research proposal exploring and identifying the impact of AR marketing on purchasing behavior of Gen Y with the analysis of case study of the implementation AR technology in Coca Cola’s marketing campaign in Vietnam.
RESEARCH PROPOSAL TOPIC: THE IMPACT OF AUGMENTED REALITY MARKETINGIN PURCHASING INTENTION OF MILLENNIALS PURCHASING BEHAVIOR THE CASE STUDY OF COCA COLA IN VIETNAM Chapter 1: Theoretical background Introduction These days individuals experience existence where desktop-based associated with innovation moving towards mobile and wearable computing (Satyanarayanan, 2001; Ware and Balakrishnan, 1994) The individual devices are being changed into artificial, external eyes and ears for detecting implanted data in the encompassing condition Modern technology is increasingly accelerating, transforming many industries and shaping the future world With these technological advances, the race of leading technology companies in the world on technology innovation must also take advantage of their time and resources to be able to stay strongly in the market And marketing technology that help enterprises to improve the efficiency of marketing campaigns for their products and services is not the exception of this trend (Esha Jain, 2017) The upsides of both real and digital can be mixed into solitary interface, which empowers new applications and services to be created (Thomas Olssona, 2012) The way towards bringing the real and virtual closer together outcomes into the starting point of augmented reality Virtual reality (VR) technology was a new term that appeared around the early 90s, but really flourished in the last few years (Moses Okechukwu Onyesolu, 2011) As predicted by Gartner (global market research organization), VR topped the list of 10 strategic technologies in 2009 In the US and Europe, virtual reality (VR) has become a key technology thanks to its wide applicability in all areas (research and industry, education and training, tourism, real estate services, commerce and entertainment, etc.) and economic potential, as well as in civil and military Especially in marketing field, the application of augmented reality brings breakthrough experience for potential customers (Filip Grudzewski, 2018) Augmented reality (AR) is a technology that develops further from VR technology AR focuses on combining the real world with virtual information, not separating users into a separate space like VR (Ooi Jin, 2015) AR allows users to interact with virtual space in real life, user will touch everything in that space and users and the environment around them can interact with each other (R Silva, 2003) It is also the technology to spread to users the fastest thanks to new technology effects which help to attract and stimulate user’s discovery and imagination AR premises to create marketing experience, create breakthroughs for users because the product is not only displayed before the eyes but also it also can be touched, interacted to meet the real needs of customers (R Silva, 2003) Marketing experiences with AR, it is also an effective tool for manufacturers to receive backward interactions with feedback from users, thereby making reasonable and timely adjustments to their products and services to meet the need of customers better (A.R Philipp, 2019) It is due to huge benefits that AR brings to businesses, many organizations effectively attempted to grow business with this innovation (Elham Baratali, 2016) Big and well-known brands have launched innovative new marketing campaigns with AR technology For example, Adidas gives users a thick experience before buying Ikea allows customers to experience and choose suitable furniture samples to order and buy Volvo lets users test drive and experience the new features and utilities of the car L’Oreal enables users choose the most suitable cosmetics for each user Besides the ability to improve customer experience, AR technology has been proven to have positive impact on customer purchasing behaviors through providing entertainment, emotions and experimental experience of using products which add more values and information in the process of buying decision making of customers (Abrar, 2018) The millennials is a term used to refer to those born between 1980 and 2000 Unlike Baby Boomer born in the period 1950-1969 with many political vibrations, or people born in the period 1970 - 1985 (generation X) when the world did not have many breakthroughs in economy, information technology, generation Y was the generation born in the period when the whole world transformed with the advances of science, telecommunications, of multifaceted cooperation (Flor Madrigal Moreno, 2017) What is more important, moreover, is the main workforce, the main customer, who determines the survival and development of the current global economy (Matthew B Cimperman, 2018) Because of the strong number and one of the most powerful purchasing groups, millennials has become the top concern of many brands in all industries, but it is also a problem Because customers of this generation are tech-savvy but