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Technological Forecasting & Social Change 170 (2021) 120853

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Technological Forecasting & Social Change


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

Augmented reality is human-like: How the humanizing experience inspires


destination brand love
Tseng-Lung Huang a, Ben S.C. Liu b, *
a
Associate Professor of Marketing, College of Management, Yuan Ze University, 135 Yuan-Tung Road, Zhongli Dist., Taoyuan City 32003, Taiwan
b
Professor of Marketing, Lender School of Business Center, Quinnipiac University, Hamden, CT 06518, United States

A R T I C L E I N F O A B S T R A C T

Keywords: Drawing on humanizing experience theory, we examined the antecedents and consequences of humanizing the
Disruptive technology digital experience in a virtual tourism context. Using a scenario survey approach, we designed dynamic 360◦
Humanizing digital experience augmented reality (AR) panorama and 360◦ spin-of-the-mouse environments to examine the research model and
Augmented reality
hypotheses. Data from 263 subjects were collected and analyzed with AMOS 20. The empirical results elucidate
Green destination brand love
Technology readiness
the psychological mechanism behind the formation of humanizing digital experiences, showing that a 360◦ AR
COVID-19 panorama shapes three features of a humanizing experience—anthropomorphism, self-representation, and
intimacy—significantly better than a spin of the mouse, resulting in a stronger effect on green destination brand
love. Furthermore, the technology readiness of online tourists significantly moderates the effects of a humanizing
digital experience on green destination brand love. This study demonstrates how an emerging disruptive tech­
nology, AR, may help meet the need for contactless services in unique situations, such as the unexpected COVID-
19 pandemic. The study helps researchers of green destination brand love and AR better understand what a
humanizing digital experience in contactless service journeys can offer, paving the way for further research and
practical development in this area. Because AR can be used to process big data, ethical compliance is also
addressed.

1. Introduction psychology (Buonincontri et al., 2017; Ramkissoon and Mavondo,


2017), green destination brand love is a key factor that motivates con­
During the coronavirus (COVID-19) pandemic, a variety of disrup­ sumers to visit a destination, and this kind of love can have sustainable
tive technologies were identified and used to meet the urgent need to benefits on tourism. However, empirical research has yet to thoroughly
analyze the virus accurately and cost-effectively. These disruptive examine the potential of AR to shape green destination brand love. Most
technologies include artificial intelligence (AI), virtual reality (VR), big previous research on marketing AR tourism has explored the consumer
data, robots, the Internet of Things (IoT), Industry 4.0, 5 G, and so on experience from an adoption and payment intention perspective by
(Abdel-Basset et al., 2020). Among them, 5 G can significantly enhance examining consumers’ motivations for and reactions to using AR (e.g.,
immersive augmented reality (AR)/VR experiences by making AR/VR Chung et al., 2015; He et al., 2018).
applications more responsive and interactive (INTELLIAS, 2020). In Three recent streams of brand research highlight humanization in
this kind of new environment, AR not only effectively supports con­ particular as the key to shaping consumers’ emotional attachment to a
tactless service delivery but also is an effective tool for marketing digital brand (MacInnis and Folkes, 2017). More important, contemporary
experiences (Lee et al., 2021; Rygol, 2020). In particular, AR enables research on the digital marketing has found that a humanizing AR
online consumers to co-create never-before-seen online green tourism experience not only can successfully persuade online consumers to
experiences (Tussyadiah et al., 2018). This can result in them becoming purchase a product but also is the main means of establishing a close
emotionally attached to a green destination brand (Oleksy and Wnuk, relationship between consumers and brands (van Esch et al., 2019).
2017). Emotional attachment to a green destination brand among online Although humanizing consumer experiences appear to be promising for
consumers is the definition of green destination brand love (Aro et al., designing AR to enhance green destination brand love, this has been
2018). According to reviews of research in contemporary environmental done primarily for brand advertisements (e.g., Mazda; Waytz et al.,

* Corresponding author.
E-mail addresses: long728@mail2000.com.tw, blessing@saturn.yzu.edu.tw (T.-L. Huang), bsliu@QU.edu (B.S.C. Liu).

https://doi.org/10.1016/j.techfore.2021.120853
Received 14 January 2021; Received in revised form 27 April 2021; Accepted 28 April 2021
Available online 4 June 2021
0040-1625/© 2021 Elsevier Inc. All rights reserved.
T.-L. Huang and B.S.C. Liu Technological Forecasting & Social Change 170 (2021) 120853

