Diagram reality spectrum

Augmented Reality (AR) in Marketing

Learning Outcome: By the end of this lesson, you will be able to explain what augmented reality marketing is, describe why it creates a different kind of consumer experience from traditional digital marketing, and apply the concept to a realistic retail scenario.

What Is Augmented Reality Marketing?

Augmented reality (AR) overlays digital information – an image, animation, or piece of data – onto a person’s real-time view of the physical world, usually through a smartphone camera. Rauschnabel et al. (2022), writing in the Journal of Business Research, define augmented reality marketing as a distinct, potentially disruptive sub-discipline of marketing in its own right, rather than simply a novelty feature bolted onto existing digital channels, and propose a framework built around branding, inspiring, convincing, and keeping customers across the AR-enabled customer journey. What sets AR apart from a video advert or a website is that it’s situated: the experience happens in the customer’s own physical space, on their own body, or in their own home, rather than on a screen disconnected from it.

Why AR Creates a Different Kind of Experience

Scholz and Smith (2016), in Business Horizons, describe AR marketing as working through a mix of active and passive ingredients that marketers can deliberately design – and note that a well-designed AR experience can drive three distinct types of engagement: between the user and the brand, between the user and other users, and between the user and bystanders who see them using it. This last point matters more than it might first appear: someone using an AR app in a public space, such as a furniture-placement tool held up in a shop, often draws the attention of people nearby, creating a form of visible, unplanned word-of-mouth that a conventional advert cannot replicate.

Where AR Sits Between the Physical and the Virtual

It helps to place augmented reality on a spectrum rather than treat it as an isolated technology. At one end sits ordinary physical reality, unmediated by any digital layer. At the other end sits fully virtual reality, where the physical world is replaced entirely by a simulated one. Augmented reality sits between the two: it keeps the real, physical environment as the foundation and adds a digital layer on top of it, which is precisely why AR tends to feel more practical for everyday retail use than fully immersive virtual reality – a customer doesn’t need to leave their own living room to use it.

The Most Common Retail Application: Try-Before-You-Buy

Kowalczuk et al. (2020), comparing an AR furniture-placement app against a standard web-based product page in the Journal of Business Research, found that the AR experience generated significantly greater immersion and enjoyment than browsing the website, which in turn shaped stronger purchase intentions – even though the website scored higher on straightforward usefulness. This finding captures AR’s core trade-off well: it isn’t always the more efficient way to convey product information, but it’s often the more persuasive one, because it lets a customer resolve uncertainty about fit, scale, or appearance before committing to buy.
Example: Bellcourt Furnishings Cuts Its Return Rate
The fictional furniture retailer Bellcourt Furnishings had a persistent problem with sofas being returned because they looked different in a customer’s own room than expected online. It introduced an AR feature in its shopping app letting customers place a life-size, to-scale digital model of any sofa directly in their own living room via their phone camera before ordering. Among customers who used the AR feature before purchasing, the return rate for sofas fell from 18% to 7% over the following two quarters, while overall online sofa sales rose slightly as well – a sign that the tool was resolving genuine uncertainty rather than simply adding a gimmick to the checkout process.

Beyond Retail: Other Applications

While furniture and try-on applications are the most familiar consumer-facing uses, AR marketing extends further. Sung (2020), writing in the Journal of Business Research, found that AR mobile app advertising can drive genuine viral behaviour, since immersive brand experiences encourage users to voluntarily share their experience with others – effectively turning the AR interaction itself into unpaid promotional content. Packaging that comes alive through a phone camera, interactive point-of-sale displays, and location-triggered AR experiences at events are all variations on the same underlying principle: adding a digital layer to a moment a customer is already physically present in.

The Limits and Costs Involved

AR experiences typically require more development investment than a standard web page or advert, and not every product category benefits equally – AR adds the most value where a customer’s uncertainty is genuinely spatial, such as furniture, clothing fit, or home renovation colours, and adds far less where the product doesn’t depend on how it looks in physical space. Söderström et al. (2024) also found that AR’s persuasive effect can erode with repeated use, as novelty wears off for habitual users, suggesting AR works best as one tool within a wider strategy rather than a permanent centrepiece.

Summary

Augmented reality marketing overlays digital content onto the physical world, creating situated experiences that a screen-only advert cannot match, with real potential to boost engagement, enjoyment, and confidence in a purchase decision. It works best where a customer’s hesitation is genuinely about how something will look or fit in real space, and its cost and novelty-based limits mean it should be deployed deliberately rather than everywhere at once.
Key Idea: Augmented reality doesn’t just show a customer a product – it lets them try it in their own physical space before they buy, which is why it tends to reduce uncertainty and returns far more effectively than a standard product page.