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Recent developments in Virtual Reality (VR) technology present a tremendous opportunity for the tourism industry. This research aims to better understand how the VR experience may influence travel decision making by investigating spatial presence in VR environments and its impact on attitudes toward tourism destinations. Based on a study involving virtual walkthrough of tourism destinations with 202 participants, two dimensions of spatial presence were identified: being somewhere other than the actual environment and self-location in a VR environment. The analysis revealed that users’ attention allocation to VR environments contributed significantly to spatial presence. It was also found that spatial presence positively affects post VR attitude change toward tourism destinations, indicating the persuasiveness of VR. No significant differences were found across VR stimuli (devices) and across prior visitation.
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Virtual Reality and Attitudes toward Tourism
Destinations*
Iis P. Tussyadiaha, Dan Wangb and Chenge (Helen) Jiab
aSchool of Hospitality Business Management
Carson College of Business
Washington State University Vancouver, USA
iis.tussyadiah@wsu.edu
bSchool of Hotel & Tourism Management
The Hong Kong Polytechnic University, Hong Kong
{d.wang; chenge.jia}@polyu.edu.hk
Abstract
Recent developments in Virtual Reality (VR) technology present a tremendous opportunity for
the tourism industry. This research aims to better understand how the VR experience may
influence travel decision making by investigating spatial presence in VR environments and its
impact on attitudes toward tourism destinations. Based on a study involving virtual walkthrough
of tourism destinations with 202 participants, two dimensions of spatial presence were identified:
being somewhere other than the actual environment and self-location in a VR environment. The
analysis revealed that users’ attention allocation to VR environments contributed significantly to
spatial presence. It was also found that spatial presence positively affects post VR attitude change
toward tourism destinations, indicating the persuasiveness of VR. No significant differences
were found across VR stimuli (devices) and across prior visitation.
Keywords: virtual reality; spatial presence; attitude change; virtual tourism; non-travel.
1 Introduction
Virtual reality (VR) is touted to be one of the important contemporary
technological developments to greatly impact the tourism industry.
While VR has been around since the late 1960s, recent developments in
VR platforms, devices, and hypermedia content production tools have
allowed for the technology to emerge from the shadows into the realm
of everyday experiences. The (potential) roles of VR in tourism
management and marketing have been discussed in tourism literature
(e.g., Cheong, 1995; Dewailly, 1999; Guttentag, 2010; Huang et al.,
2016; Williams & Hobson, 1995). VR has been suggested as a substitute
for travel and tourism products (i.e., a substitution for actual visitation)
(Cheong, 1995), making it beneficial for the management of protected
* Citation: Tussyadiah, I.P., Wang, D., & Jia, C.H. (2017). Virtual reality and attitudes
toward tourism destinations. In Schegg, R., & Stangl, B. (Eds.), Information and
Communication Technologies in Tourism 2017. Springer International Publishing.
areas, such as natural and cultural heritage sites (i.e., to limit the number
of tourists or restrict visitation), and, thus, a positive contributor to
sustainability (Dewailly, 1999). Recent innovations in VR offer
unbounded potential for mass virtual visitation to actual tourism
destinations. The availability of low cost VR devices and the abundance
of tourism-related VR content make it easier for people to experience
virtual tours of tourist cities and attractions. Studies also argue that VR
is a powerful tourism marketing tool (Huang, et al., 2016; Williams &
Hobson, 1995; Williams, 2006). It provides marketers opportunities to
offer more compelling imagery of tourism destinations to potential
tourists by giving them a sense of what it is like to be there, a “try before
you buy” experience.
As VR provides an environment in which users can retrieve information
via multi-sensory (e.g., visual, auditory and kinaesthetic) modalities,
users are able to perceive realistic representation of the environment it
portrays (Slater & Usoh, 1993). Consequently, the immersive nature of
the VR experience has been identified as a means to facilitate consumer
learning of products (Suh & Lee, 2005), increase brand recognition,
product recall, and memory of experiences (Kim & Biocca, 1997; Mania
& Chalmers, 2001), and generate positive attitude and behavioural
responses. Importantly, an immersive VR experience allows users to
perceive a sense of being in the virtual environment, a perception of
presence (Slater & Usoh, 1993; Steuer, 1992), which is key to the
effectiveness of persuasive VR content. Indeed, literature in VR has
focused on theorizing presence and conceptualizing its determinants,
correlates, covariates, and consequences in various contexts, such as in
education, healthcare, entertainment, retailing, etc. (e.g., Burke, 1996;
Mania & Chalmers, 2001; Steuer, 1992). However, these studies, as well
as VR studies in tourism context (e.g., Huang et al., 2016), mainly dealt
with simulated virtual worlds where resemblances to real places were
coincidental (e.g., virtual seminar room, 3D tourism attractions).
