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Virtual Reality in Tourism Promotion: A Research Agenda Based on A Bibliometric Approach

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Abstract

Virtual Reality (VR) has the capacity to increase tourists’ responses, compared with other marketing tools. In tourism, it can play a decisive role in its promotion, since it can generate impactful information that will increase the visit intention. However, there are few reviews that focus on VR as a promotional tool in tourism. To overcome this limitation, this work provides a bibliometric analysis of papers from the Web of Science and Scopus databases. The analysis allows us to conclude that although its potential is recognized, the use of VR is infrequent in tourism. We also identified three main avenues for future research: presence and devices, promotional strategies, and segments to explore. Free online copies - eprintlink: https://www.tandfonline.com/eprint/ZGASTKAZY4YCVICWUF5X/full?target=10.1080/1528008X.2022.2112807

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... During the last few years, Sousa et al. Tourism Management Perspectives xxx (xxxx) 101235 empirical research on the potential of VR in the tourism industry has focused on demonstrating that the response to VR is significantly higher when compared to traditional marketing tools (Sousa, Alén, Losada, & Melo, 2022). Some authors have explored the benefits of VR in tourism (Tom Dieck, Tom Dieck, Jung, & Moorhouse, 2018), especially the role of VR in adding value to tourism experiences (Wei et al., 2023). ...
... Additionally, according to Li and Chen (2019), research aiming to identify the factors influencing tourists' behavioural intentions after VR experiences is still scarce, and there is still a need to explore the applicability of VR in activities like wine tourism (Alyahya & McLean, 2021;. Therefore, this exploratory research aims to understand whether the satisfaction felt during a VR wine tourism experience is capable of influencing (i) the intention to visit a winery in the region to which the experience refers, (ii) the intention to recommend the VR experience in a wine tourism context and (iii) the intention to recommend a real visit to the place experienced in VR, reinforcing the appeals to the research of Sousa et al. (2022) on the capability of VR to develop tourist intention towards the destination. ...
... According to the studies by Yung and Khoo-Lattimore (2019) and Sousa et al. (2022), research involving VR devices in the tourism context has been increasingly frequent, using setups for applying virtual experiences with different degrees of immersion. From a technological perspective, in tourism-related research, three types of setups are commonly observed, classified as non-immersive, semi-immersive, and immersive . ...
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Virtual Reality (VR) has proven to be an important contribution to tourists' decision-making regarding a destination. This fact can be determinant, especially when tourists face some social limitation or restriction that conditions their participation in tourism activities. Therefore, we aim to understand whether the possibility of experiencing immersive wine tourism activities can encourage future visits, as well as the recommendation of the VR experience and the destination itself. To achieve our goal, we offered 405 participants an experimental VR experience with digital content about a wine tourism activity. The results showed that participants feel that the VR experience influences their behavioural intention towards the wine tourism destination. The satisfaction felt from the experience leads to a significant effect on the intention to visit and to recommend the destination and the VR activity. These findings suggest to wine tourism destination managers that VR can play an essential role in tourism management.
... Hanaa and Abdul (2023) also conducted a bibliometric analysis of AR research in tourism, showing a recent rise in AR studies within the tourism industry. Finally, the bibliometric study of VR in tourism promotion by Sousa et al. (2022) revealed an infrequent use of VR in tourism while acknowledging its potential as a promotional tool. Their study also briefly addressed some VR-related aspects in the hospitality sector, particularly its use in tourist experiences during their stays. ...
... Their study also briefly addressed some VR-related aspects in the hospitality sector, particularly its use in tourist experiences during their stays. Considering the focus by Sousa et al. (2022) on VR as a marketing tool in the broader tourism context, alongside AR studies in hospitality, other possible applications of VR in this industry besides marketing purposes, such as for training and educational purposes (Lui & Goel, 2022;Penfold, 2009), may have been overlooked. Based on this brief overview of previous reviews, it seems that there has not yet been a purposeful study investigating the state of VR and AR research in hospitality. ...
