2021
DOI: 10.4018/978-1-7998-6428-8.ch013
|View full text |Cite
|
Sign up to set email alerts
|

Virtual Reality (VR) and Augmented Reality (AR) Technologies for Accessibility and Marketing in the Tourism Industry

Abstract: The study investigated the roles of virtual reality (VR) and augmented reality (AR) for accessibility and marketing in tourism. Literature is reviewed in this exploratory study and examples of VR and AR for accessibility and marketing in the tourism industry are presented. The review was conducted with two perspectives: accessibility role and marketing role of VR and AR technologies in the tourism industry. As a result of reviewing, these technologies have both strengths and weaknesses for accessibility in tou… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
13
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
5
1
1

Relationship

0
7

Authors

Journals

citations
Cited by 34 publications
(13 citation statements)
references
References 61 publications
0
13
0
Order By: Relevance
“…The findings suggest that individuals who perceive VR as more useful are more likely to benefit from VR. Individuals identify the usefulness of VR based on its ability to enhance learning, training, simulation, collaboration, and entertainment (Beh et al, 2022; Du et al, 2018; Jung et al, 2021; Oriti et al, 2021; Ozdemir, 2021; Prabhakaran et al, 2022; Xi & Hamari, 2021). Because perceived usefulness is a key factor influencing VR adoption, organizations that are able to tailor their offerings to meet consumer needs (i.e., offering experiences that are relevant) can help address adoption barriers such as complexity and cost.…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations
“…The findings suggest that individuals who perceive VR as more useful are more likely to benefit from VR. Individuals identify the usefulness of VR based on its ability to enhance learning, training, simulation, collaboration, and entertainment (Beh et al, 2022; Du et al, 2018; Jung et al, 2021; Oriti et al, 2021; Ozdemir, 2021; Prabhakaran et al, 2022; Xi & Hamari, 2021). Because perceived usefulness is a key factor influencing VR adoption, organizations that are able to tailor their offerings to meet consumer needs (i.e., offering experiences that are relevant) can help address adoption barriers such as complexity and cost.…”
Section: Discussionmentioning
confidence: 99%
“…While the benefits of VR have been well documented (Abdullah et al, 2021;Bogicevic et al, 2021;Jung et al, 2021;Oriti et al, 2021;Ozdemir, 2021;Vaquero-Blasco et al, 2021;Xi & Hamari, 2021)…”
Section: Societal Implicationsmentioning
confidence: 99%
See 2 more Smart Citations
“…Additionally, some games are dedicated in different modules, for example, the computer module but also a VR module. In the literature, there are many papers that discuss applying VR, despite entertainment, in the following: medicine (Li et al, 2017), architecture (Bashabsheh, Alzoubi, Ali, 2019), psychology (Parsons et al, 2017), military (Pallavicini et al, 2016), aviation (Fussell, 2020), rehabilitation (Smits, Staal, Van Goor, 2020), manufacturing (Roldán et al, 2019), automotive industry (Lawson, Salanitri, Waterfield, 2016), tourism (Beck, Rainoldi, Egger, 2019), marketing (Ozdemir, 2021), in therapy (Caponnetto et al, 2021), to overcome depression (Baghaei et al, 2021), and many others.…”
Section: Fields Of Virtual Reality Usage At the Universitymentioning
confidence: 99%