You are on page 1of 14

International Journal of Tourism Research, Int. J. Tourism Res.

, 18: 116–128 (2016)


Published online 12 May 2015 in Wiley Online Library (wileyonlinelibrary.com) DOI: 10.1002/jtr.2038

Exploring the Implications of Virtual Reality Technology in Tourism


Marketing: An Integrated Research Framework
YU CHIH HUANG1, KENNETH FRANK BACKMAN2*, SHEILA J. BACKMAN2 and LAN LAN CHANG3
1
Department of Hotel and Restaurant Management, National Pingtung University of Science and Technology, Neipu, Pingtung, Taiwan
2
Department of Parks, Recreation, and Tourism Management, Clemson University, Clemson, SC, USA
3
Department of Leisure and Recreation Management, Asia University, Taichung, Taiwan

ABSTRACT

The proliferation of the Internet and other technological innovations has transformed the structure of the tourism industry as well as affected
how tourism destinations are perceived and consumed. The 3D virtual world provides opportunities for destination marketing organizations
to communicate with targeted markets by offering a rich environment for potential visitors to explore tourism destinations. However, as of
yet, there is little understanding about how to effectively market tourism destinations to virtual world participants who are technology users
as well as potential consumers. The purpose of the present study is to develop a research framework that integrates the technology accep-
tance model (TAM) and self-determination theory to understand how tourists use a 3D virtual world. Primary data were obtained for this
study through self-administered Web questionnaires. The data were conducted in a laboratory setting with 186 participants. This study con-
tributes to the empirical TAM literature by applying the model to a 3D virtual tourism site. Additionally, this study provides a research
framework to capture the entertainment nature of a 3D virtual world by extending the TAM to incorporate psychological elements of
self-determination theory to understand consumer experience. From the perspective of tourism professionals, this study contributes to an
understanding of how best to construct informative and interactive tourist destinations in 3D virtual worlds to attract potential online and
real-world tourists. Copyright © 2015 John Wiley & Sons, Ltd.
Received 17 July 2014; Revised 27 January 2015; Accepted 28 February 2015

key words 3D tourism environment; destination marketing; behavioral intentions; technology acceptance model; self-determination
theory

INTRODUCTION (Gretzel & Fesenmaier, 2003; Cheng & Cho, 2011; Abou-Shouk,
Megicks & Lim, 2013).
The proliferation of the Internet and other technological in- As information technology is evolving, 3D virtual worlds
novations has transformed the structure of the tourism indus- have emerged for business and commercial activities such
try (Wöber, 2003; Buhalis, 2004; Chathoth, 2006; Chalkiti & as information dissemination, advertising and sales transac-
Sigala, 2008; Kim, Lee & Law, 2008) as well as affected tions (Barnes, 2011; Wasko, Teigland, Leidner & Jarvenpaa,
how tourism destinations are perceived and consumed 2011). With multimedia communication channels that are not
(Bennett, 1993; Doolin, Burgess & Cooper, 2002; Sigala, constrained by geographic boundaries, virtual world’s open
2005; Buhalis & Zoge, 2007; Govers, Go & Kumar, 2007). markets to promote in-world commodities and off-world ser-
Past studies have indicated that the ultimate goal of the use vices, providing a medium for innovative use of technology
of Internet technology or Web-based destination marketing to engage customers with particular brands and eventually af-
is to provide desired travel information through a vicarious fecting intentions to purchase (Animesh, Pinsonneault, Yang
experience of the destination in order to persuade potential & Oh, 2011; Guo & Barnes, 2011; Domina, Lee &
tourists to take action to visit a destination (Cho, Wang & MacGillivray, 2012). Currently one of the most active 3D vir-
Fesenmaier, 2003; Sigala, 2003; Racherla, Hu & Hyun, tual world platforms in business is Second Life. Second Life
2008; Kah, Lee & Chung, 2010; Hernández-Méndez, is an Internet-based virtual world that allows users to create
Muñoz-Leiva & Sánchez-Fernández, 2013). Kaplanidou a virtual representation, or avatar, to social network with
and Vogt (2006) point out that information communication others and collaboratively create their own virtual spaces
technology can present substantial travel information about (Boulos, Hetherington & Wheeler, 2007; Halvorson, Ewing
destinations to potential travelers for ‘satisfying the goal of & Windisch, 2011). As Tuten (2009) stated, ‘in world one
acquiring functional and esthetic trip information as a prepa- can shop, run a business, work, tour an art gallery, take a
ratory step to the trip intention phase’ (p. 205). Destination class, drive (or fly) a car, meet with friends, exercise, and
marketers could use immersive virtual reality technology to date’ (p. 2). This Web-based 3D virtual world, founded in
integrate sensory experience into their communication strate- 2003, boasts more than 36 million residents from around the
gies, utilizing experience-based Internet marketing to support world, about 1 million of whom visit monthly (Linden Lab,
the tourist’s information search and decision-making process 2013). Revenue generated from user to user transactions
reached $3.2bn within 10 years; each day, residents spend
the equivalent of $1m on virtual goods and services globally
*Correspondence to: Kenneth Frank Backman, Parks, Recreation and Tour-
ism Management, Clemson University, Clemson, SC, United States. (Linden Lab, 2013). Numerous businesses and brands have
E-mail: frank@clemson.edu established a presence and corporate identity in this virtual

Copyright © 2015 John Wiley & Sons, Ltd.


The Implications of Virtual Reality Technology in Tourism Marketing 117

world as an alternative way of collaborating and communicat- Lu, 2007) and virtual worlds (Holsapple & Wu, 2007) as
ing, including IBM, Toyota, Best Buy, Adidas, Cisco well as in the context of information technology and tourism
systems, Coca-Cola and Sony (Hemp, 2006; Tikkanen, to understand the travel decision-making process
Hietanen, Henttonen & Rokka, 2009). (Kaplanidou & Vogt, 2006; Kim, Park & Morrison, 2008).
Alternative platforms to SL – such as OpenSim, Croquet Further extending the constructs of TAM, several studies
Consortium, ActiveWorlds, Project Wonderland and There have incorporated the theoretical framework of self-
– are also emerging in contemporary multiuser virtual envi- determination theory (SDT) to explain motivated behavior
ronments and attracting targeted users to spend their time and behavioral intentions of Web-based technology in vari-
within commercial and social virtual worlds (Salmon, 2009; ous areas such as marketing (Dholakia, 2006), consumer be-
Warburton, 2009). It is likely that the dominance of Second havior (Moller, Ryan & Deci, 2006; Morhart, Herzog &
Life may decline due to the challenges posed by other virtual Tomczak, 2009), education (Roca & Gagné, 2008) and exer-
world platforms and the high subscription costs of Second cise (Hagger & Chatzisarantis, 2008). The established body
Life (Gorini, Gaggioli, Vigna & Riva, 2008; Kaplan & of research has suggested that the integration of SDT and
Haenlein, 2009). However, none of these alternative plat- TAM has the potential to better understand consumer
forms has, to date, come close to Second Life as the predom- decision-making. In line with previous studies on how con-
inant provider of a virtual reality experience. sumer self-determination ‘is an influential determinant of a
Williams and Hobson (1995) pointed out that virtual real- person’s action’ (Dholakia, 2006), this study extends the re-
ity, equipped with visualization components offering interac- search framework of TAM to incorporate SDT in predicting
tivity and immersion into a virtual experience in tourism, travelers’ intentions to visit a destination while experiencing
simulated environments that affect tourists’ trip planning the tourism site within a 3D virtual world. Although a body
and influence the tourism industry. Williams (2006) indi- of academic literature that seeks to understand tourism and
cated that in response to the growing trend of experiential Internet innovations has emerged, there is a need for more
marketing, virtual reality technologies incorporating multi- substantive and theory-based research toward deeper insight
media assist tourism marketers in creating a memorable ex- into user experience and consumer behavior in 3D virtual
perience that integrates meaning, perception, consumption worlds in tourism contexts. Thus, the purpose of the present
and brand loyalty. Guttentag (2010) suggested that virtual re- study is to develop a research framework that integrates
ality technologies provide various applications to tourism TAM and SDT to understand tourist use of the 3D virtual
professionals and researchers in terms of tourism policy plan- world and its impacts on behavioral intention.
ning, tourism marketing, tourist attractions, entertainment
and heritage tourism site preservation. Additionally, the
emerging virtual reality technologies have the potential to LITERATURE REVIEW
be used by professionals in tourism training and education
(Mason & Moutahir, 2006; Linaza, García, Torre & Torres, Technology acceptance model
2008; Penfold, 2009; Wang & Burton, 2013). Because of The TAM has been validated as a theoretical framework to
the attractiveness and potential for promoting vacation desti- explain consumption behavior in computer-mediated envi-
nations, tourism organizations have begun to use the virtual ronments (Porter & Donthu, 2006; Bruner & Kumar, 2005)
world of Second Life as an effective emerging tool for mar- as well as to explore the use of 3D virtual worlds (Fetscherin
keting destinations, e.g. Tourism Ireland Island, Philippines & Lattemann, 2008; Saeed, Yang & Sinnappan, 2009; Goh
Department of Tourism, Starwood, Hyatt, STA and Crowne & Yoon, 2011). Based on the theory of reasoned action
Plaza’s The Place To Meet (Ives & Piccoli, 2007; Hay, (Fishbein & Ajzen, 1975), TAM was proposed by Davis
2008; Lee & Wicks, 2010; Huang, Backman & Backman, (1989) to assess an individual’s acceptance of information
2012). However, as of yet, there is little understanding of technology, postulating that perceived usefulness and per-
how to effectively market tourism destinations to virtual ceived ease of use determine an individual’s attitude toward
world participants who are technology users as well as poten- using information technology. Perceived usefulness is de-
tial consumers nor has extensive research been conducted as fined as ‘the degree to which a person believes that using a
to how the 3D tourism environment might affect individual particular system would enhance his or her job performance’
experience or render the response of an intention to visit a (Davis, 1989, p. 320). Perceived ease of use is defined as ‘the
tourist destination. degree to which a person believes that using a particular sys-
In order to more thoroughly understand these connections tem would be free of effort’ (Davis, 1989, p. 320).
between marketing and consumer intention in the context of In line with the consumer behavior literature on informa-
3D virtual tourism, we turn to the technology acceptance tion technology usage, researchers have conducted studies to
model (TAM), which has proven a useful framework in examine the relationships among perceived usefulness and
explaining the use of information technologies and has been perceived ease of use and behavioral intentions (Childers,
applied as a theoretical framework in studies of consumer be- Carr, Peck & Carson, 2001; Koufaris, 2002; Pavlou, 2003),
havior and computer-mediated environments (Koufaris, establishing that both constructs are related to the online con-
2002; Liu, Liao & Pratt, 2009). TAM has been empirically sumer’s acceptance of information technology as well as cus-
validated in different contexts such as mobile technology tomer motivations and behavioral intentions. Examining
(Schierz, Schilke & Wirtz, 2010), virtual communities consumers’ emotional and cognitive responses to visiting a
(Casaló, Flavián & Guinalíu, 2010), online gaming (Hsu & Web-based store, Koufaris (2002) applied TAM to

