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Abstract
Purpose – Metaverse technology is of interest to researchers and practitioners in tourism and hospitality.
The metaverse offers tourists the capacity to enjoy unprecedented tourism experiences. These
opportunities may radically change the tourism and hospitality landscape. This study aims to examine
how metaverse experiences affect tourists’ cognitive processing, satisfaction and loyalty toward
metaverse tourism using the stimulus-organism-response paradigm and cognitive experiential self-
theory.
Design/methodology/approach – An online survey was undertaken to gather information from 329
Rana Muhammad Sohail
respondents who were frequent users of different metaverse applications to meet the study’s objectives.
Jafar and Wasim Ahmad
Data were evaluated through partial least squares structural equation modelling.
are both based at UCSI
Findings – The findings revealed that metaverse experiences, such as immersion, escapism and
enjoyment, had a significant positive impact on metaverse organismic experience. Additionally, Graduate Business School,
metaverse cognitive processing positively influenced metaverse tourist responses, including satisfaction UCSI University, Kuala
and loyalty, with tourist involvement acting as a moderator. Lumpur, Malaysia.
Originality/value – This study provides guidelines for metaverse developers and travel industry
professionals to encourage visitor satisfaction and loyalty to metaverse tourism.
Keywords Cognitive processing, Escapism, Enjoyment, Immersion, Metaverse tourism, PLS-SEM
Paper type Research paper
元宇宙中的游客忠诚度:沉浸式旅游体验及认知的作用
摘要
目的: Metaverse 技术引起了旅游和酒店业的研究人员和从业人员的兴趣。 元宇宙为游客提供了享受前
所未有的旅游体验的能力。 这些机会可能会从根本上改变旅游业和酒店业的格局。 本研究旨在使用刺
激-有机体-反应 (S-O-R) 范式和认知体验自我理论 (CEST) 研究虚拟世界体验如何影响游客的认知处理、
满意度和对虚拟世界旅游的忠诚度。
Received 9 November 2022
方法: 为了实现研究目标, 我们开展了一项在线调查, 从 329 名经常使用不同元宇宙应用程序的受访者那 Revised 27 January 2023
里收集信息。 通过偏最小二乘结构方程模型 (PLS-SEM) 评估数据。 10 April 2023
发现: 研究结果表明, 虚拟世界体验, 如沉浸、逃避现实和享受, 对虚拟世界有机体体验有显着的积极影 9 June 2023
Accepted 27 June 2023
响。 此外, 虚拟世界的认知处理对虚拟世界游客的反应产生了积极影响, 包括满意度和忠诚度, 游客的参
与起到了调节作用。 Authors have no conflicts of
独创性/价值: 这项研究为元宇宙开发人员和旅游行业专业人士提供指导方针, 以鼓励游客对元宇宙旅游的 interest to declare.
满意度和忠诚度。 Author contributions:
关键词 认知加工, 逃避现实, 享受, 沉浸, 虚拟旅游, PLS-SEM Rana Muhammad Sohail
Jafar – Drafting the article, Data
文章类型 研究型论文 collection, Data analysis and
interpretation and Critical
Fidelizacion del turista en el metaverso: El papel de la experiencia turı´stica inmersiva y las revision of the article.
percepciones cognitivas Wasim Ahmad – Conception or
Resumen design of the work, Critical
revision of the article and Final
Objetivo: El Metaverso esta siendo de de interes para investigadores y profesionales en turismo y approval of the version to be
hotelerı´a. Este avance tecnologico ofrece al turista la capacidad de disfrutar de experiencias turı´sticas published.
1. Introduction
Metaverse technology has revolutionized the tourism experience (Buhalis et al., 2023a). The
metaverse is generally known as the layer between you and reality and/or a 3-D virtual
collective universe in which all practices can be conducted with the help of virtual and
augmented reality amenities (Dwivedi et al., 2022). In the metaverse, tourists may visit art
galleries, participate in live events, play games and travel to unique areas using a
personalized online avatar (Arpaci et al., 2022). As an integrative innovation, the metaverse
uses virtual reality (VR) headgear, digital currency (non-fungible tokens) and avatars to
blend digital and physical worlds (Dwivedi et al., 2022). Virtual tourists can interactively and
enjoyably access tourism destinations from the comfort of their homes (Iisp et al., 2018).
