AUGMENTED MARKETING COMMUNICATIONS: AR-BASED MARKETING IN THE BANKING WORLD

Authors

  • Tito Wira Eka Suryawijaya Department of Management, Universitas Dian Nuswantoro, Indonesia
  • Zora Calista Susilo Department of Communication, Universitas Airlangga, Indonesia
  • Masitha Fahmi Wardhani Department of Management, Universitas Dian Nuswantoro, Indonesia

DOI:

https://doi.org/10.56696/ijamer.v1i1.2

Keywords:

Augmented Reality, Banking, Marketing Communication

Abstract

In line with technological developments that continue to advance, companies need to continue to adapt in order to survive. Permata Bank as part of the banking industry must also adapt to establish communication in the digital realm with its consumers by carrying out product branding and marketing. Permata Bank's Choice of Augmented Reality is a mini game in the form of an Instagram filter.  The purpose of this research is to see the effectiveness of AR mini games which play a role in increasing awareness of Permata Bank banking products or services to increase customer interest, engagement, and loyalty.  This study uses the SEM-PLS method. The data was obtained through observation and online studies with customers to find out the activities of respondents with Augmented Reality by distributing online questionnaires with a sample of 100 respondents to find out the relationship between user experience, customer satisfaction, customer involvement and customer loyalty.  This research uncovers the development of marketing techniques, which incorporate Augmented Reality (AR) technology to enhance consumer experience and increase their interaction with products or services. These techniques have an impact on increasing brand awareness, product understanding, and customer engagement with services. Through the use of AR technology, new marketing techniques have been discovered. Augmented Marketing Communications.  The limitations of this study are limited to marketing communications in the banking sector. There has been a lot of research done to discuss augmented reality. However, there is not much research that addresses the banking sector specifically.

References

Abdillah, W., & Jogiyanto. (2015). Partial Least Square (PLS) Alternatif. Structural Equation Modeling (SEM) dalam Penelitian Bisnis. ANDI.

Arianto, B. (2021). Pengembangan UMKM Digital di Masa Pandemi Covid-19. ATRABIS: Jurnal Administrasi Bisnis (e-Journal), 6(2), 233-247. https://doi.org/10.38204/atrabis.v6i2.512

Auliasari, S. (2019). Pengaruh Citra Merek Dan Customer Engagement Terhadap Kepuasan Konsumen Serta Dampaknya Pada Loyalitas Merek Jly Dessert Di Kota Pontianak. Jurnal Manajemen Update, 8(1). https://jurnal.untan.ac.id/index.php/ejmfe/article/view/31380

Barus, O., Suliegna, E., Pangaribuan, J. J., & Justin, J. (2022). Implementasi Filter Augmented Reality pada Usaha Mikro Kecil Menengah untuk Meningkatkan Penjualan. METIK JURNAL: Media Teknologi Informasi dan Komputer Jurnal, 6(2), 85-91. https://doi.org/10.47002/metik.v6i2.370

Fadly, H. D., & Sutama, S. (2020). Membangun Pemasaran Online Dan Digital Branding Ditengah Pandemi Covid-19. Jurnal Ecoment Global : Kajian Bisnis dan Manajemen, 5(2). http://dx.doi.org/10.35908/jeg.v5i2.1042

Fathoni, K., Setiowati, Y., & Dzarrin, H. A. (2020). Aplikasi Promosi Bank Cimb Niaga Menggunakan Mobile Augmented Reality. TECHNOLOGIA: Jurnal Ilmiah, 11(1). https://doi.org/10.31602/tji.v11i1.2690

Filter Permata Bank by ozy635. (2021, August 6). Kejar Kemenangan. Instagram. Retrieved January 12, 2023, from https://www.instagram.com/ar/225713535684648/

Ghozali, I. (2006). Structural Equation Modeling Metode Alternatif dengan Partial Least Square (PLS). Badan Penerbit Universitas Diponegoro.

Hambali, V., & Noor, I. (2016). Analisis Faktor-Faktor Yang Mempengaruhi Keputusan Nasabah Di Dalam Memilih Jenis Bank (Studi Kasus Masyarakat Kota Malang). Jurusan Ilmu Ekonomi Fakultas Ekonomi Dan Bisnis Universitas Brawijaya Malang, 2(1), 41-44.

