Virtual reality, presence, and attitude change: Empirical evidence from tourism
Introduction
One of the important technological developments expected to greatly impact the tourism industry today is virtual reality (VR). Recent innovation in VR platforms, devices, and content production tools allows for VR to evolve from a niche technology mainly enjoyed within the gaming communities into the realm of everyday experiences. The availability of low cost VR viewers such as Google Cardboard and the abundance of tourism-related VR content make it easier for anyone to experience virtual tours of cities and tourism attractions from anywhere in the world. Therefore, VR today offers unbounded potentials for mass virtual visitation to actual tourism destinations. The discussions on the roles of VR in tourism and hospitality management and marketing have been found in tourism literature since the past three decades (e.g., Cheong, 1995, Dewailly, 1999, Guttentag, 2010, Huang et al., 2016, Williams and Hobson, 1995). With its unique ability to simulate intricate, real-life situations and contexts (Diemer, Alpers, Peperkorn, Shiban, & Mühlberger, 2015), VR has been touted as a substitute to actual travel (Cheong, 1995; Sussmann & Vanhegan, 2000), which can be beneficial for the management of protected areas such as vulnerable natural and cultural heritage sites where limiting the number of tourists or restricting visitations is desirable. In this case, the use of VR is considered a positive contribution to environmental sustainability (Dewailly, 1999). Studies also suggest VR as a powerful tourism marketing tool (Huang et al., 2016, Williams and Hobson, 1995, Williams, 2006) as it is able to offer more compelling imagery of tourism destinations to potential tourists by giving them a sense of what it is like to be there, a “try before you buy” experience. However, these studies are conceptual in nature, offering the potential benefits of VR applications in the tourism industry. Lacking, though, is theory-driven and evidence-based research to support these suggested potentials.
Research in psychology has sought to explain the reason behind the effectiveness of VR in shaping attitudinal and behavioral responses to virtual stimuli (Schuemie, Van Der Straaten, Krijn, & Van Der Mast, 2001), most of these have focused on the concept of presence. VR provides an environment where users can retrieve information in multi-sensory modalities, including visual, auditory, and kinaesthetic, enabling users to perceive realistic representation of the environment it portrays (Slater & Usoh, 1993). Further, VR environment offers situated affordances (Schuemie et al., 2001), action-supportive information on what users can do with the environment. For example, to a human, the grounds afford walking. Therefore, users' perception of the VR environment is dependent on possible actions. This perception leads to the sense of being “present” in or “transported” to the virtual environment (Lombard and Ditton, 1997, Schuemie et al., 2001, Slater, 1999, Zahorik and Jenison, 1998). The essence of travel and tourism experience is tourists’ encounters with the destination environments, the “realities” of others. Tourists are tempted by the allure of places and landscapes; some mainly driven by desire to experience the visual sensations of distant territories (Steenjacobsen, 2001), others by the deeper meaning behind interacting with the sociocultural aspects of tourism destinations (Gibson, 2009). Drawing from Zahorik and Jenison (1998), successfully supporting actions such as sightseeing in a virtual tourism destination will lead users to perceive a sense of presence, of him/herself as being in the destination. Consequently, presence explains the effectiveness of VR as substitute to and/or simulation of travel.
Empirical evidence from various fields of studies, including in education, healthcare, entertainment, retailing, etc., demonstrate that VR experience leads to positive attitudinal and behavioral outcomes, such as consumer learning of products (Suh & Lee, 2005), brand recognition, product recall, and memory of experiences (Kim and Biocca, 1997, Mania and Chalmers, 2001). These outcomes are suggested as the results of presence (Schuemie et al., 2001). However, these studies, as well as VR studies in tourism context (e.g., Huang et al., 2016), mainly dealt with simulated virtual worlds, such as a virtual office, a virtual seminar room, and 3D tourism attractions, where resemblances to real places were rather coincidental. Theoretically, researching VR experience in tourism (what this study encapsulates) will provide a better understanding of presence in VR experiences that involve virtual depictions of real environments, where possible actions, such as navigation and sightseeing, resemble (are often indistinguishable from) actual consumption. Thus, it will lead to better conceptualization of the roles of VR experience in shaping attitude towards actual consumption. From a managerial point of view, understanding how travel consumers respond to various VR stimuli, the attitudinal consequences of “having been” in a destination, is of practical importance as destination managers are increasingly faced with strategic decisions to invest in various technology platforms and modalities. Therefore, this study aims to address the identified research gap in VR research in tourism context to address the aforementioned theoretical and managerial challenges. Specifically, the goal of this study is to investigate the sense of presence during a virtual walkthrough of a tourism destination and how presence influences post-VR attitude change toward the destination. Two studies were conducted to achieve this research goal. Study 1 was conducted with 202 participants in Hong Kong using VR street view of Tokyo, Japan, viewed with Google Cardboard or VR video of Porto, Portugal, viewed with Samsung Gear VR. Study 2 was conducted in the United Kingdom with 724 participants using 360-degree VR videos of Lake District National Park, United Kingdom, viewed with Samsung Gear VR.
