Table 1.

Mapping the contributions of immersive technologies in hospitality and tourism

Impact on perceptions, intentions or behaviorsChallenges/opportunities in creating new experiencesImpact on sensory stimulation emotions
1VR media improves the sense of presence and visit intentionsVR media partially replaces physical experiences at destinationsVR content influences sensory and emotional perception, affecting consumer decisions 
2VR strengthens place attachment and increases visit intentions to rural destinationsVR strengthens place attachment and increases visit intentions to rural destinations  
3VR experiences improve destination image and increase visit intentionsVR enhances the perception of destinations, offering an alternative to physical visitsVR immersion alters emotions and perceptions, increasing visit intentions 
4IT positively influences behavioral responses and visit intent in destination marketingIT offer new opportunities to enhance destination marketing campaignsImmersive experiences intensify emotional responses, increasing visit intentions 
5VR enhances the sense of presence and authenticity in museum tourism and impacts decisionsVR offers new ways to experience cultural heritage, complementing or replacing physical visits to museumsPerceived presence in VR enhances authenticity and stimulates emotional responses in museums 
6Integrating fashion elements into VR experiences improves satisfaction in virtual tourismIntegrating fashion in VR creates personalized and engaging experiencesFashion in VR stimulates emotions and improves satisfaction 
7 AR enhances the heritage tourism experience and awe boosts recommendationsAR induces emotions of awe that enhance heritage experiences and recommendations 
8VR adds modernism and luxury to hotels, increasing booking intentionsVR improves the consumer experience but requires infrastructure and staff trainingVR intensifies sensory and emotional stimulation, increasing satisfaction 
9 Body-technology integration (embodiment, ergonomics) in VR tourism creates memorable experiencesEmbodiment and ergonomics in VR enhance sensory stimulation and creates memorable experiences 
10 IT encourage more responsible travel behaviors, creating new opportunities for sustainability in tourismITs raise awareness and empathy, stimulating emotional responses that promote responsible travel 
11Immersive VR increases the sense of presence but also increases the cognitive loadCognitive load and presence must be balanced in immersive interfacesVR enhances sensory load and presence, affecting users' emotional responses 
12Robots and AI facilitate social inclusion in the hotel sectorRobots and AI can increase social inclusion, but the implementation has challenges  
13Anthropomorphic virtual agents influence consumers' perceptions and behaviors in digital service interactionsVirtual agents enable service personalization but face challenges in their implementation  
14IT increases tourist satisfaction and loyalty through increased customer engagement and perceived valueIT present opportunities to improve customer satisfaction and enhance loyalty but pose challenges in their implementation  
15Immersive AI affects both the perception of luxury and differentiation in luxury hospitalityImmersive AI redefines the luxury experience, creating a balance between personalization and exclusivity  
16Metaverse immersion complements physical visits but does not replace them entirelyMetaverse trips complement physical destination visits, but there is a need to balance both worlds  
17 Biometric data collection presents
Challenges (privacy) and opportunities (personalization, confidence)
  
18Virtual interactivity, social interaction, perceived control, usefulness and trust increase intentions to use ITIT may enhance travel experiences (novelty or interactivity) but also raise challenges (ease of use or risks)  

Notes:

1 = Yu et al. (2024); 2 = Pantelidis et al. (2024); 3 = Anaya-Sánchez et al. (2024); 4 = Di Dalmazi et al. (2024); 5 = Li et al. (2024); 6 = Elmashhara et al. (2024); 7 = Nascimento and Loureiro (2024); 8 = Lodhi et al. (2024); 9 = Balakrishnan et al. (2024); 10 = Fatma and Bhatt (2024); 11 = Martínez-Molés et al. (2024); 12 = Gonzalez-Jimenez and Costa Pinto (2024); 13 = Ben Saad (2024); 14 = Abou-Shouk et al. (2024); 15 = Gonçalves et al. (2024); 16 = Cheung et al. (2024); 17 = Liyanaarachchi et al. (2023); 18 = Pancy and Sujood (2024); AI = artificial intelligence; AR = augmented reality; IT = immersive technologies; VR = virtual reality

Source: Created by authors

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