From a theoretical point of view, researching VR experience with actual
tourism destinations will provide: (1) a better understanding of presence
in VR experiences involving virtual depictions of real environments
where possible actions resemble actual consumption (e.g., sightseeing)
and (2) a conceptualization of the role of the VR experience in shaping
attitudes toward actual consumption (i.e., visitation). From a managerial
point of view, as destinations are faced with strategic decisions about
investment in different VR platforms and modalities, understanding how
travel consumers respond to various VR stimuli (i.e., attitudinal
consequences of “having been” to a destination) is of practical
importance. Therefore, the aim of this study is to investigate the
perceived spatial presence during a virtual walkthrough of a tourism
destination and how it influences users’ attitude toward the destination.
2 Theoretical Foundation
The discussion of the persuasiveness of VR experiences is centred on
presence theory. Presence is understood as the psychological state in
which media users feel lost or immersed in the mediated environment;
the degree to which users feel that they are somewhere other than the
actual environment (Slater & Usoh, 1993). As VR environments
facilitate sensory and motor engagement (e.g., moving head allows
changes in point of view, walking or haptic feedback enables navigation
in VR environment), they allow users to perceive vivid mental
representations of the mediated spaces (e.g., tourist cities) and, thus,
enhance the feeling of embodiment (Wirth et al., 2007). Slater, Usoh,
and Steed (1994) used a navigation metaphor of presence in virtual
environment, which includes the user’s sense of being there and the
locality of the virtual environment. Using the transportation metaphor,
Kim and Biocca (1997) operationalized presence as having two
dimensions: arrival (i.e., a feeling of being present in the mediated
environment) and departure (i.e., a feeling of separation from the
physical environment). Finally, Wirth et al. (2007) associated spatial
presence with two dimensions: self-location (i.e., the feeling of being
located in mediated environments) and, in most cases, perceived action
possibilities. Recent studies apply the aforementioned definitions of
presence in various contexts (e.g., Weibel, et al., 2015; Leonardis, 2014).
This study defines presence as the users’ perception of self-location in a
VR environment and separation from the actual environment.
Previous studies have identified various factors that contribute to spatial
presence, including those associated with the users. Spatial ability, which
is an individual’s ability to produce vivid spatial images in his/her mind,
has been suggested as an important factor influencing spatial presence.
For example, when presented with a blueprint of a building, individuals
with higher spatial ability will be able to imagine the structure of the
building easily. Wirth et al. (2007) argue that spatial ability may
contribute to the formation of spatial representation of the mediated
environment in VR experiences. That is, users with higher spatial visual
imagery may find it easier to imagine the VR environment and fill in
missing spatial information from their memory (Wirth et al., 2007).
Therefore, it can be suggested that users’ spatial ability contributes to the
feeling of presence in the VR environment.
H1: Spatial Ability has a positive effect on sense of Presence during the
VR experience.
Another important user factor contributing to presence is (user-
controlled) attention during the VR experience. In order for users to
interact with VR environments, they must allocate sufficient attentional
resources to objects and events within the VR environments (Bystrom,
Barfield, & Hendrix, 1999; Draper, Kaber, & Usher, 1998). Wirth et al.
(2007) suggest that only those who pay attention to the VR environment
will experience spatial presence. That is, a greater allocation of
attentional resources to the VR environment will bring about a higher
sense of presence (Bystrom, Barfield, & Hendrix, 1999; Weibel et al.,
2015); distractions to users’ attention to the VR environments will
diminish the feeling of presence (Draper, Kaber, & Usher, 1998).
H2: Attention Allocation has a positive effect on sense of Presence
during VR experience.
Research has shown that sense of presence in the VR environment has
positive consequences on user behaviour. Indeed, the key propositions
and findings in VR research suggest that an enhanced sense of reality
with VR generates positive effects on attitude, belief, and intention (Kim
& Biocca, 1997; Suh & Lee, 2005). For example, Klein (2003) identified
that (tele)presence positively influences consumer attitude towards
products advertised in computer-mediated environments. In the context
of tourism, Hyun and O’Keefe (2012) found that (tele)presence via web-
mediated information directly leads to positive virtual destination image.
Therefore, it can be suggested that a higher sense of presence in the VR
environment will result in positive attitude toward tourism destinations.
H3: Sense of Presence during the VR experience has a positive effect
on Post VR Attitude Change toward destination.