... First, similar to Kalia et al. (2022), we checked databases to ensure the exclusivity of our research topic (i.e., VR/AR in hospitality) before deciding to pursue it. As a result, we found previous literature reviews on VR and/or AR in the broader tourism or tourism and hospitality context (e.g., Jingen Liang & Elliot, 2021;Loureiro et al., 2020;Pestek & Sarvan, 2021;Yung & Khoo-Lattimore, 2019;Wei, 2019) and two bibliometric reviews that, however, focused on VR as a marketing tool in tourism (Sousa et al., 2022) or only on AR in tourism (Hanaa & Abdul, 2023). A brief overview of these reviews was provided in the previous section. ...
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Purpose – Virtual reality (VR) and augmented reality (AR) technologies are evolving, with scholars highlighting important roles and potential advantages for their use, particularly in the hospitality sector. This bibliometric study examined VR/AR research in the hospitality industry to take stock of the literature in this field and consider potential future directions. Methodology/Design/Approach – Using the Web of Science database, 213 relevant articles were selected and analyzed. Descriptive analysis was conducted using RStudio to identify the most productive countries, journals, authors, and institutions. The most influential topics were identified using keyword co-occurrence analysis in VOSviewer. Findings – The results revealed that VR/AR research in the hospitality sector has recently gained prominence, with China leading in contributions. Three major clusters of themes emerged: (i) the impact of VR on hospitality, tourism, and destinations; (ii) technology enhancing satisfaction and performance in hotels ; and (iii) user acceptance of AR in travel. Originality of the research – This study offers an overview of VR/AR research trends in the hospitality industry based on a bibliometric analysis of literature data from the Web of Science database. It provides research mapping to identify current developments in the VR/ AR literature within this industry and sheds light on areas for future research.
... The objective of this paper, which consists of analyzing different empirical works that have been carried out in the scientific literature about tourism, economic development and environmental sustainability, is to demonstrate that tourism, accounting for certain environmental factors, can be considered as an instrument of economic development. For this, a methodological structure is followed, similar to that used by Sousa et al. (2022) in their bibliometric review [27]. ...
... The objective of this paper, which consists of analyzing different empirical works that have been carried out in the scientific literature about tourism, economic development and environmental sustainability, is to demonstrate that tourism, accounting for certain environmental factors, can be considered as an instrument of economic development. For this, a methodological structure is followed, similar to that used by Sousa et al. (2022) in their bibliometric review [27]. ...
... The articles that were selected in a first phase were then screened using the PRISMA method (Figure 1), which consists of a set of items based on obtaining evidence for the development of a systematic review through a list checklist and a flowchart [27]. This process resulted in a total of 6 valid articles, which were used as case studies in this review work. ...
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In recent years, tourism has established itself as one of the most important economic sectors worldwide. Given the economic importance of this activity, different international organizations have decided to bet on tourism as a development tool. However, the expansion of tourism, on many occasions, can cause significant environmental deterioration, so it is necessary to analyze the costs and benefits generated by tourism in those territories that host this activity. To deepen our knowledge about the relationship between tourism, environmental sustainability and economic development, the objective of this work is to analyze the relationships that may exist between these three variables, which will allow us to determine if tourism influences economic development, and if there are factors pertaining to environmental sustainability that influence this relationship. In this paper, a comparative analysis of cases is used to analyze how environmental sustainability influences the relationship between tourism and economic development. The analysis carried out shows that tourism, although with some limitations, can be configured as an instrument of economic development.
... At the same time, the development of technology has not only significantly accelerated tourism development from smart scenic spot management, but also improved the tourism experience through the use of communication technology, big data (Chattopadhyay & Mitra, 2022) cloud computing, Internet of Things, artificial intelligence, etc. Therefore, this paper establishes the index system of tourism economic subsystem and technological innovation subsystem to represent the coupling system between tourism and technological innovation.Then, through correlation analysis and qualitative analysis, key indicators are further selected, aiming to deeply understand the coupling relationship between tourism and technological innovation, and find out the interaction between these factors (Kokash et al., 2024;Sousa et al., 2024). 3) Number of regional technology market transaction contracts (Continued) Tourism ecological environment quality indicators: 1) Regional forest coverage; 2) Harmless treatment rate of household waste ...
