Table A1

Empirical literature in the augmented reality in tourism and entertainment industry

SourceContext and countryMethods/SampleVariable found significant
Cranmer et al. (2020) AR in UK tourism15 Managers/ThematicEpistemic, marketing, tourist, economic and organizational value
Li et al. (2020) AR in Pokémon Go games online11,335 ParticipatesPerceived benefits, satisfaction, perceived risks
Do et al. (2020) Mobile AR apps in tourismPLS-SEM/479Enjoyment, satisfaction
McLean and Wilson (2019) AR in mobile applications in the UKSPSS/441 consumersBrand management
Lee et al. (2019) AR in the entertainment industry in South KoreaSEM-AMOS/350 peoplePerceived usefulness, attitude, perceived enjoyment
Rauschnabel et al. (2017) AR in Pokémon Go games in GermanSPSS/642 playersSocial norms, benefits: flow, socializing, image
Shin (2019) AR in video games around the worldSEM/250 participantsImmersion, social presence, confirmation, utility, hedonism, satisfaction
Kourouthanassis et al. (2015) AR in tourist in GreeceSmart-PLS/105 touristPleasure, arousal, dominance, personal innovativeness, price value

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