The use of AR by firms is so relevant for retailers that 46% plan to use this technology.

AR increases hedonic and utilitarian values (first mediators), attitude and satisfaction (second mediators) and consumers’ behavioral intention.

AR explains 36% of consumer loyalty, 49% of interactive, and 16% of cognitive challenge.

AR four dimensions are AR enjoyment, AR perceived usefulness, AR informativeness and AR aesthetic quality.

Augmented reality (AR), as a consumer-centric technology, helps businesses by providing new consumer experiences at the purchase occasion. However, we do not know the mechanisms behind AR when influencing behavioral intentions. Drawing on Unified Theory of Acceptance and Use of Technology, the authors develop a framework based on AR as antecedent, hedonic and utilitarian values as first mediators, attitude and satisfaction as second mediators, and behavioral intentions as a consequence. Based on 1,275 effect sizes from 58 manuscripts with 505,416 individuals, the meta-analysis supports AR’s main effect on behavioral intentions and the indirect impact through both sets of mediators. We also found moderating effects depending on AR application design, AR characterization, QR code utilization, access specificity, and display medium. For managerial applications, we developed a post-hoc taxonomy of four dimensions of AR, such as aesthetic, informativeness, perceived usefulness, and enjoyment, and how firms used them for explaining consumers’ responses.

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All authors contribute equally to this research. The first author thanks to CNPq for providing scholarship, Brazilian Ministry of Education (code 001). The first and second authors thanks to CAPES Higher Education Improvement Coordination for providing scholarship, Brazilian Ministry of Education (code 001). All authors contribute equaly to this research.

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