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Journal of Hospitality and Tourism Management 42 (2020) 244–255

Contents lists available at ScienceDirect

Journal of Hospitality and Tourism Management


journal homepage: www.elsevier.com/locate/jhtm

Impact of VR on impulsive desire for a destination T


Hyunjeong Kang
College of Business Administration, Hongik University, Inmun A208, Wausan-ro 94, Mapo-gu, Seoul, South Korea, 04066

ARTICLE INFO ABSTRACT

Keywords: This study proposes a research model to analyze and evaluate — through affective and cognitive processes based
Immersive technology on construal level theory and telepresence — the impact of head-mounted displays (HMD) VR on a tourism
HMD VR product that has experiential and hedonic characteristics. A laboratory experiment using 89 student samples
Construal level theory compared HMD VR and video. The HMD VR produced 47% higher telepresence than video. The higher level of
Affective
telepresence, in turn, through the affective process, shortened participants’ hypothetical distance by 45%, in-
Cognitive
Tourism
tensified affection by 62%, and increased their impulsive desire by 75%. Although dual path affective and
cognitive processes both affected impulsive desire, the affective process seemed to have the stronger effect in the
case of the tourism product.

1. Introduction we previously could only imagine.


VR moves a user (or a user's avatar) to another (possibly virtual)
It is no longer necessary to go to the airport and spend a handsome environment. Therefore, VR will have its greatest effect when the en-
amount of money for a vacation. In Tokyo, you only need to travel to vironment there is significant. For example, VR is expected to be ef-
the middle of the busy Ikebukuro district. From there you can go any- fective in transporting users to places other than here, such as tourism
where in the world by simply putting on a virtual reality (VR) headset. destinations. Tourism sites have attractions that draw tourists such as a
This entertainment facility imitates travel abroad by using VR gear in a view, events, activities, or historic significance. The pulling factors of
room that replicates an airplane cabin (Tachibana, 2017). SeaWorld such places stays physically there. not here, and hence it is VR that
Orlando recycled its old rollercoasters by taking riders wearing VR moves us there and enables us to experience the attractions without
headsets on an underwater journey. VR provides an opportunity to changing location (Dann, 1981; Wall & Mathieson, 2006). Therefore, in
breathe new life into old rides, and the park saves money (Economist, tourism, VR is appropriate for a pre-experience exploration without
2017). Expedia is working on offering VR versions of its hotel listings, time and space constraints (Kjeldskov, 2004; Tussyadiah et al., 2017;
expecting to change the way people make their booking decisions by Wei et al., 2019; Yovcheva, Buhalis, & Gatzidis, 2013). In this study, we
allowing users to virtually step into a hotel room and view its features focused only on VR to determine the factors affecting the degree of
(Tan, 2017). tourists' intent to visit a place after a VR experience. In the tourism
VR is transforming the tourism and hospitality business (Chiao, business, a pre-experience exploration via VR can be useful in helping
Chen, & Huang, 2018/ce:cross-ref > ; Patiar, Ma, Kensbock, & Cox, tourists to choose a destination among all the many candidates avail-
2017; Tussyadiah, Wang, & Jia, 2017; Wei, Qi, & Zhang, 2019; Yung & able.
Khoo-Lattimore, 2019). Thanks to the development of accessible VR can be broadly divided into two types, immersive and non-
headsets, VR technology is quickly and effectively becoming a new way immersive VR, depending on the level of immersion (Mills & Noyes,
of traveling to new destinations (Law, Buhalis, & Cobanoglu, 2014; 1999). Immersive VR is expected to have a significant impact on the
Neuhofer, Buhalis, & Ladkin, 2014). According to recent research re- travel industry by enabling travelers to access realistic travel informa-
ports, tourism is one of six domains in which VR is expected to fun- tion. Although most of the empirical studies on VR have been related to
damentally change everyday life (Ericsson Consumer Lab, 2017). VR nonimmersive VR (Suh & Lee, 2005), the rapid advancement of im-
can deliver new experiences or information to people without any mersive VR technology needs more research and applications. This
constraints of time and space. Now, VR can bring the digital world to study aims to analyze the effects of VR from the point of view of tele-
our real world. People can experience remote or nonexistent objects presence and the construal level theory (CLT) within the context of
right in front of their eyes or have a 360-degree look at them from any tourism.
angle. Therefore, we are now able to obtain a vivid experience of what The study has four main implications. First, because most VR

E-mail address: hjkang@hongik.ac.kr.

https://doi.org/10.1016/j.jhtm.2020.02.003
Received 25 April 2019; Received in revised form 31 January 2020; Accepted 1 February 2020
Available online 07 February 2020
1447-6770/ © 2020 CAUTHE - COUNCIL FOR AUSTRALASIAN TOURISM AND HOSPITALITY EDUCATION. Published by Elsevier Ltd All rights reserved.
H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

