DOI: 10.3390/info14100546
Terbit pada 5 Oktober 2023 Pada Inf.

The Impact of Virtual Reality (VR) Tour Experience on Tourists' Intention to Visit

Urvashi Tandon Myriam Ertz Néji Bouslama + 1 penulis

Abstrak

Drawing on media richness theory, this study investigates the effect of rich media, such as virtual reality (VR), on visit intentions for a specific destination. Specifically, this research employs a mixed-method approach, using abductive theorization to explore and confirm the dimensions of the VR visit experience, notably those related to telepresence, a key concept in tourism through VR. Furthermore, the study aims to elucidate how telepresence influences mental imagery, attitudes towards tourist destinations, and actual visit intentions. To do this, qualitative data were gathered between February and June 2022 from 34 semi-structured interviews with respondents who viewed a VR video of the destination. A second study collected quantitative data from 400 participants through face-to-face questionnaires after a VR video view between June and August 2022. The findings reveal that telepresence comprises three dimensions: realism of the virtual environment, immersion, and the sense of presence in the virtual environment. Telepresence, in turn, both directly and indirectly affects actual visit intentions, with mental imagery and attitude toward tourist destinations partially mediating those relationships. This study provides methodological, theoretical, and tourism management implications to enhance our comprehension of telepresence’s facets, its measurement, and the process by which VR influences real visit intentions.

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A user experience perspective on heritage tourism in the metaverse: Empirical evidence and design dilemmas for VR

K. Nam Jeff Baker Chris Dutt

7 Agustus 2023

The tourism industry will be shaped by the growth and development of the metaverse in the coming decades. Virtual reality (VR) will enable the creation of virtual worlds, avatars, digital twins, and new social networks. These technologies can be utilized in tourism to enable travelers to preview real-world experiences, to enhance experiences while on-site, to relive experiences after travel, or in some cases to even substitute for travel. Given the metaverse’s transformative potential, empirical investigation of VR is clearly warranted. Studies of VR tourism typically choose a single specific VR application and investigate its impact on adoption or user satisfaction. This application-level focus is a significant limitation. We therefore evaluate multiple heritage tourism applications as well as VR hardware in a comprehensive and structured analysis from the user experience (UX) perspective. Our content analysis of user interviews reveals 13 factors that shape users’ overall perceptions about VR. These factors are grouped into categories related to presentation of the VR content, the content itself, and the functionality of the hardware and software. Our analysis also reveals three design dilemmas for creators of VR heritage tourism content for the metaverse. Implications and an agenda for future research are included.

Virtual Reality (VR) and Augmented Reality (AR) Technologies for Accessibility and Marketing in the Tourism Industry

Meltem Altinay Ozdemir

2021

The study investigated the roles of virtual reality (VR) and augmented reality (AR) for accessibility and marketing in tourism. Literature is reviewed in this exploratory study and examples of VR and AR for accessibility and marketing in the tourism industry are presented. The review was conducted with two perspectives: accessibility role and marketing role of VR and AR technologies in the tourism industry. As a result of reviewing, these technologies have both strengths and weaknesses for accessibility in tourism. VR has both strengths such as a secure environment, alternative access, and weaknesses such as user neglect, high cost. Similarly, AR has both strengths such as knowledge enrichment, enhancement of experience, and weaknesses such as high cost, lack of security. The high cost of both technologies restricts accessibility and marketing. Also, VR and AR have benefits as reducing strategy costs, attracting tourists with gamification strategies, ease of brand promotion, building brand loyalty, collecting data, and customized product development in tourism marketing.

Travelers’ motivations to adopt augmented reality (AR) applications in a tourism destination

Miyoung Jeong H. Shin

28 Mei 2021

Purpose This study aims to identify travelers’ motivational factors to adopt augmented reality (AR) applications at tourism destinations. Furthermore, this study seeks to investigate the role of personal innovativeness as a moderator in the relationships between motivations and travelers’ behavioral outcomes. Design/methodology/approach Building upon two theories, cognitive evaluation theory and self-presentation theory, this study developed a conceptual framework to identify travelers’ inclination to use AR applications at tourism destinations. A sample size of 473 was collected through an online self-administered survey. Using partial least square (PLS) analysis, the proposed model was examined. To examine the moderating effect of personal innovativeness, a multi-group analysis was conducted with two groups: high-innovative and low-innovative. PLS method is used to test the study’s theoretical model. Findings Findings of this study indicate that both hedonic and utilitarian motivations significantly influenced travelers’ attitudes toward AR applications at tourism destinations. Self-presentation motivation appears to have a significantly positive impact on travelers’ attitudes toward AR applications only for the highly innovative group. Originality/value This study helps a better understanding of what motivates travelers to adopt AR applications at tourism destinations by integrating preeminent theories and applying them to the tourism context.

User experience model and design strategies for virtual reality-based cultural heritage exhibition

Ning Zou Wenjing Yang Qi Zheng + 2 lainnya

8 Maret 2024

A virtual reality (VR) based cultural heritage exhibition (VRCHE) is an important type of VR-based museum exhibition. The user experience (UX) design of VRCHE has encountered opportunities and due to the differences in human–computer interaction between VR-based and conventional interaction interfaces, so proposing the UX model of VRCHE is crucial. Although there are some existing works that study the UX models of VRCHEs, they are not complete enough to describe the UX of VRCHEs or offer any design strategies due to the methodologies and experimental materials that they currently use. This study creates experiments utilizing grounded theory that combine qualitative and quantitative approaches. Then, the study synthesizes three-level coding and quantitative analysis findings from grounded theory, builds a detailed model of the VRCHE UX using theoretical coding, and proposes design strategies.

Concert experiences in virtual reality environments

Edith Van Dyck Lies Bouckaert Kelsey E Onderdijk + 1 lainnya

5 Juni 2023

Spurred by recent advances in digital technologies, virtual concerts have become established modes for event attendance and represent a rapidly growing segment of the music industry. Yet, up to now, general experience of virtual concert attendees remains largely underexplored. Here, we focus on a subcategory in this domain: music concerts in virtual reality (VR). Our approach is situated within the theoretical framework of embodied music cognition and entailed investigation through a survey study. Responses of seventy-four VR concert attendees were collected, consisting of demographics, motivations, experiences, and future perspectives. In contrast to previous research, which generally identified social connectedness as a main motivator for concert attendance, our sample regarded it as one of the least important incentives. On the other hand, in line with previous studies, ‘seeing specific artists perform’ and ‘uniqueness of the experience’, were pivotal. The latter was mostly fueled by the possibility to experience/interact with visuals and environments considered as unconceivable in the real world. Furthermore, 70% of our sample regarded VR concerts as ‘the future of the music industry’, mainly relating to the accessibility of such events. Positive evaluations of VR concert experiences, as well as future perspectives regarding the medium, were significantly influenced by the level of experienced immersivity. To our knowledge, this is the first study to provide such an account.

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