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The study investigates the interplay between the tourism economy and technological innovation in China's coastal provinces and cities, uncovering the dynamics of regional and sub-regional coupling and coordination from 2014 to 2022. Empirical findings indicate that the overall degree of coupling coordination among 11 coastal provinces and cities exhibited a rising trend from significant imbalance to good coordination from 2014 to 2019, but underwent fluctuations due to the impact of COVID-19 from 2020 to 2022. Sub-regional analysis reveals dynamic changes in coastal provinces and cities such as the Yangtze River Delta, Bohai Rim, and Pearl River Delta, highlighting the coupling, coordination, and competition between tourism economy and technological innovation in these economic zones. The results suggest that regional alliances can be established to promote the integration of tourism economic development with technological innovation in China's coastal areas, while emphasizing active support measures by local and central governments for long-term development.
... Acknowledging tourists' demonstrated interest in virtual activities, companies started investing in VR programmers and equipment to provide immersive experiences at their tourism establishments (Kim et al., 2021). According to the study by Sousa et al. (2024), the way VR is implemented in tourism largely depends on the purpose companies have for its application. That is, whether they intend to use VR as a promotional tool, offering virtual content through their digital platforms to tourists, or alternatively, as a supplementary activity during physical visits to enhance the tourism experience. ...
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Purpose-This study investigates the barriers to the adoption of Virtual Reality (VR) in the tourism industry. Although VR has great potential to enhance the tourist experience, the adoption of this technology is still limited in the tourism sector. Building on the fundamental principles of the Technology-Organization-Environment (TOE) theory and its contribution to perceptions of technology adoption, this study aims to fill the knowledge gap regarding the specific barriers to VR adoption by tourism enterprises. Methodology-To achieve this objective, interviews were conducted with managers of tourism companies, and the data was analysed using qualitative methodology through MAXQDA 20 software. Conclusions-The results reveal that the main barriers identified by managers mainly include lack of knowledge about VR, particularly in the tourism sector. The perceived lack of usefulness, limited experience with the technology, and reluctance to invest in technological equipment also emerge as barriers to VR adoption. Originality of research-This study can help companies in the tourism sector to develop more effective strategies to overcome these barriers, thereby improving the tourist experience and increasing their competitiveness in the market using VR equipment.
... Waltman, Van Eck, and Noyons (2010) discuss the clustering technique used by VOSviewer [67]. This technology requires an intelligent local traffic algorithm, which was introduced by Waltman and Van Eck (2013) [68]. ...
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In the European Digital Decade 2030 Policy Program, the following guidelines for European digital transformation are named, which means that more than 90% of small- and medium-sized companies reach at least a basic level of digital intensity. In addition to that, the European Commission pays a lot of attention to implementing the “Green Deal” in order to achieve less environmental impact. ICT SMEs already play a key role in Europe’s green and digital transformation, creating technologies that promote sustainability and strengthen Europe’s position. The limited and fragmented application of today’s digital and sustainable technologies in SMEs is observed at the EU level. The bibliometric literature analytical results show that the number of papers on the digital direction is five times higher than on the sustainable direction topic. The paper seeks to identify directions that could help SMEs to speed up this twin transformation in each EU country. The authors proposed a two-stage methodology, which is used for researching twin transformations in SMEs. According to the methodology, first, the authors analysed the indicators of EU-27 SMEs, representing their activity towards the twin transformation, comparing them among other size classes. The results show that the SME’s numbers in the 16 indicators area are worse than the numbers characterizing EU-27 enterprises, having more than ten employees. In addition, a multi-criteria decision making-based assessment framework was constructed to show the progress towards the twin transition. The provided research shows which areas require more attention from SMEs and policy makers responding to the twin transformation objectives.
... According to Jorge et al. (2023) [86], both during the deployment and in the post-COVID-19 period, tourist resorts increasingly aspire to adopt digital tools that facilitate a stronger connection between tourist destinations and potential visitors [86]. This is the main reason why VR has been systematically considered in the strategies and business models of the tourism sector [87]. Carrança et al. (2023) [88] stated that the emergence and development of an augmented reality (AR) application suitable and appropriate for administration in the mentioned context requires careful consideration of human factors as key elements. ...