research so far has been about non-immersive VR, this study explores devices (HMDs), which lead to a greater feeling of presence. HMDs are
the effects of the more recent technology of immersive VR, which has immersive and provide a true 360-degree VR experience. Immersive
undergone little empirical study. Second, most of the work on VR has so HMDs enable users not only to see in a 360-degree range, but also to
far analyzed the influence of vividness and interactivity on telepresence move, touch, or interact with VR objects, thereby providing the highest
and its effect on a user's attitude or on the purchase of products. The degree of presence. The current study employs an immersive HMD VR
present study combined telepresence with CLT to create a new view of device to fill the methodological gap in previous tourism research to
the affective process based on psychological distance. Third, by enable VR experiences that are closer to a real experience.
studying the content of immersion VR in the travel industry, which is A theoretical gap also exists, as few theories have been employed to
where VR is expected to be the most influential, it will help to predict explain the impact of VR on tourism, and an interdisciplinary integra-
its influence and suggest the prospects for its application in this in- tion with tourism, psychology, engineering, and information tech-
dustry in which its use is currently in its infancy. Finally, although most nology is necessary (Yung 2019). The current study borrows CLT to
of the research on VR has so far focused on the utilitarian products, this explain the ability of VR to bring distant places and times closer.
study focuses on a hedonic product and on the relative importance of Moreover, the dual-path model is used to explain the cognitive and
the affective and cognitive processes. affective processes occurring while tourists experience VR, before they
In the following sections, we first review the previous research on actually visit the destination. CLT is applied to VR tourism as a theory
the tourism business and on immersive technology and telepresence to base, because it explains how the cognitive and affective states change
derive our hypotheses on the impact of VR on impulsive desire for a as the psychological distance is perceived to be near.
tour destination. We then explain our research method, including in-
dependent and dependent variables, and the experimental design. The 2.2. Immersive Technology and Telepresence
next section presents our data analysis and results. Then we conclude
with a summary of the results of the experiment, the implications of our Immersion is often confused with a separate but similar concept of
results for theory and practice, and make suggestions for future re- presence. According to Slater and Wilbur (1997), who provided a clear
search. distinction between the two concepts, immersion can be regarded as the
quality of a system's technology. It is an objective measure of how much
2. Theoretical background and hypotheses the system represents a vivid virtual environment while obscuring the
physical reality. On the other hand, presence in a virtual environment is
2.1. Tourism business and immersive Technology essentially a function of the user's psychology, indicating the extent to
which individuals experience the virtual environment consciously.
A tourism product is typically experiential consumption (or a pur- Immersive technology crosses the boundary between the physical
chase) (Bruwer & Alant, 2009; McIntosh, 1998; Sanchez, Callarisa, world and the digital or simulated world, thereby creating a sense of
Rodriguez, & Moliner, 2006; Schmitt, Joško Brakus, & Zarantonello, immersion (Lee, Shan, & Chen, 2013). VR, a realistic computer-gener-
2015). The salient attributes of tourism products are mainly experi- ated environment in which people become immersed (Wexelblat,
ential, but direct experience (i.e., product trials) before purchasing is 2014), is a representative immersive technology. This technology can
impossible. People experience tourism products indirectly through be categorized into two types based on the extent of immersion: im-
books, videos, or others’ travel stories. However, advances in immersive mersive and nonimmersive (Mills & Noyes, 1999; Suh & Lee, 2005). In
technologies, such as VR, make it possible to experience a tour desti- the immersive VR used in tourism, users wear head-mounted displays
nation “virtually” and inexpensively (Huang, Backman, Backman, & (HMD) and are fully surrounded by enclosed virtual environments
Chang, 2016; Tussyadiah, Wang, Jung, & tom Dieck, 2018; Yung & (Guttentag, 2010) while shutting out physical reality. In contrast,
Khoo-Lattimore, 2019). People can watch the scenery of a place and nonimmersive VR is implemented only in a computer's display monitor
hear the sound of wind at a destination as they enter the virtual en- and speakers (Cheong, 1995; Milgram, Takemura, Utsumi, & Kishino,
vironment by wearing VR equipment (Yung & Khoo-Lattimore, 2019). 1995); users' experiences are limited to what they can see and hear by
Therefore, VR technology has the potential to change the way tourism using such applications as YouTube.
products are promoted (Ericsson Consumer Lab, 2017). Presence is the most important concept used to describe VR within
Another characteristic is that most tourism products are hedonic, the context of a user's experience. Presence refers to a natural experi-
except for some business trips with a clear purpose, which describes ence of perceiving an environment, and it is called telepresence when
goods consumed mainly for affective or sensory gratification purposes this virtual environment is experienced through a medium such as VR.
(Bruwer & Alant, 2009). Whereas the research on the effect of VR on Telepresence is a sense of “being there” in an environment mediated by
business so far has been largely about utilitarian goods (Jiang & a communication medium (Kjeldskov, 2004; Steuer, 1992). The per-
Benbasat, 2004, 2007; Suh & Chang, 2006; Suh & Lee, 2005), the at- ceptual illusion of being there is, in varying degrees, a product of all
titudes and purchase processes of hedonic goods differ from those in- media (Reeves & Nass, 1996). For example, people watching a movie
volved with utilitarian goods (Babin, Darden, & Griffin, 1994; Batra & may have a sense of being inside a scene. This illusion or feeling is
Ahtola, 1991; Dhar & Wertenbroch, 2000). In the tourism business, the associated with telepresence (Suh & Chang, 2006).
former findings could be easily applied to business trips with utilitarian Telepresence increases when users are engaged with a vivid and
purposes, and the result would be presumed to be predictable. For in- interactive medium. The representational richness — vividness — of a
stance, virtual technologies have been validated as suitable for long- mediated environment is the creation of a specific medium's sensory
distance business meetings by saving time and money while satisfying breadth and depth (Steuer, 1992). The breadth of a stimulus refers to
the utilitarian needs of a business trip (Cheong, 1995; Perry Hobson & the number of sensory dimensions presented at the same time. For
Williams, 1995). However, because VR studies on hedonic products are example, video uses both audio and visual channels to deliver in-
lacking, despite the potential impact of immersive technology, we chose formation that static pictures deliver only through a visual channel.
the hedonic aspect of tourism as our research arena. Fig. 1 illustrates Thus, in this comparison, video excels in terms of breadth. The depth of
our research model. a stimulus refers to the quality of information within each channel. For
There are research gaps in the methods for measuring a true VR example, ultra-high definition (UHD) televisions exhibit greater depth
experience. Review studies have called for 360-degree VR (Yung 2019; than high definition (HD) televisions. Moreover, the stimulus of the
Navío-Marco, Ruiz-Gómez, & Sevilla-Sevilla, 2018; Loureiro, Guerreiro, same content can be sensed deeper when delivered three-dimensionally
& Ali, 2020), since tourism studies on VR have usually included non- (3D films) instead of two-dimensionally (2D films) (Hyun, Lee, & Hu,
immersive VR devices. Now, technology has advanced to head-mounted 2009).

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H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

Fig. 1. Research model.