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
118 Y. C. Huang et al.

understand behavioral intentions to return to the site and the how mobile applications affect product purchases and store
likelihood of making a purchase, indicating that the per- preferences, indicated that after using mobile applications
ceived usefulness of the site affects consumers’ intentions for product information acquisition, the consumer perception
to return. A study investigating the determinants of consumer of usefulness of mobile technology positively related to the
satisfaction and preference in electronic commerce by intention to purchase a product.
Devaraj, Fan and Kohli (2002) suggested that the constructs Second, it has been discussed in the marketing field that
of perceived ease of use and usefulness could predict con- Internet-based experiential marketing can be an effective
sumer attitudes and satisfaction in Web environments. From tool to influence real-world brand awareness and purchase
a technology usage perspective, Ha and Stoel (2009) exam- intent. Examining the impacts of virtual store exposure in
ined the attributes affecting consumers’ beliefs and purchase virtual social worlds on real-life brand attitude and purchase
intentions in the context of e-shopping, suggesting that con- intent, Haenlein and Kaplan (2009) pointed out that ‘expe-
sumer perceptions of usefulness play a significant role in riences made online are subsequently transferred offline’
forming intention. (p. 69). Nah, Eschenbrenner and DeWester (2011) sug-
Likewise, the theoretical framework of TAM can be used gested that 3D virtual worlds have the potential to enhance
to understand the traveler’s use of information technology in one’s perceptions of a brand so as to patronize the real-life
trip decision-making processes and intentions to travel to business, indicating that engaging and pleasurable experi-
destinations (Noor, Hashim, Haron & Aiffin, 2005). Recent ences in the virtual immersive environments ‘may have
research suggests that the use of information technology in been influenced enough to extend their positive perceptions
promoting tourism products and destinations provides tour- to visiting a real-life location’ (p. 737). Hemp’s (2006)
ists a virtual experience that influences consumers’ travel in- paper on ‘avatar based marketing’ in Harvard Business
tentions (Chen & Schwartz, 2008; Morosan & Jeong, 2008; Review indicated that a real-world store in a virtual world
Kim, Kim & Shin, 2009; Huang, Backman, Backman & such as Walt Disney’s Virtual Magic Kingdom site ‘is
Moore, 2013). A study by Casaló, Flavián and Guinalíu designed to encourage visits to the company’s real-world
(2010) investigated consumer behavior in firm-hosted online theme-park attractions’ (p. 57).
travel communities, indicating that perceived ease of use and Finally, research in the area of tourism and virtual reality
usefulness positively influence consumers’ attitudes and in- has provided support for the fact that experience with the in-
tentions to participate in the virtual travel community as well formative and entertaining settings within a virtual world
as to recommend tourism products and services. On the basis informs tourists’ information searching and trip decision-
of the TAM, Kim, Kim and Shin (2009) empirically exam- making processes. A study investigating destination travel
ined the consumer use of airline websites, finding that the intentions in a Web context by Kaplanidou and Vogt
constructs of perceived ease of use and usefulness are posi- (2006) pointed out that the feature of perceived usefulness
tively associated with consumer attitudes and behavioral in- in Web-based tourism was a significant predictor of inten-
tentions. A study carried out by Ayeh, Au and Law (2013) tion to travel to the destination. Mäntymäki and Salo
investigated the use of consumer-generated media for travel (2011), applying TAM and motivational models, investi-
planning, suggesting that perceived ease of use and useful- gated hotel user purchasing behavior in a social virtual
ness positively influence behavioral intentions. world, suggesting that perceived ease of use and usefulness
Informed by the above findings related online tourism ex- indirectly affects consumer purchase intention. Moreover,
periences and behavioral intentions, the conceptual frame- Huang et al. (2013), examining the applicability of the
work of this study assumes that exposure to the tourism site TAM in the context of 3D virtual worlds, indicated that
within a 3D virtual world affects people’s travel intentions. perceived usefulness and ease of use are antecedent of
This basic premise can be justified by the following three consumers’ travel intentions to develop consideration and
lines of thinking. First, virtual reality literature has noted that awareness in destination choice making. Therefore, based
virtual experience in an immersive 3D virtual world can af- on the literature reviewed, we expect that perceived ease
fect consumer purchase intention (Barnes & Mattsson, of use and usefulness of a 3D tourism site will be positively
2011; Gabisch & Gwebu, 2011). A study investigating how associated with people’s travel intentions. The following
contextual factors influence intention to buy, by Animesh, hypotheses are proposed:
Pinsonneault, Yang and Oh (2011), suggested that techno-
logical and spatial environmental features in the 3D virtual Hypothesis 1: Perceived ease of use will positively influ-
world influence an individual’s virtual experience and pur- ence people’s travel intentions while experiencing a 3D
chase intentions. Guo and Barnes (2011) examined consumer tourism environment.
purchase behavior in 3D virtual worlds, suggesting that ex-
Hypothesis 2: Perceived usefulness will positively influ-
trinsic motivators, such as perceived value and performance
ence people’s travel intentions while experiencing a 3D
expectancy, and intrinsic motivators, such as perceived en-
tourism environment.
joyment and general achievement, can influence purchase in-
tentions and actual purchase behavior. A study investigating Further, a number of studies have incorporated TAM with
shopping intentions in 3D virtual worlds by Domina, Lee and the construct of perceived enjoyment to understand user ex-
MacGillivray (2012) suggested that consumer perception of perience in computer-mediated environments (Chen & Chen,
ease of use while navigating the virtual site would influence 2011; Goh & Yoon, 2011; Yu, Ha, Choi & Rho, 2005). The
shopping intentions. Kowatsch and Maass (2010), studying construct of perceived enjoyment is affiliated with what

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
The Implications of Virtual Reality Technology in Tourism Marketing 119

