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1 – 10 of 214Hande Akyurt Kurnaz, Onur Cüneyt Kahraman, Alper Kurnaz and Ozan Atsız
This study aims to examine how travellers’ non-immersive virtual heritage authenticity, sense of presence and virtual tour satisfaction stimulate their behavioural intentions…
Abstract
Purpose
This study aims to examine how travellers’ non-immersive virtual heritage authenticity, sense of presence and virtual tour satisfaction stimulate their behavioural intentions (continuance and travel intention) within the stimulus–organism–response model.
Design/methodology/approach
A questionnaire was designed to survey Turkish travellers (n = 275) participating in a virtual tour. A structural equation modelling method was used to estimate the model and test the research hypotheses.
Findings
Research findings revealed that four out of six hypotheses were supported. Based on the study outputs, authenticity and sense of presence impact overall travellers’ satisfaction. Furthermore, satisfaction influences continuance intention and travel intention.
Originality/value
The study presents a pioneering effort to investigate tourists’ non-immersive virtual heritage tour experiences in a developing destination context through a theoretical framework.
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Sarp Tahsin Kumlu, Emre Samancıoğlu and Emrah Özkul
The change in the technological environment within the macro-environment factors in recent years affects states, businesses, societies and individuals and concerns not only…
Abstract
The change in the technological environment within the macro-environment factors in recent years affects states, businesses, societies and individuals and concerns not only technology-based sectors but also many fields. In particular, trends such as artificial intelligence, metaverse, robotics, advanced connectivity, the Internet of Things, big data, small data, blockchain, cloud technologies and reality technologies, which are called new technology, are developing very quickly compared to the past and expanding their global usage areas. Creating strategies and policies without considering these factors creates problems in many areas. These problems are marketing, competition, cost, efficiency and productivity.
Reality technologies, which are the research area in this chapter and enable users to interact with the digital world, have a wide application area in the tourism industry. With technological tools such as smartphones and virtual reality (VR) glasses; personalisation, interactive experience, information gathering and decision-making; many different solutions are produced in areas such as education, service and security. Along with its many advantages, the disadvantages of reality technologies and the negative outputs of this transformation are significant for the understanding and future of the subject.
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Ghifari Yuristiadhi Masyhari Makhasi
This study aims to analyze the extent to which the walking tour in virtual version appeals to the younger generation and still provides lessons about cultural acculturation that…
Abstract
Purpose
This study aims to analyze the extent to which the walking tour in virtual version appeals to the younger generation and still provides lessons about cultural acculturation that can inspire citizenship today compared to an actual walking tour.
Design/methodology/approach
This quasi-experimental design uses pre-test and post-test with structured interviews for data collection from five purposive participants who related the experience and storytelling that they experienced from the tours.
Findings
This study finds while virtual tours cannot replace physical walking tours because of real multisensory experiences, storytelling and guiding interpretation through virtual tours is more likeable than walking tours Due to some potential disturbance in the field. However, the guiding interpretation related to the message of multiculturalism still reaches tourists both through actual and virtual tours.
Research limitations/implications
This study has limitations regarding the number of participants. A larger number of participants may provide greater objectivity. In addition, regarding the quasi-experimental method used, it is possible to have different results if the actual walking tour precedes the virtual tour, and this can be a broad discussion space for future researchers.
Social implications
Practically, this walking tour is expected to be a model for civic education, especially in Indonesia, which is delivered in a fun way through a walking tour.
Originality/value
This study offers a novelty regarding the development of a walking tour based on citizenship education, which can be seen from its impact on the younger generation when it is held virtually or actually.
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Ruiying Cai, Yao-Chin Wang and Tingting (Christina) Zhang
Through a theoretical lens of psychological ownership, this study aims to investigate how technology mindfulness may stimulate metaverse tourism users’ feelings of individual…
Abstract
Purpose
Through a theoretical lens of psychological ownership, this study aims to investigate how technology mindfulness may stimulate metaverse tourism users’ feelings of individual psychological ownership, aesthetic value and conversational value, which in turn fosters intention to engage in prosocial behaviors.
Design/methodology/approach
The study used a scenario-based survey that allowed U.S.-based participants to create their own avatars and imagine using their avatars to explore heritage sites in the metaverse. Structural equality modeling was applied for data analysis.
Findings
The results from 357 valid responses indicate that technology mindfulness arouses tourists’ individual psychological ownership, aesthetic value, conversational value and prosocial behavioral intentions. The moderating role of biospheric value orientation on willingness to donate and intention to volunteer is investigated.
Research limitations/implications
The research sheds light on the significance of technology mindfulness, conversational value and psychological ownership perspectives in the metaverse, which have been previously overlooked. The authors used a scenario-based survey for mental stimulation due to current metaverse technology limitations.