Interactivity is related to the degree to which people have sufficient CLT explains the influence of telepresence on the affective process. In
real-time control of a mediated environment to alter its form and the CLT, when the psychological distance is short, a lower and concrete
content (Steuer, 1992). The feeling of interactivity is increased when construal level occurs. Conversely, a long psychological distance yields
users get immediate responses through their perceptions, indicating a higher and abstract construal level (Trope, Liberman, & Wakslak,
changes in a mediated environment because of their input (Klein, 2007). An individual has a construal level as a unique characteristic
2003). VR incorporates higher levels of interactivity than either video that changes in response to an external stimulus or situation. These
or static pictures because users can engage with the information in ways situational conditions include spatial, hypothetical, social, and tem-
that reflect their personal interests and preoccupations (Pimentel & poral distances (Trope et al., 2007; Trope & Liberman, 2010).
Teixeira, 1993). VR has two types of interactivity: navigational and Telepresence is closely related to spatial distance. According to the
transformational interactivity. Navigational interactivity is related to sense of “being there” definition of telepresence, the perceived spatial
looking and moving around in the virtual settings, but transformational distance will be shorter if telepresence is high and if it feels just like
interactivity is related to transforming an outcome. We considered only being in a real place. According to the CLT, if the spatial distance is
navigational interactivity in this study because transformational inter- shorter, the user's psychological distance through which he or she
activity is not yet well developed in most VR applications other than perceives the object (in this case, a tour location) will also decrease the
gaming. other dimensions of psychological distance (i.e., hypothetical, social,
According to an analysis of 83 studies on the influence of immersive and temporal distance) (Fujita, Henderson, Eng, Trope, & Liberman,
technology on presence (Cummings & Bailenson, 2016), the features 2006; Henderson et al., 2006, Henderson, Wakslak, Fujita, & Rohrbach,
producing major effects on presence were the number of degrees of 2011; Liberman, Sagristano, & Trope, 2002; Williams & Bargh, 2008). It
freedom of the users’ input, stereoscopy such as 3D, and the immersive has been suggested that the dimensions of psychological distance share
level (e.g., HMD compared with a desktop display). However, image a common analogy and that the cross-dimensional difference between
quality (e.g., visual detail, quality, and overall levels of realism) and far and near is interchangeable (Maglio, Trope, & Liberman, 2013).
sound (e.g., the relative presence or absence of sound) had a relatively Similarly, the distance-on-distance effect in CLT would influence dif-
small effect on presence. In addition to providing the highest immersive ferent types of psychological distance simultaneously (Williams &
levels and 3D screens, a user of HMD VR has the freedom to alter his or Bargh, 2008). The result is that a shorter spatial distance will also make
her view by moving in any direction, depending on his input, whereas the hypothetical distance shorter — in other words, generate a higher
video on 2D screens is less immersive and a user has a relatively lesser possibility of an expected behavior (Yan, 2014). Therefore, when the
degree of freedom. Thus, even with the same or better image or sound tour location is delivered virtually in front of you through higher tel-
quality, users with 2D screens are expected to feel less sense of tele- epresence, you will sense all the visual stimulations in a virtual place
presence than users with HMD VR. Therefore, we hypothesize the fol- realized closer to your current position; thus, you might not only feel
lowing: the objects in the virtual place nearer to you but also the possibility,
social relationship, and time of context will be sensed closer to you. The
H1-1. The telepresence of HMD VR users will be higher than that of
spatial distance made shorter by telepresence would also increase hy-
video users.
pothetical proximity, that is, the probability of a certain occurrence.
Telepresence decreases with distance, but its size is expected to vary Among these three types of distance, this research will investigate
depending on media. An HMD VR will provide a higher immersive the hypothetical distance to a real purchase because we are interested
level, increasing the sense of realism. Therefore, longer distances are in how much impact the content of VR tours has on the urge to travel.
expected to lower telepresence in general, but the telepresence felt by Psychological proximity, including spatial proximity, will play a role in
users of HMD VR is probably less affected by physical distance than the shifting a reference-point in the purchase of a certain good (Thaler,
effect felt by users of video at the same distance. That is, the effect of 1980). For instance, a seller of oriental rugs might deliver a rug to the
the medium (HMD VR vs. video) on telepresence is moderated, so that home of a customer before she decides to purchase it. The customer
the difference in telepresence between HMD VR and video is larger with refers to the current and realized states of the rug at the home of the
greater distance. Therefore, we hypothesize the following: purchaser rather than those in a remote store, a change that results in
expediting the final purchase decision (Hoch & Loewenstein, 1991;
H1-2. The telepresence felt by HMD VR and video users will be
Knetsch, Thaler, & Kahneman, 1987). Likewise, spatial proximity in-
moderated by the physical distance from the site where the content is
creased by telepresence will cause a certain event to be perceived as
located.
more probable. That is, a higher degree of telepresence will lead a user
to feel the tour location is closer and consequently feel he or she has a
higher probability of visiting the location. Therefore, we hypothesize
2.3. Telepresence and affective process the following:

The affective process assists in identifying whether consumer emo- H2. As telepresence increases, users will perceive a shorter hypothetical
tions are influenced by a stimulus (MacKenzie & Lutz, 1989), and the distance.

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H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