Literature has also explored the role of media affordance in facilitating
presence and its consequences. Wirth et al. (2007) suggest that users
respond to highly immersive technology with strong feelings of spatial
presence. VR environments that synchronously stimulate several sensory
channels (e.g., visual, auditory, haptic) are more likely to cause users to
feel that they are in the mediated environment (Wirth et al., 2007). For
example, Ruddle, Payne, and Jones (1999) identified differences
between users navigating VR environments using helmet-mounted
displays and those using desktop displays, in that the more natural
interaction with the helmet-mounted display results in more accurate
space orientation. Therefore, it can be suggested that different immersive
capabilities of VR devices (e.g., head-mounted Samsung Gear VR vs.
hand-held Google Cardboard) and the stimuli they presented (e.g., street
view vs. realistic video), which influence the nature of user interaction,
will result in different degrees of presence and, in turn, attitude change
toward destinations.
H4: The sense of Presence during the VR experience will vary
according to different types of VR stimuli.
H5: The degree of Post VR Attitude Change will vary according to
different types of VR stimuli.
Users’ prior experience with tourism destinations (i.e., prior visitation)
plays a role in VR experience of the destinations. Memory of first-hand
experiences with the actual environment (i.e., prior knowledge of the
space) can serve as a reference in perceiving the mental representation
of the VR environment, which will influence the sense of spatial
presence during the VR experience. Therefore, it is expected that the
sense of presence and, consequently, attitude change toward tourism
destination after VR experience will vary between users who have visited
the destination and those who have not.
H6: The sense of Presence during the VR experience will vary
according to Prior Visitation to destination.
H7: The degree of Post VR Attitude Change will vary according to
Prior Visitation to destination.
3 Method
A questionnaire was developed to test the hypothesized relationships
between Spatial Ability, Attention Allocation, Spatial Presence, and post
VR Attitude Change. In order to measure Spatial Presence, presence
scales from SUS questionnaire (Slater, Usoh, & Steed, 1994),
telepresence (Kim & Biocca, 1997), and MEC Spatial Presence
Questionnaire (MEC-SPQ; Vorderer et al., 2004) were included (a total
of 22 items). Spatial Ability (four items) and Attention Allocation (four
items) were measured using MEC-SPQ (Vorderer et al., 2004). These
were measured using a 5-point Likert-type scale with Strongly Disagree
Strongly Agree anchored statements. The scale for Post VR Attitude
Change targeted perceived changes in liking, preference, and interest in
the destination (from 1 – “Much Weaker” to 5 – “Much Stronger”).
Recent studies have found that the younger the customers, the more
likely they are to be interested in VR (eMarketer, 2015; Global Web
Index, 2016). To represent the group of customers who are highly likely
to experience and be influenced by VR, undergraduate and graduate
students were invited to participate in the study. In order to ground this
research in the context of personal use of VR, existing VR applications
and personal VR devices were used. Participants with Apple iOS
smartphones were asked to download the Cardboard app and use Google
Cardboard VR viewer to visit Tokyo, Japan (i.e., street view stimuli).
Others were asked to use Samsung Gear VR (with a Samsung
smartphone) to experience Porto, Portugal (i.e., video stimuli). After the
VR experience, all participants were asked to complete the questionnaire
online. In order to test the hypotheses, data were analysed using factor
analysis and analysis of variance (ANOVA).
4 Findings
A total of 202 participants completed the questionnaire. The majority of
participants are between the ages of 18 and 24 (97%), female (80%), and
have a 4-Year University Degree (76%). Most participants (N = 136;
67%) used Google Cardboard, and most had never visited the destination
portrayed in the VR experience (N = 144; 71%).
Dimensions of Presence. Factor analysis was performed to identify the
dimensions of presence during the VR experience. As presented in Table
1, two dimensions were identified, each with four items, explaining 80%
of variance in the data. These factors were labelled as Departure and Self-
Location. The factor loadings of all items are higher than .80. Cronbach’s
alpha values for both factors are higher than .90, indicating internal
consistency of the factors. The first factor, Departure, reflects the state
of mind of respondents during the VR experience, whereby the sense of
being in the VR environment was stronger than being in the actual
environment. This is consistent with the concept of spatial presence as
“being there” (i.e., destination) as opposed to “being here (i.e.,
experiment room) (Kim & Biocca, 1997; Slater, Usoh, & Steed, 1994).
Self-Location represents the sensing of presence and actions of self in
the VR environment, which is consistent with MEC-SPQ’s (Vorderer et
al., 2004) self-location scale. None of the items representing Locality
(Slater, Usoh, & Steed, 1994) or Possible Actions (Vorderer et al., 2004)
emerged as meaningful factors; items were eliminated due to cross-
loadings or low factor loadings.
Table 1. Dimensions of Presence
Presence
Factor
Loading
Eigen-
value
Cum.
%
Alpha
Factor 1: Departure
3.260
40.752
.922
During the VR experience, the sense of being in
VR environment was stronger than being
elsewhere.
.894
During the VR experience, there were times when I
felt I was actually there.
.831
During the VR experience, I felt the sense of being
there.
.830
During the VR experience, I often thought to
myself that I was actually there.