full of skepticism, traditional ads no longer work (Katherine, 2011) Despite the diversity of millennials, there is a common theme throughout the Y-generation love of technology Technology is so important to millennials that 53% want to give up smell rather than their technology (Ljupka, 2017) More than 80% sleep with their mobile phones and 32% millennials check social media from toilets (Ljupka, 2017) A report by Nielsen on millennials shows more than 74% feel that new technology makes their lives easier While 54% say the new technology brings them closer to their friends and family (Nielsen, 2017) It is therefore not surprising that millennials are embracing AR In fact, millennials are twice as likely to buy AR headsets as their peers Not only is it the promise of advanced technology that attracts millennials, the rich experiences that AR brings are equally appealing (H.B Amir, 2017) Research objectives However, previous research and studies have not identified clearly how the application of AR in marketing for products and services make influence on purchasing intention of millennials Therefore, this research focus on exploring and identifying the impact of AR marketing on purchasing behavior of Gen Y with the analysis of case study of the implementation AR technology in Coca Cola’s marketing campaign in Vietnam Research questions With the objectives mentioned above, the research paper come to find answers for the following question: How does augmented reality marketing impact on purchasing intention of millennials in Vietnam? Chapter 2: Literature review The concept augmented reality Definition of augmented reality Augmented reality began in 1968 by Sutherland, who used it to build head-mounted display systems As the development of augmented reality became concerned, it was quickly used in many areas of business, logistics, gaming, manufacturing and retail (C Julie, 2011) AR is defined as is the physical extension of the universe by adding layers of information generated by the computer to the real environment (C Julie, 2011) The information in this context can be any virtual object or content, including text, images, videos, sounds, haptic feedback (vibration on touch - called Haptic Feedback), data, GPS, and even smells (smells) But AR is not just simple display technology It also represents a kind of real-time native user interface for human interaction with digital objects and devices (R Silva, 2003) Silva and his colleagues in their research in the application of AR pointed out that AR can be built by performing four basic and separate tasks, and combining output in a useful way as following (R Silva, 2003) Screen capture: First, the reality needs to be enhanced by using video capture devices such as cameras or see-through devices such as a head-mounted display (HMD) Scene identification: Next, the actual captured image must be scanned to determine the exact location where the virtual content should be embedded This location can be identified by signs (visual tags) or by tracking technologies such as GPS, sensors, infrared, or lasers Screen processing: When the context is clearly identified and defined, corresponding virtual content is required, usually from the Internet or from any type of database Scene visualization: Finally, the AR system creates a mixed image of real space as well as virtual content Experts also distinguish between Augmented Reality (AR) - augmented reality and Virtual Reality (VR) - virtual reality VR is a completely computer-generated environment, users immerse themselves fully in the three dimensions displayed on a computer screen or through special displays, such as Oculus Rift In contrast, AR (or Mixed Reality as it is sometimes called) combines both virtual and real AR users can still feel the real world around them The development of augmented reality The term AR first appeared in 1950 when a cameraman named Morton Heilig believed that cinema was an art that viewers were able to interact with movies being shown on the screen In 1962, he began developing his ideas, which in 1955 he called "the Cinema of the Future" called Sensorama, which existed before the advent of digital computers Subsequently, Ivan Sutherland devised a head-on device with the idea that it would help display information of the immediate objects in 1966 By 1968, he developed the working prototype of the first AR system Myron Krueger then in 1975 set up an artificial reality laboratory called the video room It is an area that allows users to easily perform virtual elements for the first time (J Carmigniani, 2011) In the early 1990s, AR became a research area In 1997, Ronald Azuma surveyed and wrote an AR survey in which he defined AR means combining real and virtual into one being recorded in 3- dimensional space and interacting in real time (J Ford, 2008) In 2000, Bruce Thomas created the first mobile AR game and presented it at the International Symposium on Wearable Computers In 2007, applications in the medical field began to develop Later, more AR apps were designed, and one of them was the