VR Tourism Experiences and Tourist Behavior Intention in COVID-19: An Experience Economy and Mood Management Perspective
VR Tourism Experiences and Tourist Behavior Intention in COVID-19: An Experience Economy and Mood Management Perspective
https://www.emerald.com/insight/0959-3845.htm
Abstract
Purpose – Virtual reality (VR) technology is a potential tool for tourism marketers to maintain the
attractiveness of their destinations and recover from the COVID-19 pandemic. However, the effectiveness of VR
technology in motivating potential tourists’ visit intention under lockdown conditions remains unknown. An
integrated model based on the experience economy framework and mood management theory was, therefore,
used to explain how tourists’ VR experiences affect their mood management processes and subsequent
behaviors. This research also examined how perceived travel risk influenced the relationship between mood
management processes and future decisions.
Design/methodology/approach – This study used a cross-sectional design based on a sample collected
from a Chinese survey company, Sojump. The author surveyed 285 respondents who had experienced VR
tourism activities during the COVID-19 pandemic. The research model was tested using partial least squares–
structural equation modeling.
Findings – The results demonstrated that the four dimensions of VR experiences differently affected mood
management processes, while perceived travel risk differently moderated the influence of mood management
processes on visit intention and VR stickiness. This provides insights for tourism marketers to adapt to the
current tourism environment and develop recovery strategies.
Originality/value – In response to gaps in the literature, this research examined the effectiveness of VR
technology in driving tourists’ visit intention during the COVID-19 pandemic, providing insights for tourism
marketers to successfully implement VR tourism and plan timely recovery strategies.
Keywords VR tourism, COVID-19, Travel risk, Mood management theory, Experience economy framework,
Visit intention
Paper type Research paper
1. Introduction
The COVID-19 pandemic continues to damage the global economy, and its impact is
estimated to last beyond 2022 (Bloomberg, 2020). Many countries have implemented
measures ranging from social distancing to complete lockdown to slow the spread of the virus
Information Technology & People
“The work described in this paper, was fully funded by a grant from the College of Professional and © Emerald Publishing Limited
0959-3845
Continuing Education, an affiliate of The Hong Kong Polytechnic University.” DOI 10.1108/ITP-06-2021-0423
ITP (Dryhurst et al., 2020). Consequently, undertourism will likely remain an issue in many
destinations (Bec et al., 2021). The number of foreign tourist arrivals is projected to decrease
by almost 80% globally in 2020, resulting in a loss of US$1.2 trillion in the tourism industry
and leading to more than 120 million unemployed tourism practitioners (UNWTO, 2020).
Tourism researchers are thus exploring ways to transform the industry and implement crisis
recovery strategies (Sigala, 2020).
One such strategy involves the proactive transformation of businesses through
technology to build resilience to crises (Sigala, 2020). Despite previously being viewed as a
threat to the tourism sector (Itani and Hollebeek, 2021), virtual tourism presents a potential
solution for destination survival through virtual reality (VR). For example, the Singapore
Tourism Board has adopted VR technology to offer virtual tours since the COVID-19
outbreak to maintain the attractiveness of destinations (Singapore Tourism Board, 2020). The
role of VR has thus been transformed from a possible supplement into a necessity in the
pandemic era. In addition to alleviating the risk of infection, VR technologies have also been
used by tourism marketers to cultivate interest in their destinations during lockdowns, as
virtual tours may encourage real visitation (Guttentag, 2010). Heavy investment has been
made in VR technology since the outbreak of the pandemic in an attempt to maintain the
enthusiasm of potential tourists (Mintchell, 2021), such that they are more likely to visit the
virtually toured locations after lockdowns relax (Kim et al., 2021b; Manchanda and Deb,
2021). However, reaping the benefits of this investment will depend on the repeated use of
tourism-related VR activities (i.e. stickiness) (Hu et al., 2020) and the desire to travel to the
places presented in the VR environment (i.e. visit intention) (Kim et al., 2020a), particularly
during the COVID-19 pandemic. Thereby, this study posed the follow research question: how
can tourism marketers effectively motivate tourists’ VR use and visit intention during the
pandemic? We attempted to address this issue through the theoretical lens of mood
management.
