3D holographic fan advertising and its influence on consumer attitudes and purchase intentions submitted by Ripfalo Peace Hlungwani Student number: 2699822 A research article submitted to the Faculty of Commerce, Law and Management, University of the Witwatersrand, in partial fulfilment of the requirements for the degree of Master of Business Administration Johannesburg, 2025 i DECLARATION This serves to confirm that I, Mr Ripfalo Peace Hlungwani declare that this research report is my own work except as in the references and acknowledgements. It is submitted in partial fulfilment of the requirements for the degree of Master of Business Administration in the Graduate School of Business Administration, University of the Witwatersrand, Johannesburg. It has not been submitted before for any degree or examination in this or any other university. Ripfalo Peace Hlungwani Signed at Germiston On the 18th day of February 2025 ii ACKNOWLEDGEMENTS I would like to express my sincere gratitude to my supervisor Dr Yvonne Kabeya Saini for her guidance and support throughout this study. Thank you for your attention, and contributions and for believing in me. I would also like to acknowledge the Mining Qualification Authority's financial support for my MBA studies. I would also like to express my gratitude to the restaurant owners who allowed me to collect data on their premises. Your continued support was highly appreciated throughout this research work. I would also like to send a special thank you to my wife Xitshembiso Makukule for her continuous and endless love and for supporting my dream even in difficult conditions. Your tenacity and encouragement kept me strong and going. Thank you! Above all, I would like to thank the Almighty God. iii ABSTRACT The rise of holographic display technology in marketing communications has the potential to enhance consumer engagement by enabling realistic and interactive 3D experiences. However, limited research exists on consumer perceptions of 3D holographic fan advertising, particularly from a Global South perspective. This study examined how consumer attitudes and purchase intentions are influenced by 3D holographic fan advertising, using the Stimulus-Organism-Response (SOR) theory and the Advertising Value Model as theoretical foundations. A quantitative approach was used, with data collected through a self-administered questionnaire using a mall-intercept method at points of experience in South African restaurants. A non-probability convenience sampling technique was used, yielding a sample size of 390 respondents. The findings indicate that South African consumers have a positive reception towards 3D holographic fan advertising. Informativeness, entertainment, irritation, and credibility were identified as key predictors of consumer attitudes, with entertainment being the most valued factor. The results further revealed that informativeness and credibility are strong predictors of purchase intentions, while positive consumer attitudes towards the 3D holographic fan advertisements significantly influence purchase intentions. This study contributes to marketing communication literature by bridging the gap between technological advancements and consumer preferences. It provides empirical insights to assist marketing professionals in integrating 3D holographic fan advertising into their strategic campaigns. Additionally, the study offers a Global South perspective, enriching the understanding of emerging consumer trends in digital advertising. iv TABLE OF CONTENTS DECLARATION .......................................................................................................... i ACKNOWLEDGEMENTS ........................................................................................... ii ABSTRACT ............................................................................................................... iii LIST OF FIGURES..................................................................................................... vi LIST OF TABLES .................................................................................................... viii CHAPTER 1: INTRODUCTION ................................................................................. 1 1.1 Statement of Purpose ................................................................................ 1 1.2 Background of the Study .......................................................................... 2 1.2.1 South African Advertising Industry ........................................................ 2 1.2.2 Adoption of Marketing Communications Tools ...................................... 2 1.2.3 3D Holographic Fans ............................................................................ 2 1.2.4 Consumer Behaviour ............................................................................ 3 1.3 Problem Statement .................................................................................... 3 1.4 Research Aim and Objectives (RO) .......................................................... 4 1.4.1 Aim........................................................................................................ 4 1.4.2 Specific Objectives ............................................................................... 4 1.5 Research Questions (RQ).......................................................................... 5 1.6 Rationale of the Study ............................................................................... 5 1.7 Delimitations of the Study ......................................................................... 5 1.8 Assumptions .............................................................................................. 6 CHAPTER 2: LITERATURE REVIEW ....................................................................... 7 2.1 Introduction ................................................................................................ 7 2.2 Background of the Study .......................................................................... 7 2.2.1 Marketing .............................................................................................. 7 2.2.2 Marketing Mix ....................................................................................... 7 2.2.3 Marketing Promotional Tools ................................................................. 8 2.2.4 Advertising ............................................................................................ 8 2.2.5 3D Holographic Fan Display Technology .............................................. 9 2.2.6 Advertising Influence on Consumer Behaviour ................................... 10 2.3 Theoretical Framework ............................................................................ 13 2.3.1 Stimulus-Organism-Response (SOR) Theory ..................................... 14 2.3.2 Advertising Value Model ..................................................................... 14 2.4 Hypothesis Development ........................................................................ 15 2.4.1 Consumer Attitudes ............................................................................ 15 2.4.2 Purchase Intentions. ........................................................................... 17 v 2.5 Measuring Attitudes and Purchase Intention ........................................ 18 2.5.1 Measuring Attitudes ............................................................................ 19 2.6 Conceptual Framework ........................................................................... 19 2.7 Conclusion of Literature Review ............................................................ 20 CHAPTER 3: METHODOLOGY .............................................................................. 21 3.1 Introduction .............................................................................................. 21 3.2 Research Design ...................................................................................... 21 3.3 Population and Sampling ........................................................................ 21 3.3.1 Population ........................................................................................... 21 3.3.2 Sample and Sampling Method ............................................................ 21 3.4 Research Instrument ............................................................................... 22 3.5 Pilot Study ................................................................................................ 24 3.5.1 Data Collection ................................................................................... 24 3.5.2 Data Processing ................................................................................. 24 3.5.3 Pilot Study Results .............................................................................. 24 3.6 Data Analysis Strategies and Interpretation .......................................... 25 3.7 Limitations ................................................................................................ 26 3.8 Quality Assurance .................................................................................... 26 3.8.1 External Validity .................................................................................. 26 3.8.2 Internal Validity.................................................................................... 26 3.8.3 Reliability ............................................................................................ 26 3.9 Ethical Considerations ............................................................................ 26 CHAPTER 4: RESULTS .......................................................................................... 28 4.1 Introduction .............................................................................................. 28 4.2 Sample Characteristics ........................................................................... 28 4.2.1 The Age Group of Participants ............................................................ 28 4.2.2 Time Spent.......................................................................................... 29 4.3 Consumer Attitudes Towards 3D Holographic Fan Advertising .......... 29 4.3.1 Informativeness (INF) ......................................................................... 29 4.3.2 Entertainment (ENT) ........................................................................... 32 4.3.3 Irritation (IR) ........................................................................................ 34 4.3.4 Credibility (CR) ................................................................................... 36 4.3.5 Attitudes (ATT) .................................................................................... 39 4.4 Purchase Intentions (PI) .......................................................................... 41 4.5 Measurement Model ................................................................................ 44 4.5.1 Instrument Reliability........................................................................... 44 4.5.2 Convergent Validity ............................................................................. 45 vi 4.5.3 Discriminant Validity ............................................................................ 45 4.6 Structural Equation Model ...................................................................... 46 4.7 Hypotheses Results ................................................................................. 49 4.8 Summary of Results ................................................................................ 50 CHAPTER 5: DISCUSSIONS .................................................................................. 51 5.1 Introduction .............................................................................................. 51 5.2 Relationship Between Informativeness and Consumer Attitudes ....... 51 5.3 Relationship Between Entertainment and Consumer Attitudes .......... 