Wikitude AR Travel Guide app created in 2008 Also in 2008, Gartner Inc predicted AR would be one of the 10 most difficult technologies Most applications in the period 2008-2012 In addition, in the future it is clear that AR not only develops apps based on search location but also thrives in the fields of social networks and games, education, life health Figure 1 shows the development of augmented reality through historical periods Figure 1: The development of AR Over the years, AR applications have become flexible and usable on mobile phones In addition, the AR application has become one of the media (for example, news, entertainment and sports facilities) Recently, AR applications are heavily used in the field of e-commerce and tourism Besides, it becomes a very important part of the field of virtual reality (VR) applications AR has a lot of advantages over traditional VR One of the most obvious advantages of AR is that it feels more realistic, more interactive because AR focuses on integration between the virtual environment and the real world Difference between virtual reality and augmented reality Virtual reality is also a technology that interacts with the digital world, helping the experience to immerse people in a whole new space ahead (Gandolfi, 2018) With virtual reality, users seem to be in a completely artificial environment simulated and created by computer software There are images and sounds extremely realistic like you are standing in that environment Virtual reality technology will need the interaction of the motion sensor or gyroscope to recognize the movements of the user In addition, there should be a computer with good enough graphics, input and output devices, etc (N Anand, 2018) Virtual reality technology is now applied a lot in life, especially entertainment, virtual reality games and train some special jobs like pilot Meanwhile, augmented reality is a combination of real life images around users with virtual information that is completely separate from the real world and the virtual world like VR (N Anand, 2018) AR helps the actual images users are viewing become richer and more diverse with virtual images AR technology will add virtual details created by a computer or smartphone (Elham Baratali, 2016) Users can freely interact with virtual content in the real world such as touch and capture, users can see a typical example of AR technology applied in Pokemon Go This is a game, proving it is a virtual element, but users can still move in their real world, from the streets, offices or at home, join to catch the Pokemon by interacting on the smartphone screen The first difference can be easily noticed that the devices attached to these two technologies are completely different (N Anand, 2018) For VR, the device that comes with user needs to be a virtual reality headset, and users are completely dependent on it For AR technology, users absolutely do not need to depend on specific equipment such as VR, such as Pokemon Go games, users just need to use their smartphone AR is also easier to apply in practice, while VR is more often used in entertainment or for new experiences Both technologies allow entertainment experiences to become more popular and more popular (Gandolfi, 2018) In terms of popularity, AR is also more popular than VR, AR can be used immediately with a smartphone because the phone already has cameras and sensors to identify the outside world, whereas, VR requires users to have powerful hardware to be able to experience, which costs to buy VR devices In the low-end segment we have Google Cardboard from 10 - 15 USD but the higher segment is high-end devices such as Oculus Rift about 600 USD or HTC Vive about 800 USD In addition, the virtual reality glasses also require computers with powerful configurations, the cost for computers is really big and not everyone can afford it AR and VR are different but not two rival technologies, each has its own application and the other cannot, so these two technologies will still exist in parallel VR is more commercially available and popular, while VR is more technology-specific, so it takes time to develop and make devices more accessible to users can appear widely In general, AR and VR are all great technologies that give users experiences and interactions that create room for entertainment and fun or to bring interaction between digital devices and the real world Not only AR and VR operate independently, but actually often work together to provide an optimal user experience Finally, whether independently or in combination with each other, AR and VR are open to users for real and virtual worlds The application of AR in marketing Digital media has been more and more interested and selected in recent years It allows users to interact more deeply, create a different, realistic world, where users can feel, express emotions, freely experience with the product (Stephen, 2015) The trend of digital marketing is also evolving to meet the technology's growing desire to understand technology for consumers who are accustomed to convenient access