.827
Factor 2: Self-Location
3.172
80.403
.912
It seemed as though I actually took part in the
action (sightseeing).
.860
I felt like I was actually in the VR environment.
.855
I felt as though I was physically present in the VR
environment.
.821
It was as though my location had shifted into the
VR environment.
.800
Factors Influencing Presence. Two-way, between-subjects ANOVAs
were performed to assess the effects of Attention Allocation and Spatial
Ability (as covariates), as well as Types of VR Stimuli (i.e., Google
Cardboard/Tokyo vs. Samsung Gear VR/Porto), Prior Visitation (visited
vs. never visited), and interaction between Types of VR Stimuli and Prior
Visitation on Departure and Self-Location. As illustrated in Table 2, the
results revealed the significant influence of Attention Allocation on
Departure (Effect Size = .288, p = .000; R2 = .319). However, the other
factors were not significant. It can be suggested that the higher the level
of attention devoted to the VR experience, the greater the extent of
perceived departure from the physical environment. Fig. 1 illustrates the
estimated marginal means of Departure with different Types of VR
Stimuli and Prior Visitation. Even though there are mean differences
between these groups (i.e., respondents using Samsung Gear VR
reporting higher presence, especially among those who had never visited
the destination), these differences are not statistically significant.
Table 2. Between-Subjects Effects on Departure
Type III
Sum of
Squares
df Mean
Square F Sig. Effect
Size
62.951
5
12.590
18.199
.000
.319
1.677
1
1.677
2.245
.121
.012
54.273
1
54.273
78.450
.000
.288
1.310
1
1.310
1.894
.170
.010
.951
1
.951
1.374
.243
.007
.000
1
.000
.982
.982
.000
.106
1
.106
.154
.695
.001
134.211
194
464
2078.563
200
156.090
199
Fig. 1. Estimated Marginal Means of Departure
Note: Covariates are evaluated at: Attention Allocation = 3.575, Spatial Ability = 3.243
Table 3 presents the results of a two-way, between-subjects ANOVA to
identify the effects of Attention Allocation, Spatial Ability, Types of VR
Stimuli, and Prior Visitation on Self-Location. The results revealed the
significant influences of Attention Allocation on Self-Location (Effect
Size = .410, p = .000; R2 = .423). However, the other factors were not
significant. Similar to the other dimension of presence, it can be
suggested that when respondents are focusing their attention during the
VR experience, they are more likely to feel a stronger sense of locating
the self in the VR environment. Fig. 2 illustrates the estimated marginal
means of Self-Location with different Types of VR Stimuli and Prior
Visitation. It can be observed that among those who had never visited
the destination, the use of Samsung Gear VR yielded higher level of
2.9104
3.3125
3.0053 3.2082
2.6
2.8
3
3.2
3.4
GOOGLE CARDBOARD SAMSUNG GEAR VR
Never Visited
Visited
perceived self-location. However, the mean difference is not statistically
significant.
Table 3. Between-Subjects Effects on Self-Location
Type III
Sum of
Squares
df Mean
Square F Sig. Effect
Size
66.023
5
13.205
28.442
.000
.423
2.560
1
2.560
5.515
.020
.028
62.575
1
62.575
134.783
.000
.410
.642
1
.642
1.382
.241
.007
.055
1
.055
.008
.731
.001
.294
1
.294
.633
.427
.003
.045
1
.045
.097
.756
.000
90.067
194
464
2351.174
200
156.090
199
Fig. 2. Estimated Marginal Means of Self-Location
Note: Covariates are evaluated at: Attention Allocation = 3.575, Spatial Ability = 3.243
Presence Influence on Attitude Change. A two-way, between-subjects
ANOVA was also performed to test the influence of Departure and Self-
Location on post-VR Attitude Change toward a destination. The effects
of Types of VR Stimuli and Prior Visitation were also estimated (see
Table 4). Significant influences of Departure (Effect Size = .022, p =
.035) and Self-Location (Effect Size = .039, p = .006) were identified
(R2 = .184), even though the effect sizes are small. Other factors are not
significant. It can be suggested that spatial presence contributes to
positive attitude change toward tourism destinations. Fig. 3 presents the
estimated marginal means of Attitude Change with different Types of
VR Stimuli and Prior Visitation. It can be observed that among those
who have visited the destination, post VR attitude change was more
3.2985
3.4363
3.1965 3.2036
3
3.2
3.4
3.6
GOOGLE CARDBOARD SAMSUNG GEAR VR
Never Visited
Visited
prominent in those using Samsung Gear VR, especially among those
who had visited the destinations.