Venkatesh (2000) defined as ‘the extent to which the activity motivation and behavioral intention in the context of mas-
of using a specific system is perceived to be enjoyment in its sively multiplayer virtual environments by Ryan, Rigby and
own right aside from any performance consequence resulting Przybylski (2006) pointed out that immersive virtual environ-
from system use’ (p. 351). The relationship between enjoy- ments provide opportunities for individuals to experience the
ment and perceived ease of use as well as perceived useful- senses of autonomy, competence and relatedness that subse-
ness has been well documented in the mainstream literature quently predict behavioral intentions.
of consumer behavior in Web-based commerce (Yi & Therefore, informed by SDT, this study will examine
Hwang, 2003; van der Heijden, 2004; Hsu & Lu, 2007). whether psychological benefits can be derived from a 3D
Moreover, the effect of perceived enjoyment has been ob- tourism environment that provides opportunities to develop
served recently in the context of information technology consideration and awareness in a consumer’s potential desti-
and tourism (Lee, Xiong & Hu, 2012; Kim, Ahn & Chung, nation choice. Based on the literature reviewed, the follow-
2013; Chen, Shang & Li, 2014). Taking the construct of en- ing hypotheses are proposed:
joyment into account, along with the characteristics of per-
Hypothesis 5: While navigating a 3D tourism environ-
ceived ease of use and usefulness in the context of virtual
ment, a greater perception of autonomy leads to greater
reality technology, we suggest the following hypotheses:
behavioral intentions to visit the destination.
Hypothesis 3: Perceived ease of use will positively influ-
Hypothesis 6: While navigating a 3D tourism environ-
ence enjoyment while experiencing a 3D tourism site.
ment, a greater perception of competence leads to greater
Hypothesis 4: Perceived usefulness will positively influ- behavioral intentions to visit the destination.
ence enjoyment while experiencing a 3D tourism site.
Hypothesis 7: While navigating a 3D tourism environ-
ment, a greater perception of relatedness leads to greater
behavioral intentions to visit the destination.
Self-determination theory
Self-determination theory (Deci & Ryan, 1985; Ryan & The construct of enjoyment has been examined in relation
Deci, 2000), which is the most commonly applied theory to SDT as one of the important attributes in understanding
for examining human motivational behavior, has been effec- user experience in computer-mediated environments. Apply-
tive in explaining motivational dynamics and human motiva- ing SDT, a study by Neys, Jansz and Tan (2010), exploring
tional behavior. SDT postulates that the satisfaction of motivated behavior and persistence in the context of virtual
psychological needs determines the underlying motivational environments, proclaimed that the satisfaction of autonomy,
mechanism that energizes individuals to pursue an activity competence and relatedness contributed to individuals’ expe-
and thus directs people’s behavior (Ryan & Deci, 2000; riences of enjoyment, resulting in continued future behavior.
Van den Broeck, Vansteenkiste, Witte, Soenens & Lens, Studying entertainment media, Tamborini1 et al. (2010) val-
2010). These psychological needs are competence, auton- idated the framework of SDT with respect to the association
omy and relatedness. With recent research efforts in between the satisfaction of psychological needs and partici-
computer-mediated environments, scholars have applied the pants’ enjoyment and engagement in a multiuser virtual envi-
framework of SDT to explore the use of virtual environ- ronment context. Current literature suggests that the
ments, establishing that the satisfaction of psychological satisfaction of needs for competence, autonomy and related-
needs leads to sustained engagement with virtual contexts, ness contributes to sustained engagement and enjoyment in
including how their fulfillment can facilitate motivational be- virtual worlds, which in turn leads to facilitating motivated
havior in the activities (Przybylski, Ryan & Rigby, 2009; behavior. Informed by previous studies, the following hy-
Tamborini1, Bowman, Eden, Grizzard & Organ, 2010). potheses are proposed:
In accordance with Ajzen’s (1991) theoretical framework,
Hypothesis 8: The perception of autonomy has a positive
studies in various fields have suggested that the psychological
association with enjoyment while experiencing a 3D tour-
needs of autonomy, competence and relatedness determine
ism environment.
the underlying motivational mechanisms that direct individ-
ual behavioral intentions; such research has been explored Hypothesis 9: The perception of competence has a posi-
in marketing (Dahl & Moreau, 2007; Lin, Tsai & Chiu, tive association with enjoyment while experiencing a 3D
2009; Schepers, Falk, de Ruyter, de Jong & Hammerschmidt, tourism environment.
2012), health (Conner & Norman, 2005; Gillison, Standage &
Hypothesis 10: The perception of relatedness has a posi-
Skevington, 2006), education (Chatzisarantis & Biddle,
tive association with enjoyment while experiencing a 3D
1998; Ntoumanis, 2001) and exercise (Wilson, Rodgers,
tourism environment.
Blanchard & Gessell, 2003; Hagger & Chatzisarantis,
2008). Scholars have also found that SDT can be applied to
understand consumers’ behavioral intentions (Jiang & Dong,
2008; Hoffman & Novak, 2012). Roca and Gagné (2008), ap- METHOD
plying SDT to predict behavioral intentions, suggested that an
individual’s behavioral intentions can be predicted in the sat- Data collection
isfaction of the three psychological needs of autonomy, com- For purposes of the study, a Basecamp in Second Life was
petence and relatedness. Moreover, a study investigating created by a collaborative effort including research teams

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
120 Y. C. Huang et al.

from various disciplines such as Sociology, Parks, Recrea- With respect to recruiting Second Life users, recruitment
tion and Tourism Management and Rhetoric, Communica- emails requesting voluntary participation were sent in order
tion, and Information Design, as well as two cultural to invite experienced Second Life users to take part in this re-
consultants from a local tribal community in Kenya. A pri- search study, via Second Life-related mailing lists as well as
vate island was purchased from Linden Lab and the by contacting colleagues via different virtual communities
Basecamp, modeled after a typical village in the Maasai such as Africa Live, Thothica SL and the Institute of Electri-
Mara region of Kenya, was constructed by completing the cal and Electronics Engineers (IEEE). In addition to experi-
tasks of landscaping, building and scripting. Based upon enced Second Life users, student participants were recruited
the design principles of engagement, entertainment and edu- from a University in the Southeast region of the USA.
cation, the constructions of the virtual site included a visual
resemblance to and overall feeling of a real-world safari Measurements
basecamp while using multimedia capabilities in Second Life Based on past studies of TAM (Davis, 1989; Fetscherin &
to engage virtual tourists. Figure 1 presents the examples of Lattemann, 2008), the constructs of perceived ease of use
tourist experience in the 3D virtual tourism site. A pilot test and usefulness were modified in this study. Perceived useful-
was conducted to gather information to improve the quality ness measures the extent to which a consumer believes that
and efficiency of the research procedures. Suggestions about virtual worlds provide access to useful information in trip
the questionnaire from pretest participants were subsequently planning (e.g. ‘I believe that using Second Life enhances
incorporated into the survey. the effectiveness of trip planning’), while the construct of
Primary data were obtained for this study through self- perceived ease of use assesses the extent to which a con-
administered Web questionnaires to collect information from sumer believes using a virtual world is free of effort (e.g. ‘I
participants. Aligning with past studies on user experience in did not find it difficult to get Second Life to do what I wanted
virtual environments (Barr, Noble & Biddle, 2007; Hoffman it to do’); both scales consist of four items. In addition, the
& Nadelson, 2010; Reinhard, 2010), this study employed a scale of Player Experience Need Satisfaction has demon-
convenience sampling method to collect data from college strated good reliability and validity in past literature (Neys
students (n = 105) and experienced Second Life users et al., 2010; Tamborini1 et al., 2010), and it was modified
(n = 98) in a laboratory setting. The participants took part in in this study to measure the psychological needs of compe-
a treasure hunt activity to explore different areas on Second tence, autonomy and relatedness. Competence measures par-
Life Basecamp, interacting with others on the site and also ticipants’ perceptions that the virtual tourism site in Second
with multimedia information within the virtual tourism at- Life provides a challenge but is not an overwhelmingly diffi-
traction so that they could learn about the cultural aspects cult experience. Autonomy assesses whether participants feel
of the tourism destination. After eliminating the incomplete free and to do an activity that interests them. Relatedness
questionnaires, 186 questionnaires were used for further measures the relations between participants and others during
analysis. their visit to the 3D tourism destination. For assessing

Figure 1. Examples of tourist experience in the 3D virtual tourism site. This figure is available in color online at wileyonlinelibrary.com/jour-
nal/jtr.

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
The Implications of Virtual Reality Technology in Tourism Marketing 121