to almost everything they want with smartphones and Internet connection (Esha Jain, 2017) Currently, there are many businesses that have been applying augmented reality to communication activities, promoting products, brands, businesses to customers and the public (S.D Sumesh, 2015) Augmented reality communication is a new marketing trend of 2019, promising to bring exciting, authentic and new experiences to customers and the public Along this line, Kenneth and his colleagues (2015) also agreed that the implementation of AR technology in marketing creates a favorable condition for businesses to bring customers brand-new experience in approaching and experimenting products and services, which increases the chance to buy products and services (R.D Kenneth, 2016) Elham Baratali in his research on effective AR in marketing (2016) identified that simply AR marketing is the combination of traditional print media with digital elements or innovative elements such as sound, 3D images, graphics, electronic versions to create a new world with users, so that they have a deeper experience with the products and brands of the business (Elham Baratali, 2016) Similarly with Elham Baratali, O Mauroner, L Le and S Best also totally agreed that augmented reality technology is at the forefront of the trend of interactive media marketing (O Mauroner, 2016) Augmented reality has digital components that make it possible for users to interact in a real environment It allows customers to experience the product with just a smartphone, tablet, For example, AR-enabled applications allow users to scan images on pages, websites, screens or packages with smartphone and an interactive 3D model, the link will pop up and hover over the print media (O Mauroner, 2016) Both studies by Elham Baratali (2016) and O Mauroner (2016) identified outstanding benefits of AR application in marketing on branding communication for businesses This can be demonstrated by the fact that AR technology in advertising not only brings new impressions and experiences to users, but it also brings positive advantages with marketing and business development (Elham Baratali, 2016; O Mauroner, 2016) The implementation of AR technology is considered to help businesses increase their product presence and image in the market (Camila Moreira, 2017) When businesses give their customers a personal experience so that customers have chance to be immerse themselves in experimenting process and then very impressed, they will remember their experience with businesses and come back many times to try out all the products and services, which results in increasing customer brand loyalty gradually (Camila Moreira, 2017) Besides, thanks to AR technology, marketers now can improve documentation and marketing strategy to increase better interaction with potential customers (N.W Syarifah, 2016) With augmented reality communication marketers can learn, tune and improve based on the meaningful interactions customers who are experiencing with their current campaigns By using the feedback or inputs marketers receive while customers interact with the media, marketers can learn a lot about them and what is happening and drive their purchasing decisions as they continue to interact This valuable information will help marketers create effective marketing materials (N.W Syarifah, 2016) Characteristics of Millennials The Millennials is the term used to refer to those born between 1980 and 2000 (Travis J Smith, 2015) Unlike Baby Boomer born in the period 1950-1969 with many political vibrations, or people born in the period 1970 - 1985 (generation X) when the world did not have many breakthroughs in economy, information technology, generation Y was the generation born in the period when the whole world transformed with the advances of science, telecommunications and multifaceted cooperation (Travis J Smith, 2015) The more important factor is that generation Y now considered as the main workforce, the main customer, who determines the survival and development of the current global economy (Katherine, 2011) According to the report by ITUC (2015), In the United States only, about 1 million people of Generation Y add to the workforce each year It is estimated that Generation Y will account for 36% of the US workforce by 2025 In France, there are currently 16 million people in Generation Y, accounting for 40% of the workforce In Vietnam, it is estimated that in the next 3 years, Generation Y will be the largest component, accounting for more than 43% of the labor force (ITUC, 2015) Having access to technology from an early age, it can be said that Generation Y is the generation that gets more benefits from the development of information technology than previous generations (Luís Simões, 2008) They develop themselves in an open world where millions and billions of people around the world are connected There are many channels to expand and learn knowledge, to exchange and connect; for Generation Y, the term "Flat World" is no longer a vague concept, because they are truly global citizens who benefit