Abstract
Abstract The virtual world of Second Life provides opportunities for companies in communicating marketing messages to targeted markets and capturing the attention of potential customers. Second Life has also been used by the travel and tourism industry as a collaborative and commercial tool for communicating with travelers in marketing tourism destinations (e.g. Tourism Ireland) as well as business management (e.g. Starwood Hotels; Crowne Plaza; STA travel agents). However, few studies have applied formal theory to understand the significance of virtual worlds to tourism destination marketing. The purpose of our study was to develop a research framework identifying the factors that affect tourists' experience and behavioral intentions within a 3D tourism destination by examining the applicability of the Technology Acceptance Model and Hedonic Theory. From a theoretical point of view, this study provides a research framework to capture the entertainment nature of virtual worlds and to reflect the concept that people in these worlds are technology users as well as potential consumers; it does so by extending the Technology Acceptance Model to incorporate the hedonic elements of enjoyment, emotional involvement, positive emotions, and flow experience for understanding the use of 3D virtual worlds within the context of travel and tourism. For destination managers, this study could help in designing engaging and interactive 3D tourism destination sites that contribute to an increase in people's interests in visiting the tourism destination in the future.
Published Version
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