From Awareness to Action: Using Immersive Augmented Reality to Promote Sustainable Food Practices
Abstract
1. Introduction
- How can the concept of the surplus food economy be utilized to address the issue of surplus bread in Macau and applied to immersive, interactive virtual experiences?
- From the perspective of the Technology Acceptance Model (TAM), what are users’ attitudes toward immersive virtual interactive experience systems?
- How do system quality, information quality, and perceived playfulness affect users’ behaviors within immersive virtual interactive systems?
2. Literature Review
2.1. The Surplus Food Economy of Bread
2.2. Immersive AR Interactive Experiences and Learning
2.3. Technology Acceptance Model and Perceived Playfulness
2.4. Information Quality Has a Significant Effect on Perceived Usefulness, and System Quality Has a Significant Effect on Perceived Ease of Use
2.5. Perceived Playfulness Has a Significant Effect on Attitudes Toward Use and Behavioral Intention
2.6. Summary
3. Research Method
3.1. Research Structure and Hypotheses
3.2. Experimental Procedure and Participants
- A briefing session and a set of system operating instructions: (5 min): to explain the purpose, procedure, timing, and operational methods of the experimental activities.
- An immersive 15 min AR surplus bread shopping experience: participants are guided through the full system journey, from logging in to independently browsing and checking surplus bread availability, then using AR to scan bread tags for an immersive experience, and finally completing a carbon reduction task to earn rewards.
- Questionnaire data collection and user interviews (10 min): participants are guided to complete the questionnaire and collect their feedback after using the system. The session will be recorded via video and audio for subsequent data organization and analysis.
3.3. Research Tools
3.4. System Workflow and Experimental Interface
- Homepage: Users primarily log in by entering their mobile phone number and password to access the main page.
- Search Function: Allows users to search for surplus bread available at participating bakeries on the current day (covering Macau, Taipa, and Coloane). After selecting desired items, users can choose a route and navigation mode, with a virtual bread character guiding them along the path.
- Purchase Function: After selecting bread, users specify quantities, confirm the order, and proceed with payment. Upon completion, users can save the bakery and specific bread items as favorites for easier access and repurchase in the future.
- AR scanning and Entertainment Function: When purchasing bread, users can scan the bread tags to view 3D models of the products. In addition to basic browsing, users can tap on different nutritional elements to see detailed ingredients and nutrition information, and from there access the information function page.
- Information Function: After learning about the nutritional content through the entertainment function, the system will display the specific amounts of “food waste reduced” and “carbon emissions lowered” upon completion of the purchase, the former is calculated in MOP, and the latter is shown in grams. Based on these values, users can collect and accumulate stars. Once they reach a certain threshold, or in conjunction with store promotions, they can redeem bread for free.
- Resources: The design team is responsible for collecting and creating all visual and textual content as well as the 3D bread models, and for continuously updating and expanding current and future related resources to ensure the information remains complete and up to date.
4. Results and Discussion
4.1. Results
4.1.1. Predictive Test and Participant Analysis
4.1.2. Reliability, Validity, and Structural Model Analysis
4.1.3. Path Analysis and Comparison of Results
4.2. Discussion
4.2.1. Harnessing the Surplus Food Economy to Address Surplus Bread in Macau Through Immersive Virtual Interactive Experiences
4.2.2. Users’ Attitudes Toward Immersive Virtual Interactive Experience Systems from the Perspective of the Technology Acceptance Model (TAM)
4.2.3. Effects of System Quality, Information Quality, and Perceived Playfulness on User Behavior
5. Conclusions
5.1. Theoretical Significance
5.2. Practical Significance
5.3. Study Limitations and Future Studies
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Variable | Question | Number | Literature |
|---|---|---|---|
| Information quality, IQ | The system shows highly responsive performance. | IQ1 | [60,61,62] |
| The system delivers messages and graphics smoothly. | IQ2 | ||
| The information within the system is easy to browse. | IQ3 | ||
| The system’s interface is easy to understand and operate. | IQ4 | ||
