This qualitative research note reports two neglected themes in research on virtual reality tourism experiences, i.e. its potentially addictive nature and temporary sense of isolation. Existing work on virtual reality tourism experiences has applied existing knowledge and theories and has solely tested how VR applications can positively mediate or moderate the tourist experience. This study adopted an inductive approach, analyzing contents of reviews and blogs, and consequently uncovered a temporary sense of isolation and the addictive nature of virtual reality as hidden themes within virtual reality tourism experiences. We stress the importance of further work on addiction and a sense of isolation in terms of their nature, role, and effects
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As one of its main resources, weather is an integral part of tourism. Yet little is known about how individual tourists experience the weather and how it affects the subjective perception of their holidays. The weather appears to have a prominent place in language and the use of the weather in narratives of tourists can provide insight into how the weather affects tourist experiences. Based on a qualitative analysis of online travel blogs written by Dutch tourists, 16 weather themes could be distinguished, representing how the weather was narrated about by tourists. Moreover, different impact themes emerged describing how the weather impacted the tourists: tourists revealed positive, negative or neutral evaluations about the weather impacts. The findings of this study can be used for future research on tourist behaviour and how specific weather types and impacts influence the decision making of tourists in terms of itineraries and activities.
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Myths can be part of the established narratives of tourist destinations: they offer a perspective on reality that may alter it but that makes it also more insightful by highlighting its inner contradictions and idiosyncrasies and challenging the universal values underlying it. This altered perspective on a place ensures visitors will feel touched by the myth and connected to the place, and the myth itself will be retold. In this paper, we discuss how we have connected narrative to story and story to myth to (re)tell the narratives of people and places and to enhance, in this way, the overall visitor experience in (tourist) destinations. We review two storytelling/placemaking projects that were commissioned to us by several regional, tourism organizations in Brabant, a province in the South of the Netherlands. The projects are: Becoming Vincent, a project about Vincent van Gogh; and Crossroads, a project about heritage from WWII. The aim of these projects was to draft a unique, narrative concept and design storylines that would link and upgrade the sites related to that heritage to eventually attract tourists there, and/or to stimulate visitors to visit more sites connected to the same theme. Finally, we draw lessons we learnt from these projects and highlight the insights we gained in the use of storytelling for mythmaking in tourist destinations
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Why people conduct different sharing about their travel is unclear. Understudied areas include the roles of tourism activity type, tourist well-being, and social context. Under the framework of construal level theory, three studies which combined secondary data and experiments revealed that: 1) challenging (relaxing) tourism activities lead to more desirability (feasibility) sharing; 2) eudaimonia (hedonia) occupy the dominant position and mediate the relationship between challenging (relaxing) tourism activity and desirability (feasibility) sharing; and 3) social context induces the transformation of the relationship between eudaimonia and hedonia, and has a significant moderating impact on the mechanism of travel experience sharing type. Theoretical and managerial implications of travel experience sharing type and mutual transformation between eudaimonia and hedonia are discussed.
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Augmented reality (AR) has moved into the spotlight of technological developments to enhance tourist experiences, presenting a need to develop meaningful AR applications. However, few studies so far have focused on requirements for a user-centric AR application design. The study aims to propose a method on translating psychological and behavioral indicators of users into relevant technical design elements for the development of mobile AR tourism applications in the context of urban heritage tourism. The research was conducted in three phases to generate a quality function deployment (QFD) model based on interviews, focus groups and questionnaires of international tourists and industry professionals. Key categories, content requirements, function requirements, and user resistance were defined for the identification of requirements. The outcomes of the study outline tourist requirements based on behavioral and psychological indicators and propose a method for translating them into technical design elements for tourist mobile AR applications.
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This paper conceptualises tourist idleness as a temporary engagement in slow, slothful and entirely unstructured holiday activities. We aim to extend the studies that prioritise the modalities of holidays in nature that encourage simplified, slower, immersive experiences, and which celebrate mindfulness, slowness and stillness as part of a tourist journey. In framing idleness as a relaxing, creative and recuperative holiday practice, we suggest that creating places of otium which encourage ‘doing nothing’ can in many ways enhance tourist wellbeing. To this end, we discuss the significance of spatial, temporal and existential elements of tourist idleness, whilst arguing that this ‘practice’ should be more celebrated in our modern, high-speed societies.
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Experiences are at the core of tourism and hospitality. Understanding how to design, manage and measure such experiences has become a key topic in academic literature focused on this sector. This paper presents the characteristics of an optimal design process model for experiences, based on the results of a meta-ethnographic synthesis of such processes. The characteristics can be seen as critical success factors in delivering the right solution to the right problem efficiently and effectively. Depending on the context, starting level and aim of the design, designers can benefit from applying several different design processes. Such a process benefits from design capabilities developed in multi-disciplinary teams. Moreover, the design process aids design teams through steering the collection of explicit and tacit knowledge on problem and solution aspects with stakeholders in a specific order. The success of a design process depends on procedural knowledge of lead designers and their ability to orchestrate and integrate contributions from various disciplines and stakeholders at the right times. Existing design processes for tourism and hospitality experiences lack maturity and flexibility, resulting in them having poor structural validity. However these processes, with insights from design science, can form a base for further theoretical development.
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In the troubled times in which we currently live, the tourism industry has called into question a need for more responsible social practices and more mindful utilisation of natural environments. The Japanese practice of shinrin-yoku, or forest bathing, has not only become a new wellness trend, but also a great potential for deeply immersive tourist experiences. While there is a wealth of studies examining the positive effects of forest bathing focussing principally on its medical benefits, this qualitative study extends these debates through documenting lived experiences of forest bathers. In so doing forest bathing suggests its latent potential to offer a profoundly mindful experience, and aims to situate this practice more prominently within the tourism discourse.
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The necessity for humans inhabiting the 21st century to slow down and take time to carry out daily practices frames the discourse of this research note. We suggest reconceptualising tourist wellbeing through the concept of slow adventure, as a response to the cult of speed and as a vehicle for engaging in deep, immersive and more meaningful experiences during journeys in the outdoors. We suggest that slow adventure has the potential to improve people’s general health and wellbeing through mindful enjoyment and consumption of the outdoor experience and thus bring people back to a state of mental and physical equilibrium. In so doing, we argue that extending the concept to include discussions around the psychological and social aspects of slow adventure is needed.
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