Section snippets
Virtual reality and tourism
Since its early conception, VR has been described as a computer-simulated environment with and within which people interact (Diemer et al., 2015, Schuemie et al., 2001). Using VR devices, a user can experience the virtual environment as if he or she was part of it. The virtual environment is modified in real time as the device senses user's reactions and motions, allowing him or her to perceive a vivid mental representation of the environment, creating the illusion of interacting with and being
Defining and measuring presence in virtual reality
The key concept that explains the effectiveness of VR in various use contexts is presence. Presence is defined in literature as the psychological state where a user is feeling lost or immersed in the mediated environment, the degree to which he or she feels physically “present” in a virtual environment (Schubert et al., 2001, Slater and Steed, 2000, Slater and Usoh, 1993, Slater and Wilbur, 1997, Steuer, 1992). Lee (2004) defines presence as a psychological state in which the virtuality
Consequences of presence
Presence is the key feature for effective VR applications designed for persuasion as it may be a causal factor of human information processing performance and other cognitive variables (Kim and Biocca, 1997, Lombard and Ditton, 1997). The propositions and findings from previous research on presence in VR demonstrate that the enhanced sense of reality during a VR experience increases enjoyment and values of the VR experience (in itself), generates positive consequences on attitude, belief, and
Research design
The main goal of this research is to assess the effects of VR experience on post-VR attitude and behavioral intention to visit a tourism destination. Key to VR experience is the extent of presence, which contributes to the level of enjoyment of VR participation. In order to assess the relative contribution of VR experience in inducing more favorable attitude toward VR stimuli (i.e., the tourism destination), it is crucial to measure post-VR attitude change, comparing attitude before and after
Study 1. stimuli: Tokyo, Japan or Porto, Portugal
In March 2016, undergraduate and graduate students enrolled in a university in Hong Kong were invited to participate in the study as part of an experiential component of a course on tourism and technology strategy. In order to ground this research in the context of personal use of VR, existing free VR applications and personal VR devices were used in the study. Participants with Apple's iOS smartphones were asked to download the Cardboard app and use Google Cardboard VR viewer to experience a
Study 2. stimuli: Lake District National Park, UK
Festival goers visiting Kendall Calling Festival in July 2016 and Lakes Alive Festival in August 2016 in the Lake District, UK were invited to participate in this study. Participants were asked to experience Bird Hive Lake District National Park VR application using Samsung Gear VR headset for about 5 min. The content for VR experience was captured by a drone and it contained a flight over the natural landscape of the Lake District National Park including its mountains, lakes, and forests.
General discussion
This study hypothesized that the sense of presence during a VR experience with a tourism destination will lead to positive consequences, which include positive VR experience from enjoyment of VR participation and, importantly, an increased level of preference, liking, and interest in the tourism destination, which leads to visit intention. The results of two studies, conducted in with different stimuli (i.e., cities and national parks) among participants with varied characteristics (i.e.,
Conclusion and implication
The development of VR platforms and devices for convenient personal use in recent years offers great potential for a widespread consumption of VR tourism content. As suggested in earlier literature, the replication or creation of tourism experiences through VR will greatly impact the tourism industry (Williams & Hobson, 1995). VR development presents research challenges to better understand the effectiveness of VR in providing alternative or surrogate tourism experiences and shaping consumer
Acknowledgement
Iis P. Tussyadiah and Dan Wang received financial support from the School of Hotel & Tourism Management, The Hong Kong Polytechnic University (Grant #1-ZVH2). Timothy H. Jung and M. Claudia tom Dieck received financial support from Lake District National Park.
Iis P. Tussyadiah Iis P. Tussyadiah is a Reader in Hospitality and Digital Experience in School of Hospitality and Tourism Management at University of Surrey, where she leads the Digital Visitor Economy research group and the Digital Lab. Her research interest lies in the intersection of digital technologies and tourism experiences.
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Iis P. Tussyadiah Iis P. Tussyadiah is a Reader in Hospitality and Digital Experience in School of Hospitality and Tourism Management at University of Surrey, where she leads the Digital Visitor Economy research group and the Digital Lab. Her research interest lies in the intersection of digital technologies and tourism experiences.
Dan Wang Dan Wang is an Assistant Professor in School of Hotel and Tourism Management at The Hong Kong Polytechnic University. Her research interests are in the impacts of information and Communication technologies on hospitality organizations and tourist behaviour.
Timothy Jung Timothy Jung is the Director of Creative Augmented and Virtual Reality Hub at Manchester Metropolitan University, UK. His current research focuses on the application of mobile and wearable Augmented Reality, Virtual Reality, Mixed Reality retail experience, multi-sensory visitor experience in cultural heritage tourism and smart tourism.
M. Claudia tom Dieck M. Claudia tom Dieck is a research associate at the Faculty of Business and Law at Manchester Metropolitan University. She has published on augmented and virtual reality, technology acceptance, social media, and customer relationship management.