Augmented Reality in Retailing: A Review of Features, Applications and Value
Augmented Reality in Retailing: A Review of Features, Applications and Value
Augmented Reality in Retailing: A Review of Features, Applications and Value
www.emeraldinsight.com/0959-0552.htm
AR in retailing
Augmented reality in retailing: a
review of features, applications
and value
Federica Caboni 1125
Department of Economic and Business Science,
Received 6 December 2018
Universita degli Studi di Cagliari, Cagliari, Italy, and Revised 10 December 2018
Johan Hagberg 4 April 2019
6 June 2019
Department of Business Administration, Accepted 2 July 2019
University of Gothenburg, Gothenburg, Sweden
Abstract
Purpose – The purpose of this paper is to review augmented reality (AR) within retailing by identifying,
outlining and discussing definitions of AR, applications of AR that are relevant for retailers, and the value AR
provides for retailers and consumers.
Design/methodology/approach – The paper is based on a review of AR research within the business-
oriented literature and an overview of current AR applications within retailing.
Findings – Based on previous literature, the paper presents a synthesised definition of AR, its main elements
and how it differs from virtual reality. Furthermore, it reviews and provides examples of three major types of
AR applications in retailing: online web based, in-store and mobile app based. Finally, the paper identifies the
specific value that AR applications may provide for consumers and retailers.
Originality/value – The paper contributes an overview of a relatively recent but rapidly emerging theme
that has not yet been sufficiently reviewed. It outlines areas for further research and thus provides value for
both researchers and retail practitioners.
Keywords Retailing, Augmented reality, Literature review
Paper type Literature review
Introduction
Retail is an integral part of society. Today, technological changes and the widespread use of
digital technologies are transforming retailing and the shopping experience (Spears, 2014;
Hagberg et al., 2016) and are helping to keep retail stores alive (Berman, 2019). Interactive
technologies (Huang, 2019; Javornik, 2016a, b; Poushneh, 2018) and the increased use of the
internet and e-commerce (Barlow et al., 2004) have garnered attention from consumers and
retailers (Pantano and Laria, 2012) in the past few decades. These technologies have
significant implications for traditional forms of retail (Hagberg et al., 2017) and are
modifying the way consumers engage in the shopping process (Yadav and Pavlou, 2014).
Through high connectivity and interactivity (Huang, 2019; Berman, 2019; Yim and Park,
2019), these technologies can enhance the shopping experience ( Javornik, 2016a, b;
Poushneh, 2018) and store atmospherics by helping to create a buying context that increases
consumers’ willingness to buy (Poncin and Mimoun, 2014). Thus, the point of sale becomes a
new immersive place where digital technologies merge with traditional elements and
provide a highly personalised and interactive environment (Berman, 2019; Pantano et al.,
2018; Pantano and Laria, 2012; Pantano and Servidio, 2012; Pantano and Timmermans,
2014). Consumers can interact more profoundly with products. On the other hand, by
improving the in-store shopping experience, retailers can have a positive impression on
International Journal of Retail &
consumers and attract new categories of consumers. Distribution Management
Augmented reality (AR) is one of several digital technologies that could be considered Vol. 47 No. 11, 2019
pp. 1125-1140
useful in developing the new concept of retail stores where traditional and digital store © Emerald Publishing Limited
0959-0552
elements co-exist. Along with other interactive technologies, such as virtual reality (VR) and DOI 10.1108/IJRDM-12-2018-0263
IJRDM mixed reality, AR is shaping a new environment (space) where physical and augmented/
47,11 virtual objects/elements are integrated in different ways (Flavián et al., 2019).
Retailing is considered one of the sectors with the greatest possibilities to implement AR
(Cruz et al., 2018). As highlighted by Javornik (2016a, b), the AR industry is estimated to
reach $56.8bn globally by 2020, and in the retail market, it is expected to reach almost
$7.9bn globally by 2023 (MarketsandMarkets, 2018)[1]. These global data support the
1126 positive expectations of the future of this technology. AR has the potential to modify the
shopping experience (Watson et al., 2018). Increases in online shopping (Barlow et al., 2004),
smartphone use and the adoption of connected devices are major factors driving the growth
of AR in retail markets by encouraging retailers to adopt AR. Thus, retailers are
increasingly embracing AR applications as a tool for creating immersive customer
experiences (Flavián et al., 2019; Watson et al., 2018).
In the last few years, academics and practitioners have focussed on several possible
ways that the shopping experience can be enhanced and store environments can become
more attractive for consumers (Pantano, 2010). It is important to understand the role of
digital technologies, particularly AR, within the point of sale as an emerging opportunity for
physical stores that will contribute to defining the future of retailing (Grewal et al., 2017).