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The proposed approach—geotourism, a new medium- and long-term post-pandemic recovery perspective—provides a theoretical foundation for future research regarding the interactions between tourism agencies and tourists, visitors and landforms, as well as cooperation and support between local residents and tourists, for Bucegi Natural Park. In the current context, the nature monuments and nature reserves within the park are located in rural and urban areas. These can be capitalized and included directly in the tourism agencies’ supply, and they can be used for zonal and regional development without degrading the surrounding environment. The “Babele and the Sphinx” landmarks with interesting shapes offer benefits for the development of geotourism in the Romanian landscape. In addition to those listed previously, this study proposes and analyses the image of the geotourism destination and a slogan for the international promotion of the park. Thus, the research presents two sources of data collection: (1) primary data, i.e., those obtained following a questionnaire and analysed with the help of the SPSS Statistics software, version 15.0, and (2) secondary statistical data from the database of the National Institute of Statistics (NIS) that are available and constantly updated. Another method used with a significant impact on tourism analysis was represented using the Geographic Information System (GIS). With its help, we mapped the tourist routes and the two elements, nature reserves and nature monuments within the park, that constitute the basis of the geotourism relaunch after COVID-19. The final objective of the paper is to strengthen the role of travel agencies in promoting geotourism by offering visits to tourist attractions in the park.
... The COVID-19 pandemic has forced the industry to change the conventional practices, requiring innovative practices for any kind of industry fields. For example, tourism (Sousa et al. [18] and Sousa et al. [19]), business management (Illiashenko et al. [20]), or education sector (Shen and Guo [21]) have searched for novel breakthroughs to overcome pandemic situations. For the case of supply chain management, Ali et al. [22] has thoroughly reviewed the main drivers for Internet of Things (IoT) adoption in the post-pandemic situations. ...
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This paper presents a two-stage mathematical model aimed at enhancing supply chain efficiency by evaluating multiple sourcing strategies and optimizing extra procurement. In the first stage, the model minimizes the gap between Sales and Operation Planning (SOP) and maximum product quantity achievable with current inventory levels, setting the foundation for understanding resource requirements. The second stage focuses on extra procurement strategy optimization, considering lead times, cost-effectiveness. We analyze the trade-offs between multiple sourcing and single vendor approaches, providing valuable insights for supply chain decision-makers. This research offers a practical framework to improve supply chain efficiency, reduce gaps, and enhance customer satisfaction while strengthening supply chain resilience in the face of unforeseen challenges, as demonstrated by the lessons from the COVID-19 pandemics.
... Research into Virtual reality (VR) experiences in tourism has increased in recent years (González-Rodríguez et al. 2020a, b;Griffin, & Muldoon 2020;Nayyar, Mahapatra, Le, & Suseendran, 2018;Sousa, Alén, Losada, & Melo, 2022). Despite the growing interest in VR in tourism, most of the studies utilise survey methods (Elkhwesky, Abuelhassan, Elkhwesky, & Khreis, 2023), although questionnaires fail to capture the holistic salient features, namely the cognitive, affective, and conative aspects of an experience. ...
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This research is based on the cognitive-affective-conative model applied to the online reviews posted by visitors of a tourist attraction titled “Van Gogh: The Immersive Experience” held in York (UK). The goals of the study specifically focus on the identification of the cognitive features triggered using the VR device and on the understanding of sentiments and emotions activated by the VR experience. To this end, Text mining and Sentiment analysis have been utilised. This work extends prior studies on VR based on surveys by providing a comprehensive hybrid view of how knowledge is derived from the posted online reviews. The findings offer practitioner insights into the cognitive and affective aspect of the VR experience, which requires special attention for its adaptation so that it continues meeting visitors’ expectations.
... Over the years, the development on integration of information and communication technologies (ICT) brings practical applications for multi sector. Virtual reality (VR) is an emerging trend of technology development in related to fulfilling user's experience by connecting user between virtual and real world (Sousa et al., 2022). Users can get more immersive experiences in virtual reality. ...