The pandemic has seriously affected mood and created mental health problems (Tull et al.,
2020) due to the psychological burden and challenges posed by social distancing and
lockdowns (Time, 2020; Zenker et al., 2021). According to an international research data, the
number of people with positive feelings has sharply decreased from 50 to 26% while the
percentage of people with negative moods, such as feeling scared (from 11 to 34%) and
stressed (from 19 to 48%), has substantially increased (YouGov, 2020), suggesting that
individuals’ mood states are seriously affected by the pandemic (Terry et al., 2020). However,
recent studies have highlighted that VR technologies can improve individual psychological
health and help manage affective states (Kelson et al., 2021), particularly during the pandemic
(Ball et al., 2021; Riva and Wiederhold, 2020). Consequently, VR technology not only offers
users enjoyable experiences but also helps to improve their affective state in the pandemic.
Researchers in VR tourism have also suggested that tourists’ affective responses to VR
technology (e.g. pleasure or enjoyment) are a crucial driver of visit intention (Kim and Hall,
2019; Pantano and Corvello, 2014). In the circumstances of the pandemic, investigating the
effectiveness of VR tourism from the perspective of mood management thus becomes
particularly relevant.
Mood management theory (MMT) posits that people use media products such as social
media and videogames to enhance positive moods and reduce negative moods (Ho et al., 2017;
Zillmann, 1988). A few recent VR tourism studies have investigated affective responses to
VR, for instance, the effect of perceived enjoyment on visit intention before and during
COVID-19 (Kim et al., 2021b), and the influence of perceived enjoyment on stress reduction
during the pandemic (Yang et al., 2021). However, attempts to explain how engagement in VR
tourism activities influences affective states and consequently affects visit intention remain
lacking. Moreover, previous studies have only focused on positive affective responses
(e.g. perceived enjoyment) to VR tourism activities (Kim and Hall, 2019; Kim et al., 2020a),
while negative mood has been largely neglected despite its relevance to destination recovery VR technology
(Terry et al., 2020; Yung et al., 2020). Drawing upon MMT, this research, therefore, examined and tourism in
the effect of tourism-related VR activities during the COVID-19 pandemic on two mood
management processes, perceived positive mood enhancement and perceived negative mood
COVID-19
reduction, and the subsequent influence on visit intention. Given the stated importance of
repeated engagement in tourism-related VR activities (i.e. stickiness) (Hu et al., 2020), this
study also investigated how positive and negative mood changes affected the stickiness of
VR tourism.
To assess the effectiveness of VR tourism from the perspective of mood management, it is
important to understand what aspects of user experiences enhance positive moods and
reduce negative moods. VR technologies provide a virtual environment where users interact
with virtual objects and receive sensory information, which in turn influences their affective
states (Kim et al., 2020a; Tussyadiah et al., 2018). For instance, Kim et al. (2020a, b) suggested
that authentic virtual tourism experiences stimulate individual affective (e.g. perceived
enjoyment) and behavioral responses (e.g. visit intention). However, prior VR tourism studies
have mainly focused on a single dimension of VR tourism experiences such as authentic
experience (Kim et al., 2020a) or control experience (Kim et al., 2021b; Tussyadiah et al., 2018).
Numerous scholars have suggested that future studies should investigate multifaceted VR
experiences to improve the understanding of how virtual tours should be designed (Kim et al.,
2021b; Merkx and Nawijn, 2021; Yung et al., 2020). This study consequently adopted the
experience economy framework of Pine and Gilmore (1999) to propose four dimensions of VR
tourism experiences, namely, esthetic, educational, escapism, and entertainment, and
investigate how VR experiences affect tourists’ mood management mechanisms.
The COVID-19 pandemic has intensified tourists’ perception of travel risk, the impact of
which must be understood to better predict travel demand and design recovery strategies
(Neuburger and Egger, 2021; Sigala, 2020; Teeroovengadum et al., 2021). Recent studies have
contended that the perceived risk of COVID-19 may serves as a contextual factor which
influence both how people use VR (Ball et al., 2021; Schiopu et al., 2021) and how they make
travel decisions (Kim et al., 2021a; Teeroovengadum et al., 2021). Individual risk perception of
COVID-19 has diverged as more information has accumulated, leading to different judgments
(Paek and Hove, 2020) and higher contextual complexity than before the pandemic (Ball et al.,
2021). Previous studies have found that risk perception moderates the influence of affective
states on behavioral outcomes, such as intention (Lu et al., 2016; Tuu et al., 2011). Therefore,
investigating the moderating effect of risk perception on the relationship between moods and
visit intention as well as VR stickiness can enhance the understanding of the effectiveness of
VR tourism.