enjoyment, this study modified the intrinsic motivation in- associated with each loading on corresponding factors, the
ventory (Ryan, Mims & Koestner, 1983; Plant & Ryan, output of CFA revealed that each t-value was significant at
1985; Martens, Gulikers & Bastiaens, 2004), a multidimen- p < 0.001, which exceeds the critical value of 3.29
sional measurement for assessing participants’ subjective ex- (Tabachnick & Fidell, 2007), as shown in Table 1. Conver-
periences, using a four-item scale. Moreover, the assessment gent validity is thus established. Per Fornell and Larcker
of behavioral intentions in this study was primarily based on (1981), the measurement scales of discriminant validity ex-
the Ajzen and Driver (1992) and Kim, Park and Morrison amine the correlation of factors between a pair of constructs
(2008) measurement scales. Four items were used to elicit with the square root of the average variance extracted for
the intentions to visit the Maasai Mara region of Kenya, each of two constructs. As observed in Table 2, all of the es-
ranging from requesting more information about Maasai timated values of average variance extracted are greater than
Mara to visiting the place in the future. The measurements intercorrelations among the factors but autonomy. However,
in this study are assessed on a seven-point Likert scale as suggested by Kline (2005), if estimated correlations be-
(1 = strongly disagree, 7 = strongly agree). tween the factors are not greater than 0.85, discriminant va-
lidity is thus established. In lieu of composite reliabilities,
maximal weighted alpha coefficients ranged from 0.89 to
RESULTS 0.96 and composite reliability ranged from 0.86 to 0.96
(Table 1). Following Bagozzi and Yi (1988) and Fornell
Description of sample
The demographic profile of the sample respondents (n = 186)
is reported as follows. More than half of respondents (62.4%) Table 1. Confirmatory factor analysis
were women, and the ethnicity was predominately Caucasian
Factor Standardized factor Composite Maximal
in composition. The majority of participants (73%) of re- Construct meana loading (t-valuesb) reliability weighted
spondents had a high school or college degree. The age of
respondents was between 18–24 years old and 35–54 years Perceived 5.35 0.90 0.90
ease of use
old. In terms of marital status, the majority of the respondents PEU1 0.85 (n/a)
were single. Overall, 69.5% of respondents had previous ex- PEU2 0.82 (12.2)
perience with video games. PEU3 0.82 (13.0)
PEU4 0.80 (13.3)
Confirmatory factor analysis Usefulness 4.68 0.95 0.91
PU1 0.93 (n/a)
Confirmatory factor analysis (CFA) was conducted by using
PU2 0.96 (23.1)
EQS software (Multivariate Software, Inc, Encino, CA USA) PU3 0.91 (19.7)
to examine the composite reliability of the factors for each PU4 0.86 (18.3)
construct and to assess the convergent and discriminant Competence 5.11 0.86 0.91
validity. Prior to data analysis, the outlier was examined at CM1 0.89 (n/a)
CM2 0.89 (17.8)
both univariate (e.g. Stud. Deleted Residual) and multivariate CM3 0.62 (9.6)
(e.g. Mahalanobis distance) levels to reduce systematic error CM4 0.68 (7.6)
(Kline 2005; Tabachnick & Fidell 2007). Per Byrne (2006) Autonomy 5.17 0.88 0.89
and Schafer and Graham (2002), after examining the missing AU1 0.83 (n/a)
data’s loss pattern and its relationships to other variables, the AU2 0.80 (11.9)
AU3 0.88 (11.9)
missing observations were imputed through an expectation– AU4 0.71 (8.4)
maximization procedure that predicts a score for a particular Relatedness 4.33 0.94 0.94
case based on valid values of other variables in a series of re- RE1 0.84 (n/a)
gressions (Brown, 1994; Kline, 2011). The maximum likeli- RE2 0.93 (18.9)
hood estimation is used in CFA to estimate the difference RE3 0.87 (17.1)
RE4 0.93 (17.5)
between the model covariance matrix and the sample covari-
Enjoyment 5.28 0.96 0.96
ance matrix (Crowley & Fan, 1997). Examining the overall EN1 0.95 (n/a)
fitness of the model, the CFA model yielded a comparative EN2 0.96 (31.6)
fit with the ratio of the chi-square to the degrees of freedom EN3 0.92 (22.7)
(χ 2/df = 1.78) of non-normed fit index = 0.93, comparative EN4 0.90 (19.7)
Behavioral 4.66 0.89 0.92
fit index = 0.94 and root mean square error of approxima- intentions
tion = 0.065, indicating a good incremental model fit and a BI1 0.89 (n/a)
close absolute model fit, which are in line with prior studies BI2 0.88 (23.1)
by Byrne (2006) and Hu and Bentler (1999). BI3 0.76 (16.5)
As Hair, Sarstedt, Ringle and Mena (2012) stated, if the BI4 0.78 (13.7)
measures do not provide evidence of reliability and validity, Note: CM: competence; AU: autonomy; RE: relatedness; PEU: perceived
‘the model estimates may be substantially biased, leading re- ease of use; PU: perceived usefulness; EN: enjoyment; BI: behavioral
searchers to overlook relationships that could be significant’ intentions.
a
Items were rated on a 7-point Likert scale for each item (1 = strongly dis-
(p. 424). Based on the recommendation of Hair et al. (2012) agree, 7 = strongly agree).
and Bollen (1989), in examining the predictive power b
All tests were significant at p < 0.001.

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
122 Y. C. Huang et al.

Table 2. Constructs intercorrelation and average variance extracted significance. First, structural paths were assessed to examine
Constructs CM AU RE EN PEU PU BI the hypotheses involving how perceived ease of use and use-
fulness would predict enjoyment and behavioral intentions.
CM 0.79a The results showed that perceived usefulness has significant
AU 0.70b 0.80
RE 0.40 0.52 0.89 effects on the experience of enjoyment (β = 0.176, p < 0.05)
EN 0.64 0.83 0.58 0.93 and behavioral intention (β = 0.385, p < 0.05), indicating
PEU 0.55 0.49 0.31 0.44 0.82 support for Hypotheses 1 and 3. However, insignificant ef-
PU 0.51 0.60 0.45 0.65 0.33 0.92 fects were found for the construct of perceived ease of use;
BI 0.54 0.74 0.63 0.73 0.34 0.73 0.83 the results did not support Hypotheses 2 and 4. Additionally,
Note: CM: competence; AU: autonomy; RE: relatedness; PEU: perceived the experience of enjoyment and behavioral intentions to
ease of use; PU: perceived usefulness; EN: enjoyment; BI: behavioral visit the tourism site are predicted by the perception of auton-
intentions. omy and relatedness. The constructs of autonomy and relat-
a
The diagonal elements (in bold) are the square root of the average variance
extracted (the shared variance between the factors and their measures). edness are significantly associated with behavioral
b
The off-diagonal elements are the correlations between factors. intentions (β = 0.604, p < 0.05; β = 0.156, p < 0.05),
supporting Hypotheses 5 and 7. However, the coefficient
and Larcker (1981), the results indicated a good internal con- paths for competence were not significant (Hypothesis 6
sistency of multiple indicators for each construct. was not supported). Finally, the psychological needs of au-
tonomy and relatedness influenced the experience of enjoy-
ment (β = 0.416, p < 0.05; β = 0.266, p < 0.05), indicating
Structural model
support for Hypotheses 8 and 10. Hypothesis 9, focusing
After determining the best fitting measurement model with
on the impact of competence on enjoyment, was not sup-
acceptable fit (Kline, 2011), a structural model was con-
ported. Examining the squared multiple correlation, the over-
ducted to simultaneously examine each of the hypotheses.
all model explained 75% of the variance in enjoyment
As suggested by Bentler and Wu (1995) and Byrne (2006),
(R2SMC = 0.75) and 72% of the variance in behavioral inten-
the robust estimates were used to assess the fit indices of
tions to visit the destination (R2SMC = 0.72).
the model as it affords more security in terms of sample size
and data non-normality. The results of the structural model,
as seen in Figure 2, Satorra–Bentler χ 2 = 585, p < 0.01,
non-normed fit index = 0.93, comparative fit index = 0.94 DISCUSSION
and root mean square error of approximation = 0.065,
demonstrated acceptable fit (Joreskog and Sorbom, 1996; Based on TAM, one aspect of the study investigated how the
Hu & Bentler, 1999; Byrne, 2006). The analysis revealed technology acceptance factors of perceived ease of use and
that 6 of 10 hypothesized relationships exhibit statistical usefulness affect the potential tourists’ experience of

Figure 2. Structural model of testing proposed hypotheses. **t-tests were significant at p < 0.05, and (----) dash line indicates insignificant
path. Note: Satorra–Bentler χ 2 = 585, p < 0.01, non-normed fit index = 0.93, comparative fit index = 0.94 and root mean square error of approx-
imation = 0.065. PEU: perceived ease of use; PU: perceived usefulness; AU: autonomy; CM: competence; RE: relatedness; EN: enjoyment;
BI: behavioral intentions.

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
The Implications of Virtual Reality Technology in Tourism Marketing 123