Kaltim Today. (2021, December 10). Ketahui Perbedaan Bank Swasta dan Bank Pemerintah. Kaltim Today. Retrieved January 9, 2023, from https://kaltimtoday.co/ketahui-perbedaan-bank-swasta-dan-bank-pemerintah/

Karundeng, F. (2020). Developing Instagram Filter-Based Accounting Educational Game As A Fun Learning Media. Review of Behavioral Aspect in Organizations and Society, 2(2), 113-130. https://doi.org/10.32770/rbaos.vol2113-130

Kementerian Koordinator Bidang Perekonomian Republik Indonesia. (2022, August 15). Dunia Usaha di Indonesia Masih Solid dan Terus Berkembang di Tengah Tantangan dan Dinamika Global. SIARAN PERS NOMOR HM.4.6/432/SET.M.EKON.3/08/2022. Retrieved January 9, 2023, from https://www.ekon.go.id/publikasi/detail/4446/dunia-usaha-di-indonesia-masih-solid-dan-terus-berkembang-di-tengah-tantangan-dan-dinamika-global

Landsberg, N. (2022, June 6). How To Make Your Own Instagram AR Filters. Influencer Marketing Hub. Retrieved January 9, 2023, from https://influencermarketinghub.com/instagram-ar-filters/

Lorenzo-Romero, C., María-Encarnación Andrés-Martínez, & Mondéjar-Jiménez, J.-A. (2020). Omnichannel In The Fashion Industry: A Qualitative Analysis From A Supply-Side Perspective. Heliyon, 6(6). https://doi.org/10.1016/j.heliyon.2020.e04198

Modena, M. (2007). In search of the elusive ADDIE model. Performance Improvement, 42(5), 34-36. https://doi.org/10.1002/pfi.4930420508

Muslimin, K., & Yusuf, M. D. (2020). Pengaruh Penggunaan Instagram Terhadap Perilaku Narsisme Di Kalangan Mahasiswa. Jurnal An-Nida, 12(2). ISSN : 2085-3521

Napoleon Cat. (2020, July 11). Instagram users in Indonesia - January 2021. NapoleonCat. Retrieved January 8, 2023, from https://napoleoncat.com/stats/instagra%20m-users-in-indonesia/2021/01/

Ozturkcan, S. (2020). Service innovation: Using augmented reality in the IKEA Place app. Journal of Information Technology Teaching Cases, 11(1), 8-13. https://doi.org/10.1177/2043886920947110

Ramadhan, A. F., Putra, A. D., & Surahman, A. (2021). Aplikasi Pengenalan Perangkat Keras Komputer Berbasis Android Menggunakan Augmented Reality (Ar). jurnal Teknologi dan Sistem Informasi, 2(2). https://doi.org/10.33365/jtsi.v2i2.840

Sari, L. N., & Susilawati, N. (2022). Motif Penggunaan Filter Instagram dikalangan Mahasiswa Perempuan Universitas Negeri Padang. Jurnal Perspektif: Jurnal Kajian Sosiologi dan Pendidikan, Universitas Negeri Padang, 5(2). https://doi.org/10.24036/perspektif.v5i2.625

Sugiono, S. (2021). Tantangan dan Peluang Pemanfaatan Augmented Reality di Perangkat Mobile dalam Komunikasi Pemasaran. Jurnal Komunika: Jurnal Komunikasi dan Informatika, 10(1), 1-12. http://doi.org/10.31504/komunika.v9i1.3715

Sugiyono. (2019). Metode Penelitian Kuantitatif dan Kualitatif Dan R&D. ALFABETA.

Udayan, J. D., Kataria, G., Yadav, R., & Kothari, S. (2020). Augmented Reality in Brand Building and Marketing – Valves Industry. 2020 International Conference on Emerging Trends in Information Technology and Engineering (ic-ETITE), 1-6. https://doi.org/10.1109/ic-ETITE47903.2020.425.

Williams, R. (2020, December 9). Haribo makes adults sound like kids with an Instagram AR lens. Marketing Dive. Retrieved January 9, 2023, from https://www.marketingdive.com/news/haribo-makes-adults-sound-like-kids-with-instagram-ar-lens/591856/

Downloads

Published

2023-06-09

How to Cite

Tito Wira Eka Suryawijaya, Zora Calista Susilo, & Masitha Fahmi Wardhani. (2023). AUGMENTED MARKETING COMMUNICATIONS: AR-BASED MARKETING IN THE BANKING WORLD. International Journal Of Accounting, Management, And Economics Research, 1(1), 04–14. https://doi.org/10.56696/ijamer.v1i1.2