In summary, we developed a research model that integrated MMT and the experience
economy framework to investigate how VR tourism-induced mood changes affect both visit
intention and VR stickiness. The study also explored the effect of various aspects of the VR
user experiences on mood changes and how risk perception moderates the effect of moods on
the two behavioral outcomes.
2. Theoretical background
2.1 VR tourism in the COVID-19 era
The underlying mechanism of VR technology is the detection of head movements and
reactions through tracking devices, which enable users to perceive a visual illusion of
real-time movements within the immersive environment (Biocca and Delaney, 1995; Wirth
et al., 2007). In light of technological progress, a more comprehensive definition was proposed
by Boyd and Koles (2019), who proposed that VR “incorporates computer-generated,
interactive and highly vivid environments that enable the user to achieve a state of immersion
ITP through the ultimate experience of telepresence, and facilitate engagements in human
encounters that are multi-sensorial, dynamic and resemble the user’s perception and
understanding of the real world” (p. 442). As VR technologies have expanded into tourism,
scholars have further refined the definition for this context. According to Kim et al. (2020a, b),
the term “tourism-related VR activities” refers to using VR head-mounted display devices to
“play, enjoy, experience, travel, and explore information by looking at pictures, gaming,
watching 3D 360-degree videos, watching drone videos, looking at holographic images, and
other tourism-related activities” (p. 70). This study adopts Kim et al. (2020a, b)’s definition in
the present research context.
Even before the pandemic, VR had been drawing substantial attention from both
marketers and scholars in the tourism context. For instance, applying VR to tourism enables
marketers to create informative and entertaining virtual settings and offer novel travel
experiences that stimulate tourists’ cognitive and affective responses (Kim et al., 2020a). This
can motivate the desire to visit particular destinations (Yeh et al., 2017) and shape favorable
preferences toward destinations before visit decisions (Tussyadiah et al., 2018). The above
benefits generated concerns that VR tourism could substitute real visitation; however, the
extent to which tourists accept VR as a substitute depends on several factors that influence
tourists’ perceptions (Guttentag, 2010). First, the authenticity of VR experiences may
influence their acceptance as a substitute (Guttentag, 2010). Sufficiently realistic experiences
could serve as satisfactory replacements, creating an unforgettable memory in users’ minds
(Guttentag, 2010). Second, the willingness to accept a VR substitute is affected by tourists’
motivations or attitudes such as the desire to escape from the daily routine, to seek
excitement, and to engage in social interaction (Guttentag, 2010). Current VR applications are
only able to satisfy such motivations to a limited degree (Guttentag, 2010). Third, personal
constraints such as lacking money and time, poor health, safety fears, and risk of infection
enhance the level of VR substitute acceptance (Fleischer and Pizam, 2002). VR tourism still
has only limited ability to fully replace real visitation. For instance, tourists who are likely to
seek risk and novelty may reject a VR substitute because the desired experience is difficult to
mimic in controlled virtual settings (Guttentag, 2010). VR tourism also cannot fully stimulate
human senses such as taste, smell, and touch, providing a limited travel experience (Cheong,
1995; Guttentag, 2010). Consequently, although VR tourism has been regarded as a tourism
substitute in the COVID-19 era (Kim et al., 2021b), it may be best viewed as a way of enhancing
tourists’ intention to visit in the real world (Guttentag, 2010). In other words, VR tourism is
only a temporary substitute during the pandemic, but it is actually beneficial to encourage
future real visitation.