Table 4. Between-Subjects Effects on Post-VR Attitude Change
Type III
Sum of
Squares
df Mean
Square F Sig. Effect
Size
11.675
5
2.335
8.815
.000
.184
79.628
1
79.628
300.611
.000
.605
1.190
1
1.190
4.492
.035
.022
2.079
1
2.079
7.850
.006
.039
.651
1
.651
2.456
.119
.012
.009
1
.009
.034
.853
.000
.166
1
.166
.627
.429
.003
51.918
196
265
2606.222
202
63.593
201
Fig. 3. Estimated Marginal Means of Post-VR Attitude Change
Note: Covariates are evaluated at: Departure = 3.063, Self-Location = 3.313
5 Conclusion
The technological drive for VR experiences, characterised by the
development of VR platforms and devices for convenient personal use,
indicates great potential for widespread consumption of VR tourism
content. Destination marketers and managers are faced with challenges
in making strategic investment decisions to leverage VR technology to
influence consumers’ travel decisions. This development also presents
research challenges to better understand the effectiveness of VR in
shaping consumer attitudes toward tourism destinations. In order to
answer these challenges, this study investigates spatial presence in the
VR experience involving virtual walkthrough of actual tourism
destinations using personal devices (smartphones and VR viewers). It
3.5314 3.6549
3.4352
3.8101
3.2
3.4
3.6
3.8
4
GOOGLE CARDBOARD SAMSUNG GEAR VR
Never Visited
Visited
was found that the sense of being there (i.e., spatial presence) was
significantly influenced by attention allocation (H2 was supported); the
more the users allocated attentional resources to the VR environment
during the experience, the higher the degree of spatial presence
(consistent with Bystrom, Barfield, & Hendrix, 1999; Draper, Kaber, &
Usher, 1998; Wirth et al., 2007). This indicates that in order for VR users
to achieve higher spatial presence, regardless of their spatial ability, it is
imperative to eliminate any distractions that would prevent users from
allocating sufficient attention to objects or events in the VR environment.
These distractions can originate from the content (e.g., disappearing
objects as users move forward), user experience (e.g., hovering buttons
in a supposedly natural environment), or the devices used (e.g., seeing
the floor during a virtual walkthrough).
Importantly, it was identified that spatial presence contributes positively
to attitude change toward destinations (H3 was supported); a higher
sense of spatial presence leads to stronger interest and liking toward the
destinations. This confirms the effectiveness of the VR experience for
marketing. While there are differences in terms of spatial presence and
attitude change across different devices (Samsung Gear VR yielding
higher degree of spatial presence and attitude change), the differences
are not statistically significant. This indicates that the use of low cost,
less sophisticated devices such as Google Cardboard still results in
comparable experiences and responses to more sophisticated ones.
However, this could also result from statistical representativeness issue
due to the small number of Samsung Gear VR users who had visited the
destination before.
This study contributes to a better understanding of spatial presence, its
determinants, and its consequences on user attitudes in experiences
involving depictions of real tourism destinations. This study provides
empirical support to literature suggesting the potential role of VR in
tourism marketing and management. Importantly, it provides theoretical
explanation for the effectiveness of VR in influencing users’ response to
marketing stimuli, which is helpful for destination marketers justifying
investment in VR. However, the results of this study are limited by the
characteristics of the participants, a group dominated by young, female
consumers. Future research should include a wider range of participants
and devices/stimuli to test the generalizability of the findings.
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Acknowledgement
Authors received financial support from the School of Hotel & Tourism
Management, The Hong Kong Polytechnic University (Grant #1-ZVH2).
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Reality capture allows for the reconstruction, with a high accuracy, of the physical reality of cultural heritage sites. Obtained 3D models are often used for various applications such as promotional content creation, virtual tours, and immersive experiences. In this paper, we study new ways to interact with these high-quality 3D reconstructions in a real-world scenario. We propose a user-centric product design to create a virtual reality (VR) application specifically intended for multi-modal purposes. It is applied to the castle of Jehay (Belgium), which is under renovation, to permit multi-user digital immersive experiences. The article proposes a high-level view of multi-disciplinary processes, from a needs analysis to the 3D reality capture workflow and the creation of a VR environment incorporated into an immersive application. We provide several relevant VR parameters for the scene optimization, the locomotion system, and the multi-user environment definition that were tested in a heritage tourism context.
... In this study, researchers will examine the effect of immersiveness [9,10] and telepresence [9][10][11] perceived by virtual visitors on the Badut Temple Web-VR on visitor attitudes. Even so, in Indonesia not yet found research on creating virtual tourism content from the perspective of tourists. ...
... Li et al defined virtual reality experiences as clear, engaged, active, and affective psychological states that occur in individuals who interact with computer simulations [13]. Virtual experience can be explained by its capacity to provide physical immersion (immersion) and psychological presence (tele-presence) [11]. ...