52 5.4 Relationship Between Irritation and Consumer Attitudes .................... 52 5.5 Relationship Between Credibility and Consumer Attitudes ................. 53 5.6 Relationship Between Consumer Attitudes and Purchase Intention .. 54 5.7 Exploratory Findings ............................................................................... 55 5.7.1 Relationship Between Informativeness and Purchase Intentions ....... 55 5.7.2 Relationship Between Credibility and Purchase Intentions ................. 55 5.8 Summary of Discussions ........................................................................ 55 CHAPTER 6: CONCLUSIONS ................................................................................ 57 6.1 Conclusion of the Study .......................................................................... 57 6.2 Theoretical Implications .......................................................................... 58 6.3 Managerial Implications .......................................................................... 58 6.4 Recommendations and Further Studies ................................................ 59 REFERENCE LIST .................................................................................................. 61 APPENDIX I: THE INSTRUMENT............................................................................ 72 APPENDIX II: PILOT STUDY .................................................................................. 75 APPENDIX III: PARTICIPATION INFORMATION SHEET ....................................... 83 APPENDIX IV: CONSENT FORM............................................................................ 84 LIST OF FIGURES Figure 2-1: An image showing the holographic fan device and how it displays objects in 3D. Source: Hussein et al. (2020)......................................................................... 10 Figure 2-2: Consumer behaviour model. .................................................................. 11 Figure 2-3: Proposed conceptual model for this study. ............................................. 20 Figure 4-1: Age group distribution of the study. ........................................................ 28 Figure 4-2: Average time spent at the restaurant before participating in the study. .. 29 vii Figure 4-3: Findings of INF1, 3D holographic fan advertising provides timely information on products and services. ...................................................................... 30 Figure 4-4: Findings of INF2, 3D holographic fan advertising provides relevant information on products and services. Source: Author’s conceptualisation .............. 31 Figure 4-5: Findings of INF3, 3D Holographic fan advertising is a good source of information. .............................................................................................................. 31 Figure 4-6: Findings for ENT1, 3D holographic fan advertising is interesting. .......... 32 Figure 4-7: Findings for ENT2, 3D holographic fan advertising is enjoyable. ........... 33 Figure 4-8: Findings for ENT3, 3D holographic fan advertising is entertaining. ........ 33 Figure 4-9: Findings for ENT4, 3D holographic fan advertising is pleasing. ............. 34 Figure 4-10: Findings for IR1, 3D holographic fan advertising is irritating. ............... 35 Figure 4-11: Findings for IR2, 3D holographic fan advertising is annoying. .............. 35 Figure 4-12: Findings for IR3, 3D holographic fan advertising is intrusive. .............. 36 Figure 4-13: Findings for CR1, 3D holographic fan advertising is convincing. ......... 37 Figure 4-14: Findings for CR2, 3D holographic fan advertising is believable. .......... 37 Figure 4-15: Findings for CR3, 3D holographic fan advertising is credible. .............. 38 Figure 4-16: Findings for CR4, 3D holographic fan advertising is a good reference for purchasing products. ................................................................................................ 39 Figure 4-17: Findings for ATT1, I like 3D holographic fan advertising. ..................... 40 Figure 4-18: Findings for ATT2, I feel like 3D holographic fan is good. .................... 40 Figure 4-19: Findings for ATT3, 3D holographic fan advertising is creative. ............. 41 Figure 4-20: Findings for PI1, I will buy products that are advertised on the 3D holographic fan. ........................................................................................................ 42 Figure 4-21: Findings for PI2, I intend to buy products that are promoted on the 3D holographic fan. ........................................................................................................ 42 Figure 4-22: Findings for PI3, I am likely to buy products that are promoted on the 3D holographic fan. ........................................................................................................ 43 Figure 4-23: Findings for PI4, I will strongly recommend others to purchase products/services advertised on the 3D holographic fan. ......................................... 44 Figure 4-24: Model to be assessed as presented in Chapter 2 and outcome of model assessment. ............................................................................................................. 46 Figure 4-25: Modified path model. ............................................................................ 48 viii LIST OF TABLES Table 3-1: Construct instrument for testing consumer attitudes and purchase intention. ................................................................................................................... 23 Table 4-1: Instrument reliability and validity. ............................................................. 45 Table 4-2: Discriminant validity of the instrument. .................................................... 46 Table 4-3: Model fit for the proposed conceptual model. .......................................... 47 Table 4-4: Model fit for modified model. .................................................................... 48 Table 4-5: SEM outcome for the proposed hypotheses and exploratory findings. .... 49 1 CHAPTER 1: INTRODUCTION 1.1 Statement of Purpose The use of hologram technology in advertising and its impact on consumer attitudes and purchase intentions is crucial and yet remains understudied. Emerging hologram technology offers an innovative way for consumers to visually interact with products and services (Verki & Piri, 2024). A study by Sadek (2019) found that the effective employment of hologram digital advertising has the potential to hold the attention of receivers. Moorchilot (2024) states that holographic display technology is expected to significantly impact advertising. Therefore, assessing consumer attitudes and behavioural intentions towards hologram advertising will form a foundation for their success in marketing communications. Consumer attitudes and purchase intentions are well-studied constructs in advertising, where various studies looked at media sources such as, amongst others; social media (Abbasi et al., 2023), mobile phones (Tsang et al., 2004), podcasts (Bezbaruah & Brahmbhatt, 2023), and print media (Saraiva & Lues, 2023). Understanding how consumer attitudes and purchase intentions are influenced by 3D (three-dimensional) holographic fan advertising will enhance knowledge and understanding of their potential use, with a focus on the South African market. Advertising is an important concept in marketing communication; it is how companies communicate information about their products and services (Misra & Vashisth, 2017). Consumers absorb information differently from different advertising media (Misra & Vashisth, 2017; Saraiva & Lues, 2023). South African digital out-of-home (DOOH) practitioners indicate that there is a lack of adoption of three-dimensional (3D) technologies in advertising (Roux, 2018). Gavino (2013) indicates that the new and fast-growing 3D hologram fan technologies can be applied in advertising. Therefore, the purpose of this study is to assess the use of 3D holographic fan displays as an advertising medium. In this assessment, different advertisements will be displayed on the 3D holographic fan located at South African restaurants to determine consumer attitudes towards the advertising medium and its influence on purchasing intentions. The assessment will be conducted using a quantitative research method. 2 1.2 Background of the Study 1.2.1 South African Advertising Industry The South African advertising industry is poised for steady growth, with an expected compound annual growth rate (CAGR) of 5.5%, according to an industry report by PriceWaterhouseCoopers (PwC) (2023). This growth is driven by expanding various media platforms, including traditional television, out-of-home displays, cinema, Internet advertising, Internet access, radio, print media, podcasts, and over-the-top services (PwC, 2023). A key factor contributing to this growth is the increasing accessibility of the Internet in South Africa, allowing more people to engage with digital platforms and subscription-based services (PwC, 2023). Statista (2024) estimated that advertising spending in the country would have reached $2.155 million by 2024, highlighting the industry's financial expansion. Additionally, there has been a notable rise in influencer partnerships as brands seek to connect with digital-age consumers through social media and other online platforms (Statista, 2024). The continued adoption of emerging communication tools and digital strategies will be crucial in sustaining the growth of South Africa’s advertising industry. As technology evolves, businesses and advertisers must adapt to changing consumer behaviours to maximise engagement and market reach. 1.2.2 Adoption of Marketing Communications Tools Technological innovations have diversified marketing communications, shaping consumer behaviour. Kushwaha et al. (2020) advocate for the continuous adoption of modern marketing tools. South African advertising is categorised into four main formats: outdoor billboards, street furniture, transit and transportation, and place- based media (Roux et al., 2013). These formats can be static or digital. Kelsen (2012) predicts increased adoption of digital signage for indoor advertising. Globally, new technologies like augmented and virtual reality (Abbasi & Ali, 2020) and hologram technology (Barabas & Bove, 2013; Gavino, 2013; Haikuo, 2015) are entering the market. 1.2.3 3D Holographic Fans Hologram technology, pioneered by scientist Dennis Gabor in the 1940s, has evolved into advanced 3D imaging today (Hussein et al., 2020), offering an immersive viewing 3 experience for consumers (Hussein et al., 2020). This technology can be applied as an advertising medium (Gavino, 2013; Sadek, 2019; Verki & Piri, 2024). Therefore, it is important to test how it influences consumer behaviour before it can be concluded that it is an effective way of communicating information. 1.2.4 Consumer Behaviour Consumer behaviour is a well-studied concept in marketing. It deals with how consumers react in the market, looking at behaviour intentions, attitudes, habits, perceptions, and many other factors (Hyodo & Bolton, 2021; John et al., 2022; Nassè, 2021; Paz & Vargas, 2023). Advertising mediums tend to influence consumer behaviour (Khan & Ali, 2020; Wijaya, 2012), and effective advertising tends to influence positive consumer attitudes and purchasing intentions (Gazley et al., 2015; Lee et al., 2017; Spears & Singh, 2004). 