and directly promote cooperation and globalization (Travis J Smith, 2015) Generation Y are the adults at the intersection of old and new, therefore, on the one hand, they are open, inclusive, respectful of personal freedom and the penetration of global culture; but on the other hand, they are also people who grow up and are influenced by traditional culture and thinking (Luís Simões, 2008) Therefore, it can be seen that, although Generation Y promotes freedom and personal enjoyment; with the trend of backpacking all over the world; but at the same time, they still value the family reunion time, the happy moments, knowing the true values that we need to preserve, and understanding the stopping points Similarly, even though they grew up in an era of information technology development and the spread of social media channels; The Y generation still retains its own oasis of soul, life and real relationships, of traditional cultural activities instead of focusing on virtual games and sites; because they have also experienced the period of the Internet not yet penetrating into life, and they understand the joy and emotions brought about by traditional culture Born in the development of high technology, it is not surprising to understand when millennials spend most of their money buying products and services online According to statistics for the consumer market in the USA, up to 40% of men and 33% of women in the millennials tend to shop for things on the Internet The report also points out that millennials spend more than an hour a day on online shopping sites (Nielson, 2016) Millennials often interact with brands via social media (Bejan Brandusa, 2018) They spend a lot of time surfing their social networking sites and from there interacting with brands Taking advantage of this, brands have used social networks to increase brand awareness (Flor Madrigal Moreno, 2017) Social networking is definitely an effective way for millennials, because each of them has at least one social media account But it is obvious that mobile advertising is gaining the upper hand in today's digital world, especially when a large number of millennials buy directly via mobile devices instead of desktops or laptops (Matthew B Cimperman, 2018) But connecting with the Y generation online is not easy when traditional advertising has become useless to them In fact, most Millennials think that ads that need to be persuaded should be attractive and not generic and easy to guess The impact of AR marketing in customer behavior Virtual reality in marketing (VR) and augmented reality (AR) are predicted to create a revolution in the e-commerce industry, with an estimated value of up to $ 150 billion by 2020 (Warc Toolkit, 2017) According to Warc, the development of VR and augmented reality will make brands easier to connect emotionally with consumers Virtual reality devices will bring customers completely new experiences in a 360-degree space, which is forecast to be the main marketing trend that strategic planners will look forward to in the near future VR and AR aren't new technologies - but 2018 saw them really emerge as a promising marketing platform A lot of money is now being invested in virtual reality technology as brands look for new ways to attract customers As the marketing market becomes more competitive and more people refuse to receive marketing messages, the value of the brand experience may diminish That's the advantage that led to the development of augmented reality in marketing Augmented reality marketing is defined as the application of augmented reality technology in marketing activities to identify, develop, and quickly deploy new experiences and thus support the customer's journey (J Carmigniani, 2010) The presence of augmented reality (AR) technology in branding is growing Marketers are beginning to notice and realize the power that AR can bring to consumers, which have been proved in previous research that AR make great influence on customer behaviors (Javornik, 2016) In the past, customers had to spend time and effort to buy everything from personal items, books, food or high-value products such as cars, furniture or real estate However, the items that take them a lot of time, effort and money when buying home can make them feel satisfied or not is another matter But now, with the rapid development of current technology and science, the application technology platforms and the trend of marketing with augmented reality have turned customers' concepts and shopping habits into new peak (A Rese, 2014) Augmented reality technology has helped remove barriers between buyers and sellers, giving buyers faster access to new products as well as making purchases easier (Javornik, 2016; A Rese, 2014) Both research by Javornik et al (2016) and A Rese et al (2014) showed that AR has great impact on aspects of customer behaviors including: brand awareness, interactivity, engagement and purchase intention (Javornik, 2016; A Rese, 2014) AR increase brand awareness With the background of highly competitive consumer market and overloaded