The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective
Abstract
:1. Introduction
2. Theoretical Background
2.1. Mixed Reality in Cultural Heritage Attractions
2.2. Brand Equity Theory
3. Hypotheses
3.1. Interactivity, Perceived Immersion, Perceived Enjoyment, and Brand Awareness
3.2. Vividness, Perceived Immersion, Perceived Enjoyment, and Brand Awareness
3.3. Perceived Immersion, User Satisfaction, and Brand Association
3.4. Perceived Enjoyment, User Satisfaction, and Brand Association
3.5. Brand Awareness and Brand Association
3.6. Brand Association and Brand Loyalty
3.7. Satisfaction and Brand Loyalty
4. Method
4.1. Study Context
4.2. Measures
4.3. Data Collection
5. Results
5.1. Factor Analysis
5.2. Validation
Validity and feasibility of the measurement model
5.3. Hypothesis Testing
6. Discussions
7. Conclusions
7.1. Theoretical Contributions
7.2. Practical Implications
7.3. Limitations and Future Research
Author Contributions
Funding
Conflicts of Interest
Appendix A
Variable | Items | Factor Loadings | Eigen Value | Explained Variance (%) | Confidence Coefficient | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |||||
Satisfaction (Sat) | Sat 1 | 0.804 | 0.217 | 0.121 | 0.137 | 0.316 | 0.155 | 0.215 | 0.213 | 3.486 | 13.942 | 0.978 |
Sat 4 | 0.803 | 0.229 | 0.098 | 0.137 | 0.303 | 0.175 | 0.217 | 0.216 | ||||
Sat 3 | 0.797 | 0.218 | 0.121 | 0.165 | 0.292 | 0.164 | 0.230 | 0.226 | ||||
Sat 2 | 0.791 | 0.234 | 0.141 | 0.149 | 0.270 | 0.153 | 0.227 | 0.255 | ||||
Brand association (BAs) | BAs 2 | 0.215 | 0.895 | 0.122 | 0.112 | 0.139 | 0.153 | 0.141 | 0.152 | 2.959 | 11.836 | 0.974 |
BAs 1 | 0.201 | 0.892 | 0.099 | 0.120 | 0.100 | 0.126 | 0.204 | 0.125 | ||||
BAs 3 | 0.208 | 0.873 | 0.137 | 0.172 | 0.182 | 0.141 | 0.165 | 0.146 | ||||
Interactivity (Int) | Int 3 | 0.056 | 0.148 | 0.915 | 0.087 | 0.067 | 0.140 | 0.091 | 0.092 | 2.904 | 11.617 | 0.958 |
Int 2 | 0.133 | 0.072 | 0.912 | 0.142 | 0.110 | 0.154 | 0.142 | 0.141 | ||||
Int 1 | 0.123 | 0.097 | 0.900 | 0.088 | 0.146 | 0.121 | 0.161 | 0.145 | ||||
Brand awareness (BAw) | BAw 2 | 0.131 | 0.119 | 0.136 | 0.897 | 0.110 | 0.222 | 0.141 | 0.096 | 2.832 | 11.328 | 0.946 |
BAw 3 | 0.138 | 0.135 | 0.100 | 0.896 | 0.082 | 0.266 | 0.113 | 0.104 | ||||
BAw 1 | 0.128 | 0.133 | 0.100 | 0.796 | 0.144 | 0.298 | 0.124 | 0.115 | ||||
Perceived enjoyment (PE) | PE 2 | 0.329 | 0.175 | 0.140 | 0.123 | 0.816 | 0.156 | 0.201 | 0.141 | 2.733 | 10.933 | .959 |
PE 4 | 0.323 | 0.168 | 0.151 | 0.143 | 0.816 | 0.128 | 0.197 | 0.195 | ||||
PE 3 | 0.342 | 0.133 | 0.118 | 0.128 | 0.803 | 0.127 | 0.222 | 0.199 | ||||
Brand loyalty (BL) | BL 3 | 0.103 | 0.148 | 0.152 | 0.304 | 0.125 | 0.855 | 0.114 | 0.046 | 2.725 | 10.899 | 0.943 |
BL 2 | 0.177 | 0.168 | 0.186 | 0.219 | 0.093 | 0.842 | 0.131 | 0.078 | ||||
BL 1 | 0.180 | 0.109 | 0.137 | 0.315 | 0.145 | 0.834 | 0.139 | 0.117 | ||||
Perceived immersion (PI) | PI 4 | 0.238 | 0.209 | 0.176 | 0.121 | 0.194 | 0.174 | 0.852 | 0.103 | 2.496 | 9.984 | 0.937 |
PI 5 | 0.250 | 0.217 | 0.157 | 0.169 | 0.178 | 0.189 | 0.837 | 0.138 | ||||
PI 2 | 0.276 | 0.187 | 0.203 | 0.189 | 0.306 | 0.066 | 0.683 | 0.226 | ||||
Vividness (Viv) | Viv 3 | 0.179 | 0.102 | 0.060 | 0.064 | 0.112 | 0.071 | 0.144 | 0.825 | 2.462 | 9.847 | 0.832 |
Viv 2 | 0.138 | 0.165 | 0.172 | 0.052 | 0.129 | 0.159 | 0.084 | 0.811 | ||||
Viv 1 | 0.253 | 0.106 | 0.150 | 0.186 | 0.170 | -0.028 | 0.093 | 0.757 |
Appendix B
Item | Interactivity | Vividness | Perceived Immersion | Perceived Enjoyment | Brand Awareness | Brand Association | Satisfaction | Brand Loyalty |
---|---|---|---|---|---|---|---|---|
V01 | 0.964 | 0.368 | 0.453 | 0.397 | 0.305 | 0.327 | 0.384 | 0.372 |
V02 | 0.978 | 0.368 | 0.438 | 0.381 | 0.353 | 0.311 | 0.385 | 0.410 |
V03 | 0.941 | 0.298 | 0.366 | 0.302 | 0.285 | 0.326 | 0.296 | 0.360 |
V04 | 0.325 | 0.872 | 0.398 | 0.449 | 0.326 | 0.344 | 0.516 | 0.232 |
V05 | 0.352 | 0.870 | 0.381 | 0.405 | 0.281 | 0.374 | 0.465 | 0.315 |
V06 | 0.259 | 0.855 | 0.377 | 0.390 | 0.252 | 0.322 | 0.462 | 0.237 |
V07 | 0.428 | 0.477 | 0.902 | 0.624 | 0.425 | 0.486 | 0.638 | 0.382 |
V08 | 0.409 | 0.371 | 0.960 | 0.554 | 0.390 | 0.495 | 0.593 | 0.435 |
V09 | 0.401 | 0.406 | 0.963 | 0.555 | 0.436 | 0.511 | 0.611 | 0.462 |
V10 | 0.364 | 0.432 | 0.588 | 0.960 | 0.380 | 0.459 | 0.702 | 0.422 |
V11 | 0.347 | 0.475 | 0.594 | 0.958 | 0.379 | 0.428 | 0.710 | 0.393 |
V12 | 0.379 | 0.478 | 0.590 | 0.967 | 0.394 | 0.459 | 0.707 | 0.407 |
