Short answer

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

Field
Modelling
Source
Current Issues in Tourism (2017)
Method
Systematic Literature Review
Sample
46 manuscripts
Evidence
Moderate effect

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. This modelling research insight is drawn from a 2017 study published in Current Issues in Tourism. Using Systematic literature review with 46 manuscripts, researchers explored how this design variable affects real-world outcomes. The key 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.

Study
ModellingHigh ImpactModerate effect

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

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.

Current Issues in Tourism · 2017

01

Key Findings

  • 01Marketing and tourism education are the most common contexts for VR/AR research in tourism.
  • 02There is heterogeneity in terminology usage for VR/AR technologies.
  • 03A lack of theory-based research is prevalent in VR/AR tourism studies.
  • 04Identified research gaps include challenges related to technology awareness, usability, and time commitment.
02

Application

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.

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.

Project actions

  • 01When researching VR/AR for your design project, look for studies that use clear definitions and test usability thoroughly.
  • 02Consider how your design can help overcome common user challenges like understanding the technology or finding it easy to use.
03

Method & Evidence

AimTo systematically review existing academic literature on Virtual Reality (VR) and Augmented Reality (AR) in tourism to identify emerging contexts, methodologies, and research gaps.
MethodSystematic Literature Review
ProcedureThe 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.
Sample46 manuscripts
ContextTourism and Hospitality

Variables

IV["Type of immersive technology (VR/AR)","Tourism sector/context"]
DV["Methodologies used","Theories applied","Identified research gaps (e.g., awareness, usability)"]
04

Strengths & Limitations

Strengths

  • +Systematic approach ensures comprehensive coverage of the literature.
  • +Addresses multiple facets of VR/AR research in tourism, including contexts, methodologies, and gaps.

Limitations

The findings are based on academic literature from before 2017, so newer developments in VR/AR technology and tourism applications might not be covered.

Reliability & validity

The reliability of this review is enhanced by its systematic methodology. Validity is supported by the synthesis of multiple studies, though it is limited by the scope of the literature searched and the subjective interpretation of findings.

Think critically

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?

05

Design Principles

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

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.

06

What This Means for Your Design

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.

How to use in your project

  • 1.Cite this review when discussing the current state of VR/AR research in tourism, particularly when highlighting common contexts or identified challenges.
07

Add to My Project

08

Quick Cite

Paragraph starter

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.

09

Source

Current Issues in Tourism

New realities: a systematic literature review on virtual reality and augmented reality in tourism research

journal · 2017

View source

Questions About This Research

What does the research say about vr/ar in tourism: a synthesis of methodologies and emerging contexts?
When designing VR/AR experiences for tourism, ensure clear communication of features and benefits, and rigorously test for usability to overcome user adoption barriers. Evidence: Current Issues in Tourism (2017).
Why does "VR/AR in Tourism: A Synthesis of Methodologies and Emerging Contexts" matter for design?
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.
How can designers apply this research?
When designing VR/AR experiences for tourism, ensure clear communication of features and benefits, and rigorously test for usability to overcome user adoption barriers.
What were the main findings?
Marketing and tourism education are the most common contexts for VR/AR research in tourism.. There is heterogeneity in terminology usage for VR/AR technologies.. A lack of theory-based research is prevalent in VR/AR tourism studies.. Identified research gaps include challenges related to technology awareness, usability, and time commitment.
What research method was used?
Systematic Literature Review with 46 manuscripts.
How strong is the evidence?
Evidence strength is rated Moderate effect, based on a 2017 journal from Current Issues in Tourism.
What should I do differently in my next project?
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.
What are the limitations?
The review is limited to academic literature published up to 2017 and may not capture the most recent advancements or industry-specific applications.