Psychological proximity strengthens the feeling attached to an ob- its vividness and salience not only intensifies users' attention but also
ject beyond what is felt when it is distant, and the valence of either a reinforces their memory of the experience (Kim & Biocca, 1997).
positive or negative emotion may be intensified because the object is Seeking, and evaluating, potential destinations also does more to bol-
psychologically closer (Williams, Stein, & Galguera, 2013; Wong & ster consumers’ self-motivation than they would derive from simply
Bagozzi, 2005). Physical distance is usually used as an analogical bridge looking at the scenery; hence, their attention and memory are en-
to explain the dynamics of psychological distance. The reason for this is hanced. Therefore, we hypothesize the following:
that physical distance has long been attached to instinct emotions, such
H4. As telepresence increases, users will perceive that their knowledge
as intimacy or threat, closely related to survival in social development
about the destination is greater.
(Bowlby, 1969; Clark, 1973; Mandler, 1992). For instance, people feel
safe and cared for (i.e., positive) when caretakers are physically close; Consumers' perceptions of uncertainty have potentially adverse
conversely, they feel fearful and insecure (i.e., negative) when a po- consequences in the purchase of a product or service (Dowling &
tential predator is nearby (Williams & Bargh, 2008). Promotion typi- Staelin, 1994). Although they perceive risks in most purchase decisions
cally emphasizes the positive aspects of tours (Baloglu & Mangaloglu, (Cox & Rich, 1964), consumers may identify tourism products as riskier
2001; Martins, 2015; Pereira, 2015; Xu & Ye, 2018); hence, psycholo- purchases than physical products because they lack an advance op-
gical proximity will have an increased effect on amplification of the portunity to examine them before making a purchase decision. Con-
positive affect. VR experiences are usually constructed to promote a sidered a major obstacle to consumers' making purchase decisions,
tour destination (Huang et al., 2016; Tussyadiah et al., 2018; Yung & perceived risk has been used to explain their behavior (Rao & Farley,
Khoo-Lattimore, 2019), e.g., in advertisements. Hence, they include 1987; Srinivasan & Ratchford, 1991). However, consumers’ perceptions
positive aspects of the destination, e.g., beautiful scenery, exciting en- of risk may arise because of a lack of sufficient information available
vironments, or relaxing views. The VR for a tour promotion has no need before a purchase decision (Dowling & Staelin, 1994) and this can be
to show the negative reality, e.g., crowds, noise, or bad hygiene. These reduced in tourism if consumers have more knowledge about a desti-
experiences are, by nature, designed to include the most positive as- nation that can assist them in evaluating its quality and desirability
pects of the destination to attract tourists to visit (Cho, Wang, & (Dowling & Staelin, 1994; Forsythe & Shi, 2003). Therefore, we hy-
Fesenmaier, 2002; Jung, tom Dieck, Lee, & Chung, 2016). The view pothesize the following:
included in this study is also intended to promote the destination;
H5. As perceived knowledge increases, users will have less perceived
hence, it only includes positive scenery and experiences, and excludes
risk.
uncomfortable contexts.
The analogy of physical distance to psychological distance may be
generalized to other dimensions of psychological distance, such as hy- 2.5. Dual path of affective and cognitive processes in decision making
pothetical, social, and temporal distance. Any type of psychological
distance will intensify the subjective emotions attached to the corre- It is commonly assumed that consumers arrive at judgments and
sponding objects. In the same way, this applies to hypothetical distance. purchasing decisions in two ways. One is a cognitive, reasoned ap-
If we think a positive event is highly probable soon, we feel delighted proach of careful analysis of the attributes of the item under con-
and excited about the imminent event. People are more attached sideration (Shafir, Simonson, & Tversky, 1993). The other, called the
emotionally to events that are highly probable than to those that are affective approach, holds that such decisions can also reflect a sub-
not. If an event rarely occurs, we lose interest, do not expect it, and do jective spur-of-the moment reaction to a product's attributes (Hong &
not act at all. Therefore, the affect is expected to intensify with psy- Chang, 2015; Pham, 1998; Schwarz, 1990). Many theories have been
chological proximity, and the higher probability (i.e., hypothetical advanced to explain why and how these dual processes of affective and
proximity) will increase the affective attachment to the travel location. cognitive decision-making occur. The traditional view of these two
In conclusion, as hypothetical distance shortens (i.e., becomes highly distinctive processes considered them mutually exclusive. The heur-
probable), the affective attachment to the product will also intensify. istic-systematic process theory (Chaiken, 1980) proposes two counter-
Therefore, we hypothesize the following: part processes. In the systematic process, receivers of information focus
primarily on the central content of the given information and exert
H3. As the hypothetical distance becomes shorter, users will experience
considerable cognitive effort in performing the task. For instance, when
a higher affect.
recipients of a message use a systematic processing strategy, content
characteristics (e.g., comprehensibility and validity of argumentation)
2.4. Telepresence and cognitive process may exert a stronger impact on persuasion than source characteristics
(e.g., credibility and likability). Conversely, in the heuristic view of
Telepresence is created when users interact with virtual environ- persuasion, recipients avoid detailed processing of message content and
ments, and it impacts how users learn about their real environments (Li, instead, in judging message acceptability, rely on information such as
Daugherty, & Biocca, 2002). The cognitive process refers to determi- the source's identity.
nation of the degree to which a particular marketing stimulus attracts Similarly, the elaboration likelihood model validated two basic
users' attention. This degree of attraction can be measured by users' routes to persuasion (Petty & Cacioppo, 1986). One route is based on
perceptions of the knowledge they have obtained (Bettman & Park, the thoughtful consideration of arguments central to the issue; the other
1980). The more telepresence the users perceive in the immersive is based on affective associations or simple inferences tied to peripheral
technology, the closer and more concrete they perceive the tour loca- cues in the persuasion context. For instance, the manipulation of ar-
tion and the knowledge they acquire from the context. The sensory gument quality has a greater impact on attitudes under high involve-
stimulation of telepresence makes all the dimensions of psychological ment than under a low one, but the manipulation of a product endorser
distance closer, and hence, makes all the information from the im- has a greater impact under low involvement than under a high one.
mersive environment real, concrete, and feasible. Information that is A two-system framework is proposed for understanding the pro-
vivid and dynamically moving based on users' input attracts selective cesses that enable or undermine self-control as exemplified in the delay
attention (Nisbett & Ross, 1980). Direct experiences, such as product of gratification paradigm. A cool, cognitive “know” system and hot,
trials, also increase users' attention and memory because product trials emotional “go” system is postulated (Metcalfe & Mischel, 1999). The
use multiple sensory channels, thus providing users with multimodal cool system is cognitive, emotionally neutral, contemplative, flexible,
stimuli (Kempf & Smith, 1998; Suh & Chang, 2006). Telepresence in the integrated, coherent, spatiotemporal, slow, episodic, and strategic. It is
context of tourism produces a sense of virtual experience that through the seat of self-regulation and self-control. The hot system is the basis of

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H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