1.3 Problem Statement The DOOH advertising industry in South Africa has been slow to adopt 3D digital light projection technologies (Roux, 2018). While 3D holographic fan displays have been successfully applied in various fields (Haikuo, 2015), including advertising (Barnes, 2023; Verki & Piri, 2024), their impact on consumer attitudes and purchase intentions remains unexplored. Previous research has emphasised the importance of understanding consumer perceptions towards emerging advertising media (Van der Waldt et al., 2009), as consumer responses vary based on the platform used (Saraiva & Lues, 2023). Despite the potential of 3D holographic fan advertising to create immersive and engaging brand experiences, there is a lack of research assessing its effectiveness in shaping consumer attitudes and influencing purchase decisions. Roux (2018) highlights the need for studies that examine consumer perceptions towards DOOH advertising, yet no research has specifically evaluated consumer responses to 3D holographic fan advertisements in the South African market. This gap in knowledge limits advertisers' ability to optimise marketing strategies and leverage innovative technology for enhanced consumer engagement. This study assesses consumer attitudes and purchase intentions towards 3D holographic fan advertising. The research will provide valuable insights into its 4 effectiveness in influencing decision-making by analysing how consumers engage with and respond to this novel advertising medium. Understanding consumer attitudes can help businesses to develop more targeted and engaging advertising strategies, ensuring that marketing messages resonate with their intended audiences. The findings of this study will contribute to the advancement of South Africa’s digital advertising landscape, encouraging greater adoption of innovative technologies in marketing. Businesses will benefit from data-driven advertising strategies, leading to more effective consumer engagement and increased market competitiveness. Additionally, consumers may experience more interactive and visually appealing advertisements, enhancing their overall brand experience and satisfaction. Ultimately, this research will help to bridge the gap between technological advancements and consumer preferences, fostering a more dynamic and effective advertising industry. 1.4 Research Aim and Objectives (RO) 1.4.1 Aim The study aims to assess 3D holographic fan advertising and its influence on consumer attitudes and purchase intentions. 1.4.2 Specific Objectives To address the aim of the study, a set of specific objectives need to be addressed and are given below: RO1: Determine to what extent the informativeness of advertisements displayed on a 3D holographic fan influences consumer attitudes. RO2: Determine to what extent the entertainment of advertisements displayed on a 3D holographic fan influences consumer attitudes. RO3: Determine to what extent the irritation of advertisements displayed on a 3D holographic fan influences consumer attitudes. RO4: Determine to what extent the credibility of advertisements displayed on a 3D holographic fan influences consumer attitudes. RO5: Determine to what extent consumer attitudes towards 3D holographic fans lead to purchasing intentions. 5 1.5 Research Questions (RQ) A set of research questions will guide the study and are given below: RQ1: To what extent does the informativeness of advertisements displayed on a 3D holographic fan influence consumer attitudes? RQ2: To what extent does the entertainment of advertisements displayed on a 3D holographic fan influence consumer attitudes? RQ3: To what extent does the irritation of advertisements displayed on a 3D holographic fan influence consumer attitudes? RQ4: To what extent does the credibility of advertisements displayed on a 3D holographic fan influence consumer attitudes? RQ5: To what extent do consumer attitudes towards the 3D holographic fans lead to purchasing intentions? 1.6 Rationale of the Study This study offers initial empirical evidence on consumer attitudes and purchase intentions towards 3D holographic fans as an advertising medium. This will inform brands about integrating 3D holographic fan technology into their marketing strategies. It addresses South Africa's limited and homogeneous digital media landscape noted by Roux et al. (2013). It explores how 3D holographic fan technology could diversify digital media offerings when adopted by the mainstream market. This study will also give an indication if this technology will be accepted by the general public, and attempt to popularise the use of this technology (Haikuo, 2015), primarily for marketing purposes. 1.7 Delimitations of the Study This study will only focus on objectives aimed at stimulating consumer attitudes and behavioural responses such as purchasing, by using the advertising value model combined with Stimulus-Organism-Response (SOR) Theory (Dwinanda et al., 2022). Other potential effects such as brand awareness, capturing attention, and brand differentiation are not explored in this study. This study is limited to 3D holographic fan devices. This study will only focus on restaurants for the collection of data. 6 1.8 Assumptions This study assumes that the participants have spent at least more than 30 minutes in the restaurant, and that they have engaged with the 3D holographic fan. Secondly, the participants will respond honestly and truthfully to the questionnaire. Lastly, the sample size will be sufficient to alleviate the subjectivity of the participants. 7 CHAPTER 2: LITERATURE REVIEW 2.1 Introduction This section presents the literature to establish the empirical and theoretical foundation of the study, focusing on the chosen advertising medium and its marketing potential. It explores consumer attitudes towards various advertising mediums and their impact on purchasing intentions, aiding in the development of hypotheses and a conceptual framework for the study. 2.2 Background of the Study 2.2.1 Marketing Marketing is a philosophy or activity that emphasises consumer satisfaction by creating and communicating products and services that bring value to consumers, partners and society (Lamb et al., 2020). Marketing plays a crucial role in a business; it seeks to improve sales and market share, introduce and promote new products and build relationships with consumers (Van Scheers, 2011). Marketing is required for the long-term success of the business. All business types (including small and medium enterprises (SMEs)) need a marketing function. A study by Van Scheers (2011) concluded that there is a high failure rate of small businesses that lack marketing skills and strategies. Therefore, every business needs a clear marketing strategy which defines their customer needs and groups, consumer needs changing, how they plan to compete with the existing competition and how they are going to manage marketing budgets (Palmatier & Sridhar, 2021). Once the marketing strategy is clearly defined, the business needs to develop a marketing mix that delivers value to all stakeholders. 2.2.2 Marketing Mix The marketing mix model, initially coined as the ‘4Ps’ includes the ingredients that marketing managers employ to position their products or offers in the market, to better address customer satisfaction and to achieve organisational goals (Jain & Jain, 2022). The 4Ps were further developed into what we know today as the ‘7Ps’. An article by Focus7 (2018) defines and explains the 7Ps, which stand for Product, Place, Price, Promotion, People, Process and Physical evidence. 8 Product refers to offering the right product for the right market segment to enhance sales (Focus7, 2018; Jain & Jain, 2022). Place ensures product availability through suitable sales channels, including e-commerce, to improve accessibility (Focus7, 2018; Novkovic, 2023). Price involves setting an appropriate cost to balance affordability and perceived quality (Novkovic, 2023; Jain & Jain, 2022). Promotions include advertising, discounts, and product samples to communicate benefits and influence purchasing behaviour (Sukanta et al., 2022). People represent employees who interact with customers, where professionalism and friendliness positively impact satisfaction, particularly in service industries (Elgarhy & Mohamed, 2023). Process focuses on operational efficiency to ensure timely production and delivery (Focus7, 2018). Physical evidence includes the environment and tangible aspects of a product that shape consumer perceptions (Jain & Jain, 2022). Together, these elements form the foundation of marketing strategies, enabling businesses to tailor their approach to different customer segments. 2.2.3 Marketing Promotional Tools Globalisation and technological improvements have influenced the changes in which marketing managers communicate their products and services (Kallier-Tar, 2017). These improvements influence consumer behaviour in the market, and the need to react from managers is of paramount importance. Kushwaha et al. (2020) argue that the traditional integrated marketing communications (IMC) strategies need to account for generation-Z (people born between 1995 and 2010) by including digital media and social media as promotional tools. The traditional IMC tools consist of advertising, direct marketing, sales promotion, and public relations (Kushwaha et al., 2020). Advertising is effective in modern-day environments for the reason that it can reach mass and targeted audiences (Kushwaha et al., 2020). 2.2.4 Advertising Advertising concerns itself with the promotion from the 7Ps marketing mix. Advertising aims to persuade consumer behaviour to buy a product (Khan & Ali, 2020; Wijaya, 2012). Its role has expanded to shaping brand equity, loyalty, and emotional connections (Kushwaha et al., 2020; Wijaya, 2012). With diverse mediums and locations, advertising is integral to communicating products and services effectively 9 (Kelsen, 2012; Roux et al., 2013). Managers must select appropriate promotional tools based on the target audience and context. 2.2.4.1 Advertising Media Platforms in South Africa In a broader perspective, South Africa is an emerging market, and the advertising industry (based on media spend) is dominated by television (TV) and Internet advertising, followed by magazine, newspaper and books, music, radio, and podcasts (PwC, 2023). This study focuses on the out-of-home (OOH) segment which is predicted to grow by 1.4% annually to R3 billion by 2027 (PwC, 2023). The media outlook highlights the fact that OOH is still relevant in the market. 2.2.4.2 Digital OOH Advertising The development of DOOH in the South African context is still in its infancy, and this is attributed to a lack of infrastructure, according to Roux (2018). Furthermore, in Roux (2018), practitioners state that the digital landscape is less sophisticated than in developed markets because of high technology costs and a lack of creative executions. Furthermore, there is a lack of technological adoption by advertisers; practitioners also mention that in the Global North, advertisers use 3D light projection and virtual reality technologies to communicate creative content with their audiences (Roux, 2018). Kelsen (2012) states that digital signage provides an opportunity for advertisers to provide creative content and communicate with a target audience at a specific location. 2.2.5 3D Holographic Fan Display Technology The advertising industry has seen the introduction of various advertising mediums used to reach specific customer segments and mass audiences everywhere at all times (Van der Waldt et al., 2009). Barabas and Bove (2013) suggest that hologram technology has the potential to reproduce real scenes with high accuracy. With careful consideration, holographic displays will quickly enter the market and offer great experiences (Barabas & Bove, 2013). 