35 Matching Annotations
  1. Oct 2025
    1. (H6a, β = 0.085; p < .05;CI = (LCI = 0.051 to UCI = 0.118)) and haptic percep-tions (H6c, β = 0.090; p < .05; CI = (LCI = 0.050 to UCI= 0.122)) only, not in case of acoustic perceptions (H6b,β = 0.019; p > .05; CI= (LCI= −0.005 to UCI = 0.041))

      Heavy use of Acronyms in this section.

    2. To assess the variables, a seven-point Likert scale (1= “Strongly disagree” to 7 = “Strongly agree”) was used.The survey instrument employed in the study includedseven constructs with 28 scale item measures that werein line with previous conceptualizations

      Description of what measures are used in such a research article is very helpful as the graphs used are helpful in knowing what is changing.

    3. Involvement, like motivation, is a feeling that devel-ops within the mind of the customer. Involvement isdefined as “a person’s perceived relevance of theobject based upon inherent needs, values, andinterests

      I find it interesting that we get a full description of the idea of involvement in such a different way than of what the technical parts of the article such as what AI, Augmented Reality, or Virtual Reality are presented.

    4. Marketers should note that any-one who has visited the app is a potential customer. Asper the findings of this study, if the consumer is notfinding any value in the currently available product, hewill not indulge in the UBI. Therefore, companiesshould offer innovative products, introduce new pro-duct lines, and widen their offerings so potential con-sumers may find something to engage with.

      More use of past tense. should also is used as a qualifier here to promote.

    5. the study explores sen-sory perceptions’ influence on the UBI and the media-tion effect of emotional states for virtual eyewear

      Passive voice was used through the entire article.

    6. touch.38 Haptics in thevirtual environment involves the utilization of hapticinterfaces, like smartphones and AR technologies, toenable consumers to touch, feel, and move items inimmersive virtual settings.39 The second sensory experi-ence, “Visual Sensation”, has been recognized as thehighly prominent of all the senses.

      Three different citations here but no attribution.

    7. earlier research has explored the impact of ARapps mainly in the context of various hedonic productssuch as makeup, clothing, and gaming.

      No attribution here just a link to the citations page

    8. The authors contend that both external stimuli and con-sumers’ internal emotional states are crucial in under-standing impulsive buying.

      Example of passive voice as well as qualifier.

    9. Literature indicates thatcustomers’ emotions are successfully controlled, relaxed,and improved via sensory marketing.56

      Another use of qualifier to promote hedging. Indicates

    10. In physical retailing stores, interiors like lighting, color,music, scent, and exteriors such as storefront windowdesign, landscaping in the vicinity of the store, and wall-mounted flags elicit consumers’ emotional responses.1Retailers use these cues to tweak the shopping surround-ings to stimulate emotions of consumers to increase thelikelihood of making purchases.1 These cues were termedas atmospherics by Kotler.2

      Easy to understand description of atmospherics.

    11. Pooja Goela, Aashish Gargb, Anuj Sharma c, and Nripendra P. RanadaDepartment of Commerce, Shaheed Bhagat Singh College, University of Delhi, New Delhi, India; bSri Aurobindo College of Commerce andManagement, Ludhiana, India; cJindal Global Business School, O. P. Jindal Global University, Sonipat, India; dCollege of Business andEconomics, Qatar University, Doha, Qatar

      Multiple authors, all from academic source. Shows collaborative effort.