emotionality, fears, and passions — impulsive and reflexive — initially knowledge of the product. Finally, the cognitive-affective system theory
controlled by innate releasing stimuli; it is fundamental for emotional (Mischel, 1973; Mischel & Shoda, 1995) proposes that not only cogni-
conditioning and undermines efforts at self-control. Therefore, the tive but also affective responses are activated by the features or situa-
stronger the shared affective intensity, the more impulsive the emo- tions drawn from past experience and memories. Therefore, we hy-
tional desire will be toward the destination by triggering the emotional pothesize the following:
“go” system.
H6. As users' affect increases, users will have higher perceived
According to Kempf (1999), both affective and cognitive responses
knowledge.
proved critical in product trials and the corresponding evaluation.
However, it is interesting to note that the product type, hedonic or Generally, before traveling, people form an image of the tour lo-
utilitarian, differentiated the degree and relative importance of the cation by retrieving information about the destination through tradi-
affective or cognitive responses. For example, although an affective tional media such as television or printed material (Bae, Lee, Suh, &
process such as arousal was more influential with a hedonic product, Suh, 2017; Cho et al., 2002). When a positive emotion for a destination
arousal had little influence with a utilitarian product but brand cogni- occurs, it collects information more actively through the web and
tion exerted significant influence. generates an “evaluative image” while experiencing a virtual tour. As
This result implies that we should consider the affective and cog- virtuality is enhanced with more presence and additional information,
nitive processes at the same time when we evaluate products by product it heightens a tourist's desire to visit the destination beyond the point it
trial and that the effect of both is different between hedonic and utili- would have been without the vivid and interactive VR experience
tarian products. Therefore, for our purposes, we need to investigate the (Buhalis, 2003; Dewailly, 1999; Guttentag, 2010; He, Wu, & Li, 2018;
relative importance of affective and cognitive processes on the eva- Refsland et al., 2000). Although it is controversial whether the VR ex-
luation of a tour location while a virtual trial by media provides tele- perience can fulfill the a desire to visit a destination sufficiently to re-
presence to consumers. place the desire to physically visit it, many studies have found the VR
In a heuristic process of decision making, affect has been known to experience stimulated curiosity and desire for a direct physical ex-
play a role as the information on which a consumer relies to evaluate perience of the destination (Cheong, 1995; Paquet & Viktor, 2005;
and judge the product at hand. The affect-as-information model is also Sussmann & Vanhegan, 2000). These VR experiences will create a
suggested in the affect infusion theory because such an affect is infused strong impulsive desire to visit the destination and people will begin
into the cognitive process as a basis for a decision (Forgas, 1995). planning a specific travel date or start to estimate costs. Therefore, the
Consumers not only evaluate the features of a product in a cognitive impulsive desire for a destination after experiencing the evaluative
rationale; they also recall the feelings and emotions attached to the image plays an important role as a predictor of the purchase of a travel
product features or context in the past and use the affective information product.
for heuristic decision-making. Decisions and behaviors reflect not only Impulse purchasing is highly subject to the variable of affect or
an arithmetic of utility but also affective experiences to the related mood (Rook, 1987). Strong feelings are especially known to antecede
event (Kahneman, Slovic, & Tversky, 1982). Likewise, the preconscious impulsive urges or purchases. With these intensified affects, people are
affective feelings may rapidly trigger closely related cognitions and inclined to act immediately or buy a product instantly without a second
behaviors (Chaiken & Bargh, 1993). thought (Goldenson, 1984). It is usually felt as a force or compulsion,
Affect is no longer considered a peripheral or subordinate state that and people feel as if they are physically pushed to act. Among these
can be ignored and that should be controlled for accurate cognitive affects, positive emotions influence impulsive urges more than negative
evaluation; instead affect is regarded as critical and central input into emotions (Beatty & Ferrell, 1998). Similarly, according to the psycho-
the cognitive process for a final evaluation (Niedenthal, 1990). Further, logical literature, a person in a good mood (i.e., enjoying a positive
affect-as-information has been articulated in the earlier conditioning affect) is likelier to adopt approach behavior than avoidance behavior.
theory in which it explains the role of affect as a precondition to consult In a tour context, vivid, lively, and exciting feelings will strengthen
when we evaluate the related event (Clore & Byrne, 1974). the positive emotion expected from the tour and, in the aggregate,
Perceived knowledge is a representative dimension of the cognitive bolster an impulsive desire to actually visit the real location. Therefore,
process in which rationality plays a role. When we evaluate a product, we hypothesize the following:
the efficacy with which we know most of the product's features is the
H7. As users' affect increases, users will have higher impulsive desire
most important criterion that lets us stop the search and exploration of
for a destination.
other information and conclude our purchase of the product. Knowing
something is a definite cognitive process, and we presume that the in- One of the determinants of a purchasing decision is confidence,
tensified positive affect derived from the provision of VR content will which is the opposite of perceived risk (Howard & Sheth, 1969; Huang
reassure a consumer that he or she knows the product well enough to et al., 2016). Confidence in a specific brand has a positive relationship
decide whether to consume or purchase it, in this case a tourism pro- with purchase intention (Bennett & Harrell, 1975). Insufficient con-
duct. VR is able to enhance additional knowledge about the destination fidence or high perceived risk may result from lack of information
and hence increase desire to actually visit the site (Refsland, Ojika, available before making purchases (Dowling & Staelin, 1994). The
Addison, & Stone, 2000). The effect of VR to enhance perceived higher the perceived risk, the more information consumers seek from
knowledge will increase especially when the tourists' primary purpose various sources. However, success in their research can reduce per-
in visiting a site is to seek information, rather than to seek prestige, ceived risk as consumers become more knowledgeable in evaluating the
social interaction, relaxation, or novelty (Hanqin & Lam, 1999). quality of products (Dowling & Staelin, 1994; Forsythe & Shi, 2003).
The degree to emphasize affect over cognition depends on the in- Perceived risk is considered an especially important factor in travel
dividual or the situational context (Mischel & Shoda, 1995). Emotion- decision making because the decisional process is largely opaque in the
ally intelligent consumers will be better at monitoring the relationship absence of an advance opportunity to explore and experience product
between emotion and cognition that is embedded in decision making quality (Maser & Weiermair, 1998; Wu & Cheng, 2018). In general,
(Mayer & Geher, 1996), and they use affect as the basis for integrating perceived risk takes on more importance in rational decision-making,
various types of information to reach a decision. Likewise, for a hedonic but it still has a significant role even in impulsive decisions. Reduced
product, such as tourism content, consumers will need more emotional perceived risk may not always result in a heightened impulsive desire;
information such as fantasy, pleasure, and adventure than they will however, consumers will not desire to make a purchase if they perceive
require for a utilitarian product (Nicoletta & Servidio, 2012). Therefore, high risk. Thus, in general, perceived risk exerts a negative impact on
the intensified emotion will increase her or his confidence in her or his consumers’ impulsive desires. Therefore, we hypothesize the following:

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H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

H8. As users' perceived risk decreases, users will have higher impulsive and questionnaire. One participant unintentionally skipped one page of
desire for a destination. the questionnaire and was excluded. Of the 89 participants, 50 were
male, and 39 were female. On average, they were 23.2 years old, and
73% were business students. Among the participants, 52% had previous
3. Research method
experience with HMD VR, 62% had experienced 360° VR, and 26% had
no experience with any VR applications. We measured the participants’
We used a laboratory experiment to empirically test the effects of
involvement in travel and impulse buying tendency by using three
HMD VR and video on the users’ impulsive desire to visit a destination
items from Ratchford (Ratchford, 1987) and (Beatty & Ferrell, 1998),
in the tourism context. The laboratory experiment method permitted
respectively. A Chi-square analysis revealed no significant differences
close control over independent, dependent, moderating, and possible
in gender (X2 = 4.56, p = 0.21) or academic major (X2 = 35.26,
confounding variables to accomplish a high degree of internal validity
p = 0.64) among the groups. A one-way ANOVA further ensured that
(Singleton Jr, Straits, Straits, & McAllister, 1988). We selected VR
no significant differences emerged among the groups in terms of age
tourism products shown in a commercial VR application with the goal
(F = 0.18, p = 0.91), previous experience with HMD VR (F = 0.21,
of achieving as much realism as possible in terms of experimental and
p = 0.89), 360° VR (F = 0.01, p = 0.998), travel involvement
real events and permitting generalization of the findings.
(F = 0.95, p = 0.42), and impulse buying propensity (F = 0.80,
p = 0.50). Participants who were randomly assigned to each treatment
3.1. Experimental design
are shown in Table 1.

