旅游
背景(考古学)
心理学
广告
应用心理学
计算机科学
业务
营销
政治学
地理
考古
法学
作者
K. Thirumaran,Shailey Chawla,Roberto Dillon,Jagdeep Kaur Sabharwal
标识
DOI:10.1016/j.tmp.2021.100859
摘要
This paper proposes a gamified approach to promote tourism attractions based on users' interaction with a virtual pet in the context of an AR mobile application. Technology Acceptance Model, 6–11 Framework and Persuasive Systems Design are combined, to extract factors influencing the intention to travel with the virtual pet. A survey questionnaire was developed and administered online to 539 participants. Outcomes of this study highlight the significant role of emotional attachment and rewarding experience towards intention to travel with a virtual pet. The outcomes also helped us to develop a new ‘Intention to Travel’ (I2T) model. To interest and excite prospective visitors, a design of a mobile game with Augmented Reality (AR) features is proposed which will involve engaging interactions with virtual pets to attract visitors to desired location(s). Practitioners such as game developers and tourism policy makers may consider the virtual pets as a vehicle to impact tourists' behavior.
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