2010) and products (e.g., Victoria’s bag; MacInnis and Folkes, 2017). In answering these questions, this research can improve understanding of
the past, experts were not quick enough to humanize the digital expe­ the role of AR in humanizing the digital experience and green destina­
rience in terms of using AR in the online marketing of destination tion brand love.
brands. The biggest dilemma facing digital tourism is how to success­
fully enhance green destination brand love using advanced digital 2. Theoretical background
technology in contactless service journeys while also satisfying online
consumers’ desire to maintain a humanizing feeling. More research is 2.1. Disruptive technology
needed to understand what the features of a humanizing digital expe­
rience are, how to induce these features, and how to use them to enhance Disruptive technology was defined by Smith and Scott (2020) as an
green destination brand love (MacInnis and Folkes, 2017). innovative technology whose superior attributes enable it to change the
Consumers are said to have a humanizing interactive experience way consumers, industries, or businesses operate. More recently, Chang
when they perceive the interaction between themselves and an agent (e. et al. (2021) asserted that disruptive technology refers to a set of inno­
g., AR or a mouse) as feeling like human interaction (MacInnis and vative technologies behind Industry 4.0 that can change the way people
Folkes, 2017). For example, consumers may perceive the agent as being work.
able to think or monitor their behavior and response, perceive a For example, disruptive technology—AR/VR—in the smart tourism
connection between themselves and the agent, or perceive themselves as industry not only overcomes the traditional limitation of only being able
having an intimate interactive relationship with the agent (van Pinx­ to browse tourism destinations with a mouse online but also can effec­
tereren et al., 2019). For that matter, a 360◦ AR panorama (see Fig. 1) tively create a reality tourism destination experience that meets human
can monitor online tourists’ movements more quickly and better un­ needs (Lee et al., 2021). Currently AR/VR allows online tourists to use
derstand their needs compared to a 360◦ spin of the mouse (Dacko, hand gestures to rotate a travel scene to create the effect of direct
2017; Huang, 2019; Tussyadiah et al., 2018). Because it uses interaction between themselves and a tourism destination (Huang,
virtual-physical integration to shape first-person product usage simula­ 2019). With the help of environmental embedding technology, AR can
tions, a 360◦ AR panorama can create a more intimate interactive synchronize the movement of virtual objects or travel scenes to tourists’
relationship with online tourists than a 360◦ spin of the mouse (Hilken physical movements (Hilken et al., 2017). Because of virtual-physical
et al., 2017; Scholz and Duffy, 2018). Therefore, we examined whether a integration, AR/VR can fully recognize every online tourist’s physical
360◦ AR panorama is better at humanizing the digital experience than a movements and features (Scholz and Duffy, 2018). These smart up­
360◦ spin of the mouse. Our results provide guidance and policy for the grades and innovative functions of disruptive technology cannot be
future design and creation of humanizing digital experiences. realized by traditional travel websites.
According to contemporary consumer marketing research, technol­ More important, of the 10 most disruptive technologies of the next
ogy readiness (TR) is consumers’ ability to effectively use new tech­ decade recommended by INTELLIAS (2020), 5 G and connectivity can
nology to complete tasks (Lin et al., 2007). Recent research on AR significantly enhance immersive AR/VR experiences by making AR/VR
tourism has found that online tourists with high TR are better able to use applications more responsive and interactive. To become a successful
AR to effectively shape virtual tourism destination experiences that meet and effective disruptive technology in the smart tourism industry,
their individual needs than those with low TR (Chung et al., 2015). AR/VR requires synchronous connectivity and a large number of
Therefore, we expected that TR would moderate the relationship be­ transmission capabilities (such as 5 G). Then online tourists’ body
tween a humanizing digital experience and green destination brand movements can be smoothly and synchronously presented without any
love. We asked the following questions: What are the features of a hu­ delay in the experience, building a deep connection between the tourists
manizing digital experience? Can a humanizing digital experience suc­ and the destination. Furthermore, Liu (2020) found that companies need
cessfully shape green destination brand love? Compared to a 360◦ spin to use sophisticated mathematical models and analysis programs to
of the mouse, is a 360◦ AR panorama better at evoking a humanizing enable AR/VR to accurately represent online tourists’ every physical
digital experience? Does TR moderate the relationship between a hu­ movement and feature in real time. Therefore, advanced cloud
manizing digital experience and green destination brand love? By computing is another key factor that makes AR/VR a disruptive

Fig. 1. AR somatosensory manipulation.

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T.-L. Huang and B.S.C. Liu Technological Forecasting & Social Change 170 (2021) 120853