Metaverse technology in tourism is also altering how enterprises interact with their clients by
bridging physical gaps and providing novel experiences (Dwivedi et al., 2022). The
metaverse can also offer a hybrid environment during the visit allowing customers to take
advantage of goods and services physically and virtually (Buhalis and Moldavska, 2022b).
The metaverse also permits an amalgam of advancements relating to functions, meetings
and conferences (Dwivedi et al., 2022). Visitors can engage in the real environment and
regional resources via augmented reality (AR) and VR. AR can provide many levels of
knowledge relating to objects and artistic tourism. On-site, VR and AR can be combined to
help explain tourist destinations and historical sites (Zhao et al., 2022). This immersive
experience is sometimes referred to as extended reality. Individuals can empathize, be
inspired and learn when they are convinced that what they are seeing or feeling is true
(Rosenberg, 2022). Figure 1 differentiates the metaverse from other VR amenities.
Metaverse technology improvements may increase tourism reservations and improve the
entire travel experience (Buhalis et al., 2023a). The Chinese metaverse XiRang (Lands of
Hope) can facilitate up to 100,000 participants engaging in real-time communication and
virtual travel to many destinations such as museums, theme parks and Shaolin temples (Liu,
2022). Digital technology has obfuscated the boundaries between the actual and virtual
worlds, potentially increasing the level of immersion in tourism activities (Belk et al., 2022).
Metaverse has the ability to improve the tourist experience by creating an immersive and
interactive virtual environment prior to visiting a destination or attraction (Buhalis and
Karatay, 2022a).
Immersive experiences are vital to the experience economy in the staging of brand-new
encounters (Koo et al., 2022). The prospect of complete immersion and gamification have
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Figure 1 Metaverse and other virtual reality amenities
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incorporate it into their decision making (Epstein, 2003). CEST is the synthesis of thought
and behavior patterns that influences how an individual develops attitudes and behaviors
(Epstein, 2008). Experiential theory suggests that individuals rely on emotions to guide
change rather than reason. The theory has been used to help individuals to adjust to
varying social or virtual environments and requirements. The theory argues that individuals
are significantly influenced by their perceived emotional experiences (Epstein, 2003).
Epstein claims that emotional experience functions much like a cognitive system. When an
individual has an enjoyable experience, they will establish cognitive and affective
judgments in response to specific environmental or experiential stimuli (Epstein, 2008). The
stimuli serves as the antecedent, while the organism serves as the intermediary between
the stimuli and behavioral response (Hsiao and Tang, 2021; Dong et al., 2021). This
research employs CEST and S-O-R to support the research model. As the metaverse is a
simulated world it can provide an immersive experience for users (Pandita et al., 2021). The
study will consider three metaverse experiential stimuli (i.e. immersion, enjoyment and
escapism), cognitive processing as an organism and satisfaction and loyalty are the
responses. The attributes will now be discussed.
2.2.1 Immersion. Immersion describes a condition of total focus without external distraction
(Li et al., 2022). Zha et al. (2018) suggest that immersion describes a spatiotemporal
belonging in a world that is marked by intense present-moment participation. Kumar and
Komal (2022) characterized the immersive qualities of systems adjacent to “virtuality
varieties”, ranging from the entirely virtual to the entirely real. Avatar immersion and social
interaction with other avatars, surroundings, or products can enhance metaverse
experience (Koo et al., 2022). Immersion has emerged as a critical facet of consumer
experience within the metaverse (Lee et al., 2020). Helena et al. (2017) found that a virtual
tour of a mall might lessen shoppers’ discomfort with crowds, which may promote
satisfaction and loyalty in the form of recommendations and customer retention. Jung et al.
(2017) discovered that behavioral intentions to repeat VR tourism encounters were
impacted by immersion. It has also been found that increased immersion enhances
cognitive processing through the motivational process within virtual learning environments
(Parong and Mayer, 2021b). Petersen et al. (2022) argue that increased levels of immersion
in a virtual environment arouse positive emotions and enhance tourists’ cognitive thinking in
3 D virtual settings. Therefore, we argue:
H1. Perceived immersion in the metaverse is positively linked to cognitive processing.