V13 | 0.305 | 0.320 | 0.424 | 0.395 | 0.911 | 0.372 | 0.421 | 0.594 |
V14 | 0.331 | 0.313 | 0.432 | 0.382 | 0.966 | 0.363 | 0.414 | 0.565 |
V15 | 0.300 | 0.314 | 0.409 | 0.362 | 0.971 | 0.374 | 0.413 | 0.595 |
V16 | 0.300 | 0.367 | 0.518 | 0.419 | 0.357 | 0.968 | 0.529 | 0.381 |
V17 | 0.325 | 0.398 | 0.496 | 0.451 | 0.362 | 0.978 | 0.551 | 0.409 |
V18 | 0.348 | 0.405 | 0.530 | 0.492 | 0.417 | 0.978 | 0.567 | 0.422 |
V19 | 0.358 | 0.528 | 0.628 | 0.722 | 0.414 | 0.539 | 0.971 | 0.449 |
V20 | 0.381 | 0.563 | 0.638 | 0.699 | 0.426 | 0.557 | 0.966 | 0.455 |
V21 | 0.364 | 0.540 | 0.640 | 0.712 | 0.441 | 0.544 | 0.971 | 0.464 |
V22 | 0.342 | 0.528 | 0.626 | 0.715 | 0.418 | 0.548 | 0.970 | 0.461 |
V23 | 0.369 | 0.322 | 0.449 | 0.433 | 0.617 | 0.384 | 0.480 | 0.955 |
V24 | 0.394 | 0.284 | 0.432 | 0.387 | 0.540 | 0.410 | 0.454 | 0.939 |
V25 | 0.364 | 0.246 | 0.403 | 0.381 | 0.594 | 0.385 | 0.404 | 0.949 |
References
- Minoli, D.; Occhiogrosso, B. Practical aspects for the integration of 5G networks and IoT applications in smart cities environments. Wirel. Commun. Mob. Comput. 2019, 5710834. [Google Scholar] [CrossRef] [Green Version]
- Seaborn, K.; Edey, J.; Dolinar, G.; Whitfield, M.; Gardner, P.; Branje, C.; Fels, D.I. Accessible play in everyday spaces: Mixed reality gaming for adult powered chair users. ACM Trans. Comput. Hum. Interact. (Tochi) 2016, 23, 1–28. [Google Scholar] [CrossRef]
- Lindgren, R.; Tscholl, M.; Wang, S.; Johnson, E. Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Comput. Educ. 2016, 95, 174–187. [Google Scholar] [CrossRef] [Green Version]
- Ke, F.; Lee, S.; Xu, X. Teaching training in a mixed-reality integrated learning environment. Comput. Hum. Behav. 2016, 62, 212–220. [Google Scholar] [CrossRef]
- Jung, T.; Tom Dieck, M.C.; Lee, H.; Chung, N. Effects of virtual reality and augmented reality on visitor experiences in museum. In Information and Communication Technologies in Tourism 2016; Springer: Cham, Switzerland, 2016; pp. 621–635. [Google Scholar]
- Bruno, F.; Bruno, S.; De Sensi, G.; Luchi, M.L.; Mancuso, S.; Muzzupappa, M. From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. J. Cult. Herit. 2010, 11, 42–49. [Google Scholar] [CrossRef]
- Gretzel, U.; Sigala, M.; Xiang, Z.; Koo, C. Smart tourism: Foundations and developments. Electron. Mark. 2015, 25, 179–188. [Google Scholar] [CrossRef] [Green Version]
- Jarrier, E.; Bourgeon-Renault, D. Impact of mediation devices on the museum visit experience and on visitors’ behavioural intentions. Int. J. Arts Manag. HEC Montréal Chair in Arts Management. 2012, 15, 18–29. [Google Scholar]
- Stylianou-Lambert, T.; Boukas, N.; Christodoulou-Yerali, M. Museums and cultural sustainability: Stakeholders, forces, and cultural policies. Int. J. Cult. Policy 2014, 20, 566–587. [Google Scholar] [CrossRef]
- Ren, W.; Han, F. Indicators for assessing the sustainability of built heritage attractions: An Anglo-Chinese Study. Sustainability 2018, 10, 2504. [Google Scholar] [CrossRef] [Green Version]
- Žabkar, V.; Brenčič, M.M.; Dmitrović, T. Modelling perceived quality, visitor satisfaction and behavioural intentions at the destination level. Tour. Manag. 2010, 31, 537–546. [Google Scholar] [CrossRef]
- Swanson, K.K.; Horridge, P.E. Travel motivations as souvenir purchase indicators. Tour. Manag. 2006, 27, 671–683. [Google Scholar] [CrossRef]
- Iqbal, H.; Tatti, F.; y Baena, F.R. Augmented-reality within computer assisted orthopedic surgery workflows: A Proof of Concept Study. Epic Ser. Health Sci. 2019, 3, 184–188. [Google Scholar]
- Hammady, R.; Ma, M.; Strathearn, C. Ambient information visualisation and visitors’ technology acceptance of mixed reality in museums. J. Comput. Cult. Herit. 2019, 12. [Google Scholar]
- Garanti, Z.; Kissi, P.S. The effects of social media brand personality on brand loyalty in the Latvian banking industry. Int. J. Bank Mark. 2019. [Google Scholar] [CrossRef]
- Foroudi, P.; Jin, Z.; Gupta, S.; Foroudi, M.M.; Kitchen, P.J. Perceptional components of brand equity: Configuring the Symmetrical and Asymmetrical Paths to brand loyalty and brand purchase intention. J. Bus. Res. 2018, 89, 462–474. [Google Scholar] [CrossRef] [Green Version]
- Khadim, R.A.; Hanan, M.A.; Arshad, A.; Saleem, N. Revisiting antecedents of brand loyalty: Impact of perceived social media communication with brand trust and brand equity as mediators. Acad. Strat. Manag. J. 2018. [Google Scholar]