A 2 × 2 factorial design with between-subject factors was used. The


3.3. Variable measures
media, the main variable of interest, had two levels: HMD VR and
video. The HMD VR offered users the opportunity to experience tour
Most of the scales were adapted from the previous literature, and
destinations via three-dimensional video presentations through HMD
some were modified to adjust to the HMD VR/video experiment setting.
equipment. The HMD VR content was developed in collaboration with a
The perceived telepresence was measured using eight Likert-scale items
commercial tour VR application provider, d.AntWort (www.d-antwort.
adapted from (Kim & Biocca, 1997). Four items of affective intensity
com). The video content was produced for the actual promotion of the
were adapted from (Hoch & Loewenstein, 1991; Rook, 1987; Shiv &
Woljeongli beach at Jeju island in Korea, a beach not well-known as a
Fedorikhin, 1999). Perceived knowledge was measured by three items
tourist destination. The VR and video content for a kayak tour in
adapted from (Smith & Park, 1992). Perceived risk was measured using
Woljeongli had a duration of 49 s. In the experiment, the subjects in the
three items modified from Suh and Chang (Suh & Chang, 2006). Im-
HMD VR group wore Oculus Rift HMD and viewed a short 3D movie.
pulsive desire was measured by four items from (Beatty & Ferrell,
They could move their heads and bodies freely to explore the movie
1998). Hypothetical distance was measured using three items devel-
while it was underway. The video group subjects viewed the movie on a
oped for this study based on CLT.
27-inch HD monitor. The movie was exactly the same in all aspects,
All the variables were measured using semantic differentials and
except that it was reproduced by a GoPro VR Player from a 2D movie
seven-point Likert scales. These variables were operationalized using
into a 3D VR movie with no loss in quality. The duration time for the VR
reflective items. These items should show satisfactory internal con-
movie was also 49 s. To check if the two treatments represented the
sistency as well as correlation with each other because each one links to
same content, after the main survey we asked the subjects four ques-
the same construct (Bollen, 1984). Table 2 lists all the measurements
tions about the details of the movie. There was no significant difference
used.
between the two groups (t = 0.88, sig. p = 0.38): 89.4% of HMD VR
group answered correctly, and 86.4% of the video group answered
3.4. Experiment procedures
correctly.
The other variable, physical distance, also had two levels: near and
A pre-experiment survey was distributed and completed by poten-
far. The experiment participants were notified that the location in the
tial participants at the location where we recruited and scheduled the
movie was the XYZ beach, about 27 Km or 7426 Km from where they
experiment participants. This survey asked about demographic in-
were, and that it was selected randomly. The place taped in the movie is
formation, experience with HMD VR or 360° VR, involvement in travel,
hardly known by the public. Thus, we assumed that they would accept
and any tendency toward impulse buying. Before the main experiment,
the manipulated distance. To check the manipulation, we asked them
a pilot study was conducted to find any problems in the procedures and
after they viewed the movie if they knew it was Woljeongli; 17.4% of
possible awkward and vague questionnaire items. From this pilot study,
the near group and 27.9% of the far group, respectively, answered that
it was possible to verify the experimental procedures.
they knew it was Woljeongli. There was no statistically significant
For the experiment, participants were assigned randomly to one of
difference between the two (t = 1.18, p = 0.24).1 After the experiment,
the four groups. The experiment was conducted individually. The HMD
we acknowledged that the place was in fact Woljeongli and that the
VR group was trained in wearing HMD and moving the head up-down,
information given to them was manipulated for the purposes of the
right-left, and front-back while experiencing the VR environment. After
experiment to which they had consented.
brief training, the movie about the kayak tour was played and viewed
under each participant's control. In contrast, each participant in the
3.2. Participants video group sat in chair and viewed the same kayak tour content
through a computer monitor. All of the subjects in all groups were told
Ninety undergraduate students, most of them business majors, at a of their distances from the place where the kayak tour occurred. After
large university participated in the experiment. Participation was vo- viewing the 49-s HMD VR or video content, the participants moved to
luntary; all the participants received a nominal course credit for the the next room and completed the primary questionnaire, which con-
purpose of increasing their motivation and involvement in the experi- tained items concerning telepresence, hypothetical distance, affective
ments. With one exception, all participants completed the experiment intensity, perceived knowledge, perceived risk, and impulse desire.
After answering the main questionnaire, the participants answered
1
The percentage of participants who recognized Woljeongli was higher than whether they knew the place was Woljeongli and were tested for an
we expected. Thus, we ran the statistics both ways, the exclusion or inclusion of equal-treatment manipulation check. This test consisted of four items
those who already knew the place. The results did not generate any differences containing true-false questions about the content they watched. Finally,
in the effect (i.e., path coefficients) in the research model. they were told that the place they saw was Woljeongli on Jeju island,

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H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

Table 1 4.1. Measurement model


Experimental design and participants assigned.
Media Sum Because the model was established with constructs loaded with re-
flective measures, we examined whether the loadings were appropriate
HMD VR Video for each construct, and they were all discriminant from other con-
structs. Table 2 presents most of the scales, all of which are well loaded
Physical Near 23 23 46
Distance Far 22 21 43 on their intended constructs with recommended values above 0.70
Sum 45 44 89 (Carmines & Zeller, 1979), except for two measures marginally above
0.50. However, these two exceed the cross-loadings with other con-
structs (i.e., > 0.281, > 0.321), and we included them in the model.
that the distance was intentionally manipulated for the purposes of the One subscale of affect intensity was dropped because it was below 0.50.
experiment, and they were thanked for their participation. Internal consistency reliability was provided by calculation of
composite reliability (CR) in Table 3. All the CR estimates for the
constructs included in the model exceed 0.7, which is a generally ac-
4. Results and analysis cepted cutoff (MacKenzie, Podsakoff, & Podsakoff, 2011; Nunnally &
Bernstein, 1978). In Table 4, convergent validity was established in that
We evaluated the research model and hypotheses by using the the squared roots of the average variance extracted (AVE), which are
partial least squares (PLS) procedure because it allows use of a rela- provided on the diagonal, all exceed 0.50, which is a generally accepted
tively small sample to test a structural path model and because it does cut-off (Fornell & Larcker, 1981). In addition, the AVE of each latent
not need distributional restriction on the data (Chin, 1998; Venkatesh & variable is greater than the shared variance with other constructs, as
Agarwal, 2006). We used the recent version of SmartPLS 3.o for the shown in the off-diagonal in Table 4. This follows the criteria of tol-
analysis (Ringle, Wende, & Becker, 2015). The model is originally erable discriminant validity suggested in the literature (Barclay,
structural model and is empirically tested with structural equation Higgins, & Thompson, 1995; Chin, 1998).
model based tool, which is PLS used in this specific study. ANOVA is To test for common-method variance, we validated the multi-
only for one to one relationship testing, however, PLS enables testing collinearity and one-factor extraction test. To evaluate multi-
layered hypotheses as presented in this research. The discrete value of collinearity, the variance inflation factor (VIF) among latent variables
independent variable is usually misunderstood to be tested with was provided. All of them were below 2, where the greatest value was
ANOVA but when the discrete variable is investigated to see how it 1.69 and did not exceed the tolerance level of 10 (Tabachnick & Fidell,
affects continuous mediating and dependent variables at the same time. 2007; Thatcher & Perrewe, 2002). For the one-factor extraction test, the
It is usually implemented in studies to see the multiple relationships principal factor analysis of the six latent variables was implemented. All
including mediation at once (Bogicevic, Seo, Kandampully, Liu, & the constructs explained about 68% of the total variance, and the first
Rudd, 2019). SEM based research model is the appropriate method to factor explained 23% of the variance, which did not exceed the 50%
validate our research model since the hypotheses are not only to vali- that was suggested as the tolerance level (Podsakoff & Organ, 1986).
date the direct impact of VR on ultimate desire, which might be ana- Therefore, we concluded that the measures are statistically valid for
lyzed with ANOVA, but also the mediated relationships of H2 through further analysis.
H8 at once.

