63 research outputs found
Tourists’ Virtual Reality Adoption: An Exploratory Study from Lake District National Park
Virtual reality (VR) transforms the way destinations market their tourism offerings. To fully understand the opportunities of a technology, initial research is required assessing user adoption. However, empirical research and particularly exploratory qualitative research on VR adoption in tourism context is limited. Therefore, this study uses an exploratory interview approach with 35 participants near Lake District National Park, UK. Using thematic analysis, this study explores factors that influence VR adoption as well as the influencing factors on tourists’ behavioural intentions. This study adds to academia by qualitatively exploring the adoption of a scarcely researched technology within the tourism context
Embodiment of Wearable Augmented Reality Technology in Tourism Experiences
The increasing use of wearable devices for tourism purposes sets the stage for a critical discussion on technological mediation in tourism experience. This paper provides a theoretical reflection on the phenomenon of embodiment relation in technological mediation and then assesses the embodiment of wearable augmented reality technology in a tourism attraction. The findings suggest that technology embodiment is a multidimensional construct consisting of ownership, location, and agency. These support the concept of technology withdrawal, where technology disappears as it becomes part of human actions, and contest the interplay of subjectivity and intentionality between humans and technology in situated experiences such as tourism. It was also found that technology embodiment affects enjoyment and enhances experience with tourism attractions
The influences and consequences of being digitally connected and/or disconnected to travellers
© 2017, The Author(s).Technological progress and tourism have worked in tandem for many years. Connectivity is the vehicle that drove the goal of technologically enhanced tourism experiences forward. This study, through an exploratory qualitative research identifies the factors that boost and/or distract travellers from obtaining a digitally enhanced tourism experience. Four factors can boost and/or distract travellers from being connected: (1) hardware and software, (2) needs and contexts, (3) openness to usage, and (4) supply and provision of connectivity. The research also analyses the positive and/or negative consequences that arise from being connected or disconnected. A Connected/Disconnected Consequences Model illustrates five forms of positive and/or negative consequences: (1) availability, (2) communication, (3) information obtainability, (4) time consumption, and (5) supporting experiences. A better understanding of the role and consequence of connectivity during the trip can enhance traveller experience
How can Tourist Attractions profit from Augmented Reality?
The benefits, value and potential of Augmented Reality (AR) are widely researched. However, the value of AR is most commonly discussed in relation to enhancing the tourist experience, rather than generating revenue or economic returns. Although AR promises to add value to the visitor experience and generate associated benefits, the financial implications and revenue model for AR implementation remain uncertain and therefore too much of a financial risk for most tourist organisations, typically Small to Medium Sized Enterprises (SMEs) characterised by limited funding. Thus, using the case of UNESCO recognised Geevor Tin Mine Museum, in Cornwall, UK, this study identifies ways in which tourism organisations can profit from AR implementation. Fifty semi-structured interviews with Geevor stakeholders, analysed using content analysis reveal a number of ways AR can be introduced to increase revenue generation and profits, therefore filling a gap in research and minimising the risk for managers and practitioners considering AR implementation
Multi-Destination Trips: A Survey on Incoming Zourism in Sicily
Many pleasure trips are often characterized by the visit of more than a single destination. Despite the topic is well documented in literature, the empirical studies are limited to a few pioneering studies. This lack may be attributable to the failure of tourism organizations to collect data on multi-destination trip behaviors, as it results, for example, from the system of European statistics on tourism (according to the Council Directive 95/57 EC), where no information on the average number of destinations visited within a single trip are provided. This paper aims to analyze the main implications of multi-destination trips both on tourism statistics and in tourism planning, and to describe the research design and the solutions adopted for the analysis of incoming tourism in Sicily. Some results related to the number of destinations visited and on the main travel itineraries undertaken by tourists in Sicily derived from the survey are presented
Meta-design Approach for Mobile Platforms Supporting Creative Tourism Experiences
This paper conceptualizes the application of meta-design approach in the development of a mobile system supporting creative experiences for tourists. Specifically, for those working in creative industries, adaptive mobile system will facilitate effective tourists’ interactions with and interpretations of the local attributes of tourism destinations. The mobile system will integrate the sensory stimuli, the intense contact with cultural nuances and social network, the brand-based reputation, and the creative communities at tourism destinations into the iterative process of perception, conception, and expression of creative ideas among tourists. For destinations trying to highlight their unique characteristics as their value proposition, the development of such system may benefit them from a heightened sense of place due to on-going value co-creation. Individuals will benefit from such system from enhanced creative performances
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