- Juga, J.; Juntunen, J.; Paananen, M. Impact of value-adding services on quality, loyalty and brand equity in the brewing industry. Int. J. Qual. Serv. Sci. 2018, 10, 61–71. [Google Scholar] [CrossRef] [Green Version]
- Nah, F.F.H.; Eschenbrenner, B.; DeWester, D. Enhancing brand equity through flow and telepresence: A comparison of 2D and 3D virtual worlds. Mis Q. 2011, 731–747. [Google Scholar] [CrossRef]
- Yoo, B.; Donthu, N.; Lee, S. An examination of selected marketing mix elements and brand equity. J. Acad. Mark. Sci. 2000, 28, 195–211. [Google Scholar] [CrossRef]
- Aaker, D.A. The value of brand equity. J. Bus. Strategy 1992, 13, 27–32. [Google Scholar] [CrossRef]
- Keller, K.L. Conceptualizing, measuring, and managing customer-based brand equity. J. Mark. 1993, 57, 1–22. [Google Scholar] [CrossRef]
- Allen, D.G.; Mahto, R.V.; Otondo, R.F. Web-based recruitment: Effects of information, organizational brand, and attitudes toward a Web site on applicant attraction. J. Appl. Psychol. 2007, 92, 1696. [Google Scholar] [CrossRef] [Green Version]
- Colladon, A.F.; Grippa, F.; Innarella, R. Studying the association of online brand importance with museum visitors: An application of the semantic brand score. Tour. Manag. Perspect. 2020, 33, 100588. [Google Scholar] [CrossRef]
- Liu, C.R.; Liu, H.K.; Lin, W.R. Constructing customer-based museums brand equity model: The mediating role of brand value. Int. J. Tour. Res. 2015, 17, 229–238. [Google Scholar] [CrossRef]
- Nisi, V.; Dionisio, M.; Barreto, M.; Nunes, N. A Mixed reality neighborhood tour: Understanding visitor experience and perceptions. Entertainment Comput. 2018, 27, 89–100. [Google Scholar] [CrossRef]
- Rahaman, H.; Champion, E.; Bekele, M. From photo to 3D to mixed reality: A complete workflow for cultural heritage visualisation and experience. Digit. Appl. Archaeol. Cult. Herit. 2019, 13, e00102. [Google Scholar] [CrossRef]
- Jung, T.; Han, D. Augmented Reality (AR) in urban heritage tourism. E-Rev. Tour. Res. 2014, 5, 1–5. [Google Scholar]
- tom Dieck, M.C.; Jung, T. Value of augmented reality at cultural heritage sites: A stakeholder approach. J. Destin. Mark. Manag. 2017, 6, 110–117. [Google Scholar] [CrossRef]
- Moorhouse, N.; tom Dieck, M.C.; Jung, T. An experiential view to children learning in museums with Augmented Reality. Mus. Manag. Curatorship 2019, 34, 402–418. [Google Scholar] [CrossRef]
- tom Dieck, M.C.; Jung, T.; tom Dieck, D. Enhancing art gallery visitors’ learning experience using wearable augmented reality: Generic learning outcomes perspective. Curr. Issues Tour. 2018, 21, 2014–2034. [Google Scholar] [CrossRef]
- tom Dieck, M.C.; Jung, T. A theoretical model of mobile augmented reality acceptance in urban heritage tourism. Curr. Issues Tour. 2018, 21, 154–174. [Google Scholar] [CrossRef]
- Han, D.; Jung, T.; tom Dieck, M.C. Exploring visitors’ augmented reality smart glasses (ARSG) adoption in the cultural tourism context. Leis. Stud. 2019, 38, 618–633. [Google Scholar]
- Jung, T.; Lee, H.; Chung, N.; tom Dieck, M.C. Cross-cultural differences in accepting mobile augmented reality. Int. J. Contemp. Hosp. Manag. 2018, 30, 1621–1645. [Google Scholar] [CrossRef]
- Carrozzino, M.; Bergamasco, M. Beyond virtual museums: Experiencing immersive virtual reality in real museums. J. Cult. Heritage 2010, 11, 452–458. [Google Scholar] [CrossRef]
- Jung, T.H.; tom Dieck, M.C. Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places. J. Place Manag. Dev. 2017, 10, 140–151. [Google Scholar] [CrossRef]
- Lee, H.; Jung, T.; tom Dieck, M.C.; Chung, N. Experiencing immersive virtual reality in museums. Inf. Manag. 2020. [Google Scholar] [CrossRef]
- Han, D.; tom Dieck, M.C.; Jung, T. User experience model for augmented reality applications in the urban heritage tourism. J. Herit. Tour. 2018, 13, 46–61. [Google Scholar] [CrossRef]
- Klein, L.R. Creating virtual product experiences: The role of telepresence. J. Interact. Mark. 2003, 17, 41–55. [Google Scholar] [CrossRef]
- Coyle, J.R.; Thorson, E. The effects of progressive levels of interactivity and vividness in web marketing sites. J. Advert. 2001, 30, 65–77. [Google Scholar] [CrossRef]
- Steuer, J. Defining virtual reality: Dimensions determining telepresence. J. Commun. 1992, 42, 73–93. [Google Scholar] [CrossRef]
- Deng, X.; Unnava, H.R.; Lee, H. “Too true to be good?” when virtual reality decreases interest in actual reality. J. Bus. Res. 2019, 100, 561–570. [Google Scholar] [CrossRef]
