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The effect of virtual reality experience on satisfaction and visit intention: the case of Dolmabahçe Palace

Yıl 2025, Cilt: 7 Sayı: 1, 69 - 81, 30.06.2025
https://doi.org/10.53601/tourismandrecreation.1518954

Öz

In recent years, the importance of virtual reality technology in tourism and museums has been increasing rapidly and these technologies have radically changed the marketing of experiential products such as tourism. The purpose of this study is to examine the effect of virtual reality (VR) videos designed for museums on museum visit intention in the context of perceived enjoyment, perceived usefulness, and flow theory. This study employs an experimental design in which participants are shown with a VR video designed for the Dolmabahçe Palace. After watching the video, the participants were asked to answer the questionnaire. The data obtained were used to assess a structural equation model addressing the relationships between perceived enjoyment, perceived usefulness, flow experience, satisfaction and visit intention. The results show that both perceived enjoyment and perceived usefulness positively affect the flow experience, which in turn affect satisfaction and offline visit intention. Therefore, VR videos designed for museums can help them attract more visitors. In designed VR videos, guided and interactive presentation of artefacts accompanied by music can improve visitors' perception of both enjoyment and usefulness. In this way, visitors' intention to visit the museum can be improved by providing them with a flow experience.

Kaynakça

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  • An, S., Choi, Y., & Lee, C. K. (2021). Virtual travel experience and destination marketing: Effects of sense and information quality on flow and visit intention. Journal of Destination Marketing & Management, 19, 100492.
  • Arayaphan, W., Sirasakmol, O., Nadee, W., & Puritat, K. (2022). Enhancing Intrinsic Motivation of Librarian Students using Virtual Reality for Education in the Context of Culture Heritage Museums. TEM Journal, 11(2), 620-630.
  • Bilgihan, A., Leong, A. M. W., Okumus, F., & Bai, J. (2024). Proposing a metaverse engagement model for brand development. Journal of Retailing and Consumer Services, 78, 103781. https://doi.org/10.1016/j.jretconser.2024.103781
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  • Bridges, E. & Florsheim, R. A. (2008). Hedonic and utilitarian shopping goals: the online experience. Journal of Business Research, 61(4), 309-314. https://doi.org/10.1016/j.jbusres.2007.06.017
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  • Calisto, M. d. L. & Sarkar, S. (2024). A systematic review of virtual reality in tourism and hospitality: The known and the paths to follow. International Journal of Hospitality Management, (116), 103623. https://doi.org/10.1016/j.ijhm.2023.103623
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  • Del Chiappa, G., Andreu, L., & Gallarza, M. G. (2014). Emotions and visitors’ satisfaction at a museum. International Journal of Culture, Tourism and Hospitality Research, 8(4), 420-431.
  • Deng, X., Unnava, H. R., & Lee, H. (2019). Too true to be good? When virtual reality decreases interest in actual reality. Journal of Business Research, (100), 561-570.
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Sanal gerçeklik deneyiminin memnuniyet ve ziyaret niyeti üzerindeki etkisi: Dolmabahçe Sarayı örneği

Yıl 2025, Cilt: 7 Sayı: 1, 69 - 81, 30.06.2025
https://doi.org/10.53601/tourismandrecreation.1518954