Table 2
Measurements
Construct Names Measurement Items References

Telepresence When the video ended, I felt like I came back to the “real world” after a journey. Kim and Biocca (1997)
The video came to me and created a new world for me, and the world suddenly disappeared when the broadcast ended.
While watching the video, I felt I was in the world the video created.
While watching the video, I NEVER forgot that I was in the middle of an experiment. (reverse)
While watching the video, my body was in the room, but my mind was inside the world created by the video.
While watching the video, the video-generated world was more real or present for me compared to the “real world.”
The video-generated world seemed to me only “something I saw” rather than “somewhere I visited.” (reverse)
While watching the video, my mind was in the room, not in the world created by the video. (reverse)
Hypothetical Distance I think it is highly probable that I will do the kayak experience that I just saw at the XYZ beach. Developed
I do not think I will do the kayak experience I just saw at the XYZ beach. (reverse)
It is possible that I will do the kayak experience that I just saw at the XYZ beach.
Affect Intensity I could sense a desire to touch water at the XYZ beach. Hoch and Loewenstein (1991);
I felt a strong, irresistible urge to take the kayak experience at the XYZ beach. Rook (1987);
I felt an impulse to take the kayak experience at the XYZ beach. Shiv and Fedorikhin (1999)
The emotional side of me was aroused when I saw the kayak experience at the XYZ beach.
Perceived Knowledge I felt very knowledgeable about the kayak experience I just viewed at the XYZ beach. Li et al. (2002);
If I had to purchase the kayak experience at the XYZ beach, I would need to gather very little additional information to Smith and Park (1992)
make a wise decision.
I feel very confident about my ability to judge the quality of the kayak experience at the XYZ beach.
Perceived Risk If I undertake the kayak experience at the XYZ beach, the quality will be less than expected. Suh and Chang (2006)
If I undertake the kayak experience at the XYZ beach, it will have some deficiencies.
If I undertake the kayak experience at the XYZ beach, I will be disappointed with the actual experience.
Impulse Desire I experienced a number of sudden urges to do the kayak experience at the XYZ beach I had not planned. Beatty and Ferrell (1998)
When I viewed the video, I wanted to experience the kayak at the XYZ beach even though it was not on my list.
I experienced no strong urge to make an unplanned kayak experience after this video view. (reverse)
After this video view, I felt a sudden urge to do the Kayak experience.

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H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

Table 3
Construct loadings of measures.
Affect Hypothetical Distance Impulse Desire Perceived Knowledge Perceived Risk Telepresence
Intensity

AFF2 0.825 0.461 0.582 0.384 −0.056 0.515


AFF3 0.898 0.579 0.81 0.478 −0.221 0.568
AFF4 0.849 0.544 0.649 0.494 −0.123 0.564
HD1 0.594 0.919 0.542 0.448 −0.012 0.413
HD2 0.57 0.906 0.582 0.448 −0.171 0.44
HD3 0.244 0.526 0.281 0.209 −0.198 0.134
IB1 0.796 0.597 0.954 0.514 −0.234 0.482
IB2 0.746 0.559 0.943 0.495 −0.251 0.503
IB3 0.68 0.515 0.868 0.358 −0.293 0.302
IB4 0.745 0.577 0.939 0.508 −0.304 0.528
KNOW1 0.503 0.424 0.48 0.843 −0.391 0.511
KNOW2 0.233 0.191 0.321 0.624 −0.138 0.315
KNOW3 0.417 0.435 0.34 0.8 −0.24 0.435
RISK1 −0.09 −0.142 −0.233 −0.418 0.923 −0.151
RISK2 −0.03 −0.01 −0.175 −0.259 0.881 −0.106
RISK3 −0.291 −0.168 −0.351 −0.268 0.87 −0.229
TELE1 0.545 0.402 0.431 0.554 −0.234 0.87
TELE2 0.457 0.314 0.33 0.499 −0.148 0.807
TELE3 0.623 0.426 0.486 0.499 −0.09 0.891
TELE5 0.529 0.379 0.39 0.454 −0.12 0.87
TELE6 0.476 0.357 0.379 0.307 −0.062 0.703
TELE7 0.515 0.313 0.444 0.401 −0.187 0.768
TELE8 0.49 0.324 0.34 0.458 −0.218 0.756

4.2. Structural model and cognitive variables exerted significant influence on the final de-
pendent variable of impulse desire. This confirmed our hypotheses 7
Fig. 2 shows the results of the structural model testing, such as path and 8. As affect was intensified (β = 0.751, t = 12.795) and as per-
coefficients, effect size, and effect direction. First, the model explains ceived risk decreased (β = −0.160, t = 2.403, p < 0.01), impulse
the variance of impulse desire by 68.8%, which is surprisingly high, desire significantly increased. Only age (β = −0.170, p < 0.01)
even considering the experimental setting. However, as we originally among the control variables had statistically significant effects on tel-
hypothesized, this proves that the dual path of cognitive and affective epresence or impulse desire.
processes strongly determines the impulse desire in the provision of
HMD VR content. The media types of HMD VR and video had sig-
nificantly different effects on telepresence (β = 0.472, t = 6.104, 5. Discussion
p < 0.001), supporting H1-1. The moderating effect of physical dis-
tance on the relationship between media type and telepresence did not VR is expected to soon have a significant effect on the tourism in-
prove significant (β = −0,104, t = 1.101, p > 0.05), contrary to our dustry (Bec et al., 2019; Guttentag, 2010; McCabe, Sharples, & Foster,
expectation. The affective path activated by telepresence contributed 2012; Sigala, 2018; Tavakoli & Wijesinghe, 2019; Tussyadiah et al.,
significantly to impulse desire through two latent variables: First, tel- 2018). Guttentag (2010) presented several promising research direc-
epresence positively increased the hypothetical distance (β = 0.445, tions for VR within the tourism industry. For example, he suggested
t = 4.6, p < 0.001) and second, the hypothetical distance increased building on the work of Wan, Tsaur, Chiu, and Chiou (2007), which
the affect intensity (β = 0.621, t = 9.506, p < 0.001), supporting H2 compared VR with brochures, to further develop comparisons of VR
and H3, respectively. The cognitive process of the dual path was vali- with other marketing devices such as video and advocated studies to
dated as activated by telepresence, also through two factors: Tele- investigate the effectiveness of various VR output devices such as HMD.
presence positively influenced perceived knowledge (β = 0.388, Based on such VR literature in the tourism area, this study proposed a
t = 3.148, p < 0.01), and perceived knowledge significantly reduced research model and conducted a laboratory experiment to examine the
perceived risk (β = −0.364, t = 3.934, p < 0.01), supporting H4 and impact of HMD VR in the context of tourism through the affective and
H5, respectively. As a link between the affective and cognitive pro- cognitive processes based on telepresence and CLT. The HMD VR pro-
cesses, it was hypothesized that affect intensity would be a positive duced a higher level of telepresence than video. Telepresence in turn
antecedent to cognitive infusion, and this was also validated. Affective shortened consumers’ hypothetical distance, intensified affection, and
intensity had a positive and significant impact on perceived knowledge increased impulsive desire through the affective process. Telepresence
(β = 0.284, t = 2.426, p < 0.01), supporting H6. Both the affective also increased perceived knowledge, reduced perceived risk and in-
creased impulsive desire through the cognitive process. Although both