- Jang, Y.; Park, E. An adoption model for virtual reality games: The roles of presence and enjoyment. Telemat. Inf. 2019, 42, 101239. [Google Scholar] [CrossRef]
- Yim, M.Y.C.; Chu, S.C.; Sauer, P.L. Is augmented reality technology an effective tool for e-commerce? An interactivity and vividness perspective. J. Interact. Mark. 2017, 39, 89–103. [Google Scholar] [CrossRef]
- Chang, Y.J.; Chen, C.H.; Huang, W.T.; Huang, W.S. Investigating students’ perceived satisfaction, behavioral intention, and effectiveness of English learning using augmented reality. In IEEE International Conference on Multimedia and Expo; IEEE: Piscataway, NJ, USA, 2011; pp. 1–6. [Google Scholar]
- Mehrabian, A.; Russell, J.A.A. Approach to Environmental Psychology; The MIT Press: Cambridge, MA, USA, 1974. [Google Scholar]
- Choi, H.; Kandampully, J. The effect of atmosphere on customer engagement in upscale hotels: An application of SOR paradigm. Int. J. Hosp. Manag. 2019, 77, 40–50. [Google Scholar] [CrossRef]
- Kim, M.J.; Lee, C.K.; Jung, T. Exploring consumer behavior in virtual reality tourism using an extended stimulus-organism-response model. J. Travel Res. 2020, 59, 69–89. [Google Scholar] [CrossRef] [Green Version]
- Trunfio, M.; Campana, S. A visitors’ experience model for mixed reality in the museum. Curr. Issues Tour. 2019, 1–6. [Google Scholar] [CrossRef]
- Lim, Y.; Weaver, P.A. Customer-based brand equity for a destination: The effect of destination image on preference for products associated with a destination brand. Int. J. Tour. Res. 2014, 16, 223–231. [Google Scholar] [CrossRef]
- Camarero, C.; Garrdio, M.J.; Vicente, E. Components of art exhibition brand equity for internal and external visitors. Tour. Manag. 2010, 31, 495–504. [Google Scholar] [CrossRef]
- Huang, Z.J.; Cai, L.A. Modeling consumer-based brand equity for multinational hotel brands–When hosts become guests. Tour. Manag. 2015, 46, 431–443. [Google Scholar] [CrossRef]
- Pappu, R.; Quester, P.G.; Cooksey, R.W. Consumer-based brand equity: Improving the measurement–empirical evidence. J. Prod. Brand Manag. 2005, 14, 143–154. [Google Scholar] [CrossRef]
- Dedeoglu, B.B.; Van Niekerk, M.; Weinland, J.; Celuch, K. Re-conceptualizing customer-based destination brand equity. J. Destin. Mark. Manag. 2019, 11, 211–230. [Google Scholar] [CrossRef]
- Hoeffler, S.; Keller, K.L. Building brand equity through corporate societal marketing. J. Public Policy Mark. 2002, 21, 78–89. [Google Scholar] [CrossRef] [Green Version]
- Aaker, D.A. Managing Brand Equity; Simon and Schuster: New York, NY, USA, 2009. [Google Scholar]
- Phung, M.T.; Ly, P.T.M.; Nguyen, T.T. The effect of authenticity perceptions and brand equity on brand choice intention. J. Bus. Res. 2019, 101, 726–736. [Google Scholar] [CrossRef]
- Qu, H.; Kim, L.H.; Im, H.H. A model of destination branding: Integrating the concepts of the branding and destination image. Tour. Manag. 2011, 32, 465–476. [Google Scholar] [CrossRef]
- Chi, H.K.; Huang, K.C.; Nguyen, H.M. Elements of destination brand equity and destination familiarity regarding travel intention. J. Retail. Consum. Serv. 2020, 52. [Google Scholar] [CrossRef]
- Gómez, M.; Lopez, C.; Molina, A. A model of tourism destination brand equity: The case of wine tourism destinations in Spain. Tour. Manag. 2015, 51, 210–222. [Google Scholar] [CrossRef]
- Nakevska, M.; van der Sanden, A.; Funk, M.; Hu, J.; Rauterberg, M. Interactive storytelling in a mixed reality environment: The effects of interactivity on user experiences. Entertain. Comput. 2017, 21, 97–104. [Google Scholar] [CrossRef] [Green Version]
- Douglas, Y.; Hargadon, A. The pleasure principle: Immersion, engagement, flow. In Proceedings of the Eleventh ACM on Hypertext and Hypermedia, San Antonio, TX, USA, 30 May–3 June 2000; pp. 153–160. [Google Scholar]
- Harvey, M.L.; Loomis, R.J.; Bell, P.A.; Marino, M. The influence of museum exhibit design on immersion and psychological flow. Env. Behav. 1998, 30, 601–627. [Google Scholar] [CrossRef]
- Shafer, D.M.; Carbonara, C.P.; Popova, L. Spatial presence and perceived reality as predictors of motion-based video game enjoyment. Presence: Teleoperators Virtual Env. 2011, 20, 591–619. [Google Scholar] [CrossRef]
- Lin, J.J.; Parker, D.E. User experience modeling and enhancement for virtual environments that employ wide-field displays. In International Conference on Digital Human Modeling; Springer: Berlin/Heidelberg, Germany, 2007; pp. 423–433. [Google Scholar]