enjoyment and their behavioral intentions to visit the tourism important finding for destination marketing is that relatedness
destination. The results revealed that perceived usefulness is affects both the experience of enjoyment and travel inten-
positively related to the experience of enjoyment, indicating tions. The destination marketers need to build the virtual tour-
that useful information in 3D tourism sites – such as the vi- ism environment facilitating visitors to form a meaningful
sual resemblance and overall feel of the physical tourism des- relationship that can possibly span into the real world (Ryan
tination, naturalistic elements and images of cultural et al., 2006; Boyle, Connolly, Hainey & Boyle, 2012).
authenticity – can enhance the consumer experience of en-
joyment. This aligns with research by Venkatesh (2000)
and van der Heijden (2004). Moreover, 3D tourism site use- CONCLUSION
fulness in planning a trip was a predictor of behavioral inten-
tions, indicating that content elements such as pictures, Three-dimensional virtual worlds provide opportunities for
graphics, local music, storytelling videos and integrating destination marketing organizations to communicate with
websites in the 3D virtual tourism destination convey the targeted markets and potential visitors, creating destination
sense of place, contributing to planning for a future trip to awareness in a rich environment (Guttentag, 2010; Xiang &
the actual site. This is consistent with prior studies by Yi Gretzel, 2010). Before such communication can be effective,
and Hwang (2003), Saeed et al. (2009) and Kim et al. it is critical for tourism marketers to understand the influen-
(2008). However, the nonsignificant effect of perceived ease tial factors that affect virtual tourist experiences and behav-
of use on experience of enjoyment and behavioral intentions ioral intentions within a 3D virtual tourism destination
to travel can be interpreted in accordance with previous find- (Schlosser, 2003; Nambisan & Nambisan, 2008). However,
ings (Davis, 1989; Koufaris, 2002; Liu et al., 2009) in that it very little is known about the factors that may influence tour-
may be a necessary condition in navigating a 3D tourism site ists’ use of virtual worlds. Two theories, TAM and SDT,
but not a sufficient criterion to lift consumers’ intentions. were used to guide this study, both of which were found to
This study expands our understanding of TAM-related be useful frameworks. This study contributes to the empirical
studies in the context of tourism by incorporating the con- literature by expanding the research framework of the TAM
structs of SDT and working with the premise that the satis- to incorporate the constructs of SDT in identifying the factors
faction of psychological needs motivates individuals to affecting user experience and behavioral intentions in the
engage in a 3D virtual tourism site and that, moreover, context of virtual worlds, particularly in tourism.
experiencing an enjoyable virtual tour and developing aware- From theoretical point of view, this study contributes to
ness of a tourism site assists in future trip decision-making. the empirical TAM literature (Noor et al., 2005; Kaplanidou
The results obtained show that during the 3D virtual tourism & Vogt, 2006; Kim et al., 2008; Casaló et al., 2010) by ap-
site visit, the perceptions of autonomy and relatedness had plying the model to 3D virtual tourism, thus expanding pre-
positive impacts on the experience of enjoyment, which is vious research in the field that had primarily focused on
consistent with the works of Peng, Lin, Pfeiffer and Winn information technology or Web environments. Additionally,
(2012) and Przybylski et al. (2009). These perceptions of au- this study provides a research framework to capture the en-
tonomy and relatedness also positively correlated with be- tertainment nature of a 3D virtual world, reflecting the con-
havioral intentions to take a trip, supporting research by cept that users of such technology are also potential
Dholakia (2006), Hoffman and Novak (2012) and Neys tourists, by extending the TAM to incorporate psychological
et al. (2010). However, nonsignificant findings for the effects elements of SDT to understand consumer experience and be-
of competence on enjoyment and behavioral intentions were havioral intentions in the context of travel and tourism. Al-
identified. Future research efforts should investigate why the though the importance of SDT has been addressed in
construct of competence is not a significant predictor in various fields such as psychology (Ryan et al., 2006; Neys
influencing enjoyment and behavioral intentions. et al., 2010), leisure (Patrick & Canevello, 2011) and con-
Our findings suggest that virtual tourism developers sumer behavior (Dholakia, 2006; Lin et al., 2009), the study
should provide an effective and reliable platform for commu- reported here extends previous research by showing that
nicating tourism travel information that will lead to a more en- while navigating a 3D virtual tourism environment, the psy-
joyable experience and travel intentions (Kaplauidou & Vogt, chological needs of autonomy and relatedness are relevant to
2006). Our research also reveals the importance of psycho- the consumer experience and behavioral intentions. More-
logical needs satisfaction in enhancing tourists’ virtual expe- over, the results of this study can be applied to future studies
rience of enjoyment. Tourism marketers need to consider to increase the understanding of how psychological needs are
strategies to satisfying tourist’s psychological needs of auton- satisfied in a virtual tourism activity and how they are related
omy and relatedness. As Partala (2011) pointed out, the ab- to on-site virtual tourist experiences.
sence of physical or geographical limitations can enhance a From the perspective of tourism professionals, this study
sense of autonomy that can extend to a consumer’s experi- contributes to an understanding of how best to construct in-
ence of enjoyment in the virtual tourism site navigation. For formative and interactive tourist destinations in 3D virtual
instance, ‘in world’, tourists can fly to experience the charac- worlds in order to attract potential online and real-world tour-
teristics of the destination, and virtual tourism site designers ists. Developers of virtual tourism destinations should en-
can develop different activities that co-create with visitors to deavor to develop sites that are useful for trip planning,
enhance their sense of autonomy (Füller, Mühlbacher & which in turn can influence a tourist’s behavioral intentions
Matzler, 2009; Füller, Hutter & Faullant, 2011). Another (Yeung & Law, 2006; Kim & Fesenmaier, 2008; Dion &

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
124 Y. C. Huang et al.

Woodside, 2010; Kim, Lee & Chung, 2013). Tourism mar- worlds in obtaining a more generalizable result. Addition-
keters should design the 3D tourism site based on the ally, due to the exploratory nature of this study, the samples
targeted market’s needs, identifying what potential tourists used here were relatively small, and future studies could be
perceive as effective in trip planning (Gretzel & Fesenmaier, based on a more diversified sample composed of more di-
2009; Hays, Page & Buhalis, 2013). For instance, the travel verse cultural backgrounds. Furthermore, this study adopted
information displayed on the 3D destination in this study in- its research framework from technology use, psychology
cludes testimonials and travel experiences from past visitors and consumer behavior literature to examine 3D virtual tour-
to stimulate potential tourists to visit the tourism attraction. ism site usefulness and ease of use and their effects on travel
To design effective tourism environments that contribute to intentions. Perceived ease of use and usefulness are consid-
positive virtual experiences in Second Life, tourism practi- ered as explanatory variables for travel intentions that may
tioners also need to take into consideration consumers’ psy- be confused with intentions to use the virtual tourism site
chological needs of autonomy and relatedness (Wang, Yu to search for travel information. Future studies can incorpo-
& Fesenmaier, 2002). For example, the use of interactive rate the variables of intentions to use virtual technology and
communication media in the virtual destination to display intentions to visit the destination to examine whether the re-
images from the local community and artwork produced by sults are different. Finally, this study focuses only on a sub-
local women enhances awareness of Kenyan Maasai tribal set of the possible determinants of user experience and
culture and authenticity and provides an opportunity to en- behavioral intentions in a 3D tourism environment. Future
gage tourists by encouraging the feeling of being connected studies could investigate other predictors that potentially in-
with Basecamp Maasai Mara. fluence tourist experience and behavioral intentions in the
Past research has demonstrated that the importance of the context of virtual tourism.
concept of self-congruence in explaining consumer behavior
in various contexts such as brand attitude (Kressmann, Sirgy,
Herrmann, Huber, Huber & Lee, 2006, Sirgy, Lee, Johar &
Tidwell, 2008), customer satisfaction (Chon & Olsen,
REFERENCES
1991; Jamal & Goode, 2001; Ibrahim & Najjar, 2008), prod-
uct knowledge (Sirgy & Danes, 1982; Quester, Karunaratna
Abou-Shouk M, Megicks P, Lim WM 2013. Perceived benefits and
& Goh, 2000) and purchase intention (Sirgy, 1985; Ericksen, e-commerce adoption by SME travel agents in developing coun-
1997). Moreover, the theory of self-congruity can be inte- tries: evidence from Egypt. Journal of Hospitality & Tourism
grated with TAM to understand consumer attitudes and be- Research 37(4): 490–515.
havior in computer-mediated environments (Nysveen & Ajzen I. 1991. The theory of planned behavior. Organizational Be-
Pedersen, 2003; Kang, Hong & Lee, 2009) by examining havior and Human Decision Processes 50(2): 179–211.
Ajzen I, Driver BL. 1992. Application of the theory of planned be-
the relationship between actual self-concept and ideal self- havior to leisure choice. Journal of Leisure Research 24(3):
concept toward a product or service (Sirgy, 1986). Based 207–224.
upon the theoretical framework of a self-congruity perspec- Animesh A, Pinsonneault A, Yang SB, Oh W. 2011. An odyssey
tive, Suh, Kim and Suh (2011) investigated how individuals into virtual worlds: exploring the impacts of technological and
form brand attitudes and purchase intentions in realistic task- spatial environments on intention to purchase virtual products.
MIS Quarterly 35(3): 789–810.
focused virtual world settings, indicating that the research Ayeh JK, Au N, Law R. 2013. Predicting the intention to use
framework of self-congruity is useful to explain the virtual consumer-generated media for travel planning. Tourism Man-
experience and evaluation of some business areas related to agement 35: 132–143.
users’ lives in the real world. A study examining the impacts Bagozzi RP, Yi Y. 1998. On the evaluation of structural equation
of virtual world brand experience on real-world purchasing models. Journal of the Academy of Marketing Science 16(1):
74–94.
intentions by Gabisch (2011) pointed out that self- Barnes SJ 2011. Understanding use continuance in virtual worlds:
congruence theory is helpful to explain how virtual identity empirical test of a research model. Information and Management
reflects a consumer’s self-concept and its relation to brand at- 48(8): 313–319.
titude and purchase intentions. Future studies can apply the Barnes S, Mattsson J. 2011. Segmenting brand value perceptions of
self-congruity theory to examine how the digital identity in consumers in virtual worlds: an empirical analysis using the
FIMIX method. International Journal of Online Marketing
the virtual tourism setting affects consumer attitudes toward 1(1): 1–11.
the brand image of tourism destinations and travel intentions. Barr P, Noble J, Biddle R. 2007. Video game values: human–
This study has several limitations, many of which pro- computer interaction and games. Interacting with Computers
vide a foundation for future studies in the context of virtual 19(2): 180–195.
tourism. The first limitation is the generalizability issue. This Bennett MM. 1993. Information technology and travel agency: a
customer service perspective. Tourism Management 14(4):
study investigated only the application of the virtual world 259–266.
of Second Life and the Maasai Mara tourism destination Bentler PM, Wu EJC. 1995. EQS for Windows User’s Guide. Mul-
specifically. Thus, the results may not be able to be general- tivariate Software, Encino, CA.
ized to other tourism destinations and virtual world plat- Bollen KA. 1989. Structural Equations with Latent Variables.
forms. Moreover, this study collected data primarily from Wiley: New York.
Boulos K, Hetherington L, Wheeler S. 2007. Second Life: an over-
college students and Second Life users who may not be rep- view of the potential of 3-D virtual worlds in medical and health
resentative of 3D virtual world users; future studies should education. Health Information & Libraries Journal 24(4):
endeavor to collect a sample from various types of virtual 233–245.