COVID-19 has transformed the long-term structure of the tourism industry and provided
opportunities for the rise of technology such as VR (He et al., 2021; Sigala, 2020). For instance,
Yung et al. (2020) developed a conceptual framework arguing that VR technology positively
contributes to users’ emotion enhancement and consequently increases their visit intention in
the COVID-19 era. Sigala (2020) also advocated for the use of technology in the tourism
industry to offer a new way to experience tourism activities throughout the three pandemic
stages of response, recovery, and reset. Kim et al. (2021b) suggested a stimulus–organism–
response (S-O-R) research model to examine the effect of the control features of a 3608 VR
video on students’ enjoyment and intention to visit the portrayed destinations during the
COVID-19 pandemic. They found that the intention to visit during the pandemic was
increased when the VR control features provided high levels of possible action and
self-location (Kim et al., 2021b). Yang et al. (2021) collected 260 samples of shoppers from a
shopping mall in China that provided a VR device to view a 3608 virtual video tour. They
found that a high level of user satisfaction reduced stress, suggesting that such virtual videos
may help to improve psychological well-being during the pandemic. Although prior studies
have investigated the impacts of virtual video experiences on user affective responses, the
experiences and responses have been limited to a single dimension. Future studies should VR technology
explore different types of VR experience to identify which key determinants most drive and tourism in
tourists’ behavioral intentions (Kim et al., 2021b). Moreover, understanding how VR
experiences emotionally engage users could help tourism managers provide better VR
COVID-19
experiences and minimize negative experiences during the pandemic (Diemer et al., 2015; Xiao
et al., 2021). Knowledge of the moderating effects of travel risk perception during the
COVID-19 pandemic on VR users’ affective and behavioral responses could improve the
design of recovery and response strategies (Neuburger and Egger, 2021; Sigala, 2020).To
bridge the above research gaps, we developed a model to understand the impacts of four-
dimensional VR experiences on two mood management processes, and the moderating effect
of perceived travel risk on the relationship between mood management processes and
behavioral intentions (i.e. visit intention and VR stickiness) during the pandemic.
Esthetic
Experience
H7a H7b
H1a
H1b
H3a
H8b H6a
Escapism
Perceived Negative
Experience H3b
VR Stickiness
Mood Reduction
H6b
H4a
H4b
Figure 1. Entertainment
Research model Experience
context. Lai et al. (2019) also found that educational experiences regarding ethnic food and
culture positively affected emotional state (i.e. destination satisfaction). Learning the local
food culture stimulated curiosity and increased satisfaction. With respect to technology,
Tom-Dieck et al. (2018) demonstrated that using AR at science festivals positively influenced
visitors’ satisfaction with their educational experience. Besides, VR combines visual, auditory
and kinesthetic learning styles in a virtual environment, offering direct interaction and
instant feedback for the learners. As such, a more vivid learning experience may reduce the
stress and anxiety during the learning process (Chen and Hsu, 2020). A recent study of
Allcoat and von M€ uhlenen (2018) found that VR learning experience has a positive effect on
positive emotion enhancement and negative emotion reduction as learners may feel happier
and less stressful through the interactive learning approach. Moreover, a learning task
involves cognitive effort which can draw individual attention away from unpleasant states
(Oh et al., 2007; Rieger et al., 2014). The present study thus hypothesized that learning
destination information such as historical background and cultural practices in tourism-
related VR activities may help potential tourists to learn better in an interesting way and
divert their attention from unpleasant situations, which in turn enhances positive moods and
reduces negative moods:
H2a. Educational experience through tourism-related VR activities positively affects
perceived positive mood enhancement.
H2b. Educational experience through tourism-related VR activities positively affects
perceived negative mood reduction.
4. Research methodology
4.1 Measurement instruments
The items in the survey questionnaire were adapted from prior studies (see Appendix 1) and
measured on a 7-point Likert-type scale. Our team modified the wordings of all items to fit the
research context. Two Chinese tourism professors and ten Chinese tourism students
reviewed the survey’s content validity, and the survey was translated into Chinese using the
back-translation approach (Bhalla and Lin, 1987).
Fornell-Larcker criterion
Constructs EDU ENT ESC EST PNMR PPME PTR VRS VIS
EDU 0.76
ENT 0.40 0.77
ESC 0.22 0.40 0.79
EST 0.45 0.50 0.38 0.84
PNMR 0.34 0.50 0.37 0.31 0.76
PPME 0.45 0.52 0.31 0.51 0.48 0.74
PTR 0.19 0.17 0.04 0.26 0.25 0.31 0.82
VRS 0.25 0.39 0.53 0.33 0.37 0.34 0.08 0.77
Table 3. VIS 0.32 0.39 0.40 0.37 0.35 0.37 0.24 0.36 0.74
Discriminant validity Note(s): The italics diagonal is the square root of AVE
Perceived
Travel Risk
Esthetic
Experience
–0.18* 0.04 n.s.