- Gonzales, A.L.; Finley, T.; Duncan, S.P. (Perceived) interactivity: Does interactivity increase enjoyment and creative identity in artistic spaces? In Proceedings of the SIGHI Conference on Human Factors in Computing Systems, Boston, MA, USA, 25–30 April 2009; pp. 415–418. [Google Scholar]
- Shin, D.H. 3DTV as a social platform for communication and interaction. Inf. Technol. People 2012, 25, 55–80. [Google Scholar] [CrossRef]
- Islam, J.U.; Rahman, Z. The impact of online brand community characteristics on customer engagement: An application of Stimulus-Organism-Response paradigm. Telemat. Inf. 2017, 34, 96–109. [Google Scholar] [CrossRef]
- Chierici, R.; Del Bosco, B.; Mazzucchelli, A.; Chiacchierini, C. Enhancing brand awareness, reputation and loyalty: The role of social media. Int. J. Bus. Manag. 2019, 14, 153–160. [Google Scholar] [CrossRef] [Green Version]
- Mauroner, O.; Le, L.; Best, S. Augmented reality in advertising and brand communication: An experimental study. World Acad. Sci. Eng. Technol. Int. Sch. Sci. Res. Innov. 2016, 10, 422–425. [Google Scholar]
- Sadowski, W.; Stanney, K. Presence in virtual environments. In Human Factors and Ergonomics. Handbook of Virtual Environments: Design, Implementation, and Applications; Stanney, K.M., Ed.; Lawrence Erlbaum Associates Publishers: Mahwah, NJ, USA, 2002; pp. 791–806. [Google Scholar]
- Witmer, B.G.; Singer, M.J. Measuring presence in virtual environments: A presence questionnaire. Presence 1998, 7, 225–240. [Google Scholar] [CrossRef]
- Lee, N.J. The impact of international experience on student nurses’ personal and professional development. Int. Nurs. Rev. 2004, 51, 113–122. [Google Scholar] [CrossRef]
- Jiang, Z.; Benbasat, I. The effects of presentation formats and task complexity on online consumers’ product understanding. Mis Quart. 2007, 475–500. [Google Scholar] [CrossRef] [Green Version]
- Faust, F.; Roepke, G.; Catecati, T.; Araujo, F.; Ferreira, M.G.G.; Albertazzi, D. Use of augmented reality in the usability evaluation of products. Work 2012, 41 (Suppl. 1), 1164–1167. [Google Scholar] [CrossRef] [Green Version]
- Tavsancil, E.; Yildirim, O.; DEMIR, S.B. Direct and indirect effects of learning strategies and reading enjoyment on PISA 2009 reading performance. Eurasian J. Educ. Res. 2019, 19, 169–190. [Google Scholar] [CrossRef] [Green Version]
- Van Kerrebroeck, H.; Brengman, M.; Willems, K. When brands come to life: Experimental research on the vividness effect of Virtual Reality in transformational marketing communications. Virtual Real. 2017, 21, 177–191. [Google Scholar] [CrossRef]
- Cyr, D. Return visits: A review of how Web site design can engender visitor loyalty. J. Inf. Technol. 2014, 29, 1–26. [Google Scholar] [CrossRef]
- McLean, G.; Wilson, A. Shopping in the digital world: Examining customer engagement through augmented reality mobile applications. Comput. Hum. Behav. 2019, 101, 210–224. [Google Scholar] [CrossRef]
- Griffith, D.A.; Gray, C.C. The fallacy of the level playing field: The effect of brand familiarity and web site vividness on online consumer response. J. Mark. Channels 2002, 9, 87–102. [Google Scholar] [CrossRef]
- Lu, A.S.; Thompson, D.; Baranowski, J.; Buday, R.; Baranowski, T. Story immersion in a health videogame for childhood obesity prevention. Games Health Res. Dev. Clin. Appl. 2012, 1, 37–44. [Google Scholar] [CrossRef] [PubMed]
- Denisova, A.; Cairns, P. The placebo effect in digital games: Phantom perception of adaptive artificial intelligence. In Proceedings of the 2015 Annual Symposium on Computer-human Interaction in Play, London, UK, 5–7 October 2015; pp. 23–33. [Google Scholar]
- Hollebeek, L. Exploring customer brand engagement: Definition and themes. J. Strat. Mark. 2011, 19, 555–573. [Google Scholar] [CrossRef]
- Ahn, S.J.; Bailenson, J.N. Self-endorsing versus other-endorsing in virtual environments. J. Advert. 2011, 40, 93–106. [Google Scholar] [CrossRef] [Green Version]
- Biocca, F.; Daugherty, T.; Chae, Z.H.; Li, H. Effect of visual sensory immersion on presence, product knowledge, attitude toward the product and purchase intention. In Proceedings of the Experiential E-Commerce Conference. : Michigan. 27-29, East Lansing, MI, USA, 27–29 September 2001. [Google Scholar]
- Shin, D. How does immersion work in augmented reality games? A user-centric view of immersion and engagement. Inf. Commun. Soc. 2019, 22, 1212–1229. [Google Scholar] [CrossRef]
