Main Article Content
Abstract
Purpose: This study analyzes the effect of Augmented Reality (AR) stimuli, consisting of vividness, augmentation, product informativeness, and personalized recommendations, on consumers' internal responses (enjoyment, immersion, perceived usefulness, and choice confidence) and their impact on purchase intention in the context of e-commerce in Indonesia.
Research design and methodology: The study used a quantitative approach with Structural Equation Modeling (SEM). Data were collected via an online survey of 228 e-commerce users in Indonesia who had used AR features, enabling comprehensive testing of causal relationships among constructs.
Findings and discussion: The results show that vividness and augmentation increase enjoyment, while augmentation also strengthens immersion and choice confidence. Personalized recommendations positively affect perceived usefulness. Conversely, product informativeness tends not to support the strengthening of internal responses and, in some relationships, shows a negative direction. The findings confirm that perceived usefulness and immersion are the main determinants of purchase intention, so that cognitive mechanisms and immersive experiences are more crucial than affective responses alone.
Implications: Theoretically, this study reinforces the Stimulus–Organism–Response (SOR) model in AR marketing. In practice, companies need to prioritize strengthening augmentation and personalization, and curating product information to reduce cognitive load and optimize purchase intent.
Keywords
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
References
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References
Amanah, D. M. N., Aini, N., Putri, N. K., Dewi, A. L., & Soelistyoningrum, J. N. (2023). Unlocking Consumer Minds: Navigating Purchase Intentions through the Lens of Augmented Reality and the Technology Acceptance Model. 2023 International Conference on Technology, Engineering, and Computing Applications (ICTECA), 1–6. https://doi.org/10.1109/ICTECA60133.2023.10490482
Attri, R., Roy, S., & Choudhary, S. (2024). In-store augmented reality experiences and its effect on consumer perceptions and behaviour. Journal of Services Marketing, 38(7), 892–910. https://doi.org/10.1108/JSM-01-2024-0005
Childers, T. L., Carr, C. L., Peck, J., & Carson, S. (2001). Hedonic and utilitarian motivations for online retail shopping behavior. Journal of Retailing, 77(4), 511–535. https://doi.org/https://doi.org/10.1016/S0022-4359(01)00056-2
Chiu, C., Wang, E. T. G., Fang, Y., & Huang, H. (2014). Understanding customers’ repeat purchase intentions in B2C e‐commerce: the roles of utilitarian value, hedonic value and perceived risk. Information Systems Journal, 24(1), 85–114. https://doi.org/10.1111/j.1365-2575.2012.00407.x
Dandi, & Ridanasti, E. (2024). The Influence of Trust, Perceived Ease of Use, Perceived Usefulness, Perceived Enjoyment on Intention to Use TikTok Shop through Attitude Towards Using as Mediation. Indonesian Journal of Economics, Business, Accounting, and Management (IJEBAM), 2(6 SE-Research Articles), 1–15. https://doi.org/10.63901/ijebam.v2i6.93
Davis, F. D. (1989). Technology acceptance model: TAM. Al-Suqri, MN, Al-Aufi, AS: Information Seeking Behavior and Technology Adoption, 205, 219.
Easterbrook, J. A. (1959). The effect of emotion on cue utilization and the organization of behavior. Psychological Review, 66(3), 183. https://doi.org/10.1037/h0047707
Fernando, R., Turangan, K., Suphangat, F., & Kembau, A. (2024). IMPLEMENTATION OF AUGMENTED REALITY TECHNOLOGY FOR MARKETING STRATEGIES AND USER EXPERIENCE IN RETAIL SME INDONESIA. Journal of Management : Small and Medium Enterprises (SMEs), 17(2 SE-Articles). https://doi.org/10.35508/jom.v17i2.17567
Flavián, C., Ibáñez-Sánchez, S., & Orús, C. (2019). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of Business Research, 100, 547–560. https://doi.org/https://doi.org/10.1016/j.jbusres.2018.10.050
Gabriel, A., Ajriya, A. D., Fahmi, C. Z. N., & Handayani, P. W. (2023). The influence of augmented reality on E-commerce: A case study on fashion and beauty products. Cogent Business & Management, 10(2), 2208716. https://doi.org/10.1080/23311975.2023.2208716
Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM. European Business Review, 31(1), 2–24. https://doi.org/10.1108/EBR-11-2018-0203
Hair Jr, J., Hair Jr, J. F., Sarstedt, M., Ringle, C. M., & Gudergan, S. P. (2023). Advanced issues in partial least squares structural equation modeling. saGe publications.