0.25***
–0.01 n.s.
Perceived Positive 0.23**
Visit Intention
0.22*** Mood Enhancement –0.07
Educational
Experience 0.21*
R 2 = 0.23
0.15* R 2 = 0.39
0.05 n.s.
0.20**
0.18*
Escapism Perceived Negative
Experience VR Stickiness
0.20** Mood Reduction 0.29***
Entertainment
Experience Figure 2.
Structural model
testing results
Note(s): * p < 0.05; ** p < 0.01; *** p < 0.001; ns, not significant
The model also explained 23% of the variance in visit intention, which was significantly
determined by perceived positive mood enhancement (β 5 0.23, p < 0.01) and perceived
negative mood reduction (β 5 0.21, p < 0.05), while 22% of the variance in VR stickiness was
significantly determined by perceived negative mood reduction (β 5 0.29, p < 0.001) and
perceived positive mood enhancement (β 5 0.20, p < 0.01). These results supported H5a, H5b,
H6a, and H6b. However, the relationships between esthetic experience and perceived negative
mood reduction (β 5 0.01, p > 0.05) and between escapism experience and perceived
positive mood enhancement (β 5 0.05, p > 0.05) were not significant, thus rejecting H1b and
H3a. The moderating effects of perceived travel risk on the influence of perceived positive
mood enhancement on visit intention (β 5 0.18, p < 0.05) and on the relationship between
perceived negative mood reduction and VR stickiness (β 5 0.18, p < 0.05) were significant,
supporting H7a and H8b. However, the moderating effects of perceived travel risk on the
influence of perceived positive mood enhancement on VR stickiness (β 5 0.07, p > 0.05)
and on the association between perceived negative mood reduction and visit intention
ITP (β 5 0.04, p > 0.05) were not significant, thus rejecting H7b and H8a. Besides, the analysis has
included gender, age, education, and length of using tourism-related VR activities as control
variables in determining visit intention and VR stickiness in order to explain the potential
impacts of individual differences (Leung et al., 2019). The results showed that all the control
variables exert no significant impact on the dependent variables. We summarized our
findings in Table 5.
6. Discussion
6.1 Discussion of findings
By integrating MMT with the experience economy framework, this was the first study to
explicitly investigate how the four dimensions of VR experiences affect two mood
management processes. We also examined how positive mood enhancement and negative
mood reduction influence visit intention and VR use during the pandemic. Drawing on
protection motivation theory, this study examined the moderating effects of perceived travel
risk on the association between mood management processes and visit intention. Our
findings provide insights for tourism practitioners and add to areas of VR tourism literature
in which research was lacking. We henceforth interpret our findings and then discuss the
differences between our results and those of previous studies.