Öz

Son yıllarda sanal gerçeklik teknolojisinin turizm ve müzelerdeki önemi hızla artmakta ve bu teknolojiler özellikle turizm gibi deneyimsel ürünlerin pazarlanmasını köklü bir şekilde değiştirmektedir. Bu çalışmanın amacı, müzeler için tasarlanan sanal gerçeklik (SG) videolarının müze ziyaret niyeti üzerindeki etkisini teknoloji kabul modeli unsurlarından algılanan eğlence, algılanan fayda ile akış teorisi bağlamında incelemektir. Dolmabahçe Sarayı için tasarlanan SG videosunu izledikten sonra, katılımcılardan videoya yönelik algılarını, tutumlarını ve niyetlerini ölçmeye dönük hazırlanan anketi cevaplamaları istenmiştir. Elde edilen veriler, algılanan eğlence, algılanan fayda, akış deneyimi, memnuniyet ve ziyaret niyeti arasındaki ilişkileri ele alan yapısal eşitlik modelini test etmek için kullanılmıştır. Sonuçlar hem algılanan eğlence hem de algılanan faydanın akış deneyimini olumlu yönde etkilediğini göstermektedir. Akış deneyimi, SG deneyiminden duyulan memnuniyeti olumlu yönde etkilerken memnuniyet de müzeyi ziyaret etme niyetini artırmaktadır. Dolayısıyla, müzeler için tasarlanan SG videoları daha fazla ziyaretçi çekmelerine yardımcı olabilir. Tasarlanan SG videolarında, eserlerin müzik eşliğinde rehberli ve interaktif sunumu ziyaretçilerin hem fayda hem de eğlence algısını geliştirebilir. Bu şekilde ziyaretçilerin akış deneyimi yaşaması sağlanarak müzeyi ziyaret etme niyetleri geliştirilebilir.

