Augmented Reality: Designing Immersive Experiences that Maximize Consumer Engagement
By Joachim Scholz, Andrew N. Smith. 2016
493 citations recorded by the source corpus.
Subfields: Marketing, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/8b6dbedf878fec9782d75bec3bc87a6d4688c98a
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Citations in the corpus
- An adoption framework for mobile augmented reality games: The case of Pokémon Go (2017, background): “Research interest in AR has grown in the past five years, with scholars focusing on user adoption behavior (Rauschnabel et al., 2015, Rauschnabel 2017), marketing potential (Scholz & Smith, 2016), and user requirements (tom Dieck, Jung, & Han, 2016).”
- Solving the crisis of immediacy: How digital technology can transform the customer experience (2016, background): “Rich video and augmented reality solutions exist today that provide this capability (Scholz & Smith, 2016).”
- We ARe at home: How augmented reality reshapes mobile marketing and consumer-brand relationships (2018, methodology): “Self-augmentation apps that employ the magic mirror paradigm (Scholz and Smith, 2016) should be especially apt at creating such “intimate” (Fritz et al.”
- The digital revolution in the travel and tourism industry (2019, background): “In the former case, next to the reality being shown and using technological support, content of potential interest to the digital traveler can be added and viewed (Scholz and Smith 2016).”