technology. In a comprehensive and systematic review of research on this not only makes the interactive experience between online con­
health care, business, climate change, natural disasters, and other fields, sumers and digital technology similar to interpersonal interaction (van
only high-quality cloud computing enabled AR/VR to become the most Pinxteren et al., 2019) but also successfully enables consumers to view
effective disruptive technology under the umbrella of digital trans­ the digital technology as part of themselves (Scholz and Duffy, 2018).
formation (Chang, 2018). In sum, to create a highly immersive and The third research stream emphasizes the more intimate relationship
smooth experience, AR/VR must instantly achieve the embedding of that consumers can have with a brand when they feel that the brand
attractions, virtual-physical integration, somatosensory manipulation, experience expresses humanity (MacInnis and Folkes, 2017). Contem­
and active monitoring of online tourists’ dynamic behavior. However, to porary research on smart technology has found that friendly and inti­
do this, it needs the strong support of advanced cloud computing, image mate digital technology is key to making users feel human (Bartneck
processing, big data, AI, and IoT (Larson and Chang, 2016). Therefore, et al., 2009). For example, thanks to AR environmental embedding
integrating AR/VR and emerging services and analytics (such as big technology, online consumers can see their own facial expressions and
data, AI, and IoT) is indispensable to enabling it to become a disruptive body movements in any virtual tourism destination (Petit et al., 2019;
technology (Abdel-Basset et al., 2020). Tussyadiah et al., 2018). Because they see themselves, not unfamiliar
Although AR/VR is an important emerging disruptive technology in others, this environmental embedding can enhance their intimacy and
the traditional tourism industry, researchers of digital technology have familiarity with AR, in turn shaping a sense of humanizing technology
rarely explored how to humanize AR digital experiences. Therefore, (Hilken et al., 2017; Huang, 2019).
contemporary enterprises cannot accomplish smart upgrades and digital These three features of a humanizing digital experience are also fully
transformation tasks. Next, we draw on humanizing experience theory applicable to other emerging disruptive technology, such as smart toys.
(MacInnis and Folkes, 2017; van Pinxteren et al., 2019; Waytz et al., For example, Furby, an AI plush toy, can actively monitor consumer
2014) to further explore the features of humanizing digital experiences behavior and respond promptly: Furby and children can touch, talk to,
induced by an emerging disruptive technology (i.e., AR) to provide and listen to music with each other. It can even sense the presence of
guidelines for future design. other Furby Booms, communicating with them and singing or dancing
together. The technology’s ability to think or monitor consumer
2.2. Humanizing the digital experience behavior and the mutual recognition of a connection will effectively
enhance consumers’ intimate relationship with smart toys, thereby
The early research on humanizing experiences focused on human­ enhancing their learning behavior and effect (Zhang et al., 2020). Thus,
izing brands, which is successful when consumers perceive their inter­ according to MacInnis and Folkes’s (2017) humanizing experience
action with a brand as an interpersonal interaction (Waytz et al., 2010). theory, a humanizing digital experience includes three main elements:
According to humanizing experience theory, three streams of brand anthropomorphism, self-representation, and intimacy.
research focus on different characteristics of humanizing experiences
(MacInnis and Folkes, 2017). The first focuses on consumers’ perception 2.3. Green destination brand love
of a brand as anthropomorphic, or an inanimate agent with human
characteristics (such as a human-like face or body; Waytz et al., 2010). Contemporary tourism research (Aro et al., 2018; Lee and Hyun,
Research on humanizing experiences has generally been restricted to the 2016; Tsai, 2014) using Lovemark theory (Batra et al., 2012) has
creation of anthropomorphized brands rather than anthropomorphized extended the concept of brand love to destination love. Green destina­
technology capable of thinking or monitoring consumer behavior and tions are different from general destinations in that they involve various
response (Waytz et al., 2014). By contrast, contemporary research on mechanisms for protecting the natural or cultural environment (such as
smart technology has found that anthropomorphism is not limited to a a journey with a high sense of sustainable tourism) or tools (such as
human-like appearance but includes thinking and interactivity (van smart technology) for supporting and encouraging tourists to engage in
Pinxteren et al., 2019). Likewise, the ability to monitor and respond to sustainable tourism. For example, in Japan, Kamaishi is an example of a
consumer behavior can also become anthropomorphized (Bartneck green destination. Kamaishi provides various promotional incentives to
et al., 2009). drive tourists to engage in sustainable tourism. It received the Green
For example, AR in a 360◦ panorama can automatically monitor Destinations—Bronze Award in 2019 (https://greendestinations.org
every physical movement of an online consumer and respond appro­ /programs-and-services/top-100-destinations/).
priately, following the mapping of the user’s hand gestures to control The definition and characteristics of green destinations are different
virtual objects (Huang, 2019; Liu, 2020; see Fig. 1). Such a 360◦ AR from those of general destinations. When tourists approbate that a green
panorama can rotate a travel scene in the same direction as the physical destination encourages them to engage in environmentally sustainable
movement of the online consumer (Tussyadiah et al., 2018), shaping the tourism and love these experiences, they are experiencing green desti­
anthropomorphic effects of AR into a more human-like body of thought nation brand love (Aro et al., 2018). Creating green destination brand
and responses. This anthropomorphism also ensures that online con­ love, which involves protecting the natural and human environments
sumers are aware that their needs can be instantly understood and met and promoting the benefits of sustainable tourism, is very important and
(Scholz and Duffy, 2018; van Esch et al., 2019). necessary in the current COVID-19 crisis, which may be caused by
The second research stream emphasizes the connection between the people destroying the environment (https://www.theguardian.com/env
brand and the consumer rather than the use of anthropomorphism to ironment/2020/mar/18/tip-of-the-iceberg-is-our-destruction-of-nat
shape the humanizing experience (MacInnis and Folkes, 2017). This ure-responsible-for-covid-19-aoe). Here we use “green destination brand
research stream centers on consumers’ self-representation through the love” to reflect brand love and destination love as they relate specifically
brand as a key factor shaping the humanizing experience (Park et al., to green destinations.
2013). However, consumers mainly use technology rather than a brand Researchers note that tourist destination love consists of three di­
to shape self-representation in virtual situations (Liu, 2020; Scholz and mensions: place attachment, place identity, and place compatibility.
Duffy, 2018). For example, online consumers can represent their phys­ Place attachment signals the deep emotional and psychological bonds
ical movements, expressions, and body images in virtual tourism desti­ tourists can develop with a green destination brand (Aro et al., 2018). It
nations with 360◦ panorama control and somatosensory manipulation of derives from emotional attachment through brand love (Lee and Hyun,
AR (Tussyadiah et al., 2018). In this way, they not only perceive that 2016). Such emotional attachment prompts tourists to wish to maintain
digital technology can fully reflect or construct their actual or ideal a deep connection with a green destination, caring for and respecting it
identity but also have a sense of extending themselves to digital tech­ more and having a greater intention to revisit (Aro et al., 2018; Lee and
nology (Huang, 2019). Self-representation via digital technology like Hyun, 2016).

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T.-L. Huang and B.S.C. Liu Technological Forecasting & Social Change 170 (2021) 120853