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Virtual Reality could be useful for heritage management and preservation by complementing or, even, by replacing the ‘real’ visitation to more threatened destinations. The objective of this study was to empirically test the level of similarity perceived by a group of students between VR experience and the ‘real’ visit in a UNESCO World Heritage Cultural attraction in order to assess the capacity of VR to act as a substitute of the ‘real’ visit. Ridit analysis was conducted in order to rank the level of agreement perceived by respondents concerning to similarity between the VR experience and the ‘real’ visit. Results revealed that VR experience could act as a complement, rather than a substitute of the ‘real’ visitation. This is, the feelings and emotions derived from the ‘real’ visit could not be replaced by the VR experience. VR could be an effective marketing tool to encourage sustainable tourism behaviors, rather than to substitute the ‘real’ visit.
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This study empirically investigated a theoretical model predicting the direct and indirect effects of memorable tourism experiences (MTEs) on behavioural intentions via destination image and tourists' satisfaction in yoga tourism. This research was conducted using data collected from 502 tourists visiting Rishikesh in India. Using confirmatory factor analysis and SPSS macro (PROCESS), findings confirmed that MTEs influenced behavioural intentions both directly and indirectly via destination image and tourists' satisfaction. MTEs were found as the strongest influencer of behavioural intentions in yoga tourism. This study opposes those researchers and practitioners who argued tourists' satisfaction alone as the most significant influencer of destination performance.
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The objective of this paper is to contribute with a framework on the use of Virtual Reality in the enhancement, promotion and use of Cultural Heritage. After an introduction on the use of VR and its potential, the analysis moves to the application of this technology on the Doric Temple of Punta Stilo (RC); through the classical survey tools, photo ones, and digital modeling, the temple and its elements were returned, formulating an original reconstructive hypothesis that is consistent with documents and bibliographic sources. The temple comes to life, shape and color in the final project of a CAVE (Cave Automatic Virtual Environment) that can play a part to fascinate and interest the user in the contents, in a sort of multimedia outfitting in the field of “edutaintment” and “learning by consuming”. In Virtual Reality applied to Cultural Heritage, the passage from the decomposition of reality to digital memory is observed; this passage represents an alternative and contingent transmission tool of knowledge. If a cultural asset does not communicate its history, it is reduced to a mere archival document; for this reason it is necessary to increase the classical idea of a cultural asset as a “container” and extend it to a “catalyst” of internal resources (intangible aspect).
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Recent advances in technology and its applications have impacted fundamentally the tourism industry. Technological progress and innovations have for many years worked in facilitating the development of tourism [23, 31]. More recently, the emergence of new advanced technologies such as multimedia technologies, virtual reality (VR) and augmented reality (AR) have become key tools for tourism promotion and development. The use of these tools enhance travelers’ richness and interaction and provide them a simulated real visit and virtual experience before visiting the destination or the attraction [20].
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Destination branding is an important research area and a powerful instrument for building the positioning of tourist destinations. The main objective of this study is to analyze the state-of-the-art research of destination branding. A bibliometric and a fractional accounting network mapping analysis were conducted using the Web of Science and Scopus online databases. The research identifies trends focused along different lines: strategy, experience, customer-based brand equity, place attachment, destination loyalty, word-of mouth, and social media. Although there have been some research on destination branding, to date, there has been no in-depth analysis that addresses the trends in destination branding. This work therefore contributes to the existing research by showing the state-of- the-art of research on destination branding, identifying trends and proposing future research lines and topics.
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In this study, we determined the causal relationship between some of the predictors and outcomes of sports tourists’ satisfaction using structural equation modeling. Motivation and involvement as predictors and behavioral intentions (WOM and intention to revisit) were considered as outcomes. The results indicated the significant mediating role of destination image in the relationship between involvement and satisfaction. So, Event organizers need to pay special attention to the psychological characteristics of tourists, such as their motivations and involvement. As a result, they can take some benefits in behavioral outcomes, such as word of mouths and intention to revisit.
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Despite the increasing amount of attention paid to virtual reality (VR) tourism and the rising importance of VR tourism, a theoretically integrated model of behavior has not been developed. To fill this void, we build and test a framework based on both innovation diffusion and uses and gratifications theories to explain why people participate in VR tourism. The moderating role of VR tourists’ technology readiness (optimism and innovativeness) between subjective well-being and behavioral intention is also examined. Results demonstrate that authentic experience and subjective well-being are affected by simplicity, benefit, compatibility (attributes of innovation diffusion), informativeness, social interactivity, and playfulness (uses and gratifications attributes). Behavioral intention is more positively influenced by subjective well-being than by authentic experience. The moderating role of technology readiness between subjective well-being and behavioral intention is stronger in individuals with high optimism and innovativeness than their counterparts with low optimism and innovativeness.
