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ARTIRILMIŞ GERÇEKLİK PAZARLAMASININ Z KUŞAĞI MODA TÜKETİCİLERİNİN DAVRANIŞSAL NİYETLERİ ÜZERİNDEKİ ETKİLERİ

Year 2024, Volume: 31 Issue: 136, 253 - 268, 31.12.2024
https://doi.org/10.7216/teksmuh.1529591

Abstract

Yenilikçi teknolojiler tekstil ve moda endüstrisi için büyük önem arz etmektedir. Bu bağlamda bu araştırma çalışması, belirli bir artırılmış gerçeklik (AR) uygulamasını kullanarak AR teknolojilerinin Z Kuşağı moda tüketicilerinin davranışsal niyetleri üzerindeki etkisini anlamayı amaçlamaktadır. Bu çalışma, araştırma verilerini toplamak amacıyla 5 puanlık Likert Ölçeği ile modifiye edilmiş olan UTAUT2 modeline dayalı bir anket kullanılmıştır. Anket, yedi yapı altında dağıtılmış yirmi üç sorudan oluşmaktadır. 310 erkek ve kadın Z Kuşağı tüketicisi örneklem kullanılarak yapılan bulgular, algılanan değer (PV) boyutunun, Z Kuşağı tüketicilerinin moda alışverişi için AR teknolojisini kullanma niyetlerini olumlu yönde etkilediğini göstermektedir. Bulgular, araştırma modelinin davranışsal niyetin %75'ini açıkladığını ortaya koymaktadır. Tüm araştırma sonuçlarıyla, teknoloji kabul ve kullanım birleştirilmiş modeli-2 (UTAUT2) altı boyutu ile doğrulanmıştır. UTAUT2 modeline eklenen algılanan değer (PV) boyutu, modeli iyileştirmiştir. Orijinallik açısından, bu araştırma çalışması, gelişmiş bir AR uygulaması aracılığıyla belirli bir kullanıcı grubu olan Z Kuşağı moda tüketicilerinin davranışsal niyetleri üzerindeki artırılmış gerçeklik teknolojisinin etkilerini tanımlamaktadır.

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IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION

Year 2024, Volume: 31 Issue: 136, 253 - 268, 31.12.2024
https://doi.org/10.7216/teksmuh.1529591

Abstract

Innovative technologies are significant for the textile and fashion industry. In this context, this research study focuses on understanding the impact of augmented reality (AR) technologies on Gen-Z fashion consumers’ behavioral intention by using a specific AR app. As a methodology, the present study utilized a questionnaire based on the UTAUT2 model, which was modified to incorporate a 5-point Likert Scale to gather essential research data. The questionnaire comprised twenty-three questions distributed across seven constructs. Using a sample of 310 male and female Gen-Z consumers, the findings indicate that perceived value (PV) positively influences their behavioral intention to use AR technology for fashion shopping. Findings indicate that the research model explained 75% of behavioral intention. All research results confirm the unified theory of acceptance and the use of the technology 2 model (UTAUT2) with its six dimensions. The perceived value (PV) dimension, added to the UTAUT2, has improved the model. In terms of its originality, this recent research study defines augmented reality technology's impacts on the behavioral intention of Gen-Z consumers by focusing on this specific group of users through an advanced AR application.