3D holographic fan (Figure 2-1) technology was tested in the education sector, as per Ortega et al. (2020), enhancing classroom learning and student engagement. Peer-reviewed studies on 3D holographic fan use in marketing are lacking, although there are online sources that suggest its marketing potential (Hall, 2017). Following Roux et al.’s (2013) framework, this study applies 3D 10 holographic fan technology in niche, targeted place-based digital OOH advertising channels such as restaurants. Figure 0-1: An image showing the holographic fan device and how it displays objects in 3D. Source: Hussein et al. (2020) 2.2.6 Advertising Influence on Consumer Behaviour 2.2.6.1 Consumer Behaviour Consumer behaviour is a complex and multi-faceted field of study that looks at how individuals and groups choose products and services to satisfy their needs, wants and lifestyles (Mothersbaugh & Hawkins, 2016; Nassè, 2021). Consumer behaviour also looks at processes and factors involved that influence consumer decision-making (Mothersbaugh & Hawkins, 2016). Paz and Vargas (2023) studied the evolution of models that explain consumer behaviour in different settings, themes and perspectives. The study shows various approaches that can be adopted to explain the influence of economic factors, psychological factors, and personal and social factors (Paz & Vargas, 2023). Recent studies show that there is a huge impact on consumer behaviour influenced by technological advancement (Meteab et al., 2020). Consumer behaviour can also be explored based on themes, as presented by Lim et al. (2022), in their study that reviewed major themes in consumer behaviour studies which include consumer information processing, consumption communities, consumption value, sustainable consumption and consumer ethics amongst others. Although there are many approaches and models to explain how consumers behave, this study adopts the basic consumer behaviour model as presented by Mothersbaugh and Hawkins (2016); refer to Figure 2-2. 11 2.2.6.2 Factors Influencing Consumer Behaviour Consumers are unique in how they see themselves and how they want to live their lives, and they have different needs and desires. This is expressed in the consumer behaviour model by Mothersbaugh and Hawkins (2016). The uniqueness of consumer behaviours stems from the external and internal influences as described by traditional theories (Mothersbaugh & Hawkins, 2016). Marketers who understand how these factors can drive the motives of their customers are most likely going to influence their behaviour and subsequently have a well-defined marketing strategy for various groups and their needs (Kumar et al., 2022). A model by Mothersbaugh and Hawkins (2016) looks at the relationship between factors that influence behaviour and consumer lifestyle, self-concept and the process involved that leads to decision-making. Figure 0-2: Consumer behaviour model. Source: Adapted from Mothersbaugh and Hawkins (2016). External factors aid marketers in their segmentation process (Vasylchenko, 2020). It states that consumers behave differently based on their biological status (genders), social status (family, groups and culture), demographics (age groups and ethnic groups) and economic status (buying power) (Vasylchenko, 2020). Other external 12 factors may include religious influences. A study by Tuhin et al. (2020) is a perfect example of religious influences on the Islamic community and their preference to buy halal products. Technological factors have impacted how consumers behave, as they require services or products that are easily accessible, fast and easy to use (Jose, 2017; Suherlan & Okombo, 2023). There is also a rise in studies that seek to explain online consumer behaviour (Cahyani & Artanti, 2020; Meteab et al., 2020). Internal factors involve the psyche of an individual; the factors recognise that consumers have different cognitive processes (Lichev, 2017; Minchekar & Mangore, 2022). Perception to rationalisation is considered to be an important factor in aiding consumer behaviour. It refers to how information is perceived, analysed, interpreted and categorised; consumers further adjust the incoming information to their individual needs (Lichev, 2017). Learning is an important factor that influences consumer behaviour; it refers to the consumer experience of the service or product. The experience can be gained through social learning (word of mouth), and classical or instrumental conditions (Minchekar & Mangore, 2022). Attitude, which has a cognitive component, refers to how an individual feels about a product or an object (affective), how they think about an object (cognitive) and how they would act towards an object or product (behavioural / conative) (Mothersbaugh & Hawkins, 2016). The internal factors seek to address elements that motivate, such as motives and needs; furthermore, they consider stimuli (Lichev, 2017). Lichev (2017) points out that the factors do not act independently; they depend on one another, although some factors may weigh greater compared to others and this is what differentiates consumer behaviours. 2.2.6.3 Consumer Decision-making Process Marketers invest significant time and money in segmenting consumers and understanding their thoughts and behaviours, all to influence their decision-making process that leads to a purchase. Every consumer is faced with a decision to make, and the studies have documented an extended problem-solving task which involves the following steps: problem recognition, search for information to evaluate, evaluate alternatives, purchase and post-purchase processes (Mihart, 2012; Mothersbaugh & Hawkins, 2016; Suherlan & Okombo, 2023). Before any decision can be taken, the consumer must need to satisfy a specific desire or need (Mothersbaugh & Hawkins, 2016). The next step involves reviewing information from memory, such as known 13 knowledge about the product or service and past experiences (Mothersbaugh & Hawkins, 2016). External information search mostly occurs when consumers do not have experience with the product or service, they look at other sources of information relevant to the product that they want to purchase. An example of external information includes evaluating consumer reviews on online platforms (Lim et al., 2022). Consumer choice becomes relevant during the process of making a decision. Consumer information also reviews alternative options (Mothersbaugh & Hawkins, 2016). The ultimate goal of the process is to satisfy a need or solve a problem by making a purchase. The post-purchase looks at whether the consumer was satisfied or dissatisfied with the product or service, whether their needs were met or not and moreover, if the consumer will repurchase or recommend the product to others (Suherlan & Okombo, 2023). 2.2.6.4 The Role of Advertising on Consumer Behaviour Advertising is a form of marketing activity that seeks to provide stimuli or information to segmented consumers. Advertising aims to have an impact on psychological factors such as motivations, perceptions and attitudes (Kumar, 2015). Advertising seeks to appeal to consumer needs or motivations to satisfy certain desires. Advertising aims to position products in a way that meets consumer perceptions (Kumar, 2015). Attitude becomes very important, as it depicts the behaviour of consumers regarding a selection of a particular brand or service. Advertising can influence the attitudes of consumers towards a particular object (Kumar, 2015). Advertising becomes crucial in providing information to consumers during the information review step in the decision- making process; a well-communicated product or service may lead to consumers making a purchase. 2.3 Theoretical Framework Consumer attitudes towards advertising mediums are crucial indicators of their success (Cheng et al., 2009; Eze & Lee, 2012; Du Plooy & Du Plessis, 2011; Phillips & Noble, 2007; Van der Waldt et al., 2009), aiding advertisers in selecting appropriate vehicles (Ducoffe, 1995). Negative perceptions may exist towards certain mediums like cinema advertising (Phillips & Noble, 2007), while positive consumer attitudes often correlate with purchasing intentions (Cahyani & Artanti, 2020). This study uses the Stimulus-Organism-Response Theory coupled with the advertising value model. 14 2.3.1 Stimulus-Organism-Response (SOR) Theory The SOR Theory is a framework that explains how external factors influence consumers' internal state and behaviour. It is widely used in consumer behaviour studies (Erensoy et al., 2024). This theory was first introduced by Mehrabian and Russell (1974), where they posit that there are environmental or external influences; that is, stimuli (S) that motivate an internal state of the consumer; an Organism (O) to react, respond or behave in a certain way; a response (R). Advertising provides stimuli (S) by providing information about products and services, which may lead to a positive or negative attitude (O) and subsequently lead to behavioural response (R) such as purchase intentions (Dwinanda et al., 2022). The SOR framework is relevant to this study because it explains how advertising content (stimulus) can trigger internal psychological processes (organism), which then influence an individual's response or behaviour. This helps show how the theory supports the idea that advertising can shape consumer attitudes and lead to specific actions. 2.3.2 Advertising Value Model This study follows the advertising value model coined by Ducoffe (1995) and later modified by Brackett and Carr (2001) by adding credibility as an antecedent variable for consumer attitudes towards advertising. This model forms the theoretical framework of this study. This model is still relevant and applied in modern forms of advertising (Abbasi et al., 2021; Bezbaruah & Brahmbhatt, 2023). The theory states that informativeness, entertainment, and credibility positively influence consumer attitudes, and irritation negatively influences consumer attitudes (Brackett & Carr, 2001). Many authors have found that entertaining, informative and credible advertisements have positive influences on consumer attitudes and lead to positive influence towards the brand and advertising medium (Cheng et al., 2009; Saraiva & Lues, 2023; Tsang et al., 2004; Van der Waldt et al., 2009). Irritation is still debated in literature as a variable for advertising value with authors such as Logan et al. (2012) disproving that irritation impact advertising value, while more recent studies still consider irritation as a relevant antecedent for advertising value (Abbasi et al., 2021). This theory is appropriate for this study as antecedent variables to be tested influences consumer attitudes. 15 2.4 Hypothesis Development 2.4.1 Consumer Attitudes Attitude is an important and pivotal construct in marketing research (Mitchell & Olson, 1981), especially in assessing perceptions towards advertising mediums before their effective use (Van der Waldt et al., 2009). This study follows Mitchell and Olson's (1981) definition of attitude as "an individual’s internal evaluation of an object," (p. 318). Commonly used attitudinal forms in consumer attitude literature include informativeness, entertainment, irritation, and credibility (Cheng et al., 2009; Saraiva & Lues, 2023; Tsang et al., 2004; Van der Waldt et al., 2009), which will be adopted in this research. This work follows the SOR framework process flow whereby the attitudinal forms provide stimuli to shape consumer attitudes. a) Informativeness Informativeness depicts the ability of the advertiser to effectively communicate information that represents a true picture of the brand or a product (Ducoffe, 1995; Van der Waldt et al., 2009). Advertisers should know that information from different advertising mediums is processed differently (Saraiva & Lues, 2023). There are several studies, such as Cheng et al. (2009), Ducoffe (1995), Saraiva and Lues (2023), and Van der Waldt et al. (2009), which illustrate that the information displayed has a positive impact on the consumer attitudes towards the brand or the medium used. Most recent studies look at social media as a promotional tool. Abbasi et al. (2023) conducted a study on social media images, and they found that consumers perceived these images as informative, thereby adding to the advertising value. Mahmut et al. (2022) looked at the use of social media for a Turkish airline and they found that informativeness has a positive relationship to advertising value, subsequently influencing positive consumer attitudes. Recent studies have looked at podcast advertisements. Bezbaruah and Brahmbhatt (2023) had a similar