information, strong and distinctive brands form a strategic resource of companies Branding is an intangible asset that allows companies to attract customers and develop sustainably (Conner, 1991) A high level of brand awareness and brand knowledge can reduce the risk that (potential) customers perceive in the context of a purchase of multiple choices and alternatives from different suppliers and therefore are essential brand management challenges (O Moisescu, 2013) Brand identity reflects the fact that consumers can build their own personal image of the brand based on recognition and experience interacting with the brand (O Moisescu, 2013) AR applications represent forms of multilateral communication and thus allow active participation in the communication process between brands and consumers Interactivity can be considered as a central element to enhance the depth of information processing from consumers Using AR technology to provide customers with exciting experiences and services allows brands to express themselves as creative leaders in their industry It also leads customers to price a product of a brand more than the same products H1: AR has positive impact on brand awareness AR facilitates customer’s interactivity Newhagen et al (1995) were the first to introduce interactivity Interaction is considered by them to be the psychological element in the viewers' email messages In their research, interaction is based on performance based on two constructs, that is, the psychological feeling about the effectiveness of the viewer and the sense of the viewer's communication device Interaction is primarily related to the sender's belief that the retailer can process the message into a valuable input and then act on the query in any way Later, Wu (1999) applied these two efficiency factors to internet users by renaming them to the efficiency of internal and external systems Wu (1999) proposed that the effectiveness of an internal-based system could be translated into internet users where they are going and where they are Interestingly, the performance of an external-based system can be described according to the user's perception of a site's responsiveness Previous studies have also identified a new interactive aspect called communication defined as the medium through which users believe that a website has two-way media (Song and Zinkhan, 2008) A few studies have analyzed the interactivity on an available and unavailable website Therefore, if one site has options, i.e search option, background color (some colors can be annoying to users) compared to another site, the first site is said to have a degree of more interactive Shopping online should have these features for a successful purchase It can also instill confidence in customers and customers who are almost intending to purchase in the future and recommend the site to friends, colleagues and the community Current research has presented interactivity as a moderator between augmented reality and customer brand cohesion In general, whenever customers find an interactive and user-friendly website, it can enhance interactive brand interaction through any smart device or app Literacy is an element for interacting with such devices and applications Because most devices and applications available are compatible but require users to be able to read and write H2: AR has positive correlation with interactivity and brand engagement AR facilitate brand engagement Consumers who shop online have an increased commitment to a brand (Kim et al., 2008) and indirectly relate to the failure and success of that particular brand (Ashforth & Mael, 1989) It can be assumed that customers participating in online shopping tend to be positive and optimistic for a brand (Writz et al., 2013) Surprisingly, a consumer brand engagement not only increases their overall brand engagement but can also help increase the sales of organizations Customer brand engagement is deeply rooted in relationship marketing, emphasizing ideas or interaction and customer experience (Vivek et al., 2012) Because Mollen and Wilson (2010) customer brand commitment is defined as the emotional and cognitive commitment of a positive relationship with a specific brand through a computer-mediated website or device Designed to convey brand value Brand commitment engages a collaborative link with a more specific brand, requiring perspectives on encouraging experience though encouraging the tools to get away from brand communication According to customers, they only engage with a brand only when their needs, desires and prices are met by any particular brand Consumer brand engagement is considered to be positive and directly related to brand relationships and intent to purchase at a specific time (Brodie et al., 2011) An obvious fact is that if consumers shop online to create value and actually get the item or product as mentioned in the ad will create value, this can add to the trust on specific websites and increase your future purchase intent On the other hand, the strategic moves that affirm an increase in customer