2.2.2 Enjoymen.t Enjoyment refers to pleasure that is engendered from participation in an
activity or a relationship (Joe et al., 2022). Iisp et al. (2018) argue enjoyment is a key
component of VR tourism and affects tourists’ intention to visit virtual locations. Tourists are
increasingly participating in hedonistic virtual tourism activities (e.g. pleasure, enjoyment
and experience). When users enjoy the VR experience while playing video games, their
sense of cognitive processing promotes favorable behavioral responses for actual
experience (Dong et al., 2021). Igbaria et al. (1995) have also argued that the desire to use
digital technology is strongly correlated with perceived enjoyment. Gao and Bai (2014)
suggest that perceived utility and enjoyment affected individuals use of the internet and
discovered that both factors had a significant influence on internet usage. According to Joe
et al. (2022), ecstasy from technology boosts an individuals’ desire to use the metaverse in
their daily lives. Users who feel more dynamic and realistically a part of a virtual world have
reported a more joyful and immersive experience (Iisp et al., 2018). Perceived enjoyment in
VR games is also known to enhance cognitive processes and user satisfaction with the
virtual environment (Wu et al., 2019). Therefore, we argue:
H2. Perceived enjoyment in the metaverse is positively linked to cognitive processing.
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2.2.3 Escapism. Individuals may wish to escape what they see as a life of tedium through
tourism (Loureiro et al., 2021). Consumers who engage in escapism have an immersive and
dynamic experience that gives the impression of visiting another location (Pine and James,
1998). This research proposes that escapism acts as stimuli for cognitive processing
(organism). Research suggests that virtual environments can be engrossing enough for
users to adopt a virtual identity (i.e. an avatar) and forget their true identities (Melancon,
2011; Zhao et al., 2022). Therefore, the metaverse is seen as a means of escape from the
current confines of the users reality, which may affect general behavior (Um et al., 2022).
The study contends that escapism influences an individual’s emotions and cognition
(Epstein, 2008). During a virtual experience the sense of escapism provokes ideas
(cognitive processing) and a sense of control over the virtual environment (Loureiro et al.,
2021). The metaverse can offer users a sensation of escape by enabling them to travel
virtually. Therefore, we argue:
H3. Perceived escapism in the metaverse is positively linked to cognitive processing.
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must ensure high levels of satisfaction by offering great service to create long-term
relationships and client loyalty, because repurchase intentions are influenced by consumer
satisfaction (Dash et al. (2021). Similarly, Li et al. (2022) also endorsed that if tourists are
pleased with tour facilities, there is a higher likelihood of reusing these services. The degree
of satisfaction investigated in this study therefore refers to satisfaction with metaverse travel
applications. Therefore, we argue:
H6. Metaverse tourist satisfaction has a constructive impact on tourists’ metaverse
loyalty.
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H7a. Tourists’ involvement moderates the impact of cognitive processing on tourist
satisfaction.
H7b. Tourists’ involvement moderates the impact of cognitive processing on tourist
loyalty.
3. Research methods
3.1 Sample and data collection method
The sample population were metaverse users from a private university in Malaysia. A
questionnaire was distributed online via Google Forms to the students. As advised by
Adcock (1997), we considered four key variables when determining the sample size: the
population standard deviation, the experiment’s desired power to detect the hypothesized
effect, and the significance level of the target audience. Most students were from China,
and they were well-versed in the Chinese metaverse XiRang (Lands of Hope). Academics
have found that it is more acceptable to use student samples while collecting data
(Sternthal et al., 1987). Similarly, a quantitative paradigm helps to quantify dependable,
accurate and thorough correlations (Cassell and Symon, 1994). Therefore, primary data
were gathered by creating questionnaires that had two main components, such as
demographics and major statements about the constructs used in this study. In Appendix,
the measurement items for the constructs are thoroughly explained. The study’s
respondents were screened and a total of 350 replies were collected from the online survey.
After removing incomplete, missing or doubtful questionnaires, 329 surveys were used in
the final analysis. In total, 55% of the study respondents were female, and 64% were 18 to
30 years old. Additionally, 94% of the respondents had experience in the metaverse; 54% of
respondents held a bachelor’s degree; 50% of respondents used the metaverse to play
games; 27% used the metaverse for travel; and 18% used the metaverse for entertainment
purposes. Table 1 summarizes the demographic profiles of the respondents.
