虚拟现实和增强现实应用及其对游客参与的影响:一项混合评论

IF 5.3 3区 管理学 Q1 HOSPITALITY, LEISURE, SPORT & TOURISM Journal of Hospitality and Tourism Technology Pub Date : 2023-10-24 DOI:10.1108/jhtt-11-2022-0299
Wajdy Omran, Ricardo F. Ramos, Beatriz Casais
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引用次数: 0

摘要

目的本研究旨在整合虚拟现实(VR)和增强现实(AR)在旅游参与(TE)中的作用。此外,它还为旅游和酒店业的研究提出了新的方向。设计/方法/方法采用文献计量学和理论-背景-特征-方法框架对236篇同行评议的期刊文章进行综合评价。计算机科学期刊在VR/AR研究中占主导地位。VR/AR的情感和沉浸属性支撑着TE。探索文化理论可以丰富VR/AR背景下的TE视角。本研究通过探索虚拟技术在文化遗产保护中的作用,以及研究TE对VR/AR旅游移动应用的意图和看法,提供了富有成效的方向。据作者所知,这是第一次揭示现有研究的结构和理论基础。
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Virtual reality and augmented reality applications and their effect on tourist engagement: a hybrid review
Purpose This study consolidates insights on the role of virtual reality (VR) and augmented reality (AR) in tourism engagement (TE). In addition, it suggests new directions for research in tourism and hospitality. Design/methodology/approach A hybrid integrative review was used with bibliometric and theory-context-characteristics-method framework analyses of 236 peer-reviewed journal articles. Findings Computer science journals dominate TE in VR/AR research. Emotional and immersive attributes of VR/AR sustain TE. Exploring cultural theories can enrich TE perspectives in the context of VR/AR. This study offers fruitful directions by exploring virtual technology’s role in sustaining cultural heritage and studying TE intentions and perceptions on VR/AR tourism mobile applications. Originality/value To the best of the authors’ knowledge, this is the first study that uncovers the structure and intellectual rationale of existent research.
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来源期刊
Journal of Hospitality and Tourism Technology
Journal of Hospitality and Tourism Technology HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
8.40
自引率
12.80%
发文量
41
期刊介绍: The Journal of Hospitality and Tourism Technology is the only journal dedicated solely for research in technology and e-business in tourism and hospitality. It is a bridge between academia and industry through the intellectual exchange of ideas, trends and paradigmatic changes in the fields of hospitality, IT and e-business. It covers: -E-Marketplaces, electronic distribution channels, or e-Intermediaries -Internet or e-commerce business models -Self service technologies -E-Procurement -Social dynamics of e-communication -Relationship Development and Retention -E-governance -Security of transactions -Mobile/Wireless technologies in commerce -IT control and preparation for disaster -Virtual reality applications -Word of Mouth. -Cross-Cultural differences in IT use -GPS and Location-based services -Biometric applications -Business intelligence visualization -Radio Frequency Identification applications -Service-Oriented Architecture of business systems -Technology in New Product Development
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