conclusion regarding the informativeness of podcast advertisements. Saraiva and Lues (2023) confirmed that print media such as magazines is still considered as informative and has a positive relationship to consumer attitudes. Not all advertising platforms consider informativeness as significant in influencing consumer attitudes. A study by Abbasi et al. (2021) proved that informativeness on online gaming pop-up advertisements was not significant in influencing advertising value. With 3D holographic fan advertising 16 becoming popular, we do not know how the information displayed affects consumer's attitudes. As such, the present study hypothesises the following: H1: The informativeness of the 3D holographic fan will have a positive relationship with consumer attitudes. b) Entertainment Entertainment is the ability of the advertiser to display information in a way that consumers are going to enjoy. Studies from Brackett and Carr (2001), Cheng et al. (2009), Ducoffe (1995), and Van der Waldt et al. (2009) concluded that entertainment has a positive impact on consumer attitudes. Similarly, Van der Waldt et al. (2009) concluded that there is a positive correlation between consumer attitudes and entertainment; however, advertisers need to further explore the entertainment value. A study by Disastra et al. (2018) found that mobile advertising entertainment value has no significant influence on consumer attitudes, whereas a study by Abbasi et al. (2021) found that online gamers perceived advertising entertainment to positively influence consumer attitudes. Saraiva and Lues (2023) found that Gen-Y (those born between 1982 and 1994) consumers perceived magazines to be more entertaining than flyers. In their study, Mahmut et al. (2023) found that social media images were entertaining and positively influenced advertising value. A similar outcome related to podcast advertising was found by Bezbaruah and Brahmbhatt (2023). However, we do not know if 3D holographic fan advertising is perceived as entertaining. As such, this present study hypothesises that: H2: Entertainment displayed by the 3D holographic fan will have a positive relationship on consumer attitudes. c) Irritation Irritation is dependent on how the consumer perceives the information. Some consumers perceive advertisements to be annoying and manipulative, and in some cases, advertisements may insult or offend consumers (Ducoffe, 1995; Mdlongwa, 2020). Irritation also extends to the type of advertising medium used. Van der Waldt et al. (2009) found that short message service (SMS) advertising is perceived to be very irritating, whereas Saraiva and Lues (2023), found that consumers do not find print advertising irritating. In general, literature associates irritation with a negative 17 correlation to consumer attitudes (Brackett & Carr 2001; Cheng et al., 2009; Ducoffe, 1995; Van der Waldt et al., 2009). The social media study by Mahmut et al. (2022) was unable to demonstrate that irritation had an impact on advertising value. Abbasi et al. (2021) found that pop-up advertisements negatively affect consumer attitudes following the general sentiment that pop-ups are interruptive. It is clear that consumers perceive irritation differently from different media; therefore, it would be most appropriate to see how 3D holographic fans are perceived when it concerns irritation. Therefore, the present study hypothesises the following: H3: 3D holographic fan advertising will be less irritating and have a negative correlation to consumer attitude. d) Credibility Credibility has been defined in the context of how the consumer sees the advertisement displayed as believable and truthful (MacKenzie & Lutz, 1989; Martins et al., 2019). It is also considered as an important factor that influences consumer attitudes (Abbasi et al., 2021). Several studies have concluded that the credibility of the advertisements have a positive impact on consumer attitudes (Abbasi et al., 2021; Martins et al., 2019; Saraiva & Lues, 2023). Abbasi et al. (2021) found that when in- game pop-up advertisements are tailored to the needs and wants of the gamers, game pop-up advertisements can be seen as credible, and this positively influences consumer attitudes. Martins et al. (2019) looked at smartphone advertisements and they found that information from smartphone advertisements are perceived to be credible and positively influences consumer attitudes. Print media is still considered as a credible source of information (Saraiva & Lues, 2023). We do not know if consumers consider 3D holographic fan advertising a good source of credible information. As such, the present study hypothesises that: H4: Advertisements displayed from the 3D holographic fans are credible and will have a positive correlation on consumer attitudes. 2.4.2 Purchase Intentions. Spears and Singh (2004) defined purchase intention as “an individual’s conscious plan to make an effort to purchase a brand” (p. 56). This definition is adopted for this study because it clearly depicts that purchase intentions are subjective in nature; allowing 18 consumers to have an opinion based on how they perceive advertisements. The relationship between attitudes and intentions have been theories by the SOR framework. Research by Yaacob and Baroto (2019) suggests that while attitude does not always directly correlate with purchase intention, it remains a factor. Misra and Vashisth (2017) examined predictors of consumer preferences for advertising mediums and their impact on consumer attitudes, which in turn affect purchase intentions. Advertisers should consider how the medium conveys information and its effect on consumer purchase intention (Misra & Vashisth, 2017). A study by Disastra et al. (2018) found that mobile advertising attitude strongly influences purchase intentions. The podcast study by Bezbaruah and Brahmbhatt (2023) found that consumer attitudes towards podcast advertisements had a positive influence on attitudes towards the brand and subsequently had a positive influence on purchase intentions. Similar conclusions have been published by various authors studying various promotional tools such as TV soap-branded content (Mwali, 2016); email marketing (Cahyani & Artanti, 2020); and celebrity endorsements (Redda & Shezi, 2022). Although, on the contrary, a study by Macheka et al. (2023) found that positive consumer attitudes from celebrity endorsement do not always support purchase intentions. Therefore, managers need to assess the type of promotional tools that they use to influence purchase intention. At this stage, it is unknown what the relationship is between 3D holographic fan advertising influence on consumer attitudes and purchasing intention. Therefore, this present study hypothesises that: H5: Positive attitudes towards advertisements displayed in the 3D holographic fan will positively correlate with consumer purchase intentions. 2.5 Measuring Attitudes and Purchase Intention Many theoretical paradigms have been adopted by prior studies on consumer attitudes and purchase intention (Spears & Singh, 2004). The current challenge with measuring these constructs is that most studies have treated these two as theoretical and empirically distinct; however, studies have found that consumer attitudes and purchase intentions are highly correlated, which signifies that they are not that empirically distinct (Spears & Singh, 2004). This study by Spears and Singh (2004) tried to address the issues of measuring attitudes and purchase intentions. In their study, they found that attitudes and purchase intentions exist as separate but 19 correlated dimensions. For this study, this approach is adopted to test the relationship between consumer attitudes and purchase intentions. 2.5.1 Measuring Attitudes Measuring consumer attitudes involves assessing face validity using multiple statements, where participants self-administer their responses. A significant challenge in attitude measurement lies in selecting appropriate statements and scaling responses effectively (Krosnick et al., 2005). Several scholars have developed measurement models or techniques to facilitate the measurement of attitudes, including Thurstone (1928), Likert (1932), and Osgood et al. (1957). These techniques are advantageous, as they reduce measurement errors and can be constructed using empirical evidence, such as the convergence of interpretation across individuals and the correlational validity of statements (Krosnick et al., 2005). The Likert scale was specifically designed to measure attitudes in a scientifically validated manner. It presents participants with real-world or hypothetical scenarios and asks them to indicate their level of agreement or disagreement (Joshi et al., 2015). Responses are typically measured on a five-point or seven-point scale, where ‘1’ represents ‘strongly disagree’ and ‘5’ or ‘7’ represents ‘strongly agree.’ The choice of scale format depends on the study's objectives, as well as the reliability and validity of the items being assessed (Joshi et al., 2015). Final scores are then used to evaluate participants' behaviours or preferences concerning the tested items. This study will adopt the Likert scale to measure attitude. 2.6 Conceptual Framework The study's conceptual framework, drawn from Disastra et al. (2018), examines the relationship between consumer attitudes and independent variables: informativeness, entertainment, irritation. The model was modified to include credibility as an independent variable. It shows that informativeness (H1), entertainment (H2), irritation (H3) and credibility (H4) have an impact on consumer attitudes. It also shows that consumer attitudes (H5) will have an impact on purchasing intentions (Figure 2-3). 20 Figure 0-3: Proposed conceptual model for this study. Source: Adapted and modified from Disastra et al. (2018). 2.7 Conclusion of Literature Review The adoption of 3D holographic fan technology is forthcoming in the marketing and advertising sector. This study leads the way in determining the influence of this device on consumer attitudes and purchase intentions. The literature highlighted the importance of measuring these constructs towards advertisements from different mediums (Brackett & Carr 2001; Cheng et al 2009; Ducoffe, 1995; Gazley et al. 2015; Lee et al., 2017; Spears & Singh 2004; Van der Waldt et al., 2009) and the outcome of these results will provide a clear indication of the success of these devices in the advertising market. Therefore, this study aims to apply the same approach to identify how 3D holographic fans as a medium influence consumer attitude, by looking at the four attitudinal forms, and the influence of consumer attitudes and purchase intentions. 21 CHAPTER 3: METHODOLOGY 3.1 Introduction This study followed the positivist research paradigm, using the quantitative approach used in similar studies (Mkhize, 2017; Redda & Shezi, 2023; Saraiva & Lues, 2023). This approach has produced reliable results when testing relationships between variables using statistical methods. The research approach was highly appropriate for this study because it was suitable for testing hypotheses and determining attitudes and behavioural actions of a larger population. 3.2 Research Design Data collection was through a self-administered questionnaire distributed via a mall- intercept approach. This approach was suitable because 3D holographic displays are uncommon in public spaces and most participants were unfamiliar with this type of advertising. Therefore, participants were given an opportunity to experience 3D holographic fan advertising before completing the questionnaire. This approach has been used in studies where the participants were approached at a point of experience (Ramnas Babu & Prashant, 2023; Khan et al., 2020; Saraiva & Lues, 2023). Bush and Hair (1985) state that the mall-intercept approach encourages thorough and accurate responses from participants, potentially yielding a high response rate. Hasan (2024) highlights its drawback that it can be time-consuming and costly because of document administration. 