Practical implications
The study is one of the first to explore the possibility of encouraging prosocial behaviors using metaverse-facilitated technology. The research offers guidelines to engage hospitality and tourism customers in the metaverse that can blend their virtual experiences into the real world.
Originality/value
This study represents one of the pioneering efforts to gain an in-depth understanding of the application of metaverse in triggering prosocial behavior toward heritage sites, explained via a technology mindfulness-driven model with a psychological ownership perspective.
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This study attempts to identify and explicate the unique segmentation of the increasingly growing virtual reality (VR) user market based on the user experience. Consequently, it…
Abstract
This study attempts to identify and explicate the unique segmentation of the increasingly growing virtual reality (VR) user market based on the user experience. Consequently, it collects five hundred forty-five online survey questionnaires through the Prolific platform and deploys cluster analysis to identify mutually exclusive groups of VR users. The research variable, user experience, contains 16 indicators explained by four dimensions. As a result, this study is able to unveil three mutually exclusive markets which are labeled as (1) beginner, (2) aficionado, and (3) utilitarian. The unique features of these three groups are further compared based on their VR tour behaviors. In the conclusion section, it offers managerial implications for devising novel marketing strategies.
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The evolving visitors' expectations and the unfolding digital transformation compel rethinking on the service offering of museums and cultural institutions. Although…
Abstract
Purpose
The evolving visitors' expectations and the unfolding digital transformation compel rethinking on the service offering of museums and cultural institutions. Although digitalization and people-centeredness are widely exploited to enhance the visiting experience, there is limited evidence of their implications on organizational attractiveness. The article investigates this issue, examining the service attributes that entice visitors.
Design/methodology/approach
The study collected secondary data from the latest census study by the Italian Institute of Statistics on museums and cultural institutions. Two hierarchical regression models have been run on a sample of large publicly owned organizations (n = 312) to identify the service factors that were most effective in attracting Italian and foreign visitors.
Findings
Museums and cultural institutions undergoing a digital transformation were more effective in attracting visitors. The delivery of virtual tours and online events captivated the Italian audience. Foreigners appreciated the opportunity to use applications augmenting the on-site visit.
Practical implications
Digitalization and people-centeredness improve the attractiveness of museums and cultural institutions. Using digital channels to engage visitors fosters their desire to interact with cultural heritage. Furthermore, digitalization enriches the on-site visit, expanding conventional services with virtuality. However, the adverse effects on cultural heritage should be carefully handled.
Originality/value
This study highlights the service attributes that add to the attractiveness of museums and cultural institutions, enabling them to engage visitors and improve the visiting experience.
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Sezer Yersüren and Çağıl Hale Özel
This study aims to investigate the effect of virtual reality experience quality on destination visit intention and virtual reality travel intention through the technology…
Abstract
Purpose
This study aims to investigate the effect of virtual reality experience quality on destination visit intention and virtual reality travel intention through the technology acceptance model (TAM).
Design/methodology/approach
Quantitative data gathered from questionnaires applied to 198 people after undertaking an imaginary three-dimensional (3D) destination experience were analyzed with PLS-SEM.
Findings
Virtual reality experience quality influences perceptions and intentions. The perceived ease of use affects perceived usefulness, perceived usefulness effects attitude and destination visit intention, while perceived risk affects only virtual reality travel intention. Attitude affects both intentions.
Research limitations/implications
The main limitation of the study relates to the quality of the experience offered, which is limited to the technical capacity of the virtual reality glasses used. Virtual reality can be used as a new economic offering and create a realistic destination experience. Virtual reality experience quality is an important determinant of intention in physical and imaginary travels, in shaping perceptions and minimizing travel risks. The explanatory power of the model can be increased by adding the perceived risk variable to TAM. The study has brought new perspectives, new insights and suggestions for developing tourism.
Originality/value
In the study, a 3D imaginary destination with its mise-en-scène and story, which includes more than one destination type, was designed. This study contributes to the literature by analyzing real and virtual visit intentions, combining the fields of the experience economy, risk perception and TAM.