Place identity measures the degree to which tourists not only are control and somatosensory manipulation to achieve a highly
attached to a green destination but connect their own cognitions, beliefs, self-representative experience (He et al., 2018; Tussyadiah et al., 2018).
perceptions, and thoughts to specific environments in the green desti­ More important, a 360◦ AR panorama not only is very different from
nation (Proshansky et al., 1983). This increases their sense of belonging other interactive devices (such as a mouse) but also generates a higher
and their consideration of the green destination brand as having an degree of self-representation (Hilken et al., 2017; Huang, 2019). This
important role in their lives (Hallak et al., 2012). Ultimately, the sense of leads to the second hypothesis:
belonging and identity provided by the green destination brand also
promotes the development of passion and caring for the destination and H2: A 360◦ AR panorama generates a higher degree of self-representation
sustainable consumption (Lee et al., 2015). than does a 360◦ spin of the mouse.
Place compatibility refers to the extent to which tourists perceive
themselves as fully compatible with the green destination (Lee and Using environmental embedding technologies, a 360◦ AR panorama
Hyun, 2016). Any person, incident, or object in the green destination can effectively embed a green destination behind online consumers’ own
can, in this context, fully satisfy the individual’s inner self-concept images, creating the effect of visiting the destination in person (He et al.,
(Tsai, 2014). Thus, place compatibility derives from the self–brand 2018; Liu, 2020; Tussyadiah et al., 2018). Contemporary empirical
connection in brand love (Lee and Hyun, 2016). Contemporary research research on AR has found that 360◦ AR panoramas enable online con­
on green destination brand love (Aro et al., 2018) has also demonstrated sumers to rely on their own eyes to a greater extent than traditional web
that many tourists find themselves compatible with green destinations, browsing with a mouse, in which unfamiliar models appear experi­
which inspires them to protect these destinations and induces a sense of encing the product, shaping first-person product usage simulations
destination brand love. (Huang, 2019; Liu, 2020). Therefore, 360◦ AR panoramas not only
However, contemporary tourism research and research on environ­ reduce online consumers’ uncertainty and unfamiliarity but also create a
mental psychology (Ramkissoon and Mavondo, 2017), as well as the familiar, intimate interactive relationship (Hilken et al., 2017; Scholz
majority of studies on tourism sustainability (Buonincontri et al., 2017), and Duffy, 2018). Humanizing experience theory indicates that this fa­
ignore the potential of advanced digital technology to effectively shape miliarity and this close interaction are two key elements of intimacy
the mentality of sustainable tourism consumption of green destination (MacInnis and Folkes, 2017). Therefore, we propose our third
brand love (Cranmer et al., 2016). Recent research on the digital con­ hypothesis:
sumer experience has indicated that although technology effectively
stimulates the benefits of brand love, it does so most effectively by hu­ H3: The 360◦ AR panorama generates greater intimacy than does a 360◦
manizing the digital experience (Huang, 2019; Scholz and Duffy, 2018; spin of the mouse.
van Esch et al., 2019). In the midst of the COVID-19 pandemic, the
biggest dilemma for digital tourism is how to use advanced digital 3.2. The humanizing digital experience and green destination brand love
technology to successfully market green destinations and shape green
destination brand love while providing contactless service journeys and Humanizing experience theory (MacInnis and Folkes, 2017; Waytz
satisfying online consumers’ desire for a humanizing digital experience. et al., 2010) advocates using anthropomorphized technology capable of
Thus, it is important to determine which digital technology devices can thinking or monitoring consumer behavior and response to convince
best shape humanizing experiences with interactive technology and consumers that their needs can be instantly understood and met. In this
then stimulate green destination brand love. way, consumers will become more attached to and care more about the
brand. Recent research on smart technology has also found that expe­
3. Research hypotheses riences with highly anthropomorphic digital technology can effectively
shape consumers’ brand attitudes, prompting them to expend more re­
3.1. Using a 360◦ AR panorama to humanize the digital experience sources and energy on a brand (van Esch et al., 2019). Empirical studies
of contemporary tourism have also found that anthropomorphism en­
According to MacInnis and Folkes’s (2017) research on humanizing hances destination brand love (Aro et al., 2018). Through the highly
experiences and the study of smart technology (van Esch et al., 2019; anthropomorphic shaping of digital technology experiences in virtual
van Pinxteren et al., 2019; Waytz et al., 2014), thought, monitoring, and tourism destinations, online consumers are positively inspired to believe
instant response are indispensable elements of anthropomorphism in that a green destination brand can meet their travel needs, which in turn
digital technology. In a virtual tourism destination experience, because motivates them to become more attached to the brand and produces
of its somatosensory monitoring characteristics, a 360◦ AR panorama green destination brand love. Based on such evidence and reasoning, the
can actively monitor online consumers’ movements and give instant following hypothesis is proposed:
synchronized feedback far better than a 360◦ spin of the mouse (Dacko,
2017; Lee et al., 2021; Tussyadiah et al., 2018). For example, an AR H4: Anthropomorphism positively affects green destination brand love.
travel scene can be rotated in the same direction in which an online
consumer moves his or her body. Thus, the anthropomorphism of a 360◦ Humanizing experience theory states that self-representation allows
AR panorama can make online consumers aware that their needs can be consumers not only to see the brand (e.g., the destination brand) as part
instantly understood and met by travel agencies. Therefore, the first of themselves but also to invest in the future strength and resources of
hypothesis is proposed: the brand, which is equivalent to strengthening their own self-identity
and self-image. As a result, consumers will become more attached to
Hypothesis 1 (H1): A 360◦ AR panorama generates higher anthropo­ and care more about the brand (MacInnis and Folkes, 2017; Park et al.,
morphism than does a 360◦ spin of the mouse. 2013). Contemporary studies on smart technology have also found that
the more online consumers use digital technology to represent their own
360◦ AR panorama control simultaneously links each simulated self-image and self-concept in the experiential shopping context, the
interaction (such as free movement, manipulation, or the flipping of more deeply brand love will be inspired in their minds (Huang, 2019;
various virtual products online in the form of bodily gestures) to each of Scholz and Duffy, 2018). For example, online consumers can use a 360◦
a consumer’s physical body movements (Hilken et al., 2017; Huang, AR panorama not only to fully represent their own body images in the
2019; Liu, 2020; Scholz and Duffy, 2018). For example, in virtual virtual destination context but also to fully see their integration and
tourism destinations, online consumers can instantly display their connection with the destination brand (Tussyadiah et al., 2018). For this
physical movements, expressions, and images through 360◦ panorama reason, increasing one’s self-representation through digital technology