Hilken, T., Heller, J., Chylinski, M., Keeling, D. I., Mahr, D., & de Ruyter, K. (2018). Making omnichannel an augmented reality: the current and future state of the art. Journal of Research in Interactive Marketing, 12(4), 509–523. https://doi.org/10.1108/JRIM-01-2018-0023
Holdack, E., Lurie-Stoyanov, K., & Fromme, H. F. (2022). The role of perceived enjoyment and perceived informativeness in assessing the acceptance of AR wearables. Journal of Retailing and Consumer Services, 65, 102259. https://doi.org/https://doi.org/10.1016/j.jretconser.2020.102259
Issock Issock, P. B., Jacobs, A., & Koopman, A. (2024). Immersive escapes: examining the impact of personality traits, perceived enjoyment, flow and trust on virtual reality technology adoption intentions in an emerging market. Cogent Business & Management, 11(1), 2364835. https://doi.org/10.1080/23311975.2024.2364835
Jalalzadeh, S. R., Ali, A., Karimi, H., Shirani, M., & Sciences, F. (2025). The Impact of Augmented Reality-Based Platforms on Customer Behavioral Responses in Customer Travel. AI and Tech in Behavioral and Social Sciences, 3(2), 48–59. https://doi.org/10.61838/kman.aitech.3.2.6
Javornik, A. (2016). Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour. Journal of Retailing and Consumer Services, 30, 252–261. https://doi.org/https://doi.org/10.1016/j.jretconser.2016.02.004
Kazakou, G., Koutromanos, G., & Christogiannis, C. (2025). Examining teachers’ acceptance of augmented reality smart glasses through the immersive technologies acceptance model. Education and Information Technologies. https://doi.org/10.1007/s10639-025-13687-2
Kowalczuk, P., Siepmann (née Scheiben), C., & Adler, J. (2021). Cognitive, affective, and behavioral consumer responses to augmented reality in e-commerce: A comparative study. Journal of Business Research, 124, 357–373. https://doi.org/https://doi.org/10.1016/j.jbusres.2020.10.050
Kumar, H., & Srivastava, R. (2022). Exploring the role of augmented reality in online impulse behaviour. International Journal of Retail & Distribution Management, 50(10), 1281–1301. https://doi.org/10.1108/IJRDM-11-2021-0535
Maknunah, L. U. (2025). Augmented Reality and Information Marketing: Digital Transformation in Increasing Consumer Experience. Jurnal Ilmiah Manajemen Kesatuan, 13(4 SE-Articles), 2427–2438. https://doi.org/10.37641/jimkes.v13i4.3422
McLean, G., & Wilson, A. (2019). Shopping in the digital world: Examining customer engagement through augmented reality mobile applications. Computers in Human Behavior, 101, 210–224. https://doi.org/https://doi.org/10.1016/j.chb.2019.07.002
Mikalef, P., Sharma, K., Pappas, I. O., & Giannakos, M. (2021). Seeking Information on Social Commerce: An Examination of the Impact of User- and Marketer-generated Content Through an Eye-tracking Study. Information Systems Frontiers, 23(5), 1273–1286. https://doi.org/10.1007/s10796-020-10034-3
Mulaik, S. A., James, L. R., Van Alstine, J., Bennett, N., Lind, S., & Stilwell, C. D. (1989). Evaluation of goodness-of-fit indices for structural equation models. Psychological Bulletin, 105(3), 430. https://doi.org/10.1037/0033-2909.105.3.430
Naveen, L., Khan, M. I., Saleh, M. A., & Subudhi, R. N. (2025). The influence of mobile augmented reality on consumer behavior: Insights into affective, cognitive, and behavioral responses. Computers in Human Behavior, 165, 108558. https://doi.org/https://doi.org/10.1016/j.chb.2025.108558