Kaynakça

  • Aboelmaged, M. G. (2018). Predicting the success of Twitter in healthcare: A synthesis of perceived quality, usefulness and flow experience by healthcare professionals. Online Information Review, 42(6), 898-922.
  • Ali, F. (2016). Hotel website quality, perceived flow, customer satisfaction and purchase intention. Journal of Hospitality and Tourism Technology, 7(2), 213-228.
  • An, S., Choi, Y., & Lee, C. K. (2021). Virtual travel experience and destination marketing: Effects of sense and information quality on flow and visit intention. Journal of Destination Marketing & Management, 19, 100492.
  • Arayaphan, W., Sirasakmol, O., Nadee, W., & Puritat, K. (2022). Enhancing Intrinsic Motivation of Librarian Students using Virtual Reality for Education in the Context of Culture Heritage Museums. TEM Journal, 11(2), 620-630.
  • Bilgihan, A., Leong, A. M. W., Okumus, F., & Bai, J. (2024). Proposing a metaverse engagement model for brand development. Journal of Retailing and Consumer Services, 78, 103781. https://doi.org/10.1016/j.jretconser.2024.103781
  • Bilgihan, A., Nusair, K., Okumus, F., & Cobanoglu, C. (2015). Applying flow theory to booking experiences: An integrated model in an online service context. Information & Management, 52(6), 668-678.
  • Brida, J. G., Nogare, C. D., & Scuderi, R. (2017). Learning at the museum: Factors influencing visit length. Tourism Economics, 23(2), 281–294.
  • Bridges, E. & Florsheim, R. A. (2008). Hedonic and utilitarian shopping goals: the online experience. Journal of Business Research, 61(4), 309-314. https://doi.org/10.1016/j.jbusres.2007.06.017
  • Byrne, B. M. (2016). Structural Equation Modeling with Amos. (3rd ed.). Routledge, New York.
  • Caciora, T., Herman, G. V., Ilieș, A., Baias, Ș., Ilieș, D. C., Josan, I., & Hodor, N. (2021). The use of virtual reality to promote sustainable tourism: A case study of wooden churches historical monuments from Romania. Remote Sensing, 13(9), 1-22.
  • Calisto, M. d. L. & Sarkar, S. (2024). A systematic review of virtual reality in tourism and hospitality: The known and the paths to follow. International Journal of Hospitality Management, (116), 103623. https://doi.org/10.1016/j.ijhm.2023.103623
  • Cecilia, R. R. (2021). COVID-19 Pandemic: threat or opportunity for blind and partially sighted museum visitors?. Journal of conservation and Museum Studies, 19(1), 5-17.
  • Chen, J. V., Htaik, S., Hiele, T. M., & Chen, C. (2017). Investigating international tourists’ intention to revisit Myanmar based on need gratification, flow experience and perceived risk. Journal of Quality Assurance in Hospitality & Tourism, 18(1), 25-44.
  • Chin, W. W. (1998). Issues and opinions on structural equation modelling. MIS Quarterly, 22(1), 7-16.
  • Choi, J., Ok, C., & Choi, S. (2015). Outcomes of destination marketing organization website navigation: the role of telepresence. Journal of Travel & Tourism Marketing, 33(1), 46-62. https://doi.org/10.1080/10548408.2015.1024913
  • Chung, N., Han, H., Joun, Y. (2015). Tourists’ intention to visit a destination: the role of augmented reality (AR) application for a heritage site. Computers in Human Behavior, (50),588–599.
  • Cotter, K. N., Fekete, A., & Silvia, P. J. (2022). Why do people visit art museums? Examining visitor motivations and visit outcomes. Empirical Studies of the Arts, 40(2), 275-295.
  • Csikszentmihalyi, M., (1975). Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. First ed. Jossey-Bass Publishers, San Francisco, CA.
  • Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 319-340.
  • Dawson, E. (2014). Not designed for us: How science museums and science centers socially exclude low‐income, minority ethnic groups. Science Education, 98(6), 981-1008.
  • Del Chiappa, G., Andreu, L., & Gallarza, M. G. (2014). Emotions and visitors’ satisfaction at a museum. International Journal of Culture, Tourism and Hospitality Research, 8(4), 420-431.
  • Deng, X., Unnava, H. R., & Lee, H. (2019). Too true to be good? When virtual reality decreases interest in actual reality. Journal of Business Research, (100), 561-570.
  • Dillion, D., & Cai, J. (2022). Virtual Reality Greenspaces: Does Level of Immersion Affect Directed Attention Restoration in VR Environments?. J-Multidisciplinary Scientific Journal, 5(3), 334-357.
  • Errichiello, L., Micera, R., Atzeni, M., & Del Chiappa, G. (2019). Exploring the implications of wearable virtual reality technology for museum visitors' experience: A cluster analysis. International Journal of Tourism Research, 21(5), 590-605.
  • Falk, J. H., & Dierking, L. D. (2016). The Museum Experience Revisited”, Routledge, Abingdon-on-Thames.
  • Fang, W., Zheng, L., Deng, H., & Zhang, H. (2017). Real-time motion tracking for mobile augmented/virtual reality using adaptive visual-inertial fusion. Sensors, 17(5), 1037.
  • Fornell, C., & Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. Journal of Marketing Research, 18(3), 382-388.
  • Gao, L., & Bai, X. (2014). Online consumer behaviour and its relationship to website atmospheric induced flow: Insights into online travel agencies in China. Journal of Retailing and Consumer Services, 21(4), 653-665.
  • Genc, V., Bilgihan, A., Gulertekin Genc, S., & Okumus, F. (2023). Seeing history come to life with augmented reality: The museum experience of generation Z in Göbeklitepe, Journal of Tourism and Cultural Change, 21(6). DOI:10.1080/14766825.2023.2213679