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is equivalent to strengthening one’s own self-identity and self-image in H1–H9 are represented visually in Fig. 2.
the virtual destination context. Online consumers will become more
attached to the destination brand and love it. Recent empirical research 4. Methodology
on tourism has also found that the more consumers can make full use of
digital technology to express their own self-concept in the destination 4.1. Scenario survey design: 360◦ AR panorama versus 360◦ spin-of-the-
context, the more deeply they will love the destination brand (Aro et al., mouse environments
2018; Wong et al., 2019). Therefore, the following hypothesis is
proposed: Given the principles behind the design of contemporary AR tourism
(e.g., Liu, 2020; Tussyadiah et al., 2018), we used three features of a
H5: Self-representation positively affects green destination brand love. 360◦ AR panorama, namely, somatosensory manipulation, active
monitoring of online tourists’ dynamic behavior, and environmental
Finally, humanizing experience theory purports that consumers are embedding, to shape the online green tourism experience. Using Kinect,
more attached to and care more about specific brands when they have a Microsoft Xbox 360◦ motion sensor bar, AR tourism technology can
had intimate and familiar interactions with those brands (MacInnis and empower online tourists to use hand gestures to operate buttons, grab
Folkes, 2017). In other words, intimacy and familiarity, shaped by virtual objects, and simulate a wide-angle panorama, further shaping
digital technology, can be effectively converted into a love effect that somatosensory manipulation (see Fig. 1).
allows online consumers to continue to care for and support a particular In this way, virtual objects or travel scenes move synchronously in
brand (Hanus and Fox, 2015; Scholz and Duffy, 2018). Contemporary the same direction as online tourists’ physical movements, shaping the
research on interactive marketing has also found that digital technology, effects of active monitoring of online tourists’ dynamic behavior.
especially AR, can give consumers a sense of intimacy and familiarity Finally, Kinect allows AR tourism technology to directly embed various
like that in interpersonal interaction (Esmaeilzadeh, 2020; Huang, travel scenes alongside online tourists’ body images or integrate virtual
2019). More important, Lovemark theory advocates that intimacy and objects with their body images to create the benefits of environmental
familiarity in the consumer experience are the main antecedents of embedding. Online tourists cannot experience these features of a 360◦
brand love (Albert et al., 2009). Based on this evidence and reasoning, AR panorama with a 360◦ spin of the mouse. Therefore, two 360◦ spin
online consumers can be expected to be able to extend the intimacy of environments were used in this study: the 360◦ AR panorama and the
digital technology to green destination brands, creating green destina­ 360◦ spin of the mouse. In both virtual tourism environments, travel
tion brand love. Therefore, the following hypothesis is proposed: scenes were mainly 17 kinds of Japanese natural tourism scenery.

H6: Intimacy positively affects green destination brand love. 4.2. Sample and data collection

According to contemporary AR research (Yim et al., 2017), young


3.3. The moderating effects of technology readiness (TR) people ages 20 to 30 are the main partakers in AR shopping. Statista
Project (2016) also pointed out that young people ages 20 to 30 are the
Researchers of humanizing experiences (Waytz et al., 2010, 2014) target consumers of digital technology (such as AR) for searching for
have argued that differences in individuals’ experience, education, travel products and information. Therefore, we considered young people
abilities, and tendencies (including TR) lead to different effects of these ages 20 to 30 as an appropriate sample to better understand the virtual
experiences. For example, some people are eager to use interactive green tourism experience.
technology to express themselves (Waytz et al., 2010). As more and We recruited subjects who were willing to participate in a virtual
more experiences of anthropomorphism and intimacy are shaped by tourism scenario survey on an online forum platform. To avoid
interactive technology, people are increasingly eager to represent distraction, the subjects experienced the 360◦ AR panorama or 360◦
themselves and have virtual experiences with such highly humanizing spin-of-the-mouse virtual environment in a private research room
interactive technology (Epley et al., 2007; Waytz et al., 2010; van Esch without any interference (see Fig. 3). Each subject was invited to plan a
et al., 2019). future trip to Japan. They were told that the tourism technology had
TR, which includes the two stable dimensions of optimism and been designed by a real travel agency.
innovativeness, refers to the degree to which online tourists actively use Previous research on interactive technology has advocated giving
innovative interactive technology to experience virtual tourism desti­ online consumers a study questionnaire to fill out immediately after
nations (Chung et al., 2015). Focusing on optimism and innovativeness participating in the interactive technology experience, as the results will
specifically, work in consumer psychology (Lin et al., 2007) has found be more reliable and valid than if participants fill out the questionnaire
that consumers with high TR are better able to make good use of novel afterward based on memory (Novak et al., 2000). Therefore, each sub­
technology features to create a humanizing experience than consumers ject in this study filled out all items on the questionnaire immediately
with low TR. Recent research on AR tourism has also found that online after experiencing the virtual tourism destination.
tourists with high TR are better able to use AR features to create an We spent 3 weeks testing and collecting data. There were 263 sub­
attractive virtual tourism destination than those with low TR and are jects: 139 in the 360◦ AR panorama environment and 124 in the 360◦
more willing to spend time and money actually visiting tourism desti­ spin-of-the-mouse environment. Overall, 83% were ages 20 to 30. Of the
nations (Chung et al., 2015). Thus, it can be concluded that online subjects, 24.3% browsed tourism websites once every 3 days, 17.9%
tourists with high TR can use AR features and functions to create a once every 2 weeks, 18.3% once per month, 17.1% once every 2 months,
highly humanizing experience, with greater benefits for green destina­ and the remaining 22.4% less than once every 2 months.
tions in terms of attachment and care. Therefore, we propose the
following hypotheses: 5. Results

H7: TR positively moderates the relationship between anthropomorphism 5.1. The measurement model
and green destination brand love.
H8: TR positively moderates the relationship between self-representation All measures were developed from the literature review and used a 5-
and green destination brand love. point Likert scale (see Table 1). The four items on anthropomorphism (e.
H9: TR positively moderates the relationship between intimacy and green g., “human-like”) and the four items on intimacy (e.g., “friendly”) were
destination brand love. from Bartneck et al. (2009). The three self-representation items (e.g.,

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T.-L. Huang and B.S.C. Liu Technological Forecasting & Social Change 170 (2021) 120853

Fig. 2. The research model. (H=hypothesis).

Fig. 3. AR environmental embedding.