Ngo, T. T. A., Tran, T. T., An, G. K., & Nguyen, P. T. (2025). Investigating the influence of augmented reality marketing application on consumer purchase intentions: A study in the E-commerce sector. Computers in Human Behavior Reports, 18, 100648. https://doi.org/https://doi.org/10.1016/j.chbr.2025.100648
Nguyen, T. T., Thi Thu Truong, H., & Le-Anh, T. (2023). Online purchase intention under the integration of theory of planned behavior and technology acceptance model. Sage Open, 13(4), 21582440231218816. https://doi.org/10.1177/21582440231218814
Paramita, A. S., & Maulidiani, J. J. (2019). The Effect of Augmented Reality Shopping Applications on Purchase Intention. Esensi: Jurnal Bisnis Dan Manajemen, 9(2), 133–142. https://doi.org/10.15408/ess.v9i2.9724
Park, C., & Kim, Y. (2003). Identifying key factors affecting consumer purchase behavior in an online shopping context. International Journal of Retail & Distribution Management, 31(1), 16–29. https://doi.org/10.1108/09590550310457818
Park, M., & Yoo, J. (2020). Effects of perceived interactivity of augmented reality on consumer responses: A mental imagery perspective. Journal of Retailing and Consumer Services, 52, 101912. https://doi.org/https://doi.org/10.1016/j.jretconser.2019.101912
Peña-García, N., Gil-Saura, I., Rodríguez-Orejuela, A., & Siqueira-Junior, J. R. (2020). Purchase intention and purchase behavior online: A cross-cultural approach. Heliyon, 6(6), e04284. https://doi.org/https://doi.org/10.1016/j.heliyon.2020.e04284
Poushneh, A. (2018). Augmented reality in retail: A trade-off between user’s control of access to personal information and augmentation quality. Journal of Retailing and Consumer Services, 41, 169–176. https://doi.org/https://doi.org/10.1016/j.jretconser.2017.12.010
Poushneh, A., & 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, 34, 229–234. https://doi.org/https://doi.org/10.1016/j.jretconser.2016.10.005
Qiu, K., & Zhang, L. (2024). How online reviews affect purchase intention: A meta-analysis across contextual and cultural factors. Data and Information Management, 8(2), 100058. https://doi.org/https://doi.org/10.1016/j.dim.2023.100058
Rahayu, F., Zahra, M., Rosdiana, A., & N, K. N. (2024). Strategi Sensory Marketing untuk Meningkatkan Kepuasan Konsumen pada Restoran Tradisional di Indonesia. Jurnal Pendidikan Tambusai, 8(2 SE-Articles of Research), 27400–27416. https://jptam.org/index.php/jptam/article/view/16844
Ramdani, M. A., Belgiawan, P. F., Aprilianty, F., & Purwanegara, M. S. (2022). Consumer Perception and the Evaluation to Adopt Augmented Reality in Furniture Retail Mobile Application. Binus Business Review, 13(1 SE-Articles), 41–56. https://doi.org/10.21512/bbr.v13i1.7801
Rengganis, K., Kusdibyo, L., Senalasari, W., & Kunci, K. (2020). Persepsi Penggunaan Fitur Augmented Reality pada Platform Online Shopping Berbasis Technology Acceptance Model. Prosiding The 11th Industrial Research Workshop and National Seminar, 26–27. https://doi.org/10.35313/IRWNS.V11I1.2157
Rinaldi, B., Herlina, M. G., & Iskandar, K. (2024). Instagram Augmented Reality Marketing in Boosting Brand Awareness and e-WOM in the Indonesian Bottled Tea Industry. 2024 International Seminar on Application for Technology of Information and Communication (ISemantic), 71–76. https://doi.org/10.1109/iSemantic63362.2024.10762434
Rofi, A. R., & Kurniawati, M. (2025). Virtual Try-On and Purchase Intention: The Role of User Experience. Jurnal Economic Resource, 8(1), 228–239. https://doi.org/10.57178/jer.v8i1.1327
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