Augmented Reality Marketing in Malaysia—Future Scenarios
Abstract
:1. Introduction
2. Literature Review
3. Methodology
3.1. Social, Technological, Environmental, Economic, Political, and Values (STEEPV)
3.2. Brainstorming
3.3. Voting Based on Importance
3.4. Impact and Uncertainty Analysis
3.5. Development of Scenarios
4. Results
4.1. Statistical Means of Importance for the Merged Issues or Drivers
4.2. Statistical Means of Impact and Uncertainty for the Top Issues and Drivers
4.3. Selection of the Top Two Issues or Drivers
4.4. Impact of Issue or Driver
4.5. Uncertainty of the Issue or Driver
5. Scenario Development
5.1. Scenario 1—Emergence of New Normalisation
5.2. Scenario 2—Stagnant Society
5.3. Scenario 3—Boom and Bust
5.4. Scenario 4—Disruptive Invention
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
Appendix A
Social | Technological | Environmental | Economic | Political | Value |
---|---|---|---|---|---|
1. Change in marketing style | 1. Combination of virtual and real world | 1. Environmental awareness | 1. New phenomenon | 1. Regulations on privacy and piracy content | 1. Unify people |
2. Increase of smartphone user | 2. Innovation for friendlier usage | 2. Spurt awareness and promote products that help to remove waste | 2. Pressured by Experience Economy | 2. Privacy policies need to be implement | 2. Enhance social interaction |
3. Experience oriented marketing | 3. Reduce cost while improving quality | 3. Increase Experience Economy | 3. Plans to ban AR while driving | 3. Easy dismissal of new technology | |
4. Willingness to try AR application | 4. Accurate evaluation of product | 4. Customer feedback not fully considered | 4. Malaysian government focus on digital economy | 4. Increase of user valuation | |
5. Smart usage of AR | 5. Ideal scenario setting | 5. Potential ineffective AR marketing | 5. Legal and policy issues | 5. Accessibility to high-speed internet | |
6. Unrestricted user movement | 6. Camera mapping | 6. Increase of target market | 6. Malaysia’s commitment towards digital economy | 6. AR usage intention based on values | |
7.Commercialisation of AR | 7. Wide usage of AR technology | 7. Customisation of information to user’s demand | 7. Customer’s gives information based on trust | ||
8. Advice marketing | 8. User control technology | 8. Marketing strategies effect performance | 8. Overestimation of media quality | ||
9. Growing demand of global trend | 9. Inability to replace traditional method | 9. Rising of interactive market | 9. Internet centrality in the lives of consumer | ||
10. Rising of brand identity value | 10. Potential growth of AR in marketing | 10. Implementation in advertising strategy | 10. Enhancing life | ||
11. Technologies support product life cycle | 11. Aesthetic appeal of AR | 11. Experience remembered by consumer | 11. Trending of on-the-go users | ||
12. Interaction of advanced technology | 12. Advances in microelectronics | 12. Improved retention of product information | 12. Enhancing wellness | ||
13. Social context mobile marketing | 13. Outdoor usage | 13. Lower product information retention compared to print | 13. Resistant due to privacy | ||
14. Future significant role of AR | 14. Complexity | 14. Increase value of AR in retail settings | 14. Consumers become immersed | ||
15. Personal information drawback | 15. Dynamic imaging technology | 15. Growth of AR application | 15. Increased interest | ||
16. Increase usage by end-user | 16. Visual sensory stimulation | 16. Less innovative marketing for static market | 16. High number of AR users | ||
17. AR role in communication | 17. Slow adoption of AR | 17. Economic vandalism caused by marketing | 17. Millennials do research prior to their decision | ||
18. User’s skills improvement | 18. New possibility in content delivery | 18. AR contribution in product life cycle | 18. Desperate to be engaged in captivating ways | ||
19. Higher product revelation | 19. Increased utility and relevance | 19. Stimulates consumer’s buying intention and impressions | 19. Brands want to help consumer to truly experience | ||
20. Generate higher trust and attitude | 20. Critical computation | 20. Long-term commercial relation | |||
21. Unique sensory capabilities | 21. System quality influence user retention | 21. Marketing controlled by user | |||
22. Quality of AR on decision | 22. Novel application in diverse contexts | 22. Little knowledge on implementing effectively | |||
23. Digitalisation era | 23. Precise augmentation of object | 23. AR integrated offline marketing | |||
24. Rise of long-hours smartphone user | 24. Possibility to overthrow singular communications | 24. Relevant technology in marketing | |||
25. Shift of advertisement platform | 25. Effective commerce through 3D rendering | 25. Consideration to provide high level AR quality | |||
26. Ambiguity limits range | 26. Value and accessibility | 26. Shifting to web 3.0 generation in advertising in Korea | |||
27. Limited studies on AR role in society | 27. Limitations of AR technology | 27. Mobile marketing opportunity | |||
28. Unconvinced of the need of greater information | 28. Filtering of information | 28. Growing interest of MAR | |||
29. User expect not share personal information but to use the AR | 29. Lower level of accuracy needed in marketing comparatively | 29. Growing number applications | |||