- Poncin, I.; Garnier, M.; Maille, V. A merchant virtual universe as an innovative retail setting: A dynamic perspective on the immersion process. In Successful Technological Integration for Competitive Advantage in Retail. Settings; IGI Global: Hershey, PA, USA, 2015; pp. 43–75. [Google Scholar]
- Virvilaite, R.; Tumasonyte, D.; Sliburyte, L. The influence of word of mouth communication on brand equity: Receiver perspectives. Procedia-Soc. Behav. Sci. 2015, 213, 641–646. [Google Scholar] [CrossRef] [Green Version]
- Ramayah, T.; Ignatius, J. Impact of perceived usefulness, perceived ease of use and perceived enjoyment on intention to shop online. Icfai J. Syst. Manag. (Ijsm) 2005, 3, 36–51. [Google Scholar]
- Balog, A.; Pribeanu, C. The role of perceived enjoyment in the students’ acceptance of an augmented reality teaching platform: A structural equation modelling approach. Stud. Inf. Control. 2010, 19, 319–330. [Google Scholar] [CrossRef]
- Shiau, W.L.; Luo, M.M. Continuance intention of blog users: The impact of perceived enjoyment and user involvement. PACIS 2010, 85. [Google Scholar]
- Joo, Y.J.; Park, S.; Shin, E.K. Students’ expectation, satisfaction, and continuance intention to use digital textbooks. Comput. Hum. Behav. 2017, 69, 83–90. [Google Scholar] [CrossRef]
- Makransky, G.; Lilleholt, L. A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educ. Technol. Res. Dev. 2018, 66, 1141–1164. [Google Scholar] [CrossRef]
- Yang, Y.; Asaad, Y.; Dwivedi, Y. Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Comput. Hum. Behav. 2017, 73, 459–469. [Google Scholar] [CrossRef] [Green Version]
- Mackay, M.M. Evaluation of brand equity measures: Further empirical results. J. Prod. Brand Manag. 2001, 10, 38–51. [Google Scholar] [CrossRef] [Green Version]
- Severi, E.; Ling, K.C. The mediating effects of brand association, brand loyalty, brand image and perceived quality on brand equity. Asian Soc. Sci. 2013, 9, 125. [Google Scholar] [CrossRef] [Green Version]
- Lloyd, D.W.; Clancy, K.J. Television program involvement and advertising response: Some unsettling implications for copy research. J. Consum. Mark. 1991. [Google Scholar] [CrossRef]
- Im, H.H.; Kim, S.S.; Elliot, S.; Han, H. Conceptualizing destination brand equity dimensions from a consumer-based brand equity perspective. J. Travel Tour. Mark. 2012, 29, 385–403. [Google Scholar] [CrossRef]
- Keller, K.L. Strategic Brand Management: Building, Measuring, and Managing Brand Equity; Person Education: Upper Saddle River, NJ, USA, 2008. [Google Scholar]
- Malik, M.E.; Naeem, B.; Munawar, M. How does customer satisfaction nurture brand loyalty? Empirical Examination of brand trust as partial mediator. J. Basic Appl. Sci. Res. 2013, 3, 500–507. [Google Scholar]
- Aaker, D.A. Measuring brand equity across products and markets. Calif. Manag. Rev. 1996, 38, 102–120. [Google Scholar] [CrossRef]
- Ahn, J.; Park, J.K.; Hyun, H. Luxury product to service brand extension and brand equity transfer. J. Retail. Consum. Serv. 2018, 42, 22–28. [Google Scholar] [CrossRef]
- Quan, N.; Chi, N.; Nhung, D.; Ngan, N.; Phong, L. The influence of website brand equity, e-brand experience on e-loyalty: The mediating role of e-satisfaction. Manag. Sci. Lett. 2020, 10, 63–76. [Google Scholar] [CrossRef]
- Romaniuk, J.; Nenycz-Thiel, M. Behavioral brand loyalty and consumer brand associations. J. Bus. Res. 2013, 66, 67–72. [Google Scholar] [CrossRef]
- Till, B.D.; Baack, D.; Waterman, B. Strategic brand association maps: Developing brand insight. J. Prod. Brand Manag. 2011, 20, 92–100. [Google Scholar] [CrossRef]
- Kristensen, K.; Kanji, G.K.; Dahlgaard, J.J. On measurement of customer satisfaction. Total Qual. Manag. 1992, 3, 123–128. [Google Scholar] [CrossRef]
- Hammond, K.; East, R.; Ehrenberg, A. Buying More and Buying Longer: Concepts and Applications of Consumer Loyalty; London Business School: London, UK, 1996. [Google Scholar]
- Brexendorf, T.O.; Mühlmeier, S.; Tomczak, T.; Eisend, M. The impact of sales encounters on brand loyalty. J. Bus. Res. 2010, 63, 1148–1155. [Google Scholar] [CrossRef]
- Kim, J.W.; Lee, F.; Suh, Y.G. Satisfaction and loyalty from shopping mall experience and brand personality. Serv. Mark. Q. 2015, 36, 62–76. [Google Scholar] [CrossRef]
- Nam, J.; Ekinci, Y.; Whyatt, G. Brand equity, brand loyalty and consumer satisfaction. Ann. Tour. Res. 2011, 38, 1009–1030. [Google Scholar] [CrossRef]
- L’atelier. Available online: http://www.light-atelier.com/eng/sub/0102.php (accessed on 15 January 2020).