3.3 Population and Sampling 3.3.1 Population The population of this study were restaurant customers, who had interacted with the 3D holographic fan device. Preferably, the customers were South Africans between the ages of 18 and 65. 3.3.2 Sample and Sampling Method The study used non-probability convenience sampling because of the accessible and general population (Pace, 2021), allowing the selection of participants who met the 22 criteria. This method, noted for its time and cost-effectiveness by Pace (2021), mitigates concerns about subjectivity by its general approach. It also supports the generalisability of potential outcomes. The sample size was determined using a mathematical calculation which used the following few parameters (1) population size, (2) confidence levels, and (3) margin of error. The population size was obtained online focusing on the city (Ekurhuleni) in which the restaurant was located. The acceptable confidence level of 95%, as suggested by Sathyanarayana et al. (2024), was adopted. A margin of error of 5% was adopted because this research was social in nature. Using the online tool from Qualtrics, and a figure of 4,066,691 total population of Ekurhuleni in 2022, the estimated sample size was 385. 3.4 Research Instrument The instrument used a five-point Likert scale to measure responses from participants. Statements that were deemed relevant for the study were adapted from prior studies (Abbasi et al., 2021; Alalwan, 2018; Brackett & Carr, 2001; Bezbaruah & Brahmbhatt, 2023; Martins et al., 2019; Rausch & Kopplin, 2021) focusing on similar variables. The statements are presented in Table 3-1. The questionnaire is subdivided into three sections (Appendix I). Section A: Screening questions This section screens out non-intended participants. Section B: Consumer Attitudes This section assesses how 3D holographic fan advertising influences consumer attitudes by examining attitudinal forms categorised as informativeness, entertainment, irritation, and credibility. This section also assesses consumer attitudes. Section C: Purchase Intentions This section assesses how 3D holographic fan advertising influences consumer purchasing intentions. 23 The following instrument (Table 3-1) has been adapted and modified to be specific to 3D holographic fan advertising to assess the attitudes and purchase intentions. Table 0-1: Construct instrument for testing consumer attitudes and purchase intention. Construct Label Item question References Informativeness INF1 3D holographic fan advertising provides timely information on products or services Martins et al. (2019) INF2 3D holographic fan advertising provides relevant information on products or services. INF3 3D holographic fan advertising is a good source of information INF4 3D holographic fan advertising provides up-to-date products or services information. Entertainment ENT1 3D holographic fan advertising is interesting. ENT2 3D holographic fan advertising is enjoyable ENT3 3D holographic fan advertising is entertaining ENT4 3D holographic fan advertising is pleasing. Irritation IR1 3D holographic fan advertising is irritating. IR2 3D holographic fan advertising is annoying. IR3 3D holographic fan advertising is intrusive Credibility CR1 3D holographic fan advertising is convincing. CR2 3D holographic fan advertising is believable. CR3 3D holographic fan advertising is credible. CR4 3D holographic fan advertising is a good reference for purchasing products Attitude towards holographic fan adverting Bezbaruah & Brahmbhatt (2023) ATT1 I like 3D holographic fan advertising ATT2 I feel 3D holographic fan advertising is good ATT3 3D Holographic fan advertising is creative Purchase intention PI1 I will buy products that are advertised on the 3D holographic fan Alalwan (2018) PI2 I intend to buy products that are promoted on the 3D holographic fan Rausch & Kopplin (2021) PI3 I am likely to buy products that are promoted on the 3D holographic fan Alalwan (2018) PI4 I will strongly recommend others to purchase product/service advertised on the 3D holographic fan. Martins et al. (2019) Source: Author’s conceptualisation 24 3.5 Pilot Study A pilot study was performed to determine the feasibility and reliability of the measurement instrument and to assess the overall method of the study. Furthermore, the instrument was accessed to check if it addressed the variables and to test the hypotheses. The instrument was assessed for indicator reliability by checking the factor loadings. This was followed by determining the construct reliability by testing the Cronbach’s alpha (CA), and the composite reliability (CRe). The instrument was also tested for convergent validity by testing for average variance extracted (AVE) and discriminant validity. The second part of the pilot study was to test the structural model and hypotheses testing using IBM® SPSS® Amos™ 29.0. 3.5.1 Data Collection The questionnaires were distributed to a total of 65 participants; two responses were returned incomplete, thus 63 were eligible for the pilot study. The sample included restaurant customers, and they were selected on the basis that they spent at least 30 minutes in the restaurant, and that they were seated in an area where they could interact with the 3D holographic fan advertising device. The sample was limited to people between the ages of 18 and 65. The questionnaire took between 5 and 10 minutes to complete. The purpose of the study was explained to participants and the participants consented to participate in the questionnaire. 3.5.2 Data Processing All 63 responses were processed. The data was entered into a Microsoft Excel spreadsheet for coding and the coded data was imported into the IBM® SPSS® Amos™ 29.0 software. 3.5.3 Pilot Study Results A confirmatory factor analysis was performed using multi-factor path diagrams to obtain standardised factor loadings. The results show that the loadings were greater than 0.6, indicating that indicator reliability was achieved. In SPSS®, Cronbach’s alpha was tested for all variables and the results showed that reliability was achieved with values being greater than 0.8. Composite reliability was achieved with values being greater than 0.8. Convergent validity was tested using the average variance extracted (AVE) being greater than 0.5. Discriminant validity was tested by using the Fornell- 25 Larcker criterion (Fornell & Larcker, 1981), which states that the root square of AVE must be greater than any correlation of the variables. The root square of AVE for informativeness was less than the correlation value of credibility and confirmed that there is a discriminant validity issue. After further investigation, it was found that item INF4 had the lowest factor loading, and it had a strong correlation with credibility. The correlation was evident from the matrix, which led to informativeness and credibility correlations being greater than the square root of AVE, leading to discriminant validity. Therefore, a confirmatory factor analysis was performed without item INF4. Standardised factor loadings were greater than 0.7, Cronbach’s alpha greater than 0.8, composite reliability was greater than 0.8 and AVE was greater than 0.6. Discriminant validity was also achieved. The measurement model proved to be successful, and it was sufficient to continue with final data collection. Detailed results of the pilot study are presented in Appendix II. 3.6 Data Analysis Strategies and Interpretation Data from this research was analysed using IBM® SPSS® Amos™ 29.0, a widely used software in marketing and consumer research (Alalwan, 2018; Mdlongwa, 2020; Mkhize, 2017; Saraiva & Lues, 2023). Raw data underwent thorough scrutiny to ensure accurate coding and readability. Cleaned, coded data was then transferred to Excel and imported into the statistical software. The following analysis was performed. 1. Reliability analysis: to assess the reliability of the scales and items used to measure the constructs. This analysis was conducted using Cronbach’s alpha, bearing in mind the acceptable values greater than 0.7 but less than 1 (Taber, 2017). 2. Confirmatory factor analysis (CFA): to assess the measurement model by using a multi-factor path diagram to obtain factor loadings for indicator reliability. The loadings were used to calculate composite reliability, the average variance extracted and discriminant validity. 3. Descriptive analysis: to describe the perceptions or attitudes of consumers towards the independent variables assessed. 4. Structural Equation Model for hypothesis testing. 26 3.7 Limitations This study was conducted in a restaurant located in the City of Ekurhuleni, Gauteng; therefore, it did not cover the whole of South Africa. The study could not conduct other forms of collecting data such as online surveys, because the 3D hologram technology is relatively new on the market and many participants are unfamiliar with this type of advertising. Hence, the approach is a mall- intercept at point of experience. 3.8 Quality Assurance 3.8.1 External Validity The researcher was present at the premises where questionnaires were handed out, to provide clarification if needed, reducing the likelihood of questionnaire misunderstanding. Using a non-probability sampling approach enabled broader participation and enhanced the study's generalisability. 3.8.2 Internal Validity Internal validity, as defined by Zohrabi (2013), assesses the alignment of study findings with reality and the researcher's intentions. While the self-administered questionnaire method may have posed limitations to internal validity, the researcher maintained non-judgemental, truthful, and ethical conduct during data collection and analysis. Additionally, the questions used were adapted from previous studies that assessed the same variables. 3.8.3 Reliability The study's repeatability, consistency, and dependability were ensured through the chosen quantitative approach, which involved gathering numerical data (Zohrabi, 2013). The researcher provided thorough explanations to ensure understanding, while participants were encouraged to provide honest and independent responses. Additionally, the method was clearly outlined, allowing for potential replication. 3.9 Ethical Considerations Permissions: The researcher obtained a letter of acknowledgment from the restaurant owners. 27 Participation information sheet: all participants were informed about the research, and its purposes and their right not to participate (Appendix III). Consent form: all participants were given a form to consent to their participation in the research (Appendix IV). Participants: Vulnerable categories were not part of the study. Questionnaires were distributed to people over the age of 18 and under the age of 65. Ethics clearance from the university: the research commenced with data collection once the University was satisfied with the ethics considerations of the study. 28 CHAPTER 4: RESULTS 4.1 Introduction This section presents the results and findings of the data collected. A total of 401 questionnaires were distributed to participants, but only 390 responses were used for this study. The remaining 11 responses were excluded because they were incomplete or incorrectly filled out. This chapter examines the outcomes of the study in relation to the sections of the questionnaire as referred to in Chapter 3.4. 