000170353 001__ 170353
000170353 005__ 20260422084206.0
000170353 0247_ $$2doi$$a10.1108/INTR-03-2025-0394
000170353 0248_ $$2sideral$$a148263
000170353 037__ $$aART-2026-148263
000170353 041__ $$aeng
000170353 100__ $$0(orcid)0000-0001-8353-3870$$aBarta, Sergio$$uUniversidad de Zaragoza
000170353 245__ $$aSpatial future ahead! Augmented reality and anticipated life consequences
000170353 260__ $$c2026
000170353 5060_ $$aAccess copy available to the general public$$fUnrestricted
000170353 5203_ $$aPurpose: This study explores how initial exposure to immersive spatial computing experiences using AR headsets generates lasting inspiration and shapes consumers expected long-term life consequences (i.e., enhancement of reality, perceived substitutability and social impact). 
Design/methodology/approach: The study uses a time-lagged research design based on 148 first-time users of spatial computing devices (AR headsets). Respondents were interviewed once shortly after being exposed to AR and a few days later. Data is analyzed using partial least squares structural equation modeling (PLS-SEM).
Findings: Users' immediate "inspired-by" experiences predict increased "inspired-to" intentions days later. Such inspiration translates into anticipated consequences such as virtually customizing their physical environments, substituting physical products with AR content, and influencing social relationships with other users.
Research limitations/implications: The current research focuses on positive life outcomes for consumers. However, the ubiquitous and pervasive use of AR may also lead to negative, undesired effects.
Practical implications: The study demonstrates that AR experiences can produce detectable effects long after initial exposure and underscores that AR adoption results from the synergy of hardware and content, providing insights for future research in immersive spatial computing technologies.
Originality/value: The current research is one of the first to study AR users over time. Drawing on inspiration theory, findings show that an initial exposure to spatial computing through AR can have lasting effects when consumers think about how these technologies could impact their lives.
000170353 536__ $$9info:eu-repo/grantAgreement/ES/DGA-FSE/S20-23R METODO Research Group
000170353 540__ $$9info:eu-repo/semantics/openAccess$$aby$$uhttps://creativecommons.org/licenses/by/4.0/deed.es
000170353 655_4 $$ainfo:eu-repo/semantics/article$$vinfo:eu-repo/semantics/publishedVersion
000170353 700__ $$aReto
000170353 700__ $$aHinsch, Chris
000170353 700__ $$aKalantari, Mahdokht
000170353 700__ $$aKrey, Nina
000170353 700__ $$aRauschnabel, Philipp
000170353 7102_ $$14011$$2095$$aUniversidad de Zaragoza$$bDpto. Direc.Mark.Inves.Mercad.$$cÁrea Comerci.Investig.Mercados
000170353 773__ $$g36, 7 (2026), 127-148$$pInternet res.$$tInternet Research$$x1066-2243
000170353 8564_ $$s1563818$$uhttps://zaguan.unizar.es/record/170353/files/texto_completo.pdf$$yVersión publicada
000170353 8564_ $$s1794263$$uhttps://zaguan.unizar.es/record/170353/files/texto_completo.jpg?subformat=icon$$xicon$$yVersión publicada
000170353 909CO $$ooai:zaguan.unizar.es:170353$$particulos$$pdriver
000170353 951__ $$a2026-04-22-08:40:12
000170353 980__ $$aARTICLE