... Much literature has confirmed the effect of immersive and telepresence virtual experiences in influencing virtual visitor attitudes such as Spielmann et al [9], Fonseca [10], Tussyadiah et al [11]. In Spielmann et al [9] a study was conducted which showed that telepresence and immersivity had a significant effect in shaping the attitude of virtual tour visitors. ...
... In a study of the persuasiveness of advertisements, Grigorovici (2003) reported that viewers found advertising messages more persuasive when they experienced a higher level of presence. Two further studies have suggested that the experience of presence in virtual tours of cities led to a change in viewers' attitudes towards the destination and their level of enjoyment (Tussyadiah et al. 2017(Tussyadiah et al. , 2018. Thus, we hypothesize that presence has a positive effect on consumers' attitudes toward a product, which is represented in this study as an advertised hotel. ...
... Past studies have focused on testing the effects of animated VR content, such as Second Life, on audience perception. Although several studies have explored the experience of presence in the virtual depiction of a genuine environment (Tussyadiah et al. 2017(Tussyadiah et al. , 2018, none have demonstrated the effects of genuine VR content, specifically advertorials in the form of VR 360° video, on audiences' attitudes and purchase intentions, and compared these effects with content viewed without VR technology. The findings of the present study confirm the persuasiveness of genuine VR content, which is becoming an increasingly prominent tool for consumer marketing and the tourism industry. ...
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An experimental study was conducted to test the mediating effect of presence on the consumer response to tourism promotion using virtual reality (VR) technology. Hong Kong college students (N = 203) were assigned to three experimental groups in which they were exposed to a hotel advertorial on an online blog, a VR 360° video on a mobile phone, or a VR 360° video using Google Cardboard goggles. The results supported the hypothesis that presence plays a mediating role in the relationship between the use of VR in tourism advertising and consumer response. As one of the first studies in the tourism field to investigate the effects of a virtual depiction of a real-world environment on consumption intentions, the findings reveal how VR technology can be used to promote a hotel by generating a sense of presence. This study makes a further contribution to the VR literature by finding that the use of Cardboard goggles did not produce a significantly greater sense of presence in the experience of advertorial viewers. The theoretical contributions and practical implications of the findings for the use of VR technology in branding and promotion are discussed.
... Gibson and O'Rawe (2018) also observe a higher likelihood of visiting the 'real' destination after experiencing it in a virtual environment. Tussyadiah et al. (2017) measure spatial presence which was found to have a positive effect on post-vr attitude change toward the tourism destination. ...
... In proportion to recent advancements, operations in the tourism and travel industries have become very reliant on technology (Drosos et al. 2017). These changing trends have prompted an increase in the mediation of tourist experiences using technology and digital media (Tussyadiah et al. 2017;Tussyadiah and Fesenmaier 2009). To this end, the use of information and communication technologies (ICT) in enhancing innovation in marketing that will provide prospective tourists with the sensation of feeling and experiencing these destinations (rather than the traditional media browsing and print or electronic catalogues) could be applied by the tourism industry (Disztinger et al. 2017;Huang et al. 2016). ...
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Considering the recent lockdowns and travel bans due to COVID-19, novel tourism strategies are necessary to face the increasing need for innovative products and services and to ensure long-term sustainable growth. This study looks into the potential use of drones in providing online virtual tours of open-space tourist attractions. To do so, a novel mixed-integer linear mathematical model is developed to optimally determine the number and location of required facilities and the number of drones assigned to each center. The model is applied to a case study of Rome by selecting six historic sites as the tourist attractions and considering several candidate locations for establishing the facilities. The results of different potential scenarios imply that the project is profitable, even if the demand for virtual tours is low.
... Although spatial presence is typically measured using subjective measures such as scales and questionnaires, researchers have also developed some performance and psychological ways to measure spatial presence (Laarni et al. 2015). Minimizing distractions and maximizing users' ability to selectively focus on the environment has been found to improve spatial presence (Hite et al. 2019;Tussyadiah et al. 2017). Hite et al. (2019) found that spatial acuity, spatial rotation ability, and understanding of angular geometry all contributed to students' feelings of presence during a VR science lesson. ...
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This study examines how different roles and background knowledge transform players’ dyadic conversations into spatial dialogues in a virtual cellular biology game. Cellverse is a collaborative virtual reality (VR) game designed to teach cell biology. Players work in pairs, assuming the role of either a Navigator, with reference material and a global view through a tablet, or an Explorer, with a more detailed interactive view of the cell through a VR headset and hand controllers. The game is designed so players must collaborate in order to complete the game. Our results show that roles influenced their reference perspectives at a level of statistical significance. Furthermore, players with high prior knowledge tried to reduce their partner’s mental effort by giving spatial information from their point of view, thus producing fewer occurrences of spatial unawareness. Results of this study suggest that designers can build in different roles and leverage different background knowledge to prompt effective partnerships during collaborative games.
