y. (2021). Exploring information technology success of Augmented Reality Retail Applications in retail food chain. Journal of Retailing and Consumer Services, 61, 102561. https://doi.org/10.1016/j.jretconser.2021.102561 Du, Z., Liu, J., & Wang, T. (2022). Augmented reality marketing: A systematic literature review and an agenda for future inquiry. Frontiers in psychology, 13, 925963. https://doi.org/10.3389%2Ffpsyg.2022.925963 Dwivedi, Y. K., Ismagilova, E., Hughes, D. L., Carlson, J., Filieri, R., Jacobson, J., ... & Wang, Y. (2021). Setting the future of digital and social media marketing research: Perspectives and research propositions. International Journal of Information Management, 59, 102168. https://doi.org/10.1016/j.ijinfomgt.2020.102168 Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of convenience sampling and purposive sampling. American Journal of Theoretical and Applied Statistics, 5(1), 1-4. https://doi.org/10.11648/j.ajtas.20160501.11 Hawker, K., & Carah, N. (2021). Snapchat’s augmented reality brand culture: sponsored filters and lenses as digital piecework. Continuum, 35(1), 12-29. https://doi.org/10.1080/10304312.2020.1827370 Hilken, T., Keeling, D. I., de Ruyter, K., Mahr, D., & Chylinski, M. (2020). Seeing eye to eye: social augmented reality and shared decision making in the marketplace. Journal of the Academy of Marketing Science, 48, 143-164. https://doi.org/10.1007/s11747-019-00688-0 Huang, K. (2019). The implementation strategy of virtual & augmented reality for the real estate industry (Doctoral dissertation, Massachusetts Institute of Technology). http://dspace.mit.edu/handle/1721.1/7582 Huang, T. L., & Liao, S. (2015). A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness. Electronic Commerce Research, 15(2), 269-295. https://doi.org/10.1007/s10660-014-9163-2 Ibáñez‐Sánchez, S., Orus, C., & Flavian, C. (2022). Augmented reality filters on social media. Analyzing the drivers of playability based on uses and gratifications theory. Psychology & Marketing, 39(3), 559-578. http://dx.doi.org/10.1002/mar.21639 Javornik, A. (2016). “It’s an illusion, but it looks real!” Consumer affective, cognitive and behavioural responses to augmented reality applications. Journal of Marketing Management, 32(9-10), 987-1011. https://doi.org/10.1080/0267257X.2016.1174726 Joshi, S., Walavalkar, P., Shetkar, P., Joshi, S., Mahale, S., Bhogan, S., & Sawant, K. (2020). Product Visualization Using Augmented Reality. International Research Journal of Engineering and Technology, 7(5), 6924-6929. Kipper, G., & Rampolla, J. (2012). Augmented Reality: An Emerging Technologies Guide to AR. Syngress. Lee, K. C. (2018). Augmented Reality in Education and Training. TechTrends, 62(2), 175-185. Ludwig, T., Stickel, O., Tolmie, P., & Sellmer, M. (2021). shARe-IT: Ad hoc remote troubleshooting through augmented reality. Computer Supported Cooperative Work (CSCW), 30, 119-167. https://doi.org/10.1007/s10606-021-09393-5 Menon, D. (2022). Factors influencing Instagram Reels usage behaviours: An examination of motives, contextual age and narcissism. Telematics and Informatics Reports, 5, 100007. https://doi.org/10.1016/j.teler.2022.100007 Mures, O. A., Jaspe, A., Padrón, E. J., & Rabuñal, J. R. (2016). Virtual reality and point-based rendering in architecture and heritage. In Handbook of Research on Visual Computing and Emerging Geometrical Design Tools (pp. 78-95). IGI Global. https://doi.org/10.4018/978-1-5225-0029-2.ch004 Poushneh, A. (2018). Augmented reality in retail: A trade-off between user's control of access to personal information and augmentation quality. Journal of Retailing and Consumer Services, 41, 169-176. https://doi.org/10.1016/j.jretconser.2017.12.010 Rauschnabel, P. A., Brem, A., & Ivens, B. S. (2015). Who will buy smart glasses? Empirical results of two pre-market-entry studies on the role of personality in individual awareness and intended adoption of Google Glass wearables. Computers in Human Behavior, 49, 635-647. https://doi.org/10.1016/j.chb.2015.03.003 Rauschnabel, P. A. (2018). A conceptual uses & gratification framework on the use of augmented reality smart glasses. Augmented Reality and Virtual Reality: Empowering Human, Place and Business, 211-227. 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 Smith, A. N., & Zook, Z. (2011). Marketing communications via social media. Kogan Page. Suchith, B., Josh, N. G., Kurien, N., Yedukrishnan, P. B., & Baby, K. (2021). 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