Gender
Male 149 45
Female 180 55
Age in years
18 to 30 211 64
31 to 40 78 24
41 to 50 33 10
51 and above 7 2
Education
Middle 8 2
High 25 8
Bachelor 179 54
Postgraduate 117 36
Use of metaverse
No 21 6
Yes 329 94
Purpose of your metaverse usage
Playing games 165 50
Traveling 88 27
Entertainment 58 18
Other 18 5
Source: Authors’ own creation
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4. Results
4.1 Common method bias
We used Harman’s single-factor test to evaluate CMB. Fuller et al. (2016) suggest
Harman’s single factor is more reliable and valid for large data sets. The outcomes revealed
an extracted total variance of 26.673%, which is within the accepted threshold of 50%,
indicating a relatively low level of CMB.
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Table 3 Discriminant validity assessment Heterotrait-Monotrait ratio (HTMT)
Constructs 1 2 3 4 5 6 7 8 9
1 Cognitive processing
2 Enjoyment 0.486
3 Escapism 0.514 0.483
4 Immersion 0.385 0.319 0.374
5 Tourist involvement Satisfaction 0.046 0.036 0.014 0.067
6 Tourist involvement Loyalty 0.046 0.036 0.014 0.067 0.053
7 Tourist involvement 0.158 0.376 0.274 0.378 0.058 0.058
8 Tourist loyalty 0.344 0.403 0.315 0.425 0.089 0.089 0.221
9 Tourist satisfaction 0.443 0.521 0.468 0.401 0.063 0.063 0.424 0.536 –
Source: Authors’ own creation
estimated using the subsample. The method is repeated until a substantial number of
random subsamples – typically 5,000 – have been produced. This study used a 5,000
bootstrapping resample algorithm to compute the variance R-squared, path coefficients
and levels of significance (t-values) of the dependent and mediating variables to ascertain
the validity of the suggested correlations. In our study model, all the proposed hypotheses
were accepted, as shown in Figure 3 and Table 4. We also checked the model fit index by
considering the standardized root mean square residual (SRMR) and normed fit index
(NFI). Both SRMR < 0.082 and NFI > 0.96 were acceptable as per the suggested criteria
(Hu and Bentler, 1999).
The three elements of the metaverse, IMN (b ¼ 0.175, t ¼ 3.577, p < 0.05), ESC (b ¼ 0.258,
t ¼ 5.007, p < 0.05) and ENJ (b ¼ 0.255, t ¼ 5.298, p < 0.05) had a significant influence on
COP. Moreover, COP (b ¼ 0.326, t ¼ 7.057, p < 0.05) had a significant relationship on MTS.
Similarly, COP (b ¼ 0.140, t ¼ 2.792, p < 0.05) and MTS (b ¼ 0.367, t ¼ 7.392, p < 0.05)
also had a significant relationship with the MTL. Hence, H1 to H6 were supported to test the
moderation effect of MTI in the relationship between COP with MTS and MTL. Results
indicate that the direct effect of the moderator MTI on MTS (b ¼ 0.266, t ¼ 6.502, p < 0.05)
and MTL (b ¼ 0.306, t ¼ 7.187, p < 0.05) was significant, which proves that H7a and H7b
were also accepted. Figure 4 presents the moderation effects.
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Table 4 PLS bootstrapping results
Direct effect Coefficients SD t-stat p-values Results
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Third, this study used a moderator (i.e. tourists’ involvement in the metaverse) that
significantly moderated the association between cognitive processing, visitors’ loyalty and
satisfaction in the metaverse. It was concluded that the metaverse has transformed
conventional travel decision-making processes with virtual tours that are identical to real
tours within a destination. A virtual platform could be exciting or appealing if it provides a
more immersive and escapism experience. Positive experiences on the metaverse platform
stimulate cognitive processes in users, which result in visitor satisfaction and loyalty. Our
findings are align with research on simulated reality and user behavior (Arpaci et al., 2022;
Jung et al., 2017).
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cross-sectional research approach; however, future research could benefit from the
adoption of a longitudinal research design to investigate the temporal effects of metaverse
technology. The study focused on metaverse experiences and the behavioral responses of
metaverse tourists. Future studies should focus on the opinions of tourists and consider
suggestions and plans to revisit any specific metaverse destination, for example, a theme
park, museum or vacation spot. Furthermore, the future research should focus on
metaverse adoption in a particular industry or business in hospitality or tourism sector.
Finally, this study obtained data from students which indicates another limitation. Therefore,
future scholars and practitioners could focus on other respondents to furnish additional
empirical evidence to validate the current findings on a larger scale.
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