First, the entertainment experience of tourism-related VR activities was the strongest
predictor of both perceived positive mood enhancement and negative mood reduction,
suggesting that tourism-related VR activities can enhance positive feelings and relieve
negative feelings when the content of the virtual tour is entertaining. This finding can be
explained by MMT, which posits that hedonic content can effectively enhance pleasurable
moods and eliminate aversive moods (Reinecke, 2017; Zillmann, 1988), and is supported by
the increasing adoption and consumption of virtual media such as VR tours for entertainment
purposes (Sigala, 2020). Moreover, apart from passively observing activities and
performances (Oh et al., 2007), people may devise entertaining value by actively
H1a: Esthetic experience → perceived positive mood enhancement 0.25 0.00*** Supported
H1b: Esthetic experience → perceived negative mood reduction 0.01 0.87 n.s Rejected
H2a: Educational experience → perceived positive mood enhancement 0.22 0.00*** Supported
H2b: Educational experience → perceived negative mood reduction 0.15 0.05* Supported
H3a: Escapism experience → perceived positive mood enhancement 0.05 0.36 n.s Rejected
H3b: Escapism experience → perceived negative mood reduction 0.20 0.01** Supported
H4a: Entertainment experience → perceived positive mood enhancement 0.28 0.00*** Supported
H4b: Entertainment experience → perceived negative mood reduction 0.37 0.00*** Supported
H5a: Perceived positive mood enhancement → visit intention 0.23 0.01** Supported
H5b: Perceived negative mood reduction → visit intention 0.21 0.05* Supported
H6a: Perceived positive mood enhancement → VR stickiness 0.20 0.01** Supported
H6b: Perceived negative mood reduction → VR stickiness 0.29 0.00*** Supported
H7a: Perceived travel risk 3 positive mood enhancement → visit intention 0.18 0.05* Supported
H7b: Perceived travel risk 3 perceived negative mood reduction → visit 0.04 0.62 n.s Rejected
intention
H8a: Perceived travel risk 3 perceived positive mood enhancement → VR 0.07 0.36 n.s Rejected
stickiness
H8b: Perceived travel risk 3 perceived negative mood reduction → VR 0.18 0.05* Supported
Table 5. stickiness
Result summary Note(s): *p < 0.05, **p < 0.01, ***p < 0.001; n.s., not significant
interacting and manipulating the virtual objects in the VR environment. This aspect of VR VR technology
tourism may explain why entertainment experience can effectively reduce the negative mood. and tourism in
Second, a significant impact of educational experience on both perceived positive mood
enhancement and negative mood reduction confirmed that users’ learning outcomes improve
COVID-19
their positive feelings and relieve their negative feelings when they cannot travel due to
COVID-19. As educational experiences require active participation and engagement (Oh et al.,
2007; Pine and Gilmore, 1999), they divert users’ attention from unpleasant situations and
thus mitigate negative moods. These enriching experiences through VR tourism also provide
meaning and happiness. Tom-Dieck et al. (2018) demonstrated a similar result in which
science festival attendees felt satisfied after learning new skills and knowledge through the
use of AR. Our study further confirmed the importance of educational experiences for mood
management processes in VR tourism.
Third, escapism experience reduced perceived negative mood, indicating that a high level
of escapism experience provides VR with a break from their daily routines and relieves the
negative feelings caused by travel restrictions. Negative emotions such as anxiety and stress
have increased during the pandemic, stimulating individuals to seek ways to escape (Yang
et al., 2021). Escapism is the immersive experience which occurs when users actively
participate in a specific task (Pine and Gilmore, 1999). This escapism generates a sense of
detachment from reality by requiring active participation (Oh et al., 2007). A recent study
found that enjoyable VR tours positively affected psychological stress reduction during the
lockdown (Yang et al., 2021). We consequently proposed that tourism-related VR activities
offer highly task-demanding content that directs attention away from unpleasant states and
alleviates negative moods similarly to other hedonic technologies, such as online role-playing
games (Lee et al., 2020a, b) and videogames more broadly (Rieger et al., 2014). On the other
hand, the non-significant relationship was found between escapism experience and perceived
positive enhancement in this study. One possible explanation is that people in positive mood
may not value the experiences that they escaped from reality. As a result, simply directing
individuals’ attention did not enhance their positive mood as the sense of escapism may not
have been sufficient to induce positive mood.
Fourth, this research found a significant positive relationship between esthetic experience
and perceived positive mood enhancement, suggesting that despite travel restrictions due to
COVID-19, pleasurable virtual environments could enhance positive feelings. Lee et al. (2015)
similarly found that esthetic aspects of AR, such as the beauty of the virtual environment
design, positively influenced user enjoyment. However, the link between esthetic experience
and perceived negative mood reduction was not significant. According to Oh et al. (2007),
esthetic experience is a type of passive enjoyment of the destination environment. Conversely,
negative emotion reduction requires a high level of task demand to draw attention away from
unhappy feelings (Rieger et al., 2015). For instance, unlike non-interactive media, videogames
can draw sufficient attention to create a high level of flow experience (Rieger et al., 2014). Despite
a harmonious and pleasurable experience, VR environments without interactive tasks
nonetheless failed to capture the users’ attention and reduce their negative feelings.
