| Literature DB >> 35844881 |
Saba Saneinia1, Rongting Zhou2, Ali Gholizadeh3, Fahad Asmi4.
Abstract
The virtual reality (VR) applications in entertainment and tourism industry have become growingly intense among generation Z. Interestingly, some pilot research on tourism studied concluded the positive impact of its flow experience on adoption of VR tourism, which is also driving the risk of immersive addictive. In the context of tourism and information and communication technology (ICT)-based innovation, there is a lack of immersive addictive behavior (IAB)-related literature. In addition, during the currently ongoing pandemic crisis, VR technology has gained particular importance in the tourism industry among generation Z. The present venture underlines the mechanism of IAB, investigates the VR addiction while underlining the cognitive abilities of individuals. This study applies empirical framework of cognitive-behavioral model. Results demonstrate that in the case of VR tourism, the immersive experience (presence and flow) determines the addictive behavior. Furthermore, VR imagery (VI), psychological curiosity (PC), and VR convenience (VRC) have significant influence on the VR presence and immersive flow. Moreover, the practical and theoretical implications have been discussed in the current research to prevent IAB.Entities:
Keywords: VR self-efficacy; cognitive behavioral framework; generation Z; immersive addictive behavior; immersive flow; tourism
Mesh:
Year: 2022 PMID: 35844881 PMCID: PMC9286390 DOI: 10.3389/fpubh.2022.833658
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Constructs, instruments, and sources.
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| VR Imagery (VI) | VI1 | VR tourism apps made me fantasize about having the opportunity to experience it. | ( |
| VI2 | It was easy for me to imagine being the part of that VR tourism app. | ||
| VI3 | The mental images that came to mind formed a series of events in my mind in which I was a part of it. | ||
| VI4 | I could easily construct a story about myself and the VR experience based on the mental images that came to mind. | ||
| VI5 | It was convenient for me to imagine being the part of that VR tourism app. | ||
| Psychological Curiosity (PC) | PC1 | Using VR tourism apps excites my curiosity | ( |
| PC2 | Using VR tourism apps makes me curious. | ||
| PC3 | Using VR tourism apps arouses my imagination. | ||
| VR Convenience (VRC) | VRC1 | I feel that I have a lot of control over the content of the tourism sites. | ( |
| VRC2 | I use VR tourism apps in an interactive way. | ||
| VRC3 | I feel I can control my visual perspective. | ||
| Immersive Presence (IP) | IP1 | The VR Tourism apps create a new world for me, and the world suddenly disappeared when I finished VR experience. | ( |
| IP2 | The world generated by VR tourism apps seemed to me like “something I experienced” rather than “something I watch.” | ||
| IP3 | While I use VR, my body stays in the room, but my mind's inside the world created by VR tourism app. | ||
| Immersive Flow (IF) | IF1 | While using VR tourism apps, I usually totally focused on the tourism sites. | ( |
| IF2 | While using VR tourism apps, I used to be deeply engrossed in the tourism world. | ||
| IF3 | While playing VR games, I used to be absorb intensely. | ||
| Immersive Addictive Behavior (IAB) | IAB1 | Using VR tourism apps sometimes interferes with other things | ( |
| IAB2 | When I use VR tourism apps, I often feel agitated. | ||
| IAB3 | I have made unsuccessful attempts to reduce the time using VR gadget to use tourism sites. | ||
| Usage Frequency (UF) | UF1 | Using VR gadget has become a habit. | ( |
| UF2 | I use the new VR gadgets automatically | ||
| UF3 | When I use VR tourism apps, I prefer to use VR gadgets to enjoy it. | ||
| UF4 | While using VR tourism apps, I adopt to new VR gadgets easily. |
Surveyed sample profile.
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| Gender | Male | 591 | 76.20 |
| Age | Under 25 | 124 | 15.98 |
| Using VR tourism apps for last | <1 month | 308 | 39.70 |
Exploring factors and reliability analysis.
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| VR Imagery (VI) | VI1 | 0.860 | 0.894 | 0.895 | 0.631 |
| VI2 | 0.839 | ||||
| VI3 | 0.787 | ||||
| VI4 | 0.771 | ||||
| VI5 | 0.706 | ||||
| Psychological Curiosity (PC) | PC1 | 0.814 | 0.777 | 0.844 | 0.643 |
| PC2 | 0.797 | ||||
| PC3 | 0.796 | ||||
| VR Convenience (VRC) | VRC1 | 0.886 | 0.898 | 0.899 | 0.748 |
| VRC2 | 0.877 | ||||
| VRC3 | 0.831 | ||||
| Immersive Presence (IP) | IP1 | 0.856 | 0.903 | 0.859 | 0.672 |
| IP2 | 0.855 | ||||
| IP3 | 0.744 | ||||
| Immersive Flow (IF) | IF1 | 0.838 | 0.876 | 0.858 | 0.669 |
| IF2 | 0.818 | ||||
| IF3 | 0.779 | ||||
| Immersive addictive behavior (IAB) | IAB1 | 0.881 | 0.863 | 0.897 | 0.745 |
| IAB2 | 0.877 | ||||
| IAB3 | 0.832 | ||||
| Usage Frequency (UF) | UF1 | 0.963 | 0.949 | 0.961 | 0.863 |
| UF2 | 0.930 | ||||
| UF3 | 0.918 | ||||
| UF4 | 00.903 |
Figure 1Proposed model of the study.
Parameter estimation for proposed model.
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| H1(a) | VI → IP | 0.33 | ≤ 0.001 | Supported |
| H1(b) | VI → IF | 0.52 | ≤ 0.001 | Supported |
| H2(a) | PC → IP | 0.10 | ≤ 0.05 | Supported |
| H2(b) | PC → IF | 0.02 | ≥0.05 | Not Supported |
| H3(a) | VRC → IP | 0.105 | ≤ 0.05 | Supported |
| H3(b) | VRC → IF | 0.09 | ≤ 0.05 | Supported |
| H4 | IP → IAB | 0.43 | ≤ 0.001 | Supported |
| H5 | IF → IAB | 0.25 | ≤ 0.001 | Supported |
| H6(a) | IP*UF → IAB | 0.10 | ≤ 0.01 | Supported |
| H6(b) | IF*UF → IAB | 0.022 | ≥0.05 | Not Supported |