  • Goulding, C. (2000). The museum environment and the visitor experience. European Journal of marketing, 34(3/4), 261-278.
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  • Jingen Liang, L., & Elliot, S. (2021). A systematic review of augmented reality tourism research: What is now and what is next?. Tourism and Hospitality Research, 21(1), 15-30.
  • Jo, H., & Baek, E. M. (2023). Customization, loneliness, and optimism: drivers of intelligent personal assistant continuance intention during COVID-19. Humanities and Social Sciences Communications, 10(1), 1-11.
  • Jung, T., Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of virtual reality and augmented reality on visitor experiences in museum. In Information and communication technologies in tourism 2016 (pp. 621–635). Cham: Springer.
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  • Kim, D., & Ko, Y. J. (2019). The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction. Computers in Human Behavior, (93), 346-356.
  • Kim, M. J., Lee, C. K., & Jung, T. (2020). Exploring consumer behavior in virtual reality tourism using an extended stimulus-organism-response model. Journal of Travel Research, 59(1), 69-89.
  • Kim, M., & Thapa, B. (2018). Perceived value and flow experience: Application in a nature-based tourism context. Journal of Destination Marketing & Management, (8), 373-384.
  • Komarac, T., & Ozretić Došen, Đ. (2022). Discovering the determinants of museum visitors’ immersion into experience: The impact of interactivity, expectations, and skepticism. Current Issues in Tourism, 25(22), 3675-3693.
  • Koufaris, M. (2002). Applying the technology acceptance model and flow theory to online consumer behavior. Information Systems Research, 13(2), 205-223.
  • T. C. Kültür ve Turizm Bakanlığı, (KTB), (2023, Eylül). Dolmabahçe Palace, https://www.ktb.gov.tr/EN-113763/dolmabahce-palace.html, Erişim Tarihi: 05.09.2023.
  • Lee, C. H., & Wu, J. J. (2017). Consumer online flow experience: The relationship between utilitarian and hedonic value, satisfaction and unplanned purchase. Industrial Management & Data Systems, 117(10), 2452-2467.
  • Lee, C. H., Chiang, H. S., & Hsiao, K. L. (2018). What drives stickiness in location-based AR games? An examination of flow and satisfaction”, Telematics and Informatics, 35(7), 1958-1970.
  • Lee, H., Jung, T., Dieck, M. C. t., & Chung, N. (2020). Experiencing immersive virtual reality in museums. Information & Management, 57(5), 103229. https://doi.org/10.1016/j.im.2019.103229
  • Lee, S. M., & Chen, L. (2010). The impact of flow on online consumer behavior. Journal of Computer Information Systems, 50(4), 1-10.
  • Lee, W. J., & Kim, Y. H. (2021). Does VR tourism enhance users’ experience?. Sustainability, 13(806), 1-15.
  • Li, J., Wider, W., Ochiai, Y., & Fauzi, M. A. (2023). A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience. Frontiers in Virtual Reality, 4. https://doi.org/10.3389/frvir.2023.1240562
  • Li, T., & Chen, Y. (2019). Will virtual reality be a double‐edged sword? Exploring the moderation effects of the expected enjoyment of a destination on travel intention. Journal of Destination Marketing & Management, (12), 15–26. https://doi.org/10.1016/j.jdmm.2019.02.003.
  • Loureiro, S. M. C., Guerreiro, J., & Ali, F. (2020). 20 years of research on virtual reality and augmented reality in tourism context: A text-mining approach. Tourism management, (77), 104028.
  • Matute-Vallejo, J., & Melero-Polo, I. (2019). Understanding online business simulation games: The role of flow experience, perceived enjoyment and personal innovativeness. Australasian Journal of Educational Technology, 35(3).
  • Mediapost (2017, Haziran), Virtual Reality Not Seen as Substitute for Travel, https://www.mediapost.com/publications/article/302947/virtual-reality-not-seen-as-substitute-for-travel.html, Erişim Tarihi: 20.03. 2024
  • Nam, K., Baker, J., & Dutt, C. S. (2024). Does familiarity with the attraction matter? Antecedents of satisfaction with virtual reality for heritage tourism. Information Technology & Tourism, 26(1), 25-57.
  • Ozkara, B. Y., Ozmen, M., & Kim, J. W. (2017). Examining the effect of flow experience on online purchase: A novel approach to the flow theory based on hedonic and utilitarian value. Journal of Retailing and Consumer Services, (37), 119-131.
  • Pallud, J., & Straub, D. W. (2014). Effective website design for experience-influenced environments: The case of high culture museums. Information & Management, 51(3), 359-373.
  • Rainoldi, M., Driescher, V., Lisnevska, A., Zvereva, D., Stavinska, A., Relota, J., & Egger, R. (2018). Virtual reality: An innovative tool in destinations' marketing. The Gaze: Journal of Tourism and Hospitality, (9), 53–68. https://doi.org/10.3126/gaze.v9i0.19721.
  • Rodrıguez-Ardura, I., Artola, A. M., & Qian, F. (2023). The utilitarian and hedonic value of immersive experiences on wechat: examining a dual mediation path leading to users' stickiness and the role of social norms. Online Information Review, 48(2), 229-256. https://doi.org/10.1108/oir-04-2022-0208
  • Shahpasandi, F., Zarei, A., & Nikabadi, M. S. (2020). Consumers’ impulse buying behavior on Instagram: Examining the influence of flow experiences and hedonic browsing on impulse buying. Journal of