Fifth, both the enhancement of positive moods and the reduction of negative moods had a
similar effect on visit intention, suggesting that both mood management effects increase the
intention to visit a destination after tourism-related VR activities. Kim et al. (2020a, b) similarly
demonstrated a positive relationship between VR users’ affective responses and visit intention.
Moreover, the influences of both mood management effects on VR stickiness were positive and
significant, indicating that the duration of tourism-related VR activity increases when the two
effects are promoted. This is supported by Zhang et al. (2017) who found that the hedonic value
of positive content on a microblog improved its stickiness. Specifically, our results revealed that
perceived negative mood reduction (β 5 0.30, p < 0.001) exerted a greater impact on VR
stickiness than did perceived positive mood enhancement (β 5 0.21, p < 0.01). This may be
ITP because a pleasant stimulus is more mood-enhancing for individuals in a negative mood than
for those already in a positive mood (Chang, 2006). Those in a negative mood may attribute their
mood improvement to the pleasant stimulus (Chang, 2006). We consequently argued that when
tourists’ negative mood is alleviated through VR tourism, they attribute this to the positive VR
experiences, leading to a greater impact on VR stickiness.
Sixth, there was no significant moderating effect of perceived travel risk on the
relationship between negative mood reduction and visit intention. This may be because the
desire to travel had accumulated during the long period of COVID-19 travel restrictions (Shin
et al., 2022). Thus, the effect of perceived negative mood reduction on the desire to travel to
places seen in VR was independent of perceived travel risk. However, this research confirmed
a significant moderating effect of perceived travel risk on the relationship between positive
mood enhancement and visit intention. According to mood literature, people in a positive
mood are more sensitive to losses, leading to stronger risk-aversion than people in negative or
neutral mood states during high-risk decision-making tasks (Isen and Geva, 1987; Mittal et al.,
1998; Nygren, 1998). We thus argued that experiencing positive mood enhancement through
the tourism-related VR activity increases sensitivity to losses derived from traveling when
making visit decisions during the pandemic. Consequently, the influence of positive mood
enhancement has less effect on visit intention when traveling seems risky.
In addition, previous studies have suggested that when perceived risk surpasses a given
tolerance level, people often lessen the negative impact of risk by switching to low-risk
substitutes (Tuu et al., 2011; Y€ uksel and Y€ uksel, 2007). Protection motivation theory also
posits that people take protective measures when they foresee the negative consequences of
potential risks (Rogers, 1975, 1983). This research confirmed this argument in that the
positive effect of perceived negative mood reduction on VR stickiness was stronger during
the high level of travel risk in the pandemic, suggesting that high risk perception stimulated
the pursuit of lower-risk options such as VR. However, the moderating effect of perceived
travel risk on the link between perceived positive mood management and VR stickiness was
not significant. The tendency for positive moods to persist may have contributed to this weak
moderation effect (Isen and Patrick, 1983). In accordance with positive reinforcement theory,
when tourism-related VR activities promoted positive mood, VR use tended to increase
regardless of travel risks (Lee et al., 2020a, b).
There may be concern that increasing engagement in VR tourism might decrease the
intention to travel. We, thus, have conducted a post-hoc analysis for the relationship between
VR stickiness and visit intention and found a positive effect of VR stickiness on visit intention
(as shown in Appendix 2). This result suggested that when potential tourists engage in the
tourism-related VR activity more frequently, their willingness to travel to the place that they
have visited in the VR environment will be higher, implying that VR stickiness and corporeal
travel are more complementary in nature instead of substitution.
7. Conclusion
Due to the COVID-19 pandemic and lockdowns, the tourism industry has been seriously hit.
The pandemic has affected the moods of people as well. Virtual tourism presents a potential
solution for maintaining the interest of travel destination and improve tourists’ willingness
to travel after COVID-19 pandemic. Although extant research acknowledges the
importance of VR technology in tourism marketing, its impact on tourists’ affective and
behavioral intentions is understudied. Thus, drawing on the theoretical perspective of
mood management and experience economy, this research investigates the impact of four
dimensions of VR experiences on tourists’ mood management processes, which then affect
their behavioral intentions (visit intention and VR stickiness), along with the moderating
effect of perceived travel risk in influencing the relationship between tourists’ moods and
behavioral intentions. Our results show that tourists’ positive mood enhancement is driven
by esthetic experience, educational experience and entertainment experience, while
education experience, escapism experience and entertainment experience are significant
predictors of tourists’ negative mood reduction. Both mood management processes
positively affect tourists’ VR stickiness and visit intention. Furthermore, perceived travel
risk positively moderates the impact of perceived negative mood reduction on VR
stickiness, and negatively moderates the impact of perceived positive mood enhancement
on visit intention confirming the important role of travel risk in tourists’ travel decisions in
the pandemic. Our research model can provide an additional theoretical lens to understand
the effectiveness of VR technology in tourism. Moreover, our findings indicated that virtual
tourism is a useful tool for tourism marketers to maintain the attractiveness of their
destinations.
