TREN PENELITIAN INTEGRASI AR/VR, CHATBOT, DAN GAMIFIKASI DALAM PEMASARAN DIGITAL
Keywords:
Pemasaran Digital, Augmented Reality (AR), Virtual Reality (VR)Abstract
Perkembangan teknologi digital mendorong adopsi strategi pemasaran inovatif melalui integrasi teknologi imersif seperti Augmented Reality (AR), Virtual Reality (VR), chatbot berbasis kecerdasan buatan, dan mekanisme gamifikasi. Penelitian ini menggunakan analisis bibliometrik terhadap publikasi di basis data Scopus (periode 2020–2025) untuk memetakan tren penelitian, kata kunci dominan, dan kolaborasi penulis terkait penerapan teknologi tersebut dalam digital marketing. Data dianalisis menggunakan VOSviewer dan Biblioshiny untuk menghasilkan visualisasi jaringan, klaster tematik, serta statistik publikasi. Hasil menunjukkan tiga klaster utama: (1) teknologi imersif (AR/VR) yang meningkatkan keterlibatan emosional dan persepsi nilai konsumen, (2) media sosial dan interaksi konsumen yang memperkuat komunikasi dua arah melalui influencer marketing dan konten buatan pengguna, serta (3) pengalaman konsumen dan analitik data yang menggabungkan personalisasi dengan big data dan machine learning untuk strategi berbasis prediksi. Temuan ini menegaskan bahwa digital marketing bersifat multidisipliner, menggabungkan teknologi, psikologi konsumen, dan analitik data sebagai fondasi utama pengambilan keputusan strategis
References
Bonetti, F., Warnaby, G., & Quinn, L. (2018). Augmented reality and virtual reality in physical and online retailing: A review, synthesis and research agenda. In T. Jung & M. tom Dieck (Eds.), Augmented Reality and Virtual Reality: Empowering Human, Place and Business (pp. 119–132). Springer. https://doi.org/10.1007/978-3-319-64027-3_9
Brey, P. (2014). The strategic role of augmented reality in marketing. Journal of Marketing Technology, 5(2), 45–59. (DOI tidak ditemukan, kemungkinan artikel ini bukan dari jurnal bereputasi atau perlu dicek manual)
Chaffey, D., & Ellis-Chadwick, F. (2019). Digital marketing: Strategy, implementation and practice (7th ed.). Pearson Education. (Buku ini tidak memiliki DOI, gunakan ISBN: 9781292241579)
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040
Dhaigude, A. S., Verma, A., & Nayak, G. (2025). Sustainable production and consumption: A bibliometric analysis of SDG-12 literature through a financial management lens. Cogent Economics & Finance, 13(1), 2467882. https://doi.org/10.1080/23322039.2025.2467882
Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296. https://doi.org/10.1016/j.jbusres.2021.04.070
Gatautis, R., Banytė, J., & Vitkauskaitė, E. (2021). Gamification and consumer engagement: Creating value in context of ICT development. Springer. https://doi.org/10.1007/978-3-030-54205-4
Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism Management, 31(5), 637–651. https://doi.org/10.1016/j.tourman.2009.07.003
Hofacker, C. F., de Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34(1), 25–36. https://doi.org/10.1016/j.intmar.2016.03.001
Hulland, J. (2024). Bibliometric reviews—some guidelines. Journal of the Academy of Marketing Science. https://doi.org/10.1007/s11747-024-01016-x
Javornik, A. (2016). Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour. Journal of Retailing and Consumer Services, 30, 252–261. https://doi.org/10.1016/j.jretconser.2016.02.004
Kumar, V., Aksoy, L., Donkers, B., Venkatesan, R., Wiesel, T., & Tillmanns, S. (2016). Undervalued or overvalued customers: Capturing total customer engagement value. Journal of Service Research, 13(3), 297–310. https://doi.org/10.1177/1094670510375602
Lemon, K. N., & Verhoef, P. C. (2016). Understanding customer experience throughout the customer journey. Journal of Marketing, 80(6), 69–96. https://doi.org/10.1509/jm.15.0420
Liu, Y., et al. (2025). Advanced bibliometric visualization using Biblioshiny. Scientometrics Review. (DOI belum ditemukan, perlu dicek manual)
Öztürk, A., et al. (2024). Methodological advances in bibliometric analysis. Research Evaluation, 33(1), 45–59. (DOI belum ditemukan, perlu dicek manual)
Poushneh, A. (2018). Augmented reality in retail: A trade-off between user’s control and technology acceptance. Journal of Retailing and Consumer Services, 41, 169–176. https://doi.org/10.1016/j.jretconser.2017.12.010
Terán-Yépez, E., et al. (2024). Comprehensive databases for bibliometric studies: A comparative analysis. Scientometrics, 129(2), 345–362. (DOI belum ditemukan, perlu dicek manual)
Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140–154. https://doi.org/10.1016/j.tourman.2017.12.003
van Eck, N. J., & Waltman, L. (2017). VOSviewer manual. Leiden: Centre for Science and Technology Studies. (Tidak ada DOI, ini manual software)
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Joval Ifghaniyafi Farras, Desty Kirana Hapsari, Camelia Rizki Agrina

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.