An analysis of the consumer profile and the willingness to pay in immersive virtual tourism

IF 8.9 2区 管理学 Q1 HOSPITALITY, LEISURE, SPORT & TOURISM Journal of Destination Marketing & Management Pub Date : 2024-09-01 DOI:10.1016/j.jdmm.2024.100929
Juan F. Prados-Castillo , Miguel Ángel Solano-Sánchez , José María Martín Martín , Francisco Liebana-Cabanillas
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Abstract

This study aims to determine the associations between socio-demographic profiles, respondents’ self-assessed technology proficiency, willingness to carry out different immersive virtual tourism experiences, and willingness to pay for these kinds of activities compared to real-life experiences. The theoretical framework of the Technology Acceptance Model identifies the perceived usefulness and ease of use of a new technology as key acceptance factors. An Artificial Neural Network was applied to the information obtained through the questionnaires. The study discovered that two factors, virtual tourism engagement and perceived usefulness, significantly impact willingness to pay. Previous video game experience enhances ease-of-use perception. While previous experience with video games increases perceived ease of use, it is revealed that a high degree of experience with technology, which is somewhat in line with the profile of digital natives, may reduce willingness to pay, in line with the experience paradox theory. This knowledge can guide the development of new market segments and marketing strategies, including pricing policies and the promotion of tourist destinations. The growth of technology and tourist capabilities has led to virtual tourism, which can act as a complementary, substitute, or marketing tool. This emerging form of tourism experiences an acceptance curve, where willingness to pay has yet to be explored. This study on the experience paradox and digital natives' impact offers originality, shedding light on the factors affecting willingness to pay in virtual tourism.

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身临其境虚拟旅游的消费者概况和支付意愿分析
本研究旨在确定社会人口概况、受访者自我评估的技术熟练程度、进行不同沉浸式虚拟旅游体验的意愿以及与现实生活体验相比为这类活动付费的意愿之间的关联。技术接受模型的理论框架将新技术的有用性和易用性视为关键的接受因素。人工神经网络被应用于通过调查问卷获得的信息。研究发现,虚拟旅游参与度和感知有用性这两个因素对支付意愿有重大影响。以往的视频游戏经验会增强易用性感知。虽然以往的视频游戏经验会提高易用性感知,但研究表明,与数字原住民的特征相吻合的高度技术经验可能会降低支付意愿,这与经验悖论理论是一致的。这方面的知识可以指导开发新的细分市场和营销战略,包括定价政策和旅游目的地的推广。技术和游客能力的发展催生了虚拟旅游,它可以作为一种补充、替代或营销工具。这种新兴的旅游形式经历了一条接受曲线,其支付意愿还有待探索。这项关于体验悖论和数字原住民影响的研究具有独创性,揭示了影响虚拟旅游支付意愿的因素。
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来源期刊
CiteScore
18.60
自引率
3.60%
发文量
46
审稿时长
43 days
期刊介绍: The Journal of Destination Marketing & Management (JDMM) is an international journal that focuses on the study of tourist destinations, specifically their marketing and management. It aims to provide a critical understanding of all aspects of destination marketing and management, considering their unique contexts in terms of policy, planning, economics, geography, and history. The journal seeks to develop a strong theoretical foundation in this field by incorporating knowledge from various disciplinary approaches. Additionally, JDMM aims to promote critical thinking and innovation in destination marketing and management, expand the boundaries of knowledge, and serve as a platform for international idea exchange.
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