4.2 Sample Characteristics 4.2.1 The Age Group of Participants All participants were requested to select their age group. The results indicate that the sample's age distribution was fairly representative across all age groups. The 18 to 25 age group accounted for 20% of participants; the 26 to 35 age group made up the majority at 30.26%, followed by the 36 to 44 age group at 25.13%, and finally, the 45 to 64 comprised 24.62% of the participants (Figure 4-1). Figure 0-1: Age group distribution of the study. Source: Author’s conceptualisation 29 4.2.2 Time Spent The time spent in the restaurant was also used as a screening criterion, requiring participants to have spent at least 30 minutes to qualify. This ensured that participants had sufficient time to form an opinion after interacting with the 3D holographic fan. The results indicate that 7.95% of participants spent 30 to 45 minutes in the restaurant; 19.74% spent 46 to 60 minutes, 30% spent 61 to 90 minutes, and 42.31% spent more than 90 minutes in the restaurant (Figure 4-2). These findings suggest that the participants were sufficiently exposed to 3D holographic fan advertising. Figure 0-2: Average time spent at the restaurant before participating in the study. Source: Author’s conceptualisation 4.3 Consumer Attitudes Towards 3D Holographic Fan Advertising This section presents the outcome of the participants' responses to items and statements about their attitudes towards 3D holographic fan advertising, as measured by the four attitudinal forms (informativeness, entertainment, irritation, and credibility). 4.3.1 Informativeness (INF) For item INF1, the results indicate that participants perceived the 3D holographic fan as a good source for providing timely information on products and services (Figure 4- 3). This is demonstrated by 41.03% of participants agreeing and 45.13% strongly 30 agreeing with the statement, while 11.03% remained neutral, whereas 1.54% of participants disagreed, and 1.28% strongly disagreed with the statement. Figure 0-3: Findings of INF1, 3D holographic fan advertising provides timely information on products and services. Source: Author’s conceptualisation The findings show that participants perceived 3D holographic fan advertising to provide relevant information on products and services (INF2) (Figure 4-4). This is reflected by 42.05% of participants agreeing and 43.59% of participants strongly agreeing with the statement. In contrast, only 1.79% disagreed, 1.28% strongly disagreed and only 11.28% remained neutral. 31 Figure 0-4: Findings of INF2, 3D holographic fan advertising provides relevant information on products and services. Source: Author’s conceptualisation The results further indicate that participants viewed the 3D holographic fan as a good source of information (INF3) (Figure 4-5). This is evident, as 37.18% of participants agreed, and 50% strongly agreed. Meanwhile, 2.31% disagreed, and 1.79% strongly disagreed with the statement. Additionally, 8.72% of participants chose to remain neutral. Figure 0-5: Findings of INF3, 3D Holographic fan advertising is a good source of information. Source: Author’s conceptualisation 32 Informativeness is a well-studied construct in advertising, and it is expected that advertisements that provide relevant timely information and are from a good source of information stimulate positive consumer attitudes. This work found that participants generally find 3D holographic fans to be a good source of information. 4.3.2 Entertainment (ENT) For item ENT1, participants perceived 3D holographic fan advertising as interesting (Figure 4-6). The results show that 60.77% of participants strongly agreed, while 27.95% agreed with the statement, whereas 1.28% of participants strongly disagreed, 1.03% disagreed, and 8.97% of participants chose to remain neutral. Figure 0-6: Findings for ENT1, 3D holographic fan advertising is interesting. Source: Author’s conceptualisation The results indicate that participants found 3D holographic fans enjoyable (Figure 4- 7). Specifically, 57.69% strongly agreed, and 27.18% agreed with item ENT2. Additionally, 12.05% of participants remained neutral, while 1.54% disagreed and 1.54% strongly disagreed that the 3D holographic fan is enjoyable. 33 Figure 0-7: Findings for ENT2, 3D holographic fan advertising is enjoyable. Source: Author’s conceptualisation Regarding ENT3, 3D holographic fan advertising is entertaining (Figure 4-8), 56.15% of participants strongly agreed and 27.44% agreed with item ENT3, whereas only 1.28% strongly disagreed and 2.31% disagreed. 12.82% of participants remained neutral. Figure 0-8: Findings for ENT3, 3D holographic fan advertising is entertaining. Source: Author’s conceptualisation 34 Participants found 3D holographic fans pleasing (Figure 4-9). This is evident from the 51.28% of participants who strongly agreed and 33.08% of participants agreeing with item ENT4, whereas only 1.54% strongly disagreed and 1.28% disagreed with the item. Only 12.82% of participants chose to remain neutral. Figure 0-9: Findings for ENT4, 3D holographic fan advertising is pleasing. Source: Author’s conceptualisation The entertainment variable is well-studied in advertising. Consumers perceived 3D holographic fans to be very entertaining. The study posits that the nature of 3D holographic fans is unique and entertaining, and this will likely influence consumer attitudes. 4.3.3 Irritation (IR) Participants were asked to respond to statements related to irritation. The findings show that 58.72% of participants strongly disagreed that the 3D holographic fan is irritating (Figure 4-10), whereas 26.41% disagreed with item IR1. In contrast, 2.05% of participants agreed that the 3D holographic fan is irritating, and 3.08% strongly agreed. Additionally, 9.74% of participants chose to remain neutral. 35 Figure 0-10: Findings for IR1, 3D holographic fan advertising is irritating. Source: Author’s conceptualisation The findings show that participants did not find the 3D holographic fan annoying (Figure 4-11). This is evident, as 60.26% strongly disagreed, and 25.64% disagreed with item IR2. Additionally, 8.97% of participants chose to remain neutral, whereas only 2.56% agreed and 2.56% strongly agreed. Figure 0-11: Findings for IR2, 3D holographic fan advertising is annoying. Source: Author’s conceptualisation 36 The results show that 58.46% of participants strongly disagreed and 26.15% disagreed with the statement that 3D holographic fan advertising is intrusive (Figure 4-12), whereas 3.33% agreed and 2.56% strongly agreed that it is intrusive. The results show that 9.49% of participants remained neutral. Figure 0-12: Findings for IR3, 3D holographic fan advertising is intrusive. Source: Author’s conceptualisation The majority of the participants did not find 3D holographic advertising irritating, annoying, and/or intrusive. 4.3.4 Credibility (CR) Participants were asked to respond to statements related to credibility. The results show that 39.74% of participants agreed and 32.56% of participants strongly agreed with the statement that 3D holographic fan advertising is convincing (Figure 4-13). In contrast, only 2.31% of participants strongly disagreed and 1.28% disagreed with item CR1. A significant number of participants, 24.10%, remained neutral. 37 Figure 0-13: Findings for CR1, 3D holographic fan advertising is convincing. Source: Author’s conceptualisation The results show that 35.90% of participants strongly agreed with item CR2, indicating that it is believable (Figure 4-14), while 41.54% agreed. In contrast, 1.79% of participants strongly disagreed, and 1.79% disagreed with item CR2. A significant proportion of participants, 18.97%, chose to remain neutral. Figure 0-14: Findings for CR2, 3D holographic fan advertising is believable. Source: Author’s conceptualisation 38 The results indicate that 34.62% of participants strongly agreed with item CR3, and 40% agreed that 3D holographic fan advertising is credible (Figure 4-15), whereas 1.54% of participants strongly disagreed, and 1.54% disagreed with item CR3. A significant proportion of participants, 22.31%, chose to remain neutral. Figure 0-15: Findings for CR3, 3D holographic fan advertising is credible. Source: Author’s conceptualisation The results show that 44.87% of participants strongly agreed with item CR4 and 32.56% agreed that 3D holographic fan advertising is a good reference for purchasing products (Figure 4-16), whereas only 1.79% of participants strongly disagreed and 2.31% disagreed with item CR4. A substantial proportion of participants, 18.46%, chose to remain neutral. 39 Figure 0-16: Findings for CR4, 3D holographic fan advertising is a good reference for purchasing products. Source: Author’s conceptualisation The overall findings show that participants found 3D holographic fan advertising to be a credible source. The credibility of advertising is linked to positive consumer attitudes. 4.3.5 Attitudes (ATT) Participants were asked to respond to statements related to their attitudes towards 3D holographic fan advertising. The results show that 55.90% of participants strongly agreed and 30.51% agreed that they like 3D holographic fan advertising (Figure 4-17), whereas 0.77% of participants strongly disagreed and 2.05% disagreed with item ATT1. 10.77% of participants chose to remain neutral. 40 Figure 0-17: Findings for ATT1, I like 3D holographic fan advertising. Source: Author’s conceptualisation The results show that 53.59% of participants strongly agreed with item ATT2, and 35.13% of participants agreed that 3D holographic fan advertising is good (Figure 4- 18), whereas 1.03% of participants strongly disagreed and 1.54% disagreed with item ATT2. The results also show that 8.72% of participants chose to remain neutral. Figure 0-18: Findings for ATT2, I feel like 3D holographic fan is good. Source: Author’s conceptualisation 41 The results show that 68.46% of participants strongly agreed with item ATT3 and 24.87% agreed that 3D holographic fan advertising is creative (Figure 4-19), whereas only 0.51% strongly disagreed and 0.77% disagreed. A small percentage of 5.38% of participants chose to remain neutral. Figure 0-19: Findings for ATT3, 3D holographic fan advertising is creative. Source: Author’s conceptualisation 4.4 Purchase Intentions (PI) Participants were asked to provide their opinions regarding purchase intentions. This section aimed to determine whether participants were likely to purchase products displayed on the 3D holographic fan and to assess whether consumer attitudes influenced their purchasing decisions. The results show that 27.44% of participants strongly agreed and 36.38% agreed that they would buy products displayed on the 3D holographic fan (Figure 4-20), whereas 2.05% strongly disagreed and 2.56% disagreed with item PI1. A substantial 32.56% of participants remained neutral. 42 Figure 0-20: Findings for PI1, I will buy products that are advertised on the 3D holographic fan. Source: Author’s conceptualisation The results show that only 20.26% of participants strongly agreed, and 29.23% agreed with item PI2, stating that they intend to buy products that are promoted by the holographic fan (Figure 4-21), whereas 1.79% strongly disagreed and 6.15% disagreed with item PI2. The majority of the participants at 42.56% chose to remain neutral. Figure 0-21: Findings for PI2, I intend to buy products that are promoted on the 3D holographic fan. Source: Author’s conceptualisation 43 The results show that 22.56% of participants strongly agreed and 38.97% agreed with item PI3 that they are likely to buy products promoted from the 3D holographic fan (Figure 4-22), whereas 1.79% strongly disagreed and 4.36% disagreed with item PI3. A substantial number of participants, at 32.31%, were neutral. Figure 0-22: Findings for PI3, I am likely to buy products that are promoted on the 3D holographic fan. Source: Author’s conceptualisation The results show that 32.82% of participants strongly agreed and 32.31% agreed with Item PI4 that they would strongly recommend others to purchase products advertised on the 3D holographic fan (Figure 4-23), whereas 1.28% strongly disagreed and 2.28% disagreed with item PI4. A substantial number of participants, 30.77%, were neutral. 44 Figure 0-23: Findings for PI4, I will strongly recommend others to purchase products/services advertised on the 3D holographic fan. Source: Author’s conceptualisation The results from purchase intention are somewhat ambiguous, with a significant number of participants choosing to remain neutral. This outcome is related to whether the products advertised met their current or future needs. Participants indicated that they are, in most cases, influenced by the advertising to make a purchase or recommend the product advertised. 