... An emergent stream of research considers the impact of these platforms on placemaking, place branding and place marketing in various contexts (e.g. Sevin, 2014;Zhou and Wang, 2014;Hanna, and Rowley, 2015;Oliveira and Panyik, 2015;Kim et al., 2017;Scott et al., 2017;Tussyadiah and Jia, 2017;Uşaklı, Koç and Sönmez, 2017;Zach and Tussyadiah, 2017). Therefore, to further understand how digital and social media augments -or inhibitsphenomena relating to place, this session will provide a review of key contributions in this area highlighting apparent knowledge gaps. ...
... They can get more satisfaction by engaging with something new [44]. VR holds a plethora of opportunities for tourism [45]. VR has many tools to boost tourism, i.e., physically they can use a device and virtually have an experience. ...
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This research discusses the role of Web 4.0 and 5.0 devices on the commercial sustainability for tourism in Ho Chi Minh City (HCMC), Vietnam. The study adopts a tourist perspective regarding the future implementation of Web 4.0 and 5.0 devices, focusing on the service quality of various tourism-associated services and assessing, in return, the extent to which the overall satisfaction and long-term patronage of tourists is affected. Usually, researchers conduct this test in various popular establishments where devices are intended for experimental use and tourists are supposed to have previous exposure to them, so that their perceptual thinking regarding the service quality of these devices can be studied. The tourists act as respondents for various establishments. We also asked subjective questions in a short interview to 10 professionals working in these establishments, which helped us in the quantitative survey process. As a mixed method study, it has covered both quantitative and qualitative aspects of the items and provided a holistic result. The results indicated that Web 4.0 and 5.0, along with the service quality offered by personnel working in the establishments, showed significant variance in holistic service evaluation for tourist satisfaction and loyalty. Very few service quality factors had a distinct variance in the output. After using a regression analysis for Web 4.0 and 5.0 devices and service quality, we found that Web 4.0 and 5.0 showed insignificant negative results. This study contributes to the incremental research on Web 1.0 to 5.0, specifically detailing how it affects tourists’ satisfaction and patronage. Moreover, from a management point of view, this study can help solve the financial riddle of various establishments in HCMCs tourism ecosystem for optimum fund management and better productivity.
... The manner in which travelers get motivated, book, plan and experience travel has changed (Neuhofer et al., 2012) in addition, the necessity for the travel industry publicists to develop new models to progress and market their objectives has been made (Huang et al., 2012). One of the vital contemporary technological developments impacting the tourism segment is Virtual Reality (VR) (Tussyadiah, et al., 2017), it is a computer simulated sites that enables the travelers watched their experience it virtually (Desai et al., 2014). ...
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This paper recognizes and identifies various new advances technologies and applications in Information Communication Technologies that gradually revolutionize the tourism industry and related business and industries. The Tourism business sector is the most aggressive and competitive business in the worldwide and one of the most complicated business sectors .The tourism industry primarily consists of businesses that provide accommodation, transformation, flight trips, attractions, food and beverage, and integrated combination of these activities. This research is focused on using the new technologies to develop healthcare tourism in Egypt by increasing the tourist awareness of healthcare tourism. This aim is achieved by using new technologies such as Big Data Analytic Technology and knowledge-based information system in order to forecast tourist’s demands, needs and requests in tourism industry sector. Any data concerning the future development of tourism flows is of extraordinary significance to hoteliers, travel agents and other industries related with tourism business. Precise prediction of traveler services needs will be coordinated for the business' activities and allotment of assets, for example, labor, money related administration, advertising the executives… and so on to accomplish adequacy of arrangement ahead of time and cost decrease. Showing that the Internet and sharp technological development have encouraged the increasing demand for tourism and using new technologies in forecasting the tourist demands and needs will naturally promote or potentiate an increase of tourism demand.
... However, we would maintain that "virtual reality" is in reference to a specific suite of technologies (Steuer, 1992), but those technologies are immersive to varying degrees. While the utility of these immersive technologies is being explored in a variety of communication contexts, including journalism (de la Peña et al., 2010;Dominguez, 2017;Pavlik & Bridges, 2013), marketing (Klein, 2003), and promotions (Tussyadiah, Wang, & Jia, 2017), additional research is needed (Pressgrove et al., 2018). To advance understanding, and given the centrality of both environment and plot to discussions of the message-and medium-based elements of immersive systems (Slater & Wilbur, 1997), two psychological processes discussed below are: presence as "being in a mediated place" and narrative engagement as "being in a mediated story." ...