研究目的
本研究通过应用技术接受模型, 探讨虚拟现实体验质量对目的地参访意愿和虚拟现实旅游意愿的影响。旨在识别这些变量之间存在的关系, 并解释这些关系的因果链接。
研究方法
本研究从198名参与虚拟三维目的地体验后填写的问卷中获得定量数据并通过PLS-SEM方法进行分析。
研究发现
虚拟现实体验的质量影响用户的感知和意愿。虚拟现实旅游意愿仅受感知风险的影响。感知易用性影响感知有用性。意愿受态度影响, 但感知有用性不影响虚拟现实旅游。
研究局限性/意义
本研究的主要局限性与提供的体验质量有关, 该质量受到虚拟现实眼镜技术能力的限制。虚拟现实可以作为一种新的经济提供方式进行开发。通过将感知风险变量添加到技术接受模型中, 可以增加模型的解释力。本研究为旅游业的发展提供了新的视角、见解和建议, 并解释了虚拟现实提供的真实目的地体。
研究创新
为了研究的目的, 本研究设计了一个虚拟的三维目的地, 包含多个目的地类型。该目的地有自己的布景和故事情节。本研究通过分析真实和虚拟参访意愿的领域, 将体验经济、风险感知和技术接受模型领域相结合, 为文献做出了贡献。
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The main research questions critically examine online videos that draw attention to a local community of musical practice, noticing how these can potentially be included within…
Abstract
Purpose
The main research questions critically examine online videos that draw attention to a local community of musical practice, noticing how these can potentially be included within the tourism promotion strategies. This paper develops a case study of four videos realised by the Louth County Board of the organisation Comhaltas Ceoltóirí Éireann (CCÉ) in Co. Louth, Ireland, as a part of the FleadhFest 2021 initiative. It highlights the role that virtual spaces have in enhancing a sense of belonging to a music/festival community as well as the possibility that visual and audio supports have in promoting and celebrating a destination and its cultural features.
Design/methodology/approach
The analysis involves a netnographic examination of these videos (Janta, 2017), informed by the concept of “tourist gaze” (Urry, 1990; 2002) and influenced by film-induced tourism studies (Beeton, 2005).
Findings
Results show how festival and event organisers responded to COVID-19 social restrictions by creating a virtual space for celebrating music heritage and local musicscape, placing an emphasis on local musical scene.
Research limitations/implications
The research aims to inform future developments in how the organisation operates within and engages with virtual space, its members and a wider audience.
Originality/value
This is the first study to consider the virtual activities of CCÉ from an ethnomusicological as well as tourism, perspective.
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Janarthanan Balakrishnan, Yogesh K. Dwivedi, Anubhav Mishra, F. Tegwen Malik and Mihalis Giannakis
Given the growth of virtual reality (VR)-based tourism experiences in the past five years, this study aims to investigate the impact of VR-based interactions (ergonomics and…
Abstract
Purpose
Given the growth of virtual reality (VR)-based tourism experiences in the past five years, this study aims to investigate the impact of VR-based interactions (ergonomics and embodiment) on memorable experiences and revisit intention mediated by cognitive and emotional responses.
Design/methodology/approach
This study has used an exploratory sequential mixed methodology research design to operationalise this research. Study 1 uses qualitative in-depth interviews to explore the proposed research questions, and Study 2 uses a 3 × 3 factorial experimental research design to test the proposed hypothetical model with 355 samples.
Findings
The results indicate that embodiment plays a more crucial role than VR ergonomics. Also, the cognitive response in the virtual tour indirectly generates a more memorable experience than the emotional response.
Research limitations/implications
This research uses the theory of technological mediation as an overarching framework to conceptualise the research. Also, the research has applied the tenets of cognitive embodiment theory, metacognitive theory and other related theories to develop the arguments. Thus, the results of this research will extend the holistic understanding of these theories.
Practical implications
This research will guide VR tourism developers in understanding the requirements and expectations of tourists. It also serves as a manual to understand how tourists process the VR tour psychologically.
Originality/value
Very minimal focus was given to understanding the tourists’ interaction with technology in VR tours. The concept of ergonomics and embodiment investigated as an experimental variable is a novel approach in technology-based tourism research.
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Abhishek Talawar, Sheena Suresh and Sreejith Alathur
This paper aims to evaluate the impact of various preview modes on tourist attitudes and intentions to visit a destination based on consumers’ level of involvement in travel…
Abstract
Purpose
This paper aims to evaluate the impact of various preview modes on tourist attitudes and intentions to visit a destination based on consumers’ level of involvement in travel decision-making.
Design/methodology/approach
The study was conducted as a between-subjects one-factor [preview mode: static images vs 360-degree tour vs virtual reality (VR) mode] in a laboratory experiment setup to examine how consumers with different levels of involvement in travel decision-making respond to destination marketing toward three different preview modes.
Findings
The findings indicated that VR preview mode highly influences tourist attitudes and visit intentions toward a destination compared to static images and 360-degree tours. This effect is more significant among participants with higher levels of customer involvement. Finally, the results from the study offer empirical evidence of the effectiveness of VR in shaping user behavior compared to traditional preview modes.
Research limitations/implications
The limitations are using a non-probability sampling method, a small sample size and affordable mobile-compatible VR headsets.
Practical implications
This study offers empirical evidence on the effectiveness of VR in shaping tourist behavior compared to traditional preview modes. It helps destination marketers develop appropriate strategies for promoting tourist destinations.
Originality/value
The novelty of this paper lies in understanding the effectiveness of VR in shaping tourist behavior with different levels of customer involvement in travel decision-making.
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