brand engagement will most likely increase loyalty programs (Hollebeek, 2011) Stronger brand involvement can lead to strong membership relationships, allowances and discounts, and other incentives for such consumers leading to the intention of purchasing a specific brand in the future (Algesheimer et al., 2010) This was also supported by Chiou et al (2010) stated that word of mouth can increase and have a direct impact on purchase intent H3: AR has positive influence on brand engagement AR and purchase intention Purchase intent is a type of commitment with a person who buys or repurchases the product whenever needed or intends to shop (Halim & Hameed, 2005; Fandos & Flavian, 2006) It holds an important position because organizations intend to increase sales of a specific brand or product to earn a gross profit Intention to purchase depends on a number of factors such as customer satisfaction, loyalty and retention A brand has certain features or advantages that instill a customer's buying intent These features include brand image, quality and product knowledge, product engagement and attributes Current research intends to show whether augmented reality can enhance purchasing behavior in online shopping and also show important aspects such as know-how of smart apps and devices needed to build brand cohesion Consumers' buying intentions are primarily influenced by word of mouth (Kenyon & Sen, 2012) whether it is negative or positive To make purchases, it is understandable that consumers will go through the research phase to gain the best deal (Horn & Salvendy, 2006) In the search process, consumers will consider different aspects of the product, i.e price, performance, reliability, durability and a number of other factors before ordering H4: AR has positive impact on brand awareness, interactivity and brand engagement, which leads to positive influence on purchase intention Conceptual framework Brand awareness Augmented Interactivity Purchase reality intention Brand engagement Chapter 3: Research Methodology Methodology Both secondary data and primary data will be used in the research The secondary data come from empirical previous research and studies Secondary data will be mainly collected from Google Scholar and Middlesex library search engines Keywords for searching include “augmented reality”, “AR”, “purchase intention”, “millennials”, “Coca cola”, “marketing” Primary data will be gathered through survey with questionnaires It shows the first information gathered by the specialists and researchers in the past to get important data with the end goal of study The primary data will give us the entrance to data about components and factors that lead to customers’ purchase intention It empowered revelations that would not be accessible through secondary data To investigate the quantitative information and data gathered from the analysis, the programming IBM SPSS will be utilized Sample For business research, sample sizes between 30 and 500 are considered sufficient (Wright & Crimp, 1995) Considering the comprehensiveness of the results as well as the time and budget constraints, the sample size determined for this study was 200 To ensure representation for many Pakistani cities, responses were collected from online consumers from different cities Convenient sampling techniques have been used to identify the samples Data collection Data for the current study is collected using online questionnaires distributed via convenient sampling techniques on Facebook and Google groups Groups representing different brands have been reviewed for data collection The web survey method was chosen to collect feedback because it is much better than the usual method of saving time and cost The nature of this study also makes the selection of web surveys feasible The online questionnaire was posted on Facebook and Google groups and members of these groups were invited to fill out the questionnaire via private messages until 200 responses were available to collect Participation in online surveys is voluntary and no monetary or non-monetary benefits are provided Participants can only fill out the questionnaire once and no changes are allowed in their feedback after submitting the online form Data measurement Table 1 shows the number of items to measure each variable and the source of these items and recent studies have confirmed these scales Variables calculated using the 5-point Likert scale indicate: 1 = Strongly disagree, 2 = Disagree, 3 = Neutral, 4 = Agree and 5 = Strongly agree Data are analyzed through frequency distribution, reliability analysis, correlation, moderation regression and structural equation modeling through path diagrams Most data were analyzed in SPSS version 22 except path analysis in AMOS version 22 Variable Number of items Items Source Augmented reality Bulearca & Tamarjan (2010) Brand awareness Interactivity Liu, (2003); McMillan & Hwang (2002); Wu, (1999) Brand engagement Hollebeek et al (2014) Purchase intention Augusto de Matos et al (2007) Chapter 4: Findings Chapter 5: Discussion Conclusion References A.R Philipp, F R H C., 2019 Augmented reality marketing: How mobile AR-apps can improve brands through inspiration Journal of Retailing and Consumer Services , pp 43-53 Abrar, K., 2018 Impact of Augmented Reality on Consumer Purchase Intention with the Mediating role of Customer Brand Engagement: Moderating role of Interactivity in Online Shopping Bahria University Journal of Management & Technology, pp 64-80 Bejan Brandusa, N S T a D.