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Little empirical work has explored the psychological processes triggered by immersive technologies and how they might lead to more effective desirable prosocial outcomes. Thus, the current study explores two different modalities for presenting 360 videos—YouTube and head‐mounted display (HMD)—as strategies for engaging audiences with cause‐related stories. Across three stories, using these technologies led to the highest levels of presence, but there was no association between presence and increased attitudes towards the story content. Only narrative engagement impacted prosocial attitudes towards the video content. Data suggest that regardless of the technology used, telling engaging narratives that increase the viewer's self‐efficacy is key to behavioral intentions—immersive technologies help viewers feel closer to the physical location of the narrative, but not the narrative itself.
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The aim of the present study was to develop a pictorial presence scale using self-assessment-manikins (SAM). The instrument assesses presence sub-dimensions (self-location and possible actions) as well as presence determinants (attention allocation, spatial situation model, higher cognitive involvement, and suspension of disbelief). To qualitatively validate the scale, think-aloud protocols and interviews (n = 12) were conducted. The results reveal that the SAM items are quickly filled out as well as easily, intuitively, and unambiguously understood. Furthermore, the instrument's validity and sensitivity was quantitatively examined in a two-factorial design (n = 317). Factors were medium (written story, audio book, video, and computer game) and distraction (non-distraction vs. distraction). Factor analyses reveal that the SAM presence dimensions and determinants closely correspond to those of the MEC Spatial Presence Questionnaire, which was used as a comparison measure. The findings of the qualitative and quantitative validation procedures show that the Pictorial Presence SAM successfully assesses spatial presence. In contrast to the verbal questionnaire data (MEC), the significant distraction–effect suggests that the new scale is even more sensitive. This points out that the scale can be a useful alternative to existing verbal presence self-report measures.
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This study investigates how the sense of embodiment in virtual environments can be enhanced by multisensory feedback related to body movements. In particular, we analyze the effect of combined vestibular and proprioceptive afferent signals on the perceived embodiment within an immersive walking scenario. These feedback signals were applied by means of a motion platform and by tendon vibration of lower limbs, evoking illusory leg movements. Vestibular and proprioceptive feedback were provided congruently with a rich virtual scenario reconstructing a real city, rendered on a head-mounted display (HMD). The sense of embodiment was evaluated through both self-reported questionnaires and physiological measurements in two experimental conditions: with all active sensory feedback (highly embodied condition), and with visual feedback only. Participants' self-reports show that the addition of both vestibular and proprioceptive feedback increases the sense of embodiment and the individual's feeling of presence associated with the walking experience. Furthermore, the embodiment condition significantly increased the measured galvanic skin response and respiration rate. The obtained results suggest that vestibular and proprioceptive feedback can improve the participant's sense of embodiment in the virtual experience.
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In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is proposed. It is applicable to the exposure to different media and intended to unify the existing efforts to develop a theory of Presence. The model includes assumptions about attention allocation, mental models, and involvement, and considers the role of media factors and user characteristics as well, thus incorporating much previous work. It is argued that a commonly accepted model of Spatial Presence is the only solution to secure further progress within the international, interdisciplinary and multiple-paradigm community of Presence research.
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Purpose – Experiential marketing is arguably marketing's most contemporary orientation, but as with many marketing innovations it has been largely overlooked by those involved in tourism and hospitality marketing and promotion. Whilst in many industries companies have moved away from traditional features and benefits approaches, to putting experiential marketing centre‐stage, marketing in the tourism and hospitality sectors does not appear to have explicitly engaged the theoretical issues involved. This raises the question what, if anything, does experiential marketing have to offer marketers in the disciplines of tourism and hospitality? In this paper, I will seek to introduce the experiential marketing debate and demonstrate how the questions raised by the concept are critical to an understanding of marketing theory and research within the tourism and hospitality sectors. Design/methodology/approach – Following the authors previous publications which sought to investigate alternative paradigms for studying hospitality consumers, this research attempts to consider the practical applications of one such model. Findings – The tourism and hospitality sectors cannot be seen to be immune to fundamental changes in the orientation of marketing. Innovative experience design will become an increasingly important component of tourism and hospitality firms core capabilities. Those who go beyond service excellence, and market experientially will lead the creation of value in the sector. Originality/value – Provides a framework as to how organisations might usefully implement an experiential marketing strategy.
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Given that direct product experience is generally the optimal method for consumers to learn about products, marketers should strive for verisimilitude in marketing communications. This research explores how computer-mediated environments can engender virtual product experiences. The construct of telepresence, a sense of presence in a remote environment, is used to examine the process by which media characteristics influence consumer responses. Through two experimental studies, we evaluate the effect of two media characteristics—user control and media richness—on the creation of telepresence and assess the impact of telepresence on consumer beliefs about and attitudes toward the advertised product. Results show that user control and media richness both contribute to creating a sense of telepresence. Moreover, through telepresence, these media characteristics influence consumers' cognitive responses. © 2003 Wiley Periodicals, Inc. and Direct Marketing Educational Foundation, Inc.