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Widespread access to and heavy investment in the development of virtual reality underline the importance of understanding its acceptance by consumers and its possible implications in the promotion of tourist destinations. This study was carried out to evaluate the acceptance of virtual reality applied to tourism, and its capacity to change attitudes towards the viewed destination among 889 centennial virtual reality users. The results serve to highlight the validity of the proposed model, where personal innovation, the attitude towards virtual reality, and performance expectations are the main antecedents of intention to use. Furthermore, the influence of performance expectations as the main antecedent of the change in attitude towards the tourism destination is evident. The practical implications and future lines of research are discussed in detail.
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Virtual reality (VR) and Augmented Reality (AR) have undergone technical evolutions over the last few decades including improvements in immersion and the feeling of telepresence. Several examples of the applications of such techniques can be found in stores, tourism, hotel, restaurants, and destinations. Yet, a comprehensive analysis of studies employing such techniques in tourism-related studies is difficult to find. The current study uses citation network analysis and text-mining techniques to conduct a full-text analysis of 56 journal papers and 325 conference proceedings related to VR and AR in the tourism context. This paper intends to (i) provide an overview of the VR and AR-related tourism studies network and discuss them over time, (ii) present the most important topics and studies emerging from this literature, (iii) suggest avenues for further research. Findings reveal 10 core topics in journal papers and 11 core topics in conference proceedings, which are presented together with an overview of the published studies and the main authors.
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Purpose This paper aims to examine the main developments of virtual reality (VR) and augmented reality (AR) research in hospitality and tourism. It also aims to pinpoint fruitful directions for tourism and hospitality research on VR and AR applications. Design/methodology/approach A selective literature review of full-length papers published in the period from 2000 to 2018 was conducted. A total of 60 journal papers were retrieved and thoroughly reviewed. Findings This paper first presents a summary of the distribution of published papers. Then, this paper synthesizes the stimuli, dimensions and consequences of VR/AR-related user behavior experience, upon which a theoretical framework is developed. Additionally, this paper provides a detailed report for the progress on the theories and research methodologies, offering a useful background concerning what remains to be achieved. Finally, this paper puts forward fruitful directions for advancing the current understanding of VR/AR and its management. Practical implications This research presents diverse positive outcomes of using VR/AR technologies, which encourage industry practitioners such as destination marketing organizations (DMOs) and marketing firms to incorporate recent technological developments into their strategic plans. Originality/value This paper represents one of the first endeavors that critically reviews research progress on VR/AR in tourism and hospitality from 2000 to 2018. Not only are information technology researchers provided with a comprehensive guide to the latest, influential VR/AR literature but also the proposals of wide-ranging directions for future research would stimulate further investigation of VR/AR.
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Although virtual reality (VR) has been found to be more effective in tourism marketing compared to traditional methods, few scholars have explored whether VR has any negative effect on tourism marketing. Based on extrinsic and intrinsic motivation theory, tourists' perceptions of a VR device and VR content are distinguished to explore whether VR could be a double-edged sword. Using a scenario-based questionnaire survey and an experiment, the study found that perceived enjoyment of VR mediates the positive effects of tourists' perceived ease of use and the usefulness of VR on their travel intention. However, the positive relationship is moderated by tourists' expected enjoyment of the destination. When the expected enjoyment of destination is low, higher perceived enjoyment of VR actually leads to lower travel intention. The findings of this study provide evidence that VR will inhibit tourists’ travel intention under certain conditions and offer a new perspective for technology-related tourism studies.
