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Philipp A Rauschnabel

Biographic Data

ID3422501
NAMEPhilipp A Rauschnabel
GIVEN NAMESPhilipp A
FAMILY NAMERauschnabel
SIGNATURERAUSCHNABEL P A
AFFILIATIONSUniversität der Bundeswehr München
ORCID0000-0003-2188-6747
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS23
WORKS AS AUTHOR11
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2016
LATEST PUBLICATION YEAR2026
H-INDEX2
  • From stress to success

    Open Access•Dominik O W Hirschberg, Oliver Hein et al.•ARTICLE•International Journal of…•2026

    Not all information helps equally: context determines what supports effective action. This Situated Action principle might matter for Augmented Reality (AR), as different designs might be used in response to different user states. Accordingly, we investigate how stress and guidance level jointly influence performance and acceptance through a 2 2 experiment ( ) in AR-assisted assembly. Participants underwent stress induction or relaxation before u…

  • Similar but different

    Open Access•Luisa Alex, Robert Mai et al.•ARTICLE•Computers in Human Behavior•2026

    Combating climate change requires addressing psychological barriers that inhibit people's engagement. Two significant challenges hinder effective climate change actions: the invisibility of the effects of climate change and people's distance from environmental degradation, leading to a psychological disconnect and underestimation of environmental problems. This research posits that technologies extending reality by embedding the physical and digi…

  • Spatial future ahead! Augmented reality and anticipated life consequences

    Open Access•Sergio Barta, Reto Felix et al.•ARTICLE•Internet Research•2026•References: 6

    Purpose 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 interviewe…

  • The 4C framework

    Open Access•Philipp A Rauschnabel, Reto Felix et al.•ARTICLE•Computers in Human Behavior•2024

    Augmented reality (AR) is an emerging concept that impacts many disciplines, such as business, marketing, tourism, gaming, human–computer interaction, and manufacturing. Surprisingly, many scholarly and practical discussions overlook the fundamental primary factors that distinguish AR from other concepts, namely, that it involves a computing device that integrates virtual content into a consumer's perception of the real world in a specific contex…

  • Metaverse marketing

    Open Access•Yogesh K Dwivedi, Laurie Hughes et al.•ARTICLE•Psychology and Marketing•2023

    The initial hype and fanfare from the Meta Platforms view of how the metaverse could be brought to life has evolved into an ongoing discussion of not only the metaverse's impact on users and organizations but also the societal and cultural implications of widespread usage. The potential of consumer interaction with brands within the metaverse has engendered significant debate within the marketing‐focused discourse on the key challenges and transf…

  • Metaverse beyond the hype

    Open Access•Yogesh K Dwivedi, Laurie Hughes et al.•ARTICLE•International Journal of…•2022

    The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persi…

  • What is XR? Towards a Framework for Augmented and Virtual Reality

    Open Access•Philipp A Rauschnabel, Reto Felix et al.•ARTICLE•Computers in Human Behavior•2022

    Augmented Reality (AR), Virtual Reality (VR), Mixed Reality, and Extended Reality (often – misleadingly – abbreviated as XR) are commonly used terms to describe how technologies generate or modify reality. However, academics and professionals have been inconsistent in their use of these terms. This has led to conceptual confusion and unclear demarcations. Inspired by prior research and qualitative insights from XR professionals, we discuss the me…

  • The Dark Side of Social Media

    Pavica Sheldon, Philipp A Rauschnabel et al.•BOOK•Dark Side of Social Media•2019

  • How functional and emotional ads drive smartwatch adoption

    Open Access•Nina Krey, Stephanie Hui‐Wen Chuah et al.•ARTICLE•Internet Research•2019•Cited by: 4•References: 6

    Purpose The purpose of this paper is to examine advertising strategies’ (functional vs emotional) influence on consumers’ evaluation and adoption of smartwatches by drawing on the elaboration likelihood model and the schema incongruity theory. Moderating effects of consumer characteristics (personal innovativeness and extraversion) on the value assessment and attitude relationship are also tested. Design/methodology/approach The model was assesse…

  • An adoption framework for mobile augmented reality games

    Open Access•Philipp A Rauschnabel, Alexander Rossmann et al.•ARTICLE•Computers in Human Behavior•2017•Cited by: 19•References: 6

  • Wearable technologies

    Open Access•Stephanie Hui-Wen Chuah, Stephanie Hui‐Wen Chuah et al.•ARTICLE•Computers in Human Behavior•2016

  • An adoption framework for mobile augmented reality games

    Open Access•Philipp A Rauschnabel, Alexander Rossmann et al.•ARTICLE•Computers in Human Behavior•2017•Cited by: 19•References: 6

  • How functional and emotional ads drive smartwatch adoption

    Open Access•Nina Krey, Stephanie Hui‐Wen Chuah et al.•ARTICLE•Internet Research•2019•Cited by: 4•References: 6