Table 4
Internal reliability, discriminant validity, and descriptive statistics.
CR Mean SD AI HD ID PK PR TP

Affect Intensity 0.893 3.64 1.34 0.858


Hypothetical Distance 0.838 4.15 1.25 0.621 0.804
Impulse Desire 0.96 4.23 1.59 0.802 0.608 0.927
Perceived Knowledge 0.802 2.97 1.12 0.532 0.484 0.508 0.761
Perceived Risk 0.921 2.93 1.05 −0.164 −0.127 −0.29 −0.364 0.892
Telepresence 0.93 3.27 1.39 0.639 0.445 0.491 0.569 −0.188 0.811

*The diagonal is the squared root of average variance estimate (AVE).

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H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

Fig. 2. Results of research model.

the dual path affective and cognitive processes affected impulsive de- save money and time. Studies on the positive effect of VR on tourism
sire, the affective process seemed to have stronger effect on a tourism verified that the VR experience enhanced the intention to revisit and to
product. This is consistent with previous studies (Kempf, 1999) that recommend to others the theme park, owing to the increased presence,
concluded emotional factors are more important for hedonic products. focused immersion, enjoyment, control, curiosity, and participation
The current study provides useful guidelines for implementing HMD (Wei, 2019). Tussyadiah et al. (2017) proved that the feeling of being in
VR in the travel industry, which is growing year by year around the the virtual environment increased the enjoyment of VR experiences;
world. First, it will help to predict the influence of this technology and hence, the stronger liking and preference for the destination finally
suggest its potential for future success in applications in this industry increased the intention to visit it. The perceived visual appeal enhanced
since its usage is now in its infancy. Next, the results of our study by VR leads to emotional involvement and an intention to visit the
suggest to developers of immersive technology for the travel industry destination (Marasco, Buonincontri, van Niekerk, Orlowski, & Okumus,
that their content should emphasize an emotional appeal. This is be- 2018). Bec et al. (2019) found that VR not only simulates the heritage
cause the affective process outweighs the cognitive process in the or museum experience, but also enhances the engagement level for
promotion of travel goods. understanding historical facts. Others also found that the liking, pre-
ference, and interest in the destination, heightened by VR, increases the
intention to actually visit (Chung, Lee, Kim, & Koo, 2018; Lee, Lee, Kim,
6. Conclusions & Mjelde, 2010).
In contrast, Leung et al. (2019) showed that when consumers were
There are several limitations in interpreting the results of the pre- exposed to a VR advertisement of a hotel room, their willingness to
sent study. First, an artificial distance was given to the subjects to purchase was no different from that of traditional ads, when their re-
manipulate the physical distance, but an unexpected effect could have sponses were delayed after the exposure; however, their willingness
occurred because more people than expected already knew about the increased with an immediate response. This may seem like a negative
place. Their knowledge might be the reason that physical distance did result of VR studies; however, it implies that VR could be used for
not show a moderating effect on the relationship between media type marketing activities intended to encourage an immediate purchase.
and telepresence, contrary to our expectation. Next, in this study, we Likewise, a research result indicating that VR seems to decrease the
used the same resolution file for HMD VR and video. In this case, the actual travel to a physical destination could provide insights into
HMD VR resolution is dispersed in each eye and reduced by half, which creating new and innovative tour services that have not been seen be-
is substantially lower than the video resolution. If the resolution were fore. The traditional perspective of tourism will be changed to a com-
the same, the telepresence of HMD VR might be higher. Another po- pletely new service, just as many other industries have been trans-
tential limitation is the relatively small sample size of 89 students, 73% formed into new business forms because of innovative IT.
of whom were business majors. Although there may be an unknown Even if people opt to enjoy a VR-driven destination instead of a real
influence, the current sample is unlikely to be a significant threat to the trip, it is a good opportunity to create new tour services and a new
validity of the study. Partial least squares is a well-known method to market. Inaccessible locations, e.g., heritage sites, jungles, or the North
detect statistically meaningful results even with small samples (do Valle Pole, will be visited through VR, and the site's nature will be protected.
& Assaker, 2016; Willaby, Costa, Burns, MacCann, & Roberts, 2015). In This will encourage more people to come and virtually experience the
addition, most of the students in the sample, even if their business inaccessible destinations, and VR-only tours will be inevitable (Hales &
major may have lent itself to a bias, were in their twenties, their in- Caton, 2017). This two-sided impact of VR should be considered in
volvement in touring was quite high (i.e., 5.4 on a 7-point Likert scale), future research. This study's scope is limited to showing the emotional
and they were knowledgeable of VR (74% of our subjects had experi- and cognitive route to reach an impulse desire for a tour destination.
ence with some type of VR technology). These demographics fit espe- With these results, we can design another research model to compare
cially well with the profiles of young tourists who search, reserve, or the bilateral effects to see whether the different levels of cognitive and
pay for tourism online and show the most interest in using VR affective stimulation by a VR experience will result in an impulse desire
(Kucukusta, Law, Besbes, & Legohérel, 2015; Li, Yang, & Pan, 2015). to visit or stay.
Many scholars and practitioners are concerned about the bilateral The intuitive relationship between presence and the intention to
influence of the development of VR technology on the tourism industry. visit a destination has been largely explored in previous literature.
That is, if the tourists can have a similar experience when using VR or However, this study fills a research gap by explaining the mental
traveling by themselves, many people will choose to stay at home to

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H. Kang Journal of Hospitality and Tourism Management 42 (2020) 244–255

process of reaching the intention. Previous research has recommending Acknowledgments


finding out the mediating factors or processes through which VR leads
to the intention or engagement to visit the destination (tom Dieck & This work was supported by Hongik University Research Fund and
Jung, 2018). The current study also fills the theoretical gap with CLT. the Ministry of Education of the Republic of Korea and the National
To the best of our knowledge, this is the first experimental study to Research Foundation of Korea (NRF-2015S1A5A2A03048360).
directly measure and validate the impact of the construal level in the
relationship between VR and tour intention. The research model was References
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