The early studies on AR were primarily conducted in the computer science and
engineering areas to define the main technological characteristics of AR (Azuma, 1997; Azuma
et al., 2001). However, over time, scholars’ attention has also turned to the retail sector, and we
are currently witnessing a growing number of studies within business in general and retailing
in particular (Kang, 2014; Jaekel, 2016; Yim et al., 2017; Pantano et al., 2017; Pantano and
Gandini, 2017, 2018; Scholz and Duffy, 2018). There is a need for a review of this emerging
literature. Thus, the purpose of this paper is to review AR in retailing within business-oriented
research. The paper addresses the following three research questions:
RQ1. What are the main features of AR?
RQ2. What AR applications are relevant for retailers?
RQ3. What kind of value may AR provide for consumers and retailers?
The paper is organised as follows. The next section will describe the method of the literature
review. This will be followed by three sections discussing previous research in relation to
each of the research questions focussing first on definitions of AR, second on applications of
AR in retail settings and third on AR’s value for retailers and consumers. Finally,
concluding observations will be provided, and opportunities for further research and
implications for scholars and practitioners will be identified.
Definitions of AR
Azuma (1997) proposed the first definition of AR by identifying the three main elements that
characterise it: the combination of real and virtual elements, real-time interaction and the
reproduction of content/elements in 3D. Building on Azuma’ definition of AR and its three
features, over time, several other authors attempted to define AR. The main contributions
from the business management area are displayed in Table I to identify the main features
underlined by these authors.
The above definitions are all linked by the same features identified by Azuma (1997).
Some of these definitions emphasise the technoogical aspects of AR, such as those by
Carmignani and Furht (2011), Sood (2012), Ukwuani and Bashir (2017), Olsson et al. (2013),
Hwanlgbo et al. (2017), Pantano et al. (2017), Lee and Leonas (2018) and Watson et al. (2018).
Several authors emphasise the enhancement of the user experience, such as Scholz and
Smith (2016), Javornik (2016a, b), Grewal et al. (2017), Poushneh and Vasquez-Parraga (2017),
Rese et al. (2017), Yim et al. (2017), Brengman et al. (2018), Poushneh (2018) and Watson et al.
(2018). Overall, these definitions convey that the natural environment is the main feature of
AR, which, in combination with sensory digital/virtual contents (e.g. information, video,
graphics and images), generates an augmented real environment (ARE). An ARE could be
defined as a new interactive and smart place where people can enhance their relationships,
interactions and living through an augmented experience (AE). An AE is the main result of
the application of AR during the shopping process in retail settings.
Combining this plethora of definitions and the main features identified in Table I, our
definition of AR is as follows: AR is technology-enabled augmented content that combines
with the real environment to develop an ARE where people can have an AE.
Based on these definitions, to identify the components of AR, three main elements are
considered in, as shown in Table II.
AR vs VR
The use of AR is principally based on the reproduction of 3D images of virtual objects. It is
similar to VR, but it is important to underline their main differences. AR is principally
characterised by the superposition of virtual elements generated by a computer on users’
real and physical environment (Cho and Schwarz, 2010; Drascic and Milgram, 1996), but
even if the purposes of AR and VR are similar (i.e. to enhance the consumer experience), they
address these aims in different ways. AR consists of reproducing virtual objects in the real
environment, while in VR, the reproduction of the object is developed by devices that users
have to wear, such as smart glasses (Milgram et al., 1994). More specifically, VR is defined as
a realistic 3D environment developed by a computer (Burdea and Coiffet, 2003) and
Authors Definition of AR Prevalent elements
AR in retailing
Carmignani and AR is defined as a real-time direct or indirect view of a Real time
Furht (2011) physical environment that has been augmented by adding Physical environment
virtual computer-generated information Virtual information
Sood (2012) AR converges the physical world with virtual objects, Physical world
augmenting the view of the physical world with streams of Virtual objects
information from the Web 1129
Ukwuani and Bashir AR is aimed at improving and enhancing the way we perceive Enhanced surroundings
(2017) our surroundings by combining technologies such as Combined technology
computing, sensing and display technologies
Olsson et al. (2013) AR is a technique that combines real and computer-generated Combination of real and
digital information into the user’s view of the physical real digital information
world in such a way that they appear as one environment Physical world
Real world
Scholz and Smith AR seems to be an ideal technology for forging deeper Ideal technology
(2016) relationships, as it fuses and entangles branded content with Forging relationships
consumers’ own environments and bodies
Javornik (2016a, b) AR is an interactive technology that modifies physical Interactive technology
surroundings with superimposed virtual elements. The user Physical surroundings
can add textual information, images, videos or other virtual Virtual elements
items to the person’s viewing of the physical environment
Grewal et al. (2017) AR is one of the emerging applications that will define the Emerging application
future of retailing Future of retailing
Hwangbo et al. (2017) AR refers to the computer graphic technology that visualizes Computer graphic
things that exist in the natural environment by combining technology
computer-generated sensory inputs such as sound, video, Natural environment
graphics, or GPS data from the physical, real world Sensory input
environment
Pantano et al. (2017) AR is a real-time view of the physical world augmented with Real time view of the
virtual computer-generated information physical world
Virtual information
Poushneh and AR is a series of technologies that integrate real world and Real world
Vasquez-Parraga virtual information, enhancing a specific reality Virtual information
(2017)
Rese et al. (2017) AR integrates computer-generated objects with the real Real environment
environment and allows real-time interactions Real time interactions
Yim et al. (2017) AR is defined as the superposition of virtual objects on the Virtual objects
real environment of the user Real environment
Brengman et al. AR allows for the digital overlay of content to the user’s real Digital content
(2018) environment Real environment
Lee and Leonas It brings virtual and artificial objects into a real environment Virtual and artificial
(2018) objects
Real environment
Poushneh (2018) AR is an interactive technology that generates three-dimensional Interactive technology
virtual content and then maps it onto the user’s reality Virtual content
Watson et al. (2018) AR layers virtual elements over physical environments, and Virtual elements
blends virtual worlds with reality. AR is a system to have Physical environment
these properties: combines real and virtual objects in a real Interactivity
environment; runs interactively and in real time; registers Real time
(aligns) real and virtual objects with each other Table I.