“This [information technology] can show my body concretely”) were researchers use AMOS 20 to run SEM when the sample size is greater
from Tang et al. (2013). The three items on place identity (e.g., “Visiting than 250. In our case, because we had a total of 263 subjects, we used
the green destination brand is part of my life”) and the four items on AMOS 20 to run SEM, including the measurement and structural models,
affective attachment (e.g., “The green destination brand means a lot to to meet reliability and validity standards. The results in Tables 1 and 2
me”) were from Xu and Zhang (2016). The five items on compatibility demonstrate that the reliability (including Cronbach’s alpha and com­
(e.g., “Being in this green destination brand suits my personality”) were posite reliability) and validity (including convergent validity and
from Rosenbaum (2009). discriminant validity) of the measurement model were satisfactory.
When Chang et al. (2020) explored older adults’ adoption of Thus, these results show that the measurements were reliable and the
disruptive technology (such as hearing aids), there were only 103 sub­ variables valid.
jects. Therefore, they used SPSS 21 to run the multiple regression
analysis. Zhang et al. (2020) recommended using Mplus 6.0 to analyze a
moderated mediation effect in structural equation modeling (SEM). Sun 5.2. Test of the structural model
et al. (2021) explored consumers’ adoption of disruptive technology
(such as mobile payment) with a sample size of less than 250. Chin SEM revealed the good fit of the model, with χ2/df = 2.54, CFI =
(1998) suggested that researchers use PLS-SEM (Partial Least Squares 0.91, TLI = 0.90, IFI = 0.91, RMSEA = 0.07 (Hoyle, 1995). Anthropo­
Structural Equation Modeling) to run SEM. However, to ensure the morphism, self-representation, and intimacy all significantly influenced
reliability and validity of the analysis, Thompson (2000) suggested that green destination brand love (βanthropomorphism = 0.29, p < 0.001;
βself-representation = 0.54, p < 0.001; βintimacy = 0.25, p < 0.001),

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T.-L. Huang and B.S.C. Liu Technological Forecasting & Social Change 170 (2021) 120853

Table 1 for H1–H6 and the results of the T tests, we conclude that a 360◦ AR
Results of measurement properties. panorama truly generates a higher degree of anthropomorphism, self-
Factor representation, and intimacy than does a 360◦ spin of the mouse.
loadinga

Anthropomorphism (Bartneck et al., 2009) Composite 5.3. The moderating effects of TR


A1 .79 reliability (ρc) =
A2 .81 0.85 To test moderating effects, we created three interaction variables for
A3 .72 AVE = 0.58 each model (i.e., anthropomorphism × TR, self-representation × TR,
A4 .73
Intimacy (Bartneck et al., 2009) ρc = 0.91
intimacy × TR). The moderating effects of TR on the relationships be­
I1 .79 AVE = 0.72 tween each of anthropomorphism, self-representation, and intimacy and
I2 .89 green destination brand love were positive and significant: anthropo­
I3 .89 morphism (β = 0.23, p < 0.05), self-representation (β = 0.19, p < 0.001),
I4 .82
intimacy (β = 0.26, p < 0.001). Hence, H7, H8, and H9 were supported.
Self-representation (Tang et al., 2013) ρc = 0.79
SR1 .76 AVE = 0.56 All these results are represented visually in Fig. 4.
SR2 .80
SR3 .68 6. Implications
Green destination Place identity (Xu & ρc = 0.87
brand love Zhang, 2016) AVE = 0.69
PI1 .79
6.1. Developing humanizing digital experiences with disruptive technology
PI2 .82
PI3 .88 During the COVID-19 pandemic, digital tourism operators need to
Affective attachment ρc = 0.91 learn how to use an emerging disruptive technology, AR, to successfully
(Xu & Zhang, 2016) AVE = 0.71
market green destinations and establish green destination brand love
AA1 .84
AA2 .91 while ensuring contactless service journeys and satisfying online con­
AA3 .87 sumers’ desire for a humanizing digital experience. Humanizing the
AA4 .74 digital experience is key to gaining competitive brand marketing in the
Compatibility ρc = 0.89 industry during the pandemic (Abdel-Basset et al., 2020). The results of
(Rosenbaum, 2009) AVE = 0.62
CO1 .74
this empirical research point to solutions to this difficult problem. Using
CO2 .69 three features of a humanizing digital experience—anthropomorphism,
CO3 .83 self-representation, and intimacy—digital tourism operators can suc­
CO4 .84 cessfully use an emerging disruptive technology to break through the
CO5 .83
constraints of contactless service journeys and satisfy online consumers
Note 1. aAll item loadings were significant at p< 0.01. eager to have a humanizing experience. Furthermore, they can use these
three humanizing elements shaped by emerging disruptive technology
to successfully create green destination brand love. These results do
Table 2 more than just extend the three streams of research on humanizing
Means, standard deviations, correlations, and the square root of the AVE.
brands (MacInnis and Folkes, 2017) to humanizing digital experiences.
Construct Name Mean SD IN SR AN GL More important, they clarify the features of humanizing digital experi­
Intimacy (IN) 3.86 0.75 0.85 ences to serve as a guide for using emerging disruptive technology to
Self-representation (SR) 3.64 0.77 0.19 0.75 create such experiences in the future. For example, anthropomorphism,
Anthropomorphism (AN) 2.92 0.82 0.14 0.19 0.76 self-representation, and intimacy should be at the core of service systems
Green destination brand love 3.43 0.73 0.40 0.64 0.43 0.89
that integrate AR with various disruptive technologies (such as cloud
(GL)
computing, image processing, big data, AI, and IoT). In the smart
Note: Bold values along the diagonal are the square root of AVE for each of the tourism industry, for example, accurately representing AR tourists’
constructs. physical movements in real time to provide smooth,
self-representational dynamic images requires a large amount of cloud
supporting H1, H2, and H3 (see Fig. 4). computing and precise image processing (Chang, 2018; Liu, 2020).
Following the recommendations of He et al. (2018), we used medi­ In other words, a humanizing disruptive technology experience can
ation analysis to test H4, H5, and H6. The dynamic 360◦ panorama positively shape consumers’ brand love. This important implication has
(coded as 1 = 360◦ AR panorama, 0 = 360◦ spin of the mouse) had rarely been explored in the research on disruptive technology, which is
positive and significant effects on anthropomorphism (β = 0.38, p < limited to medical issues (e.g., Abdel-Basset et al., 2020). It would be
0.001), self-representation (β = 0.50, p < 0.001), and intimacy (β = worthwhile for future scholars of disruptive technology to integrate the
0.38, p < 0.001). The results of bootstrap testing confirmed the existence current research framework and variables into their own research to
of positive and significant mediating effects of anthropomorphism, extend the discussion further. This research integrates humanizing
self-representation, and intimacy on the dynamic 360◦ panorama and experience theory (MacInnis and Folkes, 2017; van Pinxteren et al.,
green destination brand love: anthropomorphism (b = 0.29, 2019; Waytz et al., 2014) and brand love theory (Aro et al., 2018; Batra
bias-corrected 95% confidence interval: 0.19, 0.45), self-representation et al., 2012) to clarify the role of humanizing disruptive technology
(b = 0.50, bias-corrected 95% confidence interval: 0.34, 0.71), intimacy experiences in the smart upgrading of the tourism industry. It not only
(b = 0.28, bias-corrected 95% confidence interval: 0.18, 0.43). Hence, extends the research on brand love and humanizing brands to green
H4, H5, and H6 were supported. destination brand love but also provides important new empirical in­
In addition, we found that participants who experienced the 360◦ AR sights into disruptive technology.
panorama scored significantly higher on anthropomorphism (t = 6.05, p
< 0.01; MAR = 3.20, SD = 0.80, MMouse = 2.61, SD = 0.73), self- 6.2. Inspiring an intimate interactive relationship between online
representation (t = 7.70, p < 0.01; MAR = 3.95, SD = 0.70, MMouse = consumers and emerging disruptive technology
3.28, SD = 0.69), and intimacy (t = 6.21, p < 0.01; MAR = 4.12, SD =
0.67, MMouse = 3.58, SD = 0.73) than those who experienced the 360◦ The results of this study show that a 360◦ AR panorama is better able
spin-of-the-mouse tourism environment. Based on the empirical results than a traditional 360◦ spin of the mouse to create a humanizing digital