-C D., 2018 Generation X versus Millennials communication behaviour on social media when purchasing food versus tourist services E a M: Ekonomie a Management , pp 191-205 C Julie, F B., 2011 Augmented Reality: An Overview In: Handbook of Augmented Reality s.l.:Springer, pp 3-46 C Ware, R B., 1994 Reaching for objects in VR displays: lag and frame rate ACM Transactions on Computer-Human Interaction, pp 331-356 Camila Moreira, M N J O., 2017 Augmented and virtual reality in the brand building process - a multiple case study approach Strategic Brand Management: Master Papers Elham Baratali, M H B A B P Z M G., 2016 Effective of augmented reality (AR) in marketing communication; a case study on brand interactive advertising International Journal of Management and Applied Science, pp 133-137 Esha Jain, A Y., 2017 Marketing and Technology: Role of Technology in Modern Marketing Journal of Business and Management , pp 49-53 Filip Grudzewski, M A G M K P., 2018 Virtual Reality in Marketing Communication – the Impact on the Message, Technology and Offer Perception – Empirical Study Economics and Business Review, pp 36-50 Flor Madrigal Moreno, J G L F Á C S M M., 2017 The Characterization of the Millennials and Their Buying Behavior International Journal of Marketing Studies Gandolfi, E., 2018 Virtual Reality and Augmented Reality In: Handbook of Research on K-12 Online and Blended Learning s.l.:ETC Press, pp 545-561 H.B Amir, V S M A., 2017 Teaching millennials with augmented reality: cases from the U.S education system PARC Research in Architecture and Building Construction, pp 265-272 ITUC, 2015 Report on international millennials labor workforce 2015, s.l.: ITUC J Carmigniani, B F., 2011 Augmented Reality: An Overview In: Handbook of Augmented Reality New York: Springer, pp 3-46 J Ford, T H., 2008 Augmented Reality and the Future of Virtual Workspaces In: Handbook of Research on Virtual Workplaces and the New Nature of Business s.l.:IGI Global Katherine, S., 2011 Digital Marketing Strategies that Millennials Find Appealing, Motivating, or Just Annoying Journal of Strategic Marketing Katherine, S T., 2011 Digital Marketing Strategies that Millennials Find Appealing, Motivating, or Just Annoying Journal of Strategic Marketing Ljupka, N., 2017 Marketing Communication Strategies for Generation Y – Millennials Business Management and Strategy , pp 123-127 Luís Simões, L B G., 2008 Consumer Behaviour of the Millennial Generation, s.l.: III Jornadas de Publicidade e Comunicação Matthew B Cimperman, A H J H K P T S., 2018 Understanding the Millennial Buying Process in the Modern Digital Era - Secondary Research Honors Research Projects Moses Okechukwu Onyesolu, F U E., 2011 Understanding Virtual Reality Technology: Advances and Applications Advances in Computer Science and Engineering, pp 53-69 N Anand, M B N D G S., 2018 Virtual Reality (VR) & Augmented Reality (AR) technologies for tourism and hospitality industry Internation journal of Engineering and Technology, pp 156-160 N.W Syarifah, H E., 2016 Adoption of Mobile Augmented Reality Advertisements by Brands in Malaysia Procedia - Social and Behavioral Sciences, pp 762-768 Nielsen, 2017 Report on online behaviors of millennials 2017, s.l.: Nielsen Nielson, 2016 Report on online customer behavior of Millennials in the USA 2016, s.l.: Nielson O Mauroner, L L S B., 2016 Augmented Reality in Advertising and Brand Communication: An Experimental Study International Journal of Social, Behavioral, Educational, Economic, Business and Industrial Engineering, pp 422-425 Ooi Jin, R Y., 2015 The Review of the Effectivity of the Augmented Reality Experiential Marketing Tool in Customer Engagement Global Journal of Management and Business Research R Silva, J C O G A G., 2003 Introduction to Augmented Reality National Laboratory for Scientific Computation R.D Kenneth, A S G J., 2016 Augmented Reality: Use cases and future considerations in Marketing s.l., s.n S.D Sumesh, H A., 2015 The Augmented Reality Marketing: A Merger of Marketing and Technology in Tourism In: Emerging Innovative Marketing Strategies in the Tourism Industry s.l.:IGI Global, pp 78- 96 Satyanarayanan, M., 2001 Pervasive computing: vision and challenges IEEE Personal Communications, pp 10-17 Stephen, A T., 2015 The role of digital and social media marketing in consumer behavior Current Opinion in Psychology Thomas Olssona, T K E L a L V.-O., 2012 User evaluation of mobile augmented reality scenarios Journal of Ambient Intelligence and Smart Environments 4, p 29–47 Travis J Smith, T N., 2015 Understanding the Millennial Generation Journal of Business Diversity, pp 39-47