Article
Purpose This paper aims to explore the impact of the experience of a winery visit to the visitor’s emotions and the effect of these emotions on visitor’s intention to revisit and recommend a winery as consequences of visitor satisfaction. Design/methodology/approach The study adopted a multi approach of customer experience, suggesting that visitors base their experience perception on the servicescape attributes, other visitors’ suitable behaviours and their own yearn for cognitive learning and fun. Path analysis is adopted to measure the impact of these constructs on visitor’s emotions and the role of these emotions in predicting visitor’s satisfaction and behavioural intentions. Data are collected through a self-administered highly structured questionnaire, self-completed by respondents at each winery. A total of 615 usable responses are obtained from eight wineries. Findings The results indicate that emotions are arisen – in a context of wine tourism – as a result of visitor’s evaluation of winery environment (especially Atmospherics, Signage and Facilities), other visitors’ appropriate behaviour and visitor’s desire to learn something new and to have fun during the winery experience. Also, it is revealed that visitor’s emotions positively impact on his/her satisfaction, which in turn seems to be a significant predictor of his/her intention to revisit the winery and give positive word-of-mouth. Research limitations/implications The findings broaden the knowledge on visitor’s winery experience and its impact on visitor’s satisfaction and future behavioural intentions. However, because the study focuses only on winery visitors in Greece, the research results may lack generalizability. The application of the study to other wineries would allow for wider generalisations to be made from the results obtained. Practical implications The overall findings may have significant implications for wine tourism industries. Also, it might be beneficial for wineries in their effort to provide a more valuable experience to wine tourists and in increasing wine tourists’ loyalty. Originality/value The paper’s originality lies in providing information to clarify the relationships between the constructs of experience, visitor’s emotions, satisfaction and future behavioural intentions in a winery setting. Also, this study provides new and practical insights of winery experience in the Greek context, an area where very limited research has been conducted. Finally, this is one of the few studies that focus on more than two servicescape elements and their impact on visitor’s emotions.
Article
Advances in virtual reality (VR) technology exert increasingly influential impacts on tourism. Drawn upon a presence perspective and a process theory, this research aims to explore how VR technology may help enhance theme park visitors' experience and behaviors. Data was collected from 396 theme park visitors who had experienced VR roller coaster over the past twelve months. Results of stepwise regression analysis suggest that users' sense of presence is predominantly driven by their feeling of control, followed by participation, effectiveness, curiosity, vividness, temporal association, and enjoyment provided by VR system. Results of simple linear regression analyses reveal positive impacts of sense of VR presence on visitors' overall theme park experience and intentions to revisit and recommend. Further sensitivity tests are performed using Hayes’ PROCESS model to accommodate the potential influence of two individual factors (i.e., personal innovativeness and VR familiarity) on the results. Theoretical and managerial implications are presented.
Article
With the advent of 360-degree video technology, Virtual reality (VR) headsets can take users to locations in the real world. Despite the increasing number of virtual tourism opportunities using digital VR technology, little research has assessed the effective realism of 360-degree video tourism. This study took users on a guided audio tour of a state Capitol building. Users either took the tour via two-dimensional (2-D) video, immersive 360-degree video using a VR headset, or physically went to the location and walked around the grounds. Users were measured on spatial presence, emotional engagement with the tour, sponsor liking, and tour outreach intentions. Results indicate that users in the two-dimensional viewing condition scored low on all measures relative to the other conditions but that individuals in the physically present and 360-degree video condition had no differences between them. This suggests that 360-degree video tourism may be a strong analogue to a real-world experience.
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The aim of the paper is to investigate the potentiality offered by a multidisciplinary methodology in order to create a simply usable digital database, which is always available and scientifically efficient that can be used for different purposes related to the cultural heritage (scientific research, maintenance work, restoration, cultural valorisation, tourism promotion). The database is made up of info-graphic models obtained by three-dimensional surveys which are metrically and chromatically reliable. Furthermore, they are the representation of a virtual reality ‘augmented’ of historical, iconographic-documentary and archival information related to the heritage. The case of study on which this methodological approach has been experimented is the archaeological area of Tuscolo, on the Alban Hills in the south of Rome. © 2017 University of L'Aquila, Department of Civil Construction, Building and Architecture, Environmental Engineering. All rights reserved.
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This work presents VirtualCruiseTour, an AR/VR-based application dedicated to ship cruises’ guests for the promotion of organized shore excursions. It can be exploited also in travel agencies to showcase future customers the sites of interest that can be visited during the cruise. The AR module allows augmenting a map showing the cruise route, the ship current position and the ports in which the liner will stop. Tapping one of the port (or the ship), the user is shown more details about the shore excursions organized for that stop (or the ship facilities) and has the chance to experience the site of interests watching 360° pictures or videos either in an immersive (VR) or non-immersive mode. A pilot study to validate the application as a marketing tool is foreseen. The experiment evaluates the customers’ purchase intentions and their knowledge of the product in comparison to traditional marketing media (web sites and brochures). Preliminary results of the study conducted enrolling nine participants are presented and discussed.
