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