- Mollen, A.; Wilson, H. Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives. J. Bus. Res. 2010, 63, 919–925. [Google Scholar] [CrossRef] [Green Version]
- Huang, M.P.; Himle, J.; Alessi, N.E. Vivid visualization in the experience of phobia in virtual environments: Preliminary results. Cyberpsychol. Behav. 2000, 3, 315–320. [Google Scholar] [CrossRef]
- Huang, T.L.; Tseng, C.H. Using augmented reality to reinforce vivid memories and produce a digital interactive experience. J. Electron. Commer. Res. 2015, 16, 307. [Google Scholar]
- Mavrogeorgi, N.; Koutsoutos, S.; Yannopoulos, A.; Varvarigou, T.; Kambourakis, G. Vivid educational experience with virtual reality. In 2009 Fourth International Multi-Conference on Computing in the Global Information Technology; IEEE: Piscataway, NJ, USA, 2009; pp. 196–201. [Google Scholar]
- Johnson-Glenberg, M.C. Immersive VR and education: Embodied design principles that include gesture and hand controls. Front. Robot. Ai 2018, 5, 81. [Google Scholar] [CrossRef] [Green Version]
- Wang, Y.S.; Lin, H.H.; Liao, Y.W. Investigating the individual difference antecedents of perceived enjoyment in the acceptance of blogging. World Acad. Sci. Eng. Technol. 2010, 67, 1014–1023. [Google Scholar]
- Yussof, A.; Ibrahim, R.; Zaman, H.; Ahmad, A.; Suhaifi, S. Users acceptance of mixed reality technology. Issues Inf. Syst. 2011, 7, 194–205. [Google Scholar]
- Oh, H. The effect of brand class, brand awareness, and price on customer value and behavioral intentions. J. Hosp. Tour. Res. 2000, 24, 136–162. [Google Scholar] [CrossRef]
- Low, G.S.; Lamb, C.W., Jr. The measurement and dimensionality of brand associations. J. Prod. Brand Manag. 2000. [Google Scholar] [CrossRef]
- Park, C.; Whan, D.J.; MacInnis, J.P.; Eisingerich, A.B.; Iacobucci, D. Brand attachment and brand attitude strength: Conceptual and empirical differentiation of two critical brand equity drivers. J. Mark. 2010, 74, 1–17. [Google Scholar] [CrossRef] [Green Version]
- Poushneh, A.; Vasquez-Parraga, A.Z. Discernible impact of augmented reality on retail customer’s experience, satisfaction and willingness to buy. J. Retail. Consum. Serv. 2017, 34, 229–234. [Google Scholar] [CrossRef]
- Shelstad, W.J.; Smith, D.C.; Chaparro, B.S. Gaming on the rift: How virtual reality affects game user satisfaction. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting; Sage CA, SAGE Publications: Los Angeles, CA, USA, 2017; pp. 2072–2076. [Google Scholar]
- Ramaseshan, B.; Stein, A. Connecting the dots between brand experience and brand loyalty: The mediating role of brand personality and brand relationships. J. Brand Manag. 2014, 21, 664–683. [Google Scholar] [CrossRef] [Green Version]
- Bland, J.M.; Altman, D.G. Statistics notes: Cronbach’s alpha. BMJ 1997, 314, 572. [Google Scholar] [CrossRef] [Green Version]
- Fornell, C.; Larcker, D.F. Structural equation models with unobservable variables and measurement error: Algebra and statistics. J. Mark. Res. 1981, 18, 382–388. [Google Scholar] [CrossRef]
- Bagozzi, R.P.; Yi, Y. On the evaluation of structural equation models. J. Acad. Mark. Sci. 1988, 16, 74–94. [Google Scholar] [CrossRef]
- Hair, J.F.; Sarstedt, M.; Ringle, C.M.; Mena, J.A. An assessment of the use of partial least squares structural equation modeling in marketing research. J. Acad. Mark. Sci. 2012, 40, 414–433. [Google Scholar] [CrossRef]
- Wong, K.K.K. Partial least squares structural equation modeling (PLS-SEM) techniques using SmartPLS. Mark. Bull. 2013, 24, 1–32. [Google Scholar]
- Tenenhaus, M.; Vinzi, V.E.; Chatelin, Y.M.; Lauro, C. PLS path modeling. Comput. Stat. Data Anal. 2005, 48, 159–205. [Google Scholar] [CrossRef]
- Hair, J.F.; Ringle, C.M.; Sarstedt, M. PLS-SEM: Indeed a silver bullet. J. Mark. Theory Pr. 2011, 19, 139–152. [Google Scholar] [CrossRef]
- Esmaeilpour, F. The role of functional and symbolic brand associations on brand loyalty. J. Fash. Mark. Manag. 2015, 19, 467–484. [Google Scholar] [CrossRef]
- Tan, W.K.; Lee, P.W.; Hsu, C.W. Investigation of temporal dissociation and focused immersion as moderators of satisfaction–continuance intention relationship: Smartphone as an example. Telemat. Inf. 2015, 32, 745–754. [Google Scholar] [CrossRef]
- Zhao, L.; Lu, Y. Enhancing perceived interactivity through network externalities: An empirical study on micro-blogging service satisfaction and continuance intention. Decis. Support. Syst. 2012, 53, 825–834. [Google Scholar] [CrossRef]
- Chang, Y.; Kim, M.K.; Kim, Y.; Park, M.C. Determinants of user satisfaction and continuance intention of smartphones: Focus on interactivity perspective. In Proceedings of the 8th International Telecommunications Society (ITS) Asia-Pacific Regional Conference, Convergence in the Digital Age, ITS, Taipei, Taiwan, 26–28 June 2011. [Google Scholar]
