VR/AR in Tourism: A Synthesis of Methodologies and Emerging Contexts

Category: Modelling · Effect: Moderate effect · Year: 2017

A systematic review reveals that while VR and AR are increasingly explored in tourism, research often lacks theoretical grounding and faces challenges in consistent terminology and usability.

Design Takeaway

When designing VR/AR experiences for tourism, ensure clear communication of features and benefits, and rigorously test for usability to overcome user adoption barriers.

Why It Matters

Understanding the current landscape of VR/AR research in tourism is crucial for designers and developers aiming to create effective and engaging experiences. Identifying common contexts and methodological approaches can inform future design projects and highlight areas ripe for innovation.

Key Finding

The review found that most VR/AR research in tourism focuses on marketing and education, but struggles with consistent language and a strong theoretical basis, with usability and awareness being key challenges.

Key Findings

Research Evidence

Aim: To systematically review existing academic literature on Virtual Reality (VR) and Augmented Reality (AR) in tourism to identify emerging contexts, methodologies, and research gaps.

Method: Systematic Literature Review

Procedure: The researchers conducted a systematic search of academic databases for literature on VR and AR in tourism, synthesizing findings from 46 selected manuscripts to answer specific research questions regarding contexts, technologies, methodologies, and gaps.

Sample Size: 46 manuscripts

Context: Tourism and Hospitality

Design Principle

Standardize terminology and rigorously test for usability in immersive technology design.

How to Apply

When conceptualizing a VR/AR tourism product, conduct a thorough review of existing research to understand common pitfalls and successful approaches, particularly concerning user interaction and information presentation.

Limitations

The review is limited to academic literature published up to 2017 and may not capture the most recent advancements or industry-specific applications.

Student Guide (IB Design Technology)

Simple Explanation: This study looked at lots of papers about VR and AR in travel. It found that most research is about selling travel or teaching about it, but people don't always agree on what to call VR/AR, and the research isn't always based on strong theories. It also found that people find VR/AR hard to use sometimes and don't always know about it.

Why This Matters: Understanding the research landscape helps you identify gaps and opportunities for your own design project, ensuring you build upon existing knowledge and address real-world challenges.

Critical Thinking: Given the identified lack of theory-based research, how can designers proactively integrate theoretical frameworks into the development and evaluation of VR/AR tourism experiences to enhance their effectiveness and impact?

IA-Ready Paragraph: A systematic literature review by Yung and Khoo-Lattimore (2017) synthesized 46 manuscripts on VR/AR in tourism, revealing that while marketing and education are common contexts, research often suffers from inconsistent terminology and a lack of theoretical grounding. Key challenges identified included technology awareness and usability, suggesting areas for focused design and development efforts.

Project Tips

How to Use in IA

Examiner Tips

Independent Variable: ["Type of immersive technology (VR/AR)","Tourism sector/context"]

Dependent Variable: ["Methodologies used","Theories applied","Identified research gaps (e.g., awareness, usability)"]

Strengths

Critical Questions

Extended Essay Application

Source

New realities: a systematic literature review on virtual reality and augmented reality in tourism research · Current Issues in Tourism · 2017 · 10.1080/13683500.2017.1417359