Improving gastro-tourism experience through 3d virtual attractions: evidence from tourists’ self-reported and neurophysiological responses

IF 5.3 3区 管理学 Q1 HOSPITALITY, LEISURE, SPORT & TOURISM
M. S. Purwanegara, N. Windasari, Hasbian Fauzy Perdhana, Muhammad Fakhrul Rozi Ashadi, Fitri Aprilianty
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引用次数: 0

Abstract

Purpose This study aims to explore how the utilization of 3D virtual experiences and social media improve overall gastro-tourism experiences throughout the tourist journeys. Design/methodology/approach This study employs a mixed-methods approach. By combining self-reported surveys and EEG tracking, this study is able to rigorously unravel Gen Z’s experience and emotions in enjoying tech-enabled gastro-tourism activities. Findings Showcasing 3D virtual experiences and TikTok heightened customer expectations in the pre-visit stage. The 3D virtual attractions effectively enhanced tourists’ excitement and positive emotions during on-site gastronomic experiences, and subsequently manifested into a long-term impact on future actual visit intention. Originality/value This study contributes to the fields of information technology and tourism by examining how digital technologies affect Gen Z’s behavior and enhance the gastro-tourism experience starting from information search, moving to on-site experiences and subsequently affect their post-purchase behavior.
通过 3D 虚拟景点改善美食旅游体验:游客自我报告和神经生理学反应提供的证据
目的 本研究旨在探讨如何利用三维虚拟体验和社交媒体改善整个旅游过程中的整体美食旅游体验。研究结果展示 3D 虚拟体验和 TikTok 提高了顾客在旅游前阶段的期望。原创性/价值本研究通过研究数字技术如何影响 Z 世代的行为,从信息搜索到现场体验,再到影响他们的购后行为,提升他们的美食旅游体验,为信息技术和旅游领域做出了贡献。
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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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