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Appendix 1 VR technology
and tourism in
COVID-19
Constructs Questionnaire items Sources
Esthetic experience (EST) EST1*: When using the tourism-related VR activity, I felt a real Manthiou et al.
sense of harmony in the VR environment (2014)
EST2: When using the tourism-related VR activity, the setting
in the VR environment was pleasurable to my senses
EST3: When using the tourism-related VR activity, just being in
the VR environment was pleasant
Educational experience (EDU) EDU1: My experience of using the tourism-related VR activity Manthiou et al.
made me more knowledgeable (2014)
EDU2: My experience of using the tourism-related VR activity
was highly educational for me
EDU3: I learned a lot from my experience of using the tourism-
related VR activity
Escapism experience (ESC) ESC1: I felt I played a different character when using the Hung et al.
tourism-related VR activity (2020)
ESC2: The experience of using the tourism-related VR activity
let me imaging being someone else
ESC3: I completely escaped from reality when using the tourism-
related VR activity
Entertainment experience ENT1: Using the tourism-related VR activity was entertaining Hung et al.
(ENT) ENT2: Using the tourism-related VR activity was fun (2020)
ENT3: Using the tourism-related VR activity was amusing
Perceived positive mood PPME1: Using the tourism-related VR activity enhanced my Lee et al.
enhancement (PPME) euphoric feelings (2020b)
PPME2: Using the tourism-related VR activity made me happier
PPME3: Using the tourism-related VR activity boosted my good
feelings
Perceived negative mood PNMR1: Using the tourism-related VR activity relieved my Lee et al.
reduction (PNMR) dysphoric feelings (2020b)
PNMR2: Using the tourism-related VR activity released my
stress
PNMR3: Using the tourism-related VR activity eliminated my
bad feelings
Perceived travel risk (PTR) PTR1: In the next 6 months, traveling is uncertain due to many Ryu (2018)
regulations (e.g. self-quarantine, medical test)
PTR2*: In the next 6 months, traveling is associated with a high
level of risk (e.g. COVID-19 infection risk)
PTR3: There is a high level of uncertainty when traveling in the
next 6 months (i.e. stranded abroad)
Visit intention (VIS) VIS1: In the next 6 months, I will plan to visit the place that I Kim et al.
observed in the tourism-related VR activity (2020a, b)
VIS2: In the next 6 months, I will visit the place that I saw in the
tourism-related VR activity in the near future
VIS3: In the next 6 months, I will visit the place that I saw in the
tourism-related VR activity soon
VIS4: In the next 6 months, I will invest money and time to visit
the place that I observed in the VR tourism
VR stickiness (VRS) VRS1: In the next 6 months, I would stay for a long time while Zhang et al.
using the tourism-related VR activity (2017)
VRS2: In the next 6 months, I intend to prolong my stays on the
VR environment when using the tourism-related VR activity
VRS3: In the next 6 months, I would use the tourism-related VR Table A1.
activity frequently Constructs and
Note(s): *EST1 and PTR2 were deleted because of low factor loading (<0.7) measurement items
ITP Appendix 2
Perceived
Travel Risk
Esthetic
Experience
– 0.16* 0.00 n.s.
0.25***
R 2 = 0.27
–0.01 n.s.
Perceived Positive 0.18**
Visit Intention
0.22*** Mood Enhancement –0.07
Educational
n.s. 0.15*
Experience
0.15* R 2 = 0.39 0.24***
0.05 n.s.
0.20**
0.18*
Escapism Perceived Negative
Experience VR Stickiness
0.20** Mood Reduction 0.29***
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