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T.-L. Huang and B.S.C. Liu Technological Forecasting & Social Change 170 (2021) 120853

Fig. 4. Results for the structural model.

experience. In particular, three features of a 360◦ AR panorama—active has hitherto been unable to properly assess the role of certain charac­
monitoring of online tourists’ dynamic behavior, somatosensory teristics of AR in effectively shaping the black box of humanizing digital
manipulation, and environmental embedding—are superior to tradi­ experiences.
tional interactive technology (e.g., a mouse). These three features can
extend familiarity and intimacy to consumers, allowing them to believe
in the experience and messages delivered by the AR and creating a 6.3. The moderating effects of TR on emerging disruptive technology
highly convincing humanizing digital experience. As an emerging services
disruptive technology, AR not only moves away from traditional inter­
active consumption habits (such as a 360◦ spin of the mouse) but, with In the face of online consumers’ increased desire for humanizing
the help of the three key features of the 360◦ AR panorama, can make digital experiences (van Esch et al., 2019), previous studies have
online consumers perceive more human-like characteristics in their explored the impact of TR on intentions to adopt digital technology (e.g.,
experience with this interactive technology. For example, somatosen­ Chung et al., 2015). However, they have not explored deeply whether
sory monitoring of a 360◦ AR panorama allows online consumers to the importance of humanizing the digital experience differs significantly
perceive the emerging disruptive technology as not only having the among individuals with different TR. As a result, current digital tourism
characteristics of human thought but also understanding their needs. operators do not know what consumer traits could be used to design and
Moreover, using AR virtual-physical integration to shape first-person shape humanizing digital experiences to enhance green destination
product usage simulations reduces consumers’ unfamiliarity and un­ brand love. The results of the present research give these operators clear
certainty with emerging disruptive technology, in turn creating an design guidelines.
intimate interactive relationship. However, previous research has failed This study found that compared to tourists with low TR, those with
to grasp or explore the benefits of these humanizing emerging disruptive high TR pay more attention to whether digital interactive technology is
technologies. Therefore, our research can guide the traditional tourism anthropomorphic, whether it is capable of thinking or monitoring con­
industry in making full use of disruptive technology to upgrade and sumer behavior and response, and whether their needs can be instantly
achieve its digital transformation goals. Meanwhile, we clearly under­ understood and met by a digital service system. This anthropomorphism
stand how to avoid users’ resistance to unfamiliar disruptive technology is key to making tourists with high TR believe in the content presented
and actively transform users to build intimate relationships with such by AR and love the green destination brand. This result expands the
technology. research on humanizing technology, which was restricted to the impact
These findings not only echo Flavián et al.’s (2019) finding that of anthropomorphism on the use of digital technology and failed to fully
virtual experiences shaped by AR are significantly better than those examine the moderating effects of TR (e.g., van Esch et al., 2019; Waytz
based on traditional interactive technology but also extend the research et al., 2014).
on AR, which is restricted to how to enhance consumers’ motivations for Moreover, compared to tourists with low TR, those with high TR are
and reactions to using AR (e.g., Chung et al., 2015; He et al., 2018). The more concerned about whether digital technology allows them to fully
digital tourism industry should regard the 360◦ AR panorama as a main represent themselves in contactless service journeys. In doing so, they
persuasive technology for creating contactless service journeys and hope to develop a deeper connection with the green destination brand
should make good use of its three key features to influence consumers’ and in turn love the green destination brand. Thus, the digital tourism
decisions to purchase tourism services during COVID-19 (Lee et al., industry should give tourists with high TR more forms and functions for
2021; Liu, 2020). These suggestions supplement research on AR tourism self-representation. For example, a good 360◦ AR panorama allows on­
(Chung et al., 2018; Cranmer et al., 2016; Tussyadiah et al., 2018) that line tourists to directly embed travel scenes around their own body
images and provides them the freedom to review, check, and correct the

