Empirical literature in the augmented reality in tourism and entertainment industry
| Source | Context and country | Methods/Sample | Variable found significant |
|---|---|---|---|
| Cranmer et al. (2020) | AR in UK tourism | 15 Managers/Thematic | Epistemic, marketing, tourist, economic and organizational value |
| Li et al. (2020) | AR in Pokémon Go games online | 11,335 Participates | Perceived benefits, satisfaction, perceived risks |
| Do et al. (2020) | Mobile AR apps in tourism | PLS-SEM/479 | Enjoyment, satisfaction |
| McLean and Wilson (2019) | AR in mobile applications in the UK | SPSS/441 consumers | Brand management |
| Lee et al. (2019) | AR in the entertainment industry in South Korea | SEM-AMOS/350 people | Perceived usefulness, attitude, perceived enjoyment |
| Rauschnabel et al. (2017) | AR in Pokémon Go games in German | SPSS/642 players | Social norms, benefits: flow, socializing, image |
| Shin (2019) | AR in video games around the world | SEM/250 participants | Immersion, social presence, confirmation, utility, hedonism, satisfaction |
| Kourouthanassis et al. (2015) | AR in tourist in Greece | Smart-PLS/105 tourist | Pleasure, arousal, dominance, personal innovativeness, price value |
| Source | Context and country | Methods/Sample | Variable found significant |
|---|---|---|---|
| AR in UK tourism | 15 Managers/Thematic | Epistemic, marketing, tourist, economic and organizational value | |
| AR in Pokémon Go games online | 11,335 Participates | Perceived benefits, satisfaction, perceived risks | |
| Mobile AR apps in tourism | PLS-SEM/479 | Enjoyment, satisfaction | |
| AR in mobile applications in the UK | SPSS/441 consumers | Brand management | |
| AR in the entertainment industry in South Korea | SEM-AMOS/350 people | Perceived usefulness, attitude, perceived enjoyment | |
| AR in Pokémon Go games in German | SPSS/642 players | Social norms, benefits: flow, socializing, image | |
| AR in video games around the world | SEM/250 participants | Immersion, social presence, confirmation, utility, hedonism, satisfaction | |
| AR in tourist in Greece | Smart-PLS/105 tourist | Pleasure, arousal, dominance, personal innovativeness, price value |