4.5 Measurement Model 4.5.1 Instrument Reliability To test the reliability of the instrument, Cronbach’s alpha (CA) was tested for all variables using IBM® SPSS® Amos™ 29.0, and the results show that CA is greater than 0.8, which means that reliability is achieved. The second criterion to test indicator reliability, which was to be confirmed by the factor loadings using the CFA. The results show that standardised factor loadings are greater than 0.7, which is higher than the recommended 0.5 for statistical significance (Hair et al., 2010), which means that indicator reliability is achieved. Composite reliability (CRe) was also tested, and all constructs resulted in composite reliability of greater than 0.8, meaning that the instrument reliability was achieved (Table 4-1). 45 4.5.2 Convergent Validity The convergent validity was tested by calculating the average variance extracted (AVE). The results show that AVE is greater than 0.7, which explains more than half of the variance of its indicators on average (Martins et al., 2019). 4.5.3 Discriminant Validity Discriminant validity was tested by using the Fornell-Larcker criterion (Fornell & Larcker, 1981) which states that the root square of AVE must be greater than any correlation of the variables. The results show that the square root of AVE is greater than the correlation of the variables (Table 4-2). Therefore, there are no validity concerns for this measurement model, and the criteria for attitude measurements are met. Table 0-1: Instrument reliability and validity. Construct Loadings CA CRe AVE Informativeness (INF) 0.889 0.890 0.730 INF1 0.853 INF2 0.875 INF3 0.834 Entertainment (ENT) 0.954 0.954 0.839 ENT1 0.872 ENT2 0.947 ENT3 0.932 ENT4 0.911 Irritation (IR) 0.971 0.971 0.919 IR1 0.956 IR2 0.988 IR3 0.931 Credibility (CR) 0.925 0.928 0.919 CR1 0.871 CR2 0.924 CR3 0.893 CR4 0.801 Attitude (ATT) 0.917 0.920 0.794 ATT1 0.921 ATT2 0.903 ATT3 0.848 Purchase Intention (PI) 0.906 0.907 0.709 PI1 0.849 PI2 0.886 PI3 0.836 PI4 0.794 Source: Author’s conceptualisation 46 Table 0-2: Discriminant validity of the instrument. CRe AVE ATT INF ENT IR CR PI ATT 0.920 0.794 0.891 INF 0.890 0.730 0.654 0.854 ENT 0.954 0.839 0.788 0.686 0.916 IR 0.971 0.919 -0.439 -0.375 -0.37 0.959 CR 0.928 0.763 0.629 0.753 0.665 -0.254 0.873 PI 0.907 0.709 0.569 0.625 0.516 -0.207 0.666 0.842 Bold diagonal values are the square root square of the AVE, and off-diagonal values are from the correlation matrix of variables. Source: Author’s conceptualisation 4.6 Structural Equation Model The measurement model is satisfactory, as presented above, allowing for structural equation modelling. In this study, two criteria are used to assess the structural model before hypothesis testing: (1) the coefficient of determination (R²) of the endogenous variables (dependent variables) and (2) the overall model fit. According to Hair et al. (2017), a moderate level of precision is indicated by an R² value greater than 0.25. A bootstrap of 5,000 subsamples at a 95% confidence level was used to produce the model outcomes. The squared multiple correlation shows that consumer attitude has an R² value of 0.61, which is substantial, while purchase intention has an R² value of 0.28, which is moderate (Figure 4-24). Figure 0-24: Model to be assessed as presented in Chapter 2 and outcome of model assessment. Source: Author’s conceptualisation 47 Model fit was analysed to assess if the observed data fits the proposed model. The following fit indices are assessed; X2 (Chi-square) probability (degree of freedom) X2/Df (Chi-square ratio), RMR (root mean residual), GFI (goodness of fit index), CFI (comparative fit index), NFI (normed fit index), TLI (Tucker-Lewis Index), IFI (incremental fit index), RMSEA (root mean square error of approximation). The results are as follows (Table 4-3). Table 0-3: Model fit for the proposed conceptual model. Model fit Standard Results Outcome X2 - 104.495 Df - 4 Probability (p value) >0.005 0.000 Significant X2/Df (Chi-square ratio) <3 26.124 Very poor RMR ≤ 0.08 0.058 Good GFI >0.9 0.927 Acceptable CFI >0.9 0.914 Acceptable NFI >0.9 0.912 Acceptable TLI >0.9 0.679 Very poor IFI >0.9 0.915 Acceptable RMSEA <0.08 0.254 Very poor Source: Author’s conceptualisation The model does not fit perfectly. The p-value is 0.000, indicating that the model is statistically significant and rejects the null hypothesis that the data fits well. This is further supported by the chi-square ratio value being extremely high at 26.124, whereas the acceptable standard is less than 3. Additionally, the TLI indicates a poor fit, and the RMSEA value suggests a poor fit. However, other indices, such as GFI, CFI, NFI, and IFI, indicate a good fit. The model fit results are somewhat ambiguous, suggesting that the current model requires modifications. The modification indices from the results show a strong positive link between informativeness and credibility to purchase intentions. This modification warrants adding additional paths to the model. These additional paths are treated as exploratory findings from the original model. The modified path model is as follows (Figure 4-25). 48 Figure 0-25: Modified path model. Source: Author’s conceptualisation A similar criterion is applied to the modified model. The R² value for purchase intentions improved from 0.28 (moderate) to 0.45 (good), while consumer attitude remains good at 0.61. The coefficient of determination for this modified model is also good. The model fit was tested, and the results showed a perfect fit for all indices (Table 4-4). Table 0-4: Model fit for modified model. Model fit Standard Results Outcome X2 - 1.636 Df - 2 Probability >0.001 0.441 Not significant X2/Df (Chi-square ratio) <3 0.818 Good RMR ≤ 0.08 0.007 Good GFI >0.9 0.999 Good CFI >0.9 1 Good NFI >0.9 0.999 Good TLI >0.9 1 Good IFI >0.9 1 Good RMSEA <0.08 0.000 Good Source: Author’s conceptualisation With the modified path model, the two set criteria are met, and the hypothesis testing can be performed with confidence. 49 4.7 Hypotheses Results The results show that informativeness (β = 0.099, p = 0.03) has a positive correlation with consumer attitudes, and it is statistically significant, meaning that H1 is accepted. Entertainment (β = 0.474, p = ***) also has a positive correlation with consumer attitudes, and it is statistically significant, meaning that H2 is accepted. Irritation (β = - 0.177, p = ***) has a negative correlation with consumer attitudes, and this correlation is statistically significant, meaning that H3 is accepted. Credibility (β = 0.119, p = 0.004) has a positive correlation with consumer attitudes, and it is statistically significant, meaning that H4 is accepted. Finally, consumer attitudes (β = 0.224, p = ***) has a positive correlation with purchase intention, and it is statistically significant, meaning that H5 is accepted. The exploratory findings from the modified model show that informativeness (β =.197, p = 0.001) has a positive correlation to purchase intention and the results are statistically significant. Credibility (β = .388, p = ***) also has a positive correlation to purchase intentions and the results are statistically significant. Table 0-5: SEM outcome for the proposed hypotheses and exploratory findings. Hypothesi s tested Path Estim ate S.E. C.R. P Outcome Results H1 Informativeness → Attitude 0.099 0.045 2.171 0.03 Positive and significant Accepted H2 Entertainment → Attitude 0.474 0.04 11.861 *** Positive and significant Accepted H3 Irritation → Attitude -0.117 0.027 -4.41 *** Negative and significant Accepted H4 Credibility → Attitude 0.119 0.042 2.862 0.004 Positive and significant Accepted H5 Attitude → Purchase Intentions 0.224 0.057 3.946 *** Positive and significant Accepted - Informativeness → Purchase Intentions 0.197 0.061 3.257 0.001 Positive and significant - Credibility → Purchase Intentions 0.388 0.056 6.919 *** Positive and significant Source: Author’s conceptualisation 50 4.8 Summary of Results The participants generally perceived the 3D holographic fan advertising as a good source of information that provides relevant details. They found the 3D holographic fan advertising entertaining and interesting and considered it less irritating and annoying. Additionally, they regarded it as a credible source, which results in a positive consumer attitudes towards 3D holographic fan advertising. Regarding purchase intentions, participants showed interest in purchasing products advertised, although some participants chose to remain neutral regarding purchase intention items. The measurement model was tested using various criteria, and all criteria were met without issues. However, the structural equation model fit for the initially proposed model presented an ambiguous fit, leading to the modification of the study model to include additional paths: informativeness to purchase intention and credibility to purchase intention. These paths or findings are treated as exploratory for this study, and the main model was tested for hypothesis testing. The results show that H1, H2, H3, H4, and H5 are accepted. Additionally, the results demonstrate that the relationship between informativeness and purchase intention is positive and statistically significant, as is the relationship between credibility and purchase intention. 51 CHAPTER 5: DISCUSSIONS 5.1 Introduction This chapter aims to discuss the results presented in Chapter 4. It will examine the relationships between the attitudinal constructs and consumer attitudes, as well as the relationship between consumer attitudes and purchase intentions concerning 3D holographic fans. The final part of the discussion will explore the study's exploratory findings in relation to existing literature. 5.2 Relationship Between Informativeness and Consumer Attitudes H1: The informativeness of the 3D holographic fan will have a positive relationship with consumer attitudes. The relationship between informativeness and consumer attitudes has been extensively studied in advertising literature across various advertising platforms. As stated in the development of Hypothesis 1, information is perceived differently depending on the advertising medium. Assessing how consumers perceive information from 3D holographic fans was deemed important for this study. The results indicate that consumers considered 3D holographic fans a good source of information about products and services. Hypothesis 1 is supported by statistical evidence, showing only a 3% probability of the null hypothesis being true, confirming that 3D holographic fans are informative and positively influence consumer attitudes towards this advertising medium. The findings of this study align with those of other researchers on the same phenomenon addressing different advertising platforms focusing on mobile and social media platforms (Abbasi et al., 2023; Disastra et al., 2018; Mahmut et al., 2022; Martins et al., 2019). These studies concluded that advertisements that provide relevant information about products positively influence consumer attitudes. Bezbaruah and Brahmbhatt (2023) found that in podcast advertising, informativeness is a significant determinant of consumer attitudes. This is attributed to podcasts using audio advertising and consumers relying on the information provided during audio streaming. In contrast to this study, informativeness only contributes minimal 52 significance to consumer attitudes because advertisements show the prominence of 3D models, which might overshadow text communication that consumers perceive as a key component of informative advertising. 5.3 Relationship Between Entertainment and Consumer Attitudes H2: Entertainment displayed by the 3D holographic fan will have a positive relationship on consumer attitudes. Entert