Source: Authors’ data elaboration Definitions of AR
composed only of virtual elements (Milgram et al., 1994). The main differences and
similarities between AR and VR are underlined in Table III, where similarities are indicated
with the letter S and differences with the letter D.
Considering the differences between AR and VR, the positive effects generated by AR are
more appropriate for brick-and-mortar stores because through AR, consumers have the
IJRDM Elements of AR Description
47,11
Technology Augmented content This component is constituted by technology-enabled content
(AC) reproduced in three-dimension (3D) such as pictures, objects, video,
information, text
Context Augmented real This component is related to the real environment where users are
environment (ARE) immersed and in which the content is integrated
1130 User Augmented experience This component is related to the possibility of enabling users to enrich
experience (AE) their experience by interacting with a virtual element in real time and
Table II. physical space by enhancing their perception
Elements of AR Source: Authors’ data elaboration
opportunity, for example, to test several products/clothes without physically trying them
(Verhagen et al., 2014; Yim et al., 2017). In this context, AR is more realistic than VR for
different reasons. AR permits the overlap of virtual elements in the real and physical worlds in
which a user is immersed (Hwangbo et al., 2017), whereas with VR, the user is completely
immersed in a virtual world with virtual objects. In this way, VR presents a stark difference to
AR because in VR, a synthetic reality is generated by a computer (Pantano et al., 2017; Burdea
and Coiffet, 2003) and is composed only of virtual objects (Milgram et al., 1994). However, it is
interesting to note that techniques used to develop AR applications come from techniques
used in developing VR (Rese et al., 2017; Azuma, 1997). Moreover, AR is considered similar to
VR in supporting the goal of enriching users’ experience (Yim et al., 2017).
AR scans and tracks customers’ bodies and movements to allow customers to try on
various virtual clothes as they would in a real fitting room (Kang, 2014). The computer
screen becomes an AR mirror through which customers can immediately see how clothes
look in real time and adjust the size and colour of clothing items just by using hand
gestures. AR permits consumers to better visualise their appearance (Berman, 2019). For
example, the Ray-Ban Virtual Mirror is one of the first online web-based AR applications
developed in the retail setting, and it is accessible through the company’s’ international
website. Potential customers can try on several kinds of sunglasses and find the most
suitable ones for their face (Pantano et al., 2017). Thanks to the computer camera, which
becomes a virtual mirror, several beauty companies (e.g. Benefit Cosmetics, CoverGirl,
Estee Lauder) offer their customers a new makeup experience, enabling customers to
become almost like real makeup artists.
In-store applications
Recently, retailers have been increasingly interested in using various AR applications in the
shopping process to bring life to the point of sale by personalising the in-store experience
through AR (Berman, 2019). Sometimes a monitor and video could be sufficient to engage
people and enhance the shopping experience in a more digitalised retail store.
IJRDM AR in-store applications are based on projection-based AR interfaces that are able to offer
47,11 consumers an enhanced and more immersive and interactive experience (Huang, 2019; Yim and
Park, 2019). Several big companies, such as L’Oréal and Sephora, have introduced AR mirrors
in their stores to enable customers to experience virtual facial makeup (Berman, 2019; Yim
et al., 2017; Jaekel, 2016). Other companies, such as Nike and Adidas, have used AR applications
to enrich the experience of their customers during the shopping process (Yim et al., 2017).