- Liu, L.; Ip, R.; Shum, A.; Wagner, C. Learning effects of virtual game worlds: An empirical investigation of immersion, enjoyment and performance. In Proceedings of the Twentieth Americas Conference on Information Systems, Savannah, GA, USA, 7–9 August 2014. [Google Scholar]
Category | Frequency (%) | |
---|---|---|
Gender | Male | 84 (33.5) |
Female | 167 (66.5) | |
Age | 20s | 118 (47.0) |
30s | 98 (39.0) | |
40s | 27 (10.8) | |
50s | 8 (3.2) | |
Education | High school graduate | 28 (11.2) |
College registration | 26 (10.4) | |
College graduate | 168 (66.9) | |
Graduate student or above | 29 (11.6) | |
Profession | Student | 49 (19.5) |
Employee | 126 (50.2) | |
Housewife | 17 (6.8) | |
Practitioner | 42 (16.7) | |
Others | 17 (6.8) |
Variable | AVE | CR | R2 | Cronbach’s Alpha | Communality | Redundancy |
---|---|---|---|---|---|---|
Interactivity | 0.924 | 0.973 | 0.959 | 0.924 | ||
Vividness | 0.749 | 0.900 | 0.833 | 0.749 | ||
Perceived immersion | 0.888 | 0.959 | 0.288 | 0.936 | 0.888 | 0.158 |
Perceived enjoyment | 0.925 | 0.974 | 0.279 | 0.959 | 0.925 | 0.113 |
Brand awareness | 0.903 | 0.965 | 0.161 | 0.946 | 0.903 | 0.090 |
Brand association | 0.950 | 0.983 | 0.332 | 0.974 | 0.950 | 0.136 |
Satisfaction | 0.940 | 0.984 | 0.605 | 0.979 | 0.940 | 0.469 |
Brand loyalty | 0.898 | 0.964 | 0.255 | 0.943 | 0.898 | 0.186 |
(Goodness-of-fit) | MR = 0.536 *Quality: high (>0.36), medium (0.25~0.36), low (0.1~0.25) (Tenenhaus, Vinzi, Chatelin, and Lauro, 2005) |
Constructs | Mean | SD | (1) | (2) | (3) | (4) | (5) | (6) | (7) | (8) |
---|---|---|---|---|---|---|---|---|---|---|
(1) Interactivity | 4.99 | 1.33 | 0.961 | |||||||
(2) Vividness | 5.43 | 1.08 | 0.356** | 0.866 | ||||||
(3) Perceived immersion | 5.34 | 1.29 | 0.433** | 0.440** | 0.942 | |||||
(4) Perceived enjoyment | 5.92 | 1.15 | 0.373** | 0.477** | 0.610** | 0.962 | ||||
(5) Brand awareness | 5.29 | 1.34 | 0.327** | 0.329** | 0.442** | 0.400** | 0.950 | |||
(6) Brand association | 5.09 | 1.44 | 0.334** | 0.400** | 0.527** | 0.465** | 0.388** | 0.975 | ||
(7) Satisfaction | 6.12 | 0.99 | 0.369** | 0.554** | 0.650** | 0.734** | 0.438** | 0.564** | 0.969 | |
(8) Brand loyalty | 4.86 | 1.57 | 0.395** | 0.301** | 0.452** | 0.422** | 0.616** | 0.414** | 0.470** | 0.948 |
Path name | Original Sample (O) | Sample Mean (M) | Standard Deviation (STDEV) | Standard Error (STERR) | T Statistics (|O/STERR|) | Accept/Reject | |
---|---|---|---|---|---|---|---|
H1-1 | Interactivity -> Perceived immersion | 0.320 | 0.318 | 0.061 | 0.061 | 5.222*** | Accept |
H1-2 | Interactivity -> Perceived enjoyment | 0.235 | 0.234 | 0.058 | 0.058 | 4.049*** | Accept |
H1-3 | Interactivity ->Brand awareness | 0.240 | 0.237 | 0.070 | 0.070 | 3.447*** | Accept |
H2-1 | Vividness -> Perceived immersion | 0.330 | 0.333 | 0.063 | 0.063 | 5.264*** | Accept |
H2-2 | Vividness -> Perceived enjoyment | 0.395 | 0.399 | 0.062 | 0.062 | 6.346*** | Accept |
H2-3 | Vividness -> Brand awareness | 0.246 | 0.249 | 0.073 | 0.073 | 3.364*** | Accept |
H3-1 | Perceived immersion -> Satisfaction | 0.324 | 0.314 | 0.090 | 0.090 | 3.614*** | Accept |
H3-2 | Perceived immersion -> Brand association | 0.337 | 0.331 | 0.077 | 0.077 | 4.394*** | Accept |
H4-1 | Perceived enjoyment -> Satisfaction | 0.535 | 0.545 | 0.090 | 0.090 | 5.965*** | Accept |
H4-2 | Perceived enjoyment -> Brand association | 0.195 | 0.198 | 0.066 | 0.066 | 2.936** | Accept |
H5 | Brand awareness ->Brand association | 0.162 | 0.163 | 0.071 | 0.071 | 2.275* | Accept |
H6 | Brand association -> Brand loyalty | 0.218 | 0.219 | 0.082 | 0.082 | 2.654** | Accept |
H7 | Satisfaction -> Brand loyalty | 0.349 | 0.348 | 0.072 | 0.072 | 4.838*** | Accept |
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Bae, S.; Jung, T.H.; Moorhouse, N.; Suh, M.; Kwon, O. The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective. Sustainability 2020, 12, 2956. https://doi.org/10.3390/su12072956
Bae S, Jung TH, Moorhouse N, Suh M, Kwon O. The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective. Sustainability. 2020; 12(7):2956. https://doi.org/10.3390/su12072956
Chicago/Turabian StyleBae, Sujin, Timothy Hyungsoo Jung, Natasha Moorhouse, Minjeong Suh, and Ohbyung Kwon. 2020. "The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective" Sustainability 12, no. 7: 2956. https://doi.org/10.3390/su12072956
APA StyleBae, S., Jung, T. H., Moorhouse, N., Suh, M., & Kwon, O. (2020). The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective. Sustainability, 12(7), 2956. https://doi.org/10.3390/su12072956