    Purpose The purpose of this paper is to examine advertising strategies’ (functional vs emotional) influence on consumers’ evaluation and adoption of smartwatches by drawing on the elaboration likelihood model and the schema incongruity theory. Moderating effects of consumer characteristics (personal innovativeness and extraversion) on the value assessment and attitude relationship are also tested. Design/methodology/approach The model was assesse…

  • Wearable technologies

    Open Access•Stephanie Hui-Wen Chuah, Stephanie Hui‐Wen Chuah et al.•ARTICLE•Computers in Human Behavior•2016

  • An adoption framework for mobile augmented reality games

    Open Access•Philipp A Rauschnabel, Alexander Rossmann et al.•ARTICLE•Computers in Human Behavior•2017•Cited by: 19•References: 6

  • The Dark Side of Social Media

    Pavica Sheldon, Philipp A Rauschnabel et al.•BOOK•Dark Side of Social Media•2019

  • How functional and emotional ads drive smartwatch adoption

    Open Access•Nina Krey, Stephanie Hui‐Wen Chuah et al.•ARTICLE•Internet Research•2019•Cited by: 4•References: 6

    Purpose The purpose of this paper is to examine advertising strategies’ (functional vs emotional) influence on consumers’ evaluation and adoption of smartwatches by drawing on the elaboration likelihood model and the schema incongruity theory. Moderating effects of consumer characteristics (personal innovativeness and extraversion) on the value assessment and attitude relationship are also tested. Design/methodology/approach The model was assesse…

  • Metaverse beyond the hype

    Open Access•Yogesh K Dwivedi, Laurie Hughes et al.•ARTICLE•International Journal of…•2022

    The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persi…

  • What is XR? Towards a Framework for Augmented and Virtual Reality

    Open Access•Philipp A Rauschnabel, Reto Felix et al.•ARTICLE•Computers in Human Behavior•2022

    Augmented Reality (AR), Virtual Reality (VR), Mixed Reality, and Extended Reality (often – misleadingly – abbreviated as XR) are commonly used terms to describe how technologies generate or modify reality. However, academics and professionals have been inconsistent in their use of these terms. This has led to conceptual confusion and unclear demarcations. Inspired by prior research and qualitative insights from XR professionals, we discuss the me…

  • Metaverse marketing

    Open Access•Yogesh K Dwivedi, Laurie Hughes et al.•ARTICLE•Psychology and Marketing•2023

    The initial hype and fanfare from the Meta Platforms view of how the metaverse could be brought to life has evolved into an ongoing discussion of not only the metaverse's impact on users and organizations but also the societal and cultural implications of widespread usage. The potential of consumer interaction with brands within the metaverse has engendered significant debate within the marketing‐focused discourse on the key challenges and transf…

  • The 4C framework

    Open Access•Philipp A Rauschnabel, Reto Felix et al.•ARTICLE•Computers in Human Behavior•2024

    Augmented reality (AR) is an emerging concept that impacts many disciplines, such as business, marketing, tourism, gaming, human–computer interaction, and manufacturing. Surprisingly, many scholarly and practical discussions overlook the fundamental primary factors that distinguish AR from other concepts, namely, that it involves a computing device that integrates virtual content into a consumer's perception of the real world in a specific contex…

  • From stress to success

    Open Access•Dominik O W Hirschberg, Oliver Hein et al.•ARTICLE•International Journal of…•2026

    Not all information helps equally: context determines what supports effective action. This Situated Action principle might matter for Augmented Reality (AR), as different designs might be used in response to different user states. Accordingly, we investigate how stress and guidance level jointly influence performance and acceptance through a 2 2 experiment ( ) in AR-assisted assembly. Participants underwent stress induction or relaxation before u…

  • Similar but different

    Open Access•Luisa Alex, Robert Mai et al.•ARTICLE•Computers in Human Behavior•2026

    Combating climate change requires addressing psychological barriers that inhibit people's engagement. Two significant challenges hinder effective climate change actions: the invisibility of the effects of climate change and people's distance from environmental degradation, leading to a psychological disconnect and underestimation of environmental problems. This research posits that technologies extending reality by embedding the physical and digi…

  • Spatial future ahead! Augmented reality and anticipated life consequences

    Open Access•Sergio Barta, Reto Felix et al.•ARTICLE•Internet Research•2026•References: 6

    Purpose 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 interviewe…

Technology Adoption and User Behaviour (6 works) · Virtual Reality Applications and Impacts (6 works) · Computer Science (5 works) · Digital Marketing and Social Media (5 works) · Augmented reality (4 works) · Metaverse (4 works) · Psychology (4 works) · Augmented Reality Applications (3 works) · Consumer Retail Behavior Studies (3 works) · Human–computer interaction (3 works)

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