1132 Several AR in-store applications are principally based on a dressing room, which allows
users to try on clothes virtually in front of an “augmented mirror” by reducing the time in
which a user has to decide whether the clothing fits. In this way, customers are able to try on
more clothes in less time (Erra and Colonnese, 2015). Furthermore, virtual mirrors allow
customers to take a picture of their clothes from any angle and compare them with other
clothes or share their impressions with other people through the social application (Berman,
2019; Pantano and Gandini, 2017, 2018) installed inside the virtual mirror. These
applications give customers a new and interactive way to try on clothes without removing
any items they are wearing. The applications also enable customers to create outfits by
mixing and matching a broad range of clothing from retailers’ inventory (Kim et al., 2017;
Poushneh, 2018; Fretwell, 2011) and enhance users’ perception of the real world in real time
(Lee and Leonas, 2018; Yuen et al., 2013; Yaoyuneyong et al., 2014). This type of in-store
application also allows customers to check the size and colour of the clothes they are
wearing before purchasing (Hwangbo et al., 2017). In this way, customers can obtain
information about their body shape in relation to the clothes they want to buy. This AR in-
store application has the power to offer many of the same benefits that only traditional
retailing provided in the past (Lee and Leonas, 2018).
Mobile applications
Mobile augmented reality (MAR) applications are a relatively recent phenomenon in the
research literature but are increasingly common applications within retailing (Scholz and
Duffy, 2018). Through a handheld device (e.g. smartphone, camera and tablet), MAR
applications permit users to explore the surrounding area (Dacko, 2017). Leading
companies, such as IKEA, Wayfair and Sephora, have introduced specific mobile AR apps
to permit consumers to try products on their bodies or in specific spaces in the home or
elsewhere (Scholz and Duffy, 2018). By using a smartphone camera, users can integrate
physical and augmented elements, interact with digital content and find and evaluate
products in novel ways.
One of the most significant applications developed in recent years is the IKEA mobile
app that permits users to see a specific room (e.g. living room, kitchen and bedroom) and to
add virtual content from IKEA. Users can then evaluate the content relative to where in the
home it is expected to be placed (Lee and Leonas, 2018; Rese et al., 2014). Other companies,
such as Ray-Ban and Sephora (Scholz and Duffy, 2018), have introduced self-augmentation
applications to increase user interaction with the brand and increase customer satisfaction
through more information, interaction and utility (Poushneh and Vasquez-Parraga, 2017).
Concluding discussion
The purpose of this paper was to conduct a review of AR in retailing within
business-oriented research. It has reviewed and discussed the features of AR through
analysing its origins and development, definitions and elements as well as how it differs
from VR (Table VII). It has described and discussed different types of AR applications
relevant for retailers with specific examples in three major areas: online-based, in-store
and mobile apps (Table VII). It has also described and discussed the value of AR for
consumers and retailers (Table VII).
From this review, it is clear that AR may provide retailers with several opportunities to
enhance the store experience for consumers and potential users to interact with products
and touch them in an augmented way (Brengman et al., 2018), to increase consumer
engagement ( Javornik, 2016a, b), to enhance product tangibility (Vonkeman et al., 2017) and
to increase willingness to buy. Thus, increased interest in AR in retailing among researchers
and practitioners is most likely to continue. However, AR is still in the budding stages for
retailers and business-oriented research, and there is a great scope for further development.
coming years and will require different approaches and combinations of approaches including
qualitative and quantitative empirical studies as well as additional reviews that may
summarise and synthesise the results of these studies.
Practical implications
Several practical implications can be drawn from this review. First, one main feature that
distinguishes AR from VR is that it combines virtual and physical elements. Thus, AR is
particularly suitable for the ongoing hybridisation within retailing that is blurring the
digital and physical domains rather than treating them as separate (Hagberg et al., 2016;
Grewal et al., 2017); thus, it constitutes an opportunity for retailers in such an emerging
landscape. Second, AR may provide opportunities for multiple applications that could be
used and combined in different types of settings, including physical stores, consumers’
homes or other places in which consumers are on the move. Third, the review outlined a
variety of values that may be adjusted to specific situations suitable for different retailers.
Rather than a “one size fits all” solution, AR provide opportunities for a variety and
IJRDM multiplicity of applications of value and thus for many forms of differentiation in an
47,11 increasingly competitive retail landscape.
Note
1. MarketsandMarkets™ is a private research company that offers B2B research on 30,000 high-
growth emerging opportunities and threats that will impact 70 to 80 per cent of companies’
1136 revenues worldwide. The “Knowledgestore” platform developed by MarketsandMarkets™ is an
intelligence market research platform that connects over 200,000 markets, and it is useful for better
understanding issues such as market sizing and forecasts of niche markets.
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Corresponding author
Federica Caboni can be contacted at: [email protected]
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