30. Mobile marketing part of AR product | 30. HAR do not answer to the needs of users | 30. Differences in characteristic of consumer | |||
31. Riskier transaction | 31. Enhancing users’ perception of reality | 31. Unknown consumer perception | |||
32. Developers concern of privacy issue | 32. Maintaining sufficiently high quality of experience | 32. New marketing venture | |||
33. AR attackers | 33. Ubiquitous computing | 33. AR short life cycle | |||
34. Physical threat | 34. Lighting changes the shape of product produced by AR | 34. Using AR for the sake of using it | |||
35. Distractive virtual content | 35. Variety media representation | 35. Enhanced marketing communication | |||
36. Potential ethical problem among user | 36. Application in other senses | 36. AR direct marketing opportunities | |||
37. New avenues for cyber-bullying | 37. Accurate positioning of | 37. Broader application over television and the internet | |||
38. Little studies on user acceptance effectiveness | virtual objects | 38. Marketing tool coexist with AR in the future | |||
39. Congruent opinion on early adoption | 38. Connectivity to internet | 39. New needs in infinite area and market | |||
40. Struggles for exciting experience | 39. Additional details | 40. Prototypes visualisation for advertising | |||
41. Importance of interaction | 40. Architectural flaws | 41. Adding value to the brand | |||
42. Lack of knowledge | 41. Varieties of AR technology | 42. Maximise impact of advertising | |||
43. Audiences weren’t ready | 42. Immaturity at current stage | 43. Marketing beyond physical store | |||
44. Change in B2C communications | 43. Ability to augment from another dimension | 44. Instant marketing | |||
45. Screen time impact on young children | 44. Synchronisation between reality and virtual object | 45. Future of emotion measurement marketing | |||
46. Support from stakeholders | 45. Not functional without camera and GPS location | 46. Increase value of investment | |||
47. Tangible development | 46. Technical challenges faced | 47. Low adoption | |||
47. Facilitate realistic experiences | 48. Increase user’s certainty | ||||
48. Maximise effects of reality | 49. Market choose a brand based on quality | ||||
49. Innovative, novel changes, mobile revolution | 50. Reluctant to invest | ||||
50. Appealing features | 51. Short attention-span | ||||
51. Bridge cyber and physical world information | 52. Inappropriate practice cause failure | ||||
52. Support functionalities of AR | 53. Digital flyers as competitors | ||||
53. Lack of standard | 54. Increase product price | ||||
54. Facilitate showcase of product | 55. Improve marketing effectiveness | ||||
55. Deficiency of standardisation | |||||
56. Flat experiences of technology today in future | |||||
57. Urgency in embracing 4th Industrial Revolution | |||||
58. Clickable and measureable | |||||
59. Harder technical challenge than VR | |||||
60. Unprecedented access |
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Issues or Drivers | Mean Vote |
---|---|
1. Government policy on digitising | 4.4091 |
2. Microelectronics advancement | 3.4545 |
3. Digitalisation era | 3.8636 |
4. Market demand | 3.9091 |
5. Awareness in adoption of AR | 4.1364 |
6. Development of alternative marketing strategies | 4.1818 |
7. Experience Economy phenomenon | 4.1818 |
8. Commercialisation of augmented reality | 4.1818 |
9. Investment in the application of AR | 4.1364 |
10. Technological Knowledge Generation | 4.2273 |
11. Modernisation lifestyle | 4.3182 |
12. Industrial Revolution | 4.0000 |
13. Need for the interrelation between the virtual and real world | 4.4091 |
Issues or Drivers | Mean Vote |
---|---|
1. Government policy on digitising | 4.4091 |
2. Need for the interrelation between the virtual and real world | 4.4091 |
3. Modernisation lifestyle | 4.3182 |
4. Technological Knowledge Generation | 4.2273 |
5. Development of alternative marketing strategies | 4.1818 |
6. Experience Economy phenomenon | 4.1818 |
7. Commercialisation of augmented reality | 4.1818 |
Issues or Drivers | Mean Vote | ||
---|---|---|---|
Impact | Uncertainty | ||
D1 | Government policy on digitising | 4.1818 | 3.3636 |
D2 | Need for the interrelation between the virtual and real world | 4.3636 | 3.6364 |
D3 | Modernisation lifestyle | 4.2727 | 3.6818 |
D4 | Technological Knowledge Generation | 4.2273 | 3.9091 |
D5 | Development of alternative marketing strategies | 4.2727 | 3.3636 |
D6 | Experience Economy phenomenon | 4.2273 | 3.6364 |
D7 | Commercialisation of augmented reality | 4.1364 | 3.1818 |
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Ng, C.C.; Ramasamy, C. Augmented Reality Marketing in Malaysia—Future Scenarios. Soc. Sci. 2018, 7, 224. https://doi.org/10.3390/socsci7110224
Ng CC, Ramasamy C. Augmented Reality Marketing in Malaysia—Future Scenarios. Social Sciences. 2018; 7(11):224. https://doi.org/10.3390/socsci7110224
Chicago/Turabian StyleNg, Choon Ching, and Chandrashekar Ramasamy. 2018. "Augmented Reality Marketing in Malaysia—Future Scenarios" Social Sciences 7, no. 11: 224. https://doi.org/10.3390/socsci7110224
APA StyleNg, C. C., & Ramasamy, C. (2018). Augmented Reality Marketing in Malaysia—Future Scenarios. Social Sciences, 7(11), 224. https://doi.org/10.3390/socsci7110224