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
The Implications of Virtual Reality Technology in Tourism Marketing 125

Boyle EA, Connolly TM, Hainey T, Boyle JM. 2012. Engagement Devaraj S, Fan M, Kohli R. 2002. Antecedents of B2C channel sat-
in digital entertainment games: a systematic review. Computers isfaction and preference: validating e-commerce metrics. Infor-
in Human Behavior 28(3): 771–780. mation Systems Research 13(3): 316–333.
Brown RL. 1994. Efficacy of the indirect approach for estimating Dholakia UM. 2006. How customer self-determination influences
structural equation models with missing data: a comparison of relational marketing outcomes: evidence from longitudinal field
five methods. Structural Equation Modeling: A Multidisciplin- studies. Journal of Marketing Research 43(1): 109–120.
ary Journal 1(4): 287–316. Dion CP, Woodside AG. 2010. Tourism-marketing performance
Buhalis D. 2004. eAirlines: strategic and tactical use of ICTs in the metrics and usefulness auditing of destination websites. Ad-
airline industry. Information & Management 41(7): 805–825. vances in Culture, Tourism and Hospitality Research 4: 69–137.
Buhalis D, Zoge M. 2007. The strategic impact of the Internet on Domina T, Lee SE, MacGillivray M. 2012. Understanding factors
the tourism industry. In: Information and Communication Tech- affecting consumer intention to shop in a virtual world. Journal
nologies in Tourism 2007 Sigala, M, Mich L, Murphy J (eds). of Retailing and Consumer Services 19(6): 613–620.
Springer Wien, 481–492. Doolin B, Burgess L, Cooper J. 2002. Evaluating the use of the
Byrne BM. 2006. Structural equation modeling with EQS: basic Web for tourism marketing: a case study from New Zealand.
concepts, applications and programming. Lawrence Erlbaum Tourism Management 23(5): 557–561.
Associates: Mahwah, N.J. Ericksen MK. 1997. Using self-congruity and ideal congruity to pre-
Casaló LV, Flavián C, Guinalíu M. 2010. Determinants of the inten- dict purchase intention. Journal of Euromarketing 6(1): 41–56.
tion to participate in firm-hosted online travel communities and Fetscherin M, Lattemann C. 2008. User acceptance of virtual worlds.
effects on consumer behavioral intentions. Tourism Manage- Journal of Electronic Commerce Research, 9(3): 231–242.
ment 31(6): 898–911. Fishbein M, Ajzen I. 1975. Belief, Attitude, Intention and Behavior:
Chalkiti K, Sigala M. 2008. Information sharing and knowledge An Introduction to Theory and Research. Addison-Wesley: MA
creation in online forums: the case of the Greek online forum Fornell C, Larcker DF. 1981. Structural equation models with unob-
‘DIALOGOI’. Current Issues in Tourism 11(5): 381–406. servable variables and measurement error – algebra and statis-
Chathoth P. 2006. The impact of information technology on hotel tics. Journal of Marketing Research 18(3): 382–388.
operations, service management and transaction costs: a concep- Füller J, Mühlbacher H, Matzler K. 2009. Consumer empowerment
tual framework for full-service hotel firms. International Journal through Internet-based co-creation. Journal of Management In-
of Hospitality Management 26(2): 395–408. formation Systems 26(3): 71–102.
Chatzisarantis NLD, Biddle SJH. 1998. Functional significance of Füller J, Hutter K, Faullant R. 2011. Why co-creation experience
psychological variables that are included in the theory of matters? Creative experience and its impact on the quantity
planned behaviour: a self-determination theory approach to the and quality of creative contributions. R&D Management 41(3):
study of attitudes, subjective norms, perceptions of control and 259–273.
intentions. European Journal of Social Psychology 28(3): Gabisch JA. 2011. Virtual world brand experience and its impact on
303–322. real world purchasing behavior. Journal of Brand Management
Chen C. F, Chen PC. 2011. Applying the TAM to travelers’ usage 19: 18–32.
intentions of GPS devices. Expert Systems with Applications Gabisch JA, Gwebu KL. 2011. Impact of virtual brand experience
38(5): 6217–6221. on purchase intentions: the role of multichannel congruence.
Chen CC, Schwartz Z. 2008. Room rate patterns and customers’ Journal of Electronic Commerce Research 12(4): 302–319.
propensity to book a hotel room. Journal of Hospitality & Tour- Gillison FB, Standage M, Skevington SM. 2006. Relationships
ism Research 32(3): 287–306. among adolescents’ weight perceptions, exercise goals, exercise
Chen YC, Shang RA, Li MJ. 2014. The effects of perceived rele- motivation, quality of life and leisure-time exercise behaviour: a
vance of travel blogs’ content on the behavioral intention to visit self-determination theory approach. Health Education Research
a tourist destination. Computers in Human Behavior 30: 21(6): 836–847.
787–799. Goh S, Yoon T. 2011. If you build it will they come? An empirical
Cheng S, Cho V. 2011. An integrated model of employees’ behav- investigation of facilitators and inhibitors of hedonic virtual
ioral intention toward innovative information and communica- world acceptance. In Proceedings of the 44th Hawaii Interna-
tion technologies in travel agencies. Journal of Hospitality & tional Conference on System Sciences, IEEE Computer Society:
Tourism Research 35(4): 488–510. Washington, DC, USA, 1–9.
Childers TL, Carr CL, Peck J, Carson S. 2001. Hedonic and utilitar- Gorini A, Gaggioli A, Vigna C, Riva G. 2008. A Second Life for
ian motivations for online retail shopping behavior. Journal of eHealth: prospects for the use of 3-D virtual worlds in clinical
Retailing 77(4): 511–535. psychology. Journal of Medical Internet Research 10(3): 21.
Cho Y, Wang Y, Fesenmaier DR. 2003. Searching for experiences – Govers R, Go FM, Kumar K. 2007. Promoting tourism destination
the Web-based virtual tour in tourism marketing. Journal of image. Journal of Travel Research 46(1): 15–23.
Travel & Tourism Marketing 12(4): 1–17. Gretzel U, Fesenmaier DR. 2003 Searching for the Future: White
Chon KS, Olsen MD. 1991. Functional and symbolic congruity ap- Paper on Technology and Change in Destination Marketing, Na-
proaches to consumer satisfaction/dissatisfaction in consumer- tional Laboratory for Tourism & eCommerce: Philadelphia, PA.
ism. Journal of the International Academy of Hospitality Gretzel U, Fesenmaier DR. 2009. Information and technology:
Research 3: 2–22. shaping the past, present and future of tourism. In The SAGE
Conner M, Norman P. 2005. Predicting Health Behavior. McGraw- Handbook of Tourism Studies By Mike Robinson, Tazim Jama:
Hill International: NY, USA. California, 558–580.
Crowley SL, Fan X. 1997. Structural equation modeling: basic con- Guo Y, Barnes S. 2011. Purchase behavior in virtual worlds: an em-
cepts and applications in personality assessment research. Jour- pirical investigation in Second Life. Information and Manage-
nal of Personality Assessment 68(3): 508–531. ment 48(7): 303–312.
Dahl DW, Moreau CP. 2007. Thinking inside the box: why con- Guttentag DA. 2010. Virtual reality: applications and implications
sumers enjoy constrained creative experiences. Journal of Mar- for tourism. Tourism Management 31(5): 637–651.
keting Research 44(3): 357–369. Ha S, Stoel L. 2009. Consumer e-shopping acceptance: antecedents
Davis FD. 1989. Perceived usefulness, perceived ease of use, and in a technology acceptance model. Journal of Business Research
user acceptance of information technology. MIS Quarterly 62(5): 565–571.
13(3): 319–340. Haenlein M, Kaplan AM. 2009. The fairyland of Second Life: vir-
Deci E, Ryan R. 1985. Intrinsic Motivation and Self-determination tual social worlds and how to use them. Business Horizons
in Human Behaviour. Plenum: New York. 52(6): 563–572.

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
126 Y. C. Huang et al.