| System quality, SQ | The system’s content is relevant to real-world information. | SQ1 | [56,63] |
| The information provided by the system is trustworthy. | SQ2 | ||
| The system’s functions are clearly labeled, and the information meets my needs. | SQ3 | ||
| The messages in the system are easy to understand. | SQ4 | ||
| Perceived usefulness, PU | The system has enhanced my understanding of surplus bread. | PU1 | [59,64] |
| Using the system has enhanced my ability to learn about surplus bread. | PU2 | ||
| I find the system helpful in understanding the issue of surplus bread. | PU3 | ||
| Perceived ease of use, PEOU | Learning to operate the system was easy for me. | PEOU 1 | [54,65] |
| I can use the system proficiently. | PEOU 2 | ||
| I think the system is easy to comprehend. | PEOU 3 | ||
| Perceived playfulness, PP | I find the system both attractive and enjoyable. | PP1 | [55,66] |
| I believe using the system makes the concept of reducing surplus bread more interesting and motivating. | PP2 | ||
| The system enhances my knowledge of and interest in surplus bread. | PP3 | ||
| Attitude, AT | Using the system is a great idea. | AT1 | [34,35] |
| I think the use of this system is very popular. | AT2 | ||
| I believe that using the system is entertaining and enjoyable. | AT3 | ||
| Behavior intention, BI | I will purchase the products I reviewed. | BI1 | [35] |
| I will recommend the system to my friends and family. | BI2 | ||
| I will use the system again to buy bread. | BI3 |
| Basic Questions | Items | Sample | Percentage (%) |
|---|---|---|---|
| Gender | Male | 95 | 58.3 |
| Female | 68 | 41.7 | |
| Age | 20–24 | 80 | 48.6 |
| 25–29 | 55 | 33.0 | |
| 30–34 | 12 | 8.7 | |
| 35+ | 16 | 9.7 | |
| Occupation | Student | 93 | 57.1 |
| Office worker | 35 | 21.5 | |
| Teacher | 9 | 5.5 | |
| Part-time worker | 10 | 6.1 | |
| Retiree | 10 | 6.1 | |
| Other | 6 | 3.7 | |
| Frequency of app use per week | Never | 1 | 0.6 |
| 1 time | 4 | 2.5 | |
| 2–4 times | 55 | 33.7 | |
| 5 times or more | 103 | 63.2 | |
| Types of AR experienced | Games | 50 | 30.7 |
| Travel | 31 | 19.0 | |
| Museums | 45 | 27.6 | |
| Education | 17 | 10.4 | |
| Shopping | 15 | 9.2 | |
| Other | 2 | 1.3 | |
| None | 3 | 1.8 |
| Item | Avg. | Factor Loading | t-Value | Cronbach’s α | CR | AVE |
|---|---|---|---|---|---|---|
| IQ1 | 3.99 | 0.874 | 7.935 | 0.83 | 0.92 | 0.75 |
| IQ2 | 4.03 | 0.960 | ||||
| IQ3 | 3.88 | 0.813 | ||||
| IQ4 | 3.84 | 0.885 | ||||
| SQ1 | 3.94 | 0.913 | 8.066 | 0.82 | 0.93 | 0.78 |
| SQ2 | 3.85 | 0.891 | ||||
| SQ3 | 3.84 | 0.845 | ||||
| SQ4 | 3.96 | 0.875 | ||||
| PU1 | 4.10 | 0.912 | 7.413 | 0.82 | 0.89 | 0.73 |
| PU2 | 4.12 | 0.835 | ||||
| PU3 | 3.91 | 0.821 | ||||
| PEOU 1 | 3.67 | 0.813 | 7.939 | 0.84 | 0.90 | 0.76 |
| PEOU 2 | 3.79 | 0.887 | ||||
| PEOU 3 | 3.82 | 0.907 | ||||
| PP1 | 4.17 | 0.872 | 6.926 | 0.91 | 0.88 | 0.71 |
| PP2 | 4.24 | 0.824 | ||||
| PP3 | 4.13 | 0.827 | ||||
| AT1 | 4.11 | 0.785 | 7.710 | 0.80 | 0.86 | 0.67 |
| AT2 | 4.21 | 0.803 | ||||
| AT3 | 4.05 | 0.861 | ||||
| BI1 | 3.91 | 0.840 | 8.128 | 0.82 | 0.89 | 0.73 |
| BI2 | 4.20 | 0.854 | ||||
| BI3 | 4.10 | 0.876 |
| IQ | SQ | PU | PEOU | PP | AT | BI | |
|---|---|---|---|---|---|---|---|
| IQ | 1 | ||||||
| SQ | 0.842 | 1 | |||||
| PU | 0.618 | 0.760 | 1 | ||||
| PEOU | 0.528 | 0.644 | 0.774 | 1 | |||
| PP | 0.596 | 0.620 | 0.531 | 0.854 | 1 | ||
| AT | 0.391 | 0.260 | 0.270 | 0.671 | 0.801 | 1 | |
| BI | 0.373 | 0.433 | 0.464 | 0.763 | 0.677 | 0.922 | 1 |
| Internal Variables | Path | β | SE | p-Value | Result |
|---|---|---|---|---|---|
| H1 | PU → AT | 0.464 | 0.330 | *** | Accepted |
| H2 | PEOU → AT | 0.691 | 0.109 | *** | Accepted |
| H3 | AT → BI | 0.330 | 0.132 | * | Accepted |
| H4 | IQ → PU | 0.528 | 0.083 | *** | Accepted |
| H5 | SQ → PEOU | 0.270 | 0.094 | ** | Accepted |
| H6 | PP → AT | 0.841 | 0.081 | *** | Accepted |
| H7 | PP → BI | 0.212 | 0.113 | ns | Rejected |
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Hsaio, P.-W.; Kong, L.-Q.; Ti, Y. From Awareness to Action: Using Immersive Augmented Reality to Promote Sustainable Food Practices. Sustainability 2025, 17, 11050. https://doi.org/10.3390/su172411050
Hsaio P-W, Kong L-Q, Ti Y. From Awareness to Action: Using Immersive Augmented Reality to Promote Sustainable Food Practices. Sustainability. 2025; 17(24):11050. https://doi.org/10.3390/su172411050
Chicago/Turabian StyleHsaio, Peng-Wei, Ling-Qi Kong, and Ying Ti. 2025. "From Awareness to Action: Using Immersive Augmented Reality to Promote Sustainable Food Practices" Sustainability 17, no. 24: 11050. https://doi.org/10.3390/su172411050
APA StyleHsaio, P.-W., Kong, L.-Q., & Ti, Y. (2025). From Awareness to Action: Using Immersive Augmented Reality to Promote Sustainable Food Practices. Sustainability, 17(24), 11050. https://doi.org/10.3390/su172411050

