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Table 1 Studies focusing on the use of metaverse technology in tourism

From: Why people use augmented reality in heritage museums: a socio-technical perspective

Reference

Research topics

Theoretical foundation

Key findings

[50]

Introduced the concept of Second chance tourism (SCT)

 

Define the application of mixed reality to special destinations as Second chance tourism

The expansion of mixed reality applications in the context of cultural tourism allows this form of SCT to offer visitors the opportunity to go beyond the physical destination

[5]

Relationship among MR functional elements, immersive experience and post-experience behaviors

Technological requirements theory

Technology acceptance model (TAM)

Technology readiness and acceptance model (TRAM)

Interaction has a positive impact on the traditional experience (items: heritage valorisation and educational) and thus on post-experience behaviors

Interaction has a positive impact on 4.0 experience (items: entertainment, socialisation and escape)

[17]

Cross-cultural differences in AR acceptance

Motivational theory

Cross-cultural approach on IT acceptance

AR aesthetics has a positive impact on perceived usefulness, perceived ease of use, perceived enjoyment, and social influence

Perceived usefulness, perceived ease of use, perceived enjoyment, and social influence have positive impact influences on AR behavior intentions

[51]

Relationship among consumers’ beliefs about AR, AR satisfaction and behavior intentions

Post-acceptance model of information systems (IS) continuance

Balance theory

Theory of reasoned action (TRA)

Expectation confirmation has a positive impact on perceived advantage, aesthetic experience and perceived enjoyment

Perceived advantage and aesthetic experience have positive influences on AR satisfaction

AR satisfaction has a positive impact on attitudes toward a destination (cognitive and affective)

[16]

Three factors that encourage visitors to use AR

Technology readiness and acceptance model

Structural equation model

Technology readiness affects the model through two dimensions, Optimism and Innovativeness

Personal factor (Technology Readiness), stimulus factor (Visual Appeal) and situational factor (Facilitating Conditions) have positive influences on AR technology perception

[52]

Relationship among experience, offline museum visit intention and the four realms of the experience economy

Experience economy model

Behaviorattitudinal theory

Absorptive (education and entertainment) experiences have positive influences on immersive (escapism and esthetic) experiences

The four realms of the experience economy have positive influences on overall VR Museum experience

[53]

Relationship between the type of information, immersive scenes and the evaluation of the visitor experience and their subsequent purchase intentions

 

Dynamic verbal cues have a positive main effect on visitors’ willingness to pay more

High virtual presence significantly contribute to the main effect of dynamic verbal cues on visitors’ willingness to pay more

[19]

Influencing factors on user satisfaction with AR applications and the behavior intention to recommend

Process theory

AR content quality, AR system quality and AR personalized service quality have positive influences on AR satisfaction and personal innovativeness has a significant moderating effect

Intention to recommendation is significantly affected by AR satisfaction