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dc.contributor.authorOyman, Mine
dc.contributor.authorBal, Dondu
dc.contributor.authorOzer, Serhat
dc.date.accessioned2023-03-10T09:26:07Z
dc.date.available2023-03-10T09:26:07Z
dc.date.issued2022en_US
dc.identifier.issn0747-5632
dc.identifier.issn1873-7692
dc.identifier.otherWOS:000740332200009
dc.identifier.urihttps://doi.org/10.1016/j.chb.2021.107127
dc.identifier.urihttps://hdl.handle.net/20.500.12573/1523
dc.description.abstractToday, reaching consumers through interactive methods has become one of the primary goals of the brands. As a result of this, smartphones have turned into tools brands can use to start an interaction with consumers. Due to augmented reality (AR)-supported mobile applications, brands can both provide consumers with detailed information about products and services, and also affect consumers’ perceptions. The main purpose of this research is to determine the effect of augmented reality use in mobile applications on consumers’ behavioral intentions towards the use of the mobile application and perceptions underlying this effect. In this study, by employing the Technology Acceptance Model (TAM), the effect of augmented reality on behavioral intentions for mobile application use was examined through a structural equation modeling (SEM). Additionally, the effects of the technology anxiety (TA) and consumer novelty seeking (CNS) on perceived augmented reality were also examined. An augmented reality-supported mobile application which makes trying cosmetic products virtually on possible, was used by female consumers (n = 278). The data was collected through a questionnaire. The results indicated that the CNS had a positive and direct effect on perceived augmented reality (PAR); PAR had a positive and direct effect on perceived enjoyment (PE), perceived usefulness (PU), perceived informativeness (PI), and perceived ease of use (PEU). It was also determined that the PE, PU, PI had positive and direct effects on the behavioral intentions to use the application (BIUA).en_US
dc.language.isoengen_US
dc.publisherPERGAMON-ELSEVIER SCIENCE LTDen_US
dc.relation.isversionof10.1016/j.chb.2021.107127en_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectAugmented realityen_US
dc.subjectAR-Supported mobile applicationsen_US
dc.subjectConsumer novelty seekingen_US
dc.subjectConsumer perceptionsen_US
dc.subjectUsage intentionen_US
dc.subjectTechnology acceptanceen_US
dc.titleExtending the technology acceptance model to explain how perceived augmented reality affects consumers' perceptionsen_US
dc.typearticleen_US
dc.contributor.departmentAGÜ, Yönetim Bilimleri Fakültesi, İşletme Bölümüen_US
dc.contributor.authorID0000-0001-7626-6487en_US
dc.contributor.institutionauthorOzer, Serhat
dc.identifier.volume128en_US
dc.identifier.startpage1en_US
dc.identifier.endpage12en_US
dc.relation.journalCOMPUTERS IN HUMAN BEHAVIORen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US


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