References

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  • Scholz, J. and Smith, A.N. (2016) ‘Augmented reality: Designing immersive experiences that maximize consumer engagement’, Business Horizons, 59(2), pp. 149–161. doi:10.1016/j. bushor.2015.10.003.
  • Flavián, C. and Orús, C. (2018). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of Business Research, [online] 100(100), pp.547–560. doi:https://doi.org/10.1016/j.jbusres.2018.10.050.
  • Tom Dieck, M.C., Jung, T. and Han, D.-I. (2016). Mapping requirements for the wearable smart glasses augmented reality museum application. Journal of Hospitality and Tourism Technology, 7(3), pp.230–253. doi:https://doi.org/10.1108/jhtt-09-2015-0036.
  • Van Esch, P. et al. (2019) ‘Anthropomorphism and augmented reality in the retail environment’, Journal of Retailing and Consumer Services, 49, pp. 35–42. doi:10.1016/j.jretconser. 2019.03.002.
  • Hilken, T. et al. (2017) ‘Augmenting the eye of the beholder: Exploring the strategic potential of augmented reality to enhance online service experiences’, Journal of the Academy of Marketing Science, 45(6), pp. 884–905. doi:10.1007/s11747-017-0541-x.
  • Beck, M. and Crié, D. (2018) ‘I virtually try it … I want it ! virtual fitting room: A tool to increase online and off-line exploratory behavior, patronage and purchase intentions’, Journal of Retailing and Consumer Services, 40, pp. 279–286. doi:10.1016/j. jretconser.2016.08.006.
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  • Pantano, E. and Gandini, A. (2017), “Exploring the forms of sociality mediated by innovative technologies in retail settings”, Computers Human Behavior, Vol. 77, pp. 367-373, http://dx.doi.org/10.1016/j.chb.2017.02.036
  • Rauschnabel, P.A. et al. (2022) ‘What is Augmented Reality Marketing? its definition, complexity, and future’, Journal of Business Research, 142, pp. 1140–1150. doi:10.1016/ j.jbusres.2021.12.084.
  • Poushneh, A. and 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, [online] 34(34), pp.229–234. doi:https://doi.org/10.1016/j.jretconser.2016.10.005.
  • Trivedi, J. et al. (2022) ‘The effect of augmented reality in mobile applications on consumers’ online impulse purchase intention: The mediating role of perceived value’, Journal of Consumer Behaviour, 21(4), pp. 896–908. doi:10.1002/cb.2047.
  • Qin, H., Peak, DA and Prybutok, V. (2021) ‘A virtual market in your pocket: How does mobile augmented reality (MAR) Influence Consumer Decision Making?’, Journal of Retailing and Consumer Services, 58, p. 102337. doi:10.1016/j.jretconser. 2020.102337.
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There are 65 citations in total.

Details

Primary Language English
Subjects Textile Economy
Journal Section Articles
Authors

Beliz Günduru

Deniz Deniz 0000-0003-0372-1674

Publication Date December 31, 2024
Submission Date August 7, 2024
Acceptance Date October 9, 2024
Published in Issue Year 2024 Volume: 31 Issue: 136

Cite

APA Günduru, B., & Deniz, D. (2024). IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION. Tekstil Ve Mühendis, 31(136), 253-268. https://doi.org/10.7216/teksmuh.1529591
AMA Günduru B, Deniz D. IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION. Tekstil ve Mühendis. December 2024;31(136):253-268. doi:10.7216/teksmuh.1529591
Chicago Günduru, Beliz, and Deniz Deniz. “IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION”. Tekstil Ve Mühendis 31, no. 136 (December 2024): 253-68. https://doi.org/10.7216/teksmuh.1529591.
EndNote Günduru B, Deniz D (December 1, 2024) IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION. Tekstil ve Mühendis 31 136 253–268.
IEEE B. Günduru and D. Deniz, “IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION”, Tekstil ve Mühendis, vol. 31, no. 136, pp. 253–268, 2024, doi: 10.7216/teksmuh.1529591.
ISNAD Günduru, Beliz - Deniz, Deniz. “IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION”. Tekstil ve Mühendis 31/136 (December 2024), 253-268. https://doi.org/10.7216/teksmuh.1529591.
JAMA Günduru B, Deniz D. IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION. Tekstil ve Mühendis. 2024;31:253–268.
MLA Günduru, Beliz and Deniz Deniz. “IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION”. Tekstil Ve Mühendis, vol. 31, no. 136, 2024, pp. 253-68, doi:10.7216/teksmuh.1529591.
Vancouver Günduru B, Deniz D. IMPACTS OF AUGMENTED REALITY MARKETING ON GEN-Z FASHION CONSUMERS’ BEHAVIORAL INTENTION. Tekstil ve Mühendis. 2024;31(136):253-68.