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Virtual reality (VR) transforms the way destinations market their tourism offerings. To fully understand the opportunities of a technology, initial research is required assessing user adoption. However, empirical research and particularly exploratory qualitative research on VR adoption in tourism context is limited. Therefore, this study uses an exploratory interview approach with 35 participants near Lake District National Park, UK. Using thematic analysis, this study explores factors that influence VR adoption as well as the influencing factors on tourists’ behavioural intentions. This study adds to academia by qualitatively exploring the adoption of a scarcely researched technology within the tourism context.
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The present study aims to translate and validate the Temple Presence Inventory (TPI) for the Portuguese context, respecting the maintenance of an equivalent semantics as well as the validity of its contents and concepts. This study also aims to verify the psychometric properties of the instrument (factor validity and internal consistency). The sample consisted of 455 individuals (male = 271, female = 184). The fidelity of the factors varied between 0.5 and 0.84. The confirmatory factor analysis produced a theoretical model with 38 items distributed among eight factors. The covariance between some residual errors of instrument items was considered, and the following fit indices were observed: χ2/df = 2.073; GFI = 0.858; CFI = 0.887; RSMEA = 0.049; AIC = 1527. The results confirm the appropriateness of the version adapted to the Portuguese language of the TPI and that it can be used in research projects aiming to evaluate Presence in the Portuguese-speaking population (Europe).
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This study aims to investigate the impact of virtual reality experiences created with the newest generation of wearable devices on the intention to visit sites and attractions in a destination. To this end, the paper investigated whether the perceived visual appeal (PVA) of virtual reality and the emotional involvement (EI) of users had a positive impact on the behavioral intentions to visit a cultural heritage site in a destination. Data was collected from visitors via a survey at a destination in Naples (Italy). Study results revealed that the PVA of the virtual reality experience with wearable devices had a positive and significant effect on behavioral intentions towards the site featured in the virtual experience. Moreover, PVA had a positive effect on EI. This study is among the first to empirically investigate the influence of virtual reality experiences, enabled by the latest wearable devices, on destination visit intentions. Study results are relevant for destination marketing organizations seeking to develop effective technology-based marketing strategies that address the pre-visit, on-site and post-visit phase of the visitors' journey. The paper offers specific theoretical and managerial implications.
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Although the potential of virtual reality (VR) as a technology in tourism has been recognised for more than twenty years, (Horan, Hosp Inf Technol Assoc—Electron J 1:1–7, 1996; Williams and Hobson, Tourism Manage 16:423–427, 1995), we have witnessed a renewed interest in both academic and business circles recently (Jung et al., Information and communication technologies in tourism 621–635, 2016). From a marketing perspective, VR offers the potential to build a sensory experience of a tourism destination or attraction, and can be used in sales contexts to complement, or indeed, supplant traditional promotional tools such as brochures. The immersive nature of the experience offers a deeper and more emotional assessment of the tourist offering from the consumer’s perspective, and an opportunity to build imagery and influence the consumer decision-making process from the marketing communicator’s viewpoint. Research was conducted into consumers’ attitudes and experiences of 360-degree VR videos, which have been developed by Fáilte Ireland (Ireland’s domestic marketing and product development agency) to showcase a number of activities along the Wild Atlantic Way. Using a quantitative research approach constructed along the dimensions of the Technology Acceptance Model (TAM) (Davis, MIS quarterly 319–335, 1989), 129 surveys were carried out at two consumer travel shows. Respondents’ VR experience was rated positively across all demographic cohorts and against the selected dimensions of the TAM model. Using VR to promote the Wild Atlantic Way was found to greatly increase the likelihood of visiting the destination itself in the future. This offers very encouraging prospects for destination marketers. This research contributes to a deeper understanding of how VR can aid in destination marketing and promotion, and potential limitations to its wider deployment.