Hagger M, Chatzisarantis N. 2008. Self-determination theory and Kaplanidou K, Vogt C. 2006. A structural analysis of destination
the psychology of exercise. International Review of Sport and travel intentions as a function of Web site features. Journal of
Exercise Psychology 1(1): 79–103. Travel Research 45(2): 204–216.
Hair JF, Sarstedt M, Ringle CM, Mena JA. 2012. An assessment of Kim H, Fesenmaier DR. 2008. Persuasive design of destination
the use of partial least squares structural equation modeling in Web sites: an analysis of first impression. Journal of Travel Re-
marketing research. Journal of the Academy of Marketing Sci- search 47(1): 3–13.
ence 40(3): 414–433. Kim DY, Park J, Morrison AM. 2008. A model of traveller accep-
Halvorson W, Ewing M, Windisch L. 2011. Using Second Life to tance of mobile technology. International Journal of Tourism
teach about marketing in Second Life. Journal of Marketing Ed- Research 10(5): 393–407.
ucation 34: 251–264. Kim TG, Lee JH, Law R. 2008. An empirical examination of the ac-
Hay B. 2008. Where the bloody hell are we? Fantasy tourism and ceptance behaviour of hotel front office systems: an extended
Second Life. Proceedings of the CAUTHE 2008 Conference. technology acceptance model. Tourism Management 29(3):
Hays S, Page SJ, Buhalis D. 2013. Social media as a destination 500–513.
marketing tool: its use by national tourism organisations. Cur- Kim HB, Kim TT, Shin SW. 2009. Modeling roles of subjective
rent Issues in Tourism 16(3): 211–239. norms and e-Trust in customers’ acceptance of airline B2C e-
van der Heijden H. 2004. User acceptance of hedonic information Commerce websites. Tourism Management 30: 266–277.
systems. MIS Quarterly 28(4): 695–704. Kim J, Ahn K, Chung N. 2013. Examining the factors affecting per-
Hemp P. 2006. Avatar-based marketing. Harvard Business Review ceived enjoyment and usage intention of ubiquitous tour infor-
84(6): 48–57. mation services: a service quality perspective. Asia Pacific
Hernández-Méndez J, Muñoz-Leiva F, Sánchez-Fernández J. 2013. Journal of Tourism Research 18 (6): 598–617.
The influence of e-word-of-mouth on travel decision-making: Kim M-J, Lee CK, Chung N. 2013. Investigating the role of trust
consumer profiles. Current Issues in Tourism, 1-14. DOI: and gender in online tourism shopping in South Korea. Journal
10.1080/13683500.2013.802764 of Hospitality & Tourism Research 37(3): 377–401.
Hoffman B, Nadelson L. 2010. Motivational engagement and video Kline RB. 2005. Principles and Practice of Structural Equation
gaming: a mixed methods study. Education Tech Research Dev Modeling. Guilford Press: New York, NY
58: 245–270. Kline RB. 2011. Principles and Practice of Structural Equation
Hoffman D, Novak T. 2012. Toward a deeper understanding of so- Modeling. 3rd Edition, Guilford Publications Inc.: New York.
cial media. Journal of Interactive Marketing 26(2): 69–70. Koufaris M. 2002. Applying the technology acceptance model and
Holsapple CW, Wu J. 2007. User acceptance of virtual worlds: the flow theory to online consumer behavior. Information Systems
Hedonic framework. ACM SIGMIS Database 38(4): 86–89. Research 13(2): 205–223.
Hsu CL, Lu HP. 2007. Consumer behavior in online game commu- Kowatsch T, Maass W. 2010. In-store consumer behavior: how mo-
nities: a motivational factor perspective. Computers in Human bile recommendation agents influence usage intentions, product
Behavior 23(3): 1642–1659. purchases, and store preferences. Computers in Human Behavior
Hu LT, Bentler PM. 1999. Cutoff criteria for fit indexes in covari- 26(4): 697–704.
ance structure analysis: conventional criteria versus new alterna- Kressmann F, Sirgy MJ, Herrmann A, Huber F, Huber S, Lee DJ.
tives. Structural Equation Modeling-a Multidisciplinary Journal 2006. Direct and indirect effects of self-image congruence on
6(1): 1–55. brand loyalty. Journal of Business Research 59(9): 955–964.
Huang YC, Backman SJ, Backman KF. 2012. Exploring the im- Bruner G. C, Kumar A. 2005. Explaining consumer acceptance of
pacts of involvement and flow experiences in Second Life on handheld Internet devices. Journal of Business Research 58(5):
people’s travel intentions. Journal of Hospitality and Tourism 553–558.
Technology 3(1): 4–23. Lee BC, Wicks B. 2010. Tourism technology training for destina-
Huang YC, Backman SJ, Backman KF, Moore W. 2013. Exploring tion marketing organizations (DMOs): need-based content de-
user acceptance of 3D virtual worlds in travel and tourism mar- velopment. Journal of Hospitality, Leisure, Sport and Tourism
keting. Tourism Management 36(3): 490–501. Education 9(1): 39–52.
Ibrahim H, Najjar F. 2008. Assessing the effects of self-congruity, Lee W, Xiong L, Hu C. 2012. The effect of Facebook users’ arousal
attitudes and customer satisfaction on customer behavioural in- and valence on intention to go to the festival: applying an exten-
tentions in retail environment. Marketing Intelligence & Plan- sion of the technology acceptance model. International Journal
ning 26(2): 207–227. of Hospitality Management 31(3): 819–827.
Ives B, Piccoli G. 2007. STA travel island: marketing first life travel Lin CP, Tsai YH, Chiu CK. 2009. Modeling customer loyalty from
services in Second Life. Communications of the Association for an integrative perspective of self-determination theory and
Information Systems 20(1): 429–441. expectation–confirmation theory. Journal of Business and Psy-
Jamal A, Goode MH. 2001. Consumers and brands: a study of the chology 24(3): 315–326.
impact of self-image congruence on brand preference and satis- Linaza MT, García A, Torre I, Torres JI. 2008. Interacting with aug-
faction. Marketing Intelligence & Planning 19(7): 482–492. mented assets in cultural tourism. Lecture Notes in Computer
Jiang Y, Dong DH. 2008. Strengthening consumer loyalty to a retail Science 5(8): 107–117.
Web site: an attachment theory perspective. Proceedings of the Linden Lab 2013. 10 years of Second Life, available at http://
2008 International Seminar on Business and Information Man- lindenlab.com/releases/infographic-10-years-of-second-life
agement, 71-74. (accessed 20 September 2013)
Jöreskog KG, Sörbom D. 1996. LISREL 8 User’s Reference Guide. Liu SH, Liao H-L, Pratt JA. 2009. Impact of media richness and
Scientific Software International: Chicago, IL. flow on e-learning technology acceptance. Computers & Educa-
Kah JA, Lee CK, Chung N. 2010. Evaluating travel website motiva- tion 52(3): 599–607.
tional communication using a structural equation modelling ap- Mäntymäki M, Salo J. 2011. Teenagers in social virtual worlds:
proach. International Journal of Tourism Research 12(6): continuous use and purchasing behavior in Habbo Hotel. Com-
787–802. puters in Human Behavior 27(6): 2088–2097.
Kang YS, Hong S, Lee H. 2009. Exploring continued online service Martens R, Gulikers J, Bastiaens T. (2004). The impact of intrinsic
usage behavior: the roles of self-image congruity and regret. motivation on e-learning in authentic computer tasks. Journal of
Computers in Human Behavior 25(1): 111–122. Computer Assisted Learning, 20, 368-376.
Kaplan AM, Haenlein M. 2009. The fairyland of Second Life: Mason H, Moutahir M. 2006. Multidisciplinary experiential educa-
virtual social worlds and how to use them. Business Horizons tion in Second Life: a global approach. Proceedings of the
52(6): 563–572. Second Life Education Workshop, San Francisco: CA.

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
The Implications of Virtual Reality Technology in Tourism Marketing 127