8
T.-L. Huang and B.S.C. Liu Technological Forecasting & Social Change 170 (2021) 120853

effects of physical-virtual integration at any moment. These findings not mechanisms behind the formation of humanizing digital experiences?
only echo most previous findings that self-representation empowered by Considering the future development of the digital tourism industry, re­
technology significantly influences avatar attractiveness (e.g., Mes­ searchers can also examine whether humanizing digital experiences can
singer et al., 2019) but also fill gaps in the AR research, which has also instantly restore online tourists emotionally in addition to inducing
ignored the moderating effect of TR on the relationship between green destination brand love. Third, we used AR/VR for this study. In
self-representation and brand love (e.g., Huang, 2019; Scholz and Duffy, the future, other disruptive technologies can be used in a similar kind of
2018). study that may produce more fruitful implications for both theory and
Finally, tourists with high TR are very concerned about the intimacy management.
of the interactive relationship between themselves and the technology. Finally, as both Chang (2021) and Chang et al. (2019) warned,
The more intimate the relationship, the more consumers will extend this high-tech devices such as AR that collect, process, store, and transmit big
relationship to green destination brands, creating green destination data are subject to scrutiny because of potential ethical issues around
brand love. Understanding the impact of intimate interactive relation­ privacy, surveillance, and security risk. When using the proposed
ships with technology on green destination brand love will help the human-like AR in tourism businesses, it is advisable to follow the ethics
digital tourism industry better understand what it should offer to con­ guidelines suggested by Chang and his associates during each of the data
sumers to shape green destination brand love in contactless service collection, analysis, and insight stages. Given that data generated by AR
journeys during COVID-19, thus hopefully opening up a new perspective devices are collected and shared (transmitted) voluntarily by tourists
that has been neglected in previous TR research (e.g., Chung et al., 2015; with social network contacts who receive, appreciate (interpret), and in
Lin et al., 2007). turn store the data, the risk is quite minimal. Meanwhile, Kinect-based
Combining these research results and the theoretical perspective on AR uses heat sensing and infrared technology to detect consumers’
TR, we can offer the following important implication: As the degree of movements and give a synchronized and accurate response to shape
TR increases, the effect of the humanizing digital experience shaped by highly secure and contactless green destination journeys (Huang et al.,
the disruptive technology on brand love will increase. In other words, 2019). This completely noninvasive technology does not result in any
TR will not only moderate the experience and behavior of using tradi­ bodily discomfort. Moreover, researchers cannot directly identify any
tional interactive technology but also continuously moderate the impact user’s profile when analyzing these data. Therefore, we are comfortable
of disruptive technology on brand love and brand marketing. Therefore, declaring that our work in AR complies with prevailing ethical
the influence of TR can no longer be ignored in the research and standards.
development of disruptive technology. This is why Parasuraman and
Colby (2015) updated the research needs for the development of the TR Acknowledgment
2.0 scale and the need to further empirically explore the moderating
effect of TR 2.0. The digital tourism industry should include online The authors would like to thank the Ministry of Science and Tech­
consumers’ TR in a forward-looking research framework for the devel­ nology of the Republic of China, Taiwan, for financially supporting this
opment of disruptive technology as it implements smart upgrades and research under Contract No. MOST 108-2410-H-155-034-MY2
works to achieve its digital transformation goals. Because users have
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(Unpublished Master’s Thesis). School of Engineering, Computer, and Mathematical
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Science, Auckland University of Technology.
MacInnis, D.J., Folkes, V.S., 2017. Humanizing brands: when brands seem to be like me,
part of me, and in a relationship with me. J. Consum. Psychol. 27 (3), 355–374. Prof. Ben Shaw-Ching Liu is Professor of Marketing at School of Business, Quinnipiac
https://doi.org/10.1016/j.jcps.2016.12.003. University USA. He holds Ph.D. from State University of New York at Buffalo (1991),
Messinger, P.R., Ge, X., Smirnovc, K., Strouliad, E., Lyonse, K., 2019. Reflections of the Master of Art in Religion from Trinity Evangelical Divinity School at Chicago (2003), and
extended self: visual self-representation in avatar-mediated environments. J. Bus. Bachelor of Science & Engineering from National Cheng-Kung University, Taiwan (1977).
Res. 100, 531–546. Before coming to USA for graduate studies, he worked in the industry including running
Novak, T.P., Hoffman, D.L., Yung, Y.F., 2000. Measuring the customer experience in his own business for 9 years. He was an Assistant Professor at University of Illinois at
online environments: a structural modeling approach. Mark. Sci. 19 (1), 22–42. Urbana-Champaign, a Visiting Professor to Washington University in St. Louis, and an
Oleksy, T., Wnuk, A., 2017. Catch them all and increase your place attachment! The role Associate Professor of Marketing at Butler University. He is a Visiting Professor to various
of location-based augmented reality games in changing people - place relations. MBA, EMBA programs in China, Denmark, Hong Kong, Singapore and Taiwan. His-major
Comput. Human. Behav. 76, 3–8. research interest is in the areas of new product strategy, service marketing, internet
Parasuraman, A., Colby, C.L., 2015. An updated and streamlined technology readiness marketing, hi-tech marketing, cross-cultural, negotiation, channel, and promotion. His-
index: TRI 2.0. J. Serv. Res. 18, 59–74. https://doi.org/10.1177/ research has been recognized in the international academic community with various
1094670514539730. awards and articles published in various journals such as Journal of Service Research,
Park, C.W., Eisingerich, A.B., Park, J.W., 2013. From brand aversion or indifference to Journal of Service Marketing, Service Industry Journal, Industrial Marketing Management,
brand attachment: authors’ response to commentaries to Park, Eisingerich, and Technological Forecasting and Social Change, Journal of Product and Pricing, Journal of
Park’s brand attachment–aversion model. J. Consum. Psychol. 23 (2), 269–274. Marketing Theory & Practice, European Journal of Innovation Management, Internet Research,
https://doi.org/10.1016/j.jcps.2013.01.006. Journal of Internet Commerce, International Journal of Internet Marketing and Advertising,
Petit, O., Velasco, C., Spence, C., 2019. Digital sensory marketing: integrating new International Journal of Business Information Systems, International Journal of Business
technologies into multisensory online experience. J. Interact. Mark. 45, 42–61. Research & Systems, Library Hi Tech, Managerial and Decision Economics etc., He was on the
https://doi.org/10.1016/j.intmar.2018.07.004. Editorial Boards of such journal as Journal of Service Research and has been an Elder, lay-
minister and Board member in various churches and parachurches.

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