Moller AC, Ryan RM, Deci EL. 2006. Self-determination theory Roca JC, Gagné M. 2008. Understanding e-learning continuance in-
and public policy: improving the quality of consumer decisions tention in the workplace: a self-determination theory perspec-
without using coercion. Journal of Public Policy & Marketing tive. Computers in Human Behavior, 24: 1585–1604.
25(1): 104–116. Ryan R, Deci E. 2000. Self-determination theory and the facilitation
Morhart FM, Herzog W, Tomczak T. 2009. Brand-specific leader- of intrinsic motivation, social development, and well-being.
ship: turning employees into brand champions. Journal of Mar- American Psychologist 55(1): 68–78.
keting 73(5): 122–142. Ryan RM, Mims V, Koestner R. 1983. Relation of reward contin-
Morosan C, Jeong M. 2008. Users’ perceptions of two types of ho- gency and interpersonal context to intrinsic motivation: a review
tel reservation Web sites. International Journal of Hospitality and test using cognitive evaluation theory. Journal of Personal-
Management 27(2): 284–292. ity and Social Psychology 45(4): 736–750.
Nah FH, Eschenbrenner B, DeWester D. 2011. Enhancing brand eq- Ryan RM, Rigby C, Przybylski A. 2006. The motivational pull of
uity through flow and telepresence: a comparison of 2D and 3D video games: a self-determination theory approach. Motivation
virtual worlds. MIS Quarterly 35(3): 731–747. and Emotion 30: 344–360.
Nambisan S, Nambisan P. 2008. How to profit from a better “virtual Saeed N,Yang Y, Sinnappan S. 2009. Emerging Web technologies
customer environment”. MIT Sloan Management Review 49(3): in higher education: a case of incorporating blogs, podcasts
53–61. and social bookmarks in a Web programming course based on
Neys JLD, Jansz J, Tan ESH. 2010. To persevere is to save the students’ learning styles and technology preferences. Educa-
world: exploring expertise in gaming. In Proceedings of the tional Technology & Society 12(4): 98–109.
3rd International Conference on Fun and Games. ACM, New Salmon G. 2009. The future for (second) life and learning. British
York: NY, USA. Journal of Educational Technology 40(3): 526–538.
Noor NLM, Hashim M, Haron H, Aiffin S. 2005. Community ac- Schafer JL, Graham JW. 2002. Missing data: our view of the state
ceptance of knowledge sharing system in the travel and tourism of the art. Psychological Methods 7(2): 147–177.
websites: an application of an extension of TAM. In Proceedings Schepers J, Falk T, de Ruyter K, de Jong A, Hammerschmidt M.
of the 13th European Conference on Information Systems Infor- 2012. Principles and principals: do customer stewardship and
mation Systems in a Rapidly Changing Economy. agency control compete or complement when shaping frontline
Ntoumanis N. 2001. A self-determination approach to the under- employee behavior? Journal of Marketing 76(6): 1–20.
standing of motivation in physical education. British Journal Schierz PG, Schilke O, Wirtz BW. 2010. Understanding consumer
of Educational Psychology 71(2): 225–242. acceptance of mobile payment services: an empirical analysis.
Nysveen H, Pedersen P. 2003. Usefulness and self-expressiveness: Electronic Commerce Research and Applications 9(3):
extending TAM to explain the adoption of a mobile parking ser- 209–216.
vice. BLED 2003 Proceedings, 703-717. Schlosser AE. 2003. Experiencing products in the virtual world: the
Partala T. 2011. Psychological needs and virtual worlds: case Sec- role of goal and imagery in influencing attitudes versus purchase
ond Life. International Journal of Human-Computer Studies intentions. Journal of Consumer Research 30: 184–198.
69(12): 787–800. Sigala M. 2003. Developing and benchmarking Internet marketing
Patrick H, Canevello A. 2011. Methodological overview of a self- strategies in the hotel sector in Greece. Journal of Hospitality
determination theory-based computerized intervention to pro- & Tourism Research 27(4): 375–401.
mote leisure-time physical activity. Psychology of Sport and Ex- Sigala M. 2005. Integrating customer relationship management
ercise 12(1): 13–19. in hotel operations: managerial and operational implications.
Pavlou P. 2003. Consumer acceptance of electronic commerce: International Journal of Hospitality Management 24(3):
integrating trust and risk with the technology acceptance 391–413
model. International Journal of Electronic Commerce 7(3): Sirgy MJ. 1985. Using self-congruity and ideal congruity to predict
69–103. purchase motivation. Journal of Business Research 13(3):
Penfold P. 2009 Learning through the world of Second Life—a hos- 195–206.
pitality and tourism experience. Journal of Teaching in Travel & Sirgy MJ. 1986. A quality of life theory derived from Maslow’s de-
Tourism 8(2-3): 139–160. velopmental perspective: quality’ is related to progressive satis-
Peng W, Lin JH, Pfeiffer KA, Winn B. 2012. Need satisfaction sup- faction of a hierarchy of needs, lower order and higher. The
portive game features as motivational determinants: an experi- American Journal of Economics and Sociology 45: 329–342.
mental study of a self-determination theory guided exergame. Sirgy MJ, Danes JE. 1982. Self-image/product-image congruence
Media Psychology 15(2): 175–196. models: testing selected models. Advances in Consumer Re-
Plant RW, Ryan RM. 1985. Intrinsic motivation and the effects of search 9: 556–561.
self- consciousness, self-awareness, and ego-involvement: an in- Sirgy MJ, Lee DL, Johar JS, Tidwell J. 2008. Effect of self-
vestigation of internally controlling styles. Journal of Personal- congruity with sponsorship on brand loyalty. Journal of Busi-
ity 53(3): 435–449. ness Research 61(10): 1091–1097.
Porter CE, Donthu N. 2006. Using the technology acceptance Suh KS, Kim H, Suh EK. 2011. What if your avatar looks like you?
model to explain how attitudes determine Internet usage: the role Dual-congruity perspectives for avatar use. MIS Quarterly 35(3):
of perceived access barriers and demographics. Journal of Busi- 711–729.
ness Research 59(9): 999–1007. Tabachnick BG, Fidell LS 2007. Using Multivariate Statistics
Przybylski A, Ryan R, Rigby C. 2009. The motivating role of vio- (5th ed.). New York: Allyn and Bacon.
lence in video games. Personality and Social Psychology Bulle- Tamborini1 R, Bowman ND, Eden A, Grizzard M, Organ A. 2010.
tin 35(2): 243–259. Defining media enjoyment as the satisfaction of intrinsic needs.
Quester PG, Karunaratna A, Goh LK. 2000. Self-congruity and Journal of Communication 60(4): 758–777.
product evaluation: a cross-cultural study. Journal of Consumer Tikkanen H, Hietanen J, Henttonen T, Rokka J. 2009. Exploring
Marketing 17(6): 525–535. virtual worlds: success factors in virtual world marketing. Man-
Racherla P, Hu C, Hyun M-Y. 2008. Exploring the role of innova- agement Decision 47(8): 1357–1381.
tive technologies in building a knowledge-based destination. Tuten W. 2009. Real world experience, virtual world environment:
Current Issues in Tourism 11(5): 407–428. the design and execution of marketing plans in Second Life.
Reinhard CD. 2010. Interviews within experimental frameworks: Marketing Education Review 19(1): 1–5.
how to make sense of sense-making in virtual worlds. Journal Van den Broeck A, Vansteenkiste M, Witte HD, Soenens B, Lens
of Virtual Worlds Research 3 (1). Retrieved from https:// W. 2010. Capturing autonomy, competence, and relatedness at
journals.tdl.org/jvwr/article/view/812/885 work: construction and initial validation of the work-related

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
128 Y. C. Huang et al.

basic need satisfaction scale. Journal of Occupational and Orga- Williams P, Hobson JP. 1995. Virtual reality and tourism: fact or
nizational Psychology 83(4): 981–1002. fantasy? Tourism Management 16(6): 423–427.
Venkatesh V. 2000. Determinants of perceived ease of use: integrating Wilson PM, Rodgers WM, Blanchard CM, Gessell J. 2003. The re-
control, intrinsic motivation, and emotion into the technology ac- lationship between psychological needs, self-determined moti-
ceptance model. Information Systems Research 11(4): 342–365. vation, exercise attitudes, and physical fitness. Journal of
Wang F, Burton JK. 2013. Second Life in education: a review of Applied Social Psychology 33(11): 2373–2392.
publications from its launch to 2011. British Journal of Educa- Wöber KW. 2003. Information supply in tourism management
tional Technology 44: 357–371. by marketing decision support systems. Tourism Management
Wang Y, Yu Q, Fesenmaier DR. 2002. Defining the virtual tourist 24(3): 241–255.
community: implications for tourism marketing. Tourism Man- Xiang Z, Gretzel U. 2010. Role of social media in online travel in-
agement 23(4): 407–417. formation search. Tourism Management 31(2): 179–188.
Warburton S. 2009. Second Life in higher education: assessing the Yeung TA, Law R. 2006. Evaluation of usability: a study of hotel
potential for and the barriers to deploying virtual worlds in learn- Web sites in Hong Kong. Journal of Hospitality & Tourism Re-
ing and teaching. British Journal of Educational Technology search 30(4): 452–473.
40(3): 414–426. Yi MY, Hwang Y. 2003. Predicting the use of Web-based informa-
Wasko M, Teigland R, Leidner D, Jarvenpaa S. 2011. Stepping into the In- tion systems: self-efficacy, enjoyment, learning goal orientation,
ternet: new ventures in virtual worlds, MIS Quarterly 35(3): 645–652. and the technology acceptance model. International Journal of
Williams S. 2006. Tourism and hospitality marketing: fantasy, feel- Human-Computer Studies 59(4): 431–449.
ing and fun. International Journal of Contemporary Hospitality Yu J, Ha I, Choi M, Rho J. 2005. Extending the TAM for a t-
Management 29(2): 482–495. commerce. Information & Management 42(7): 965–976.

Copyright © 2015 John Wiley & Sons, Ltd. Int. J. Tourism Res., 18: 116–128 (2016)
DOI: 10.1002/jtr
Copyright of International Journal of Tourism Research is the property of John Wiley & Sons,
Inc. and its content may not be copied or emailed to multiple sites or posted to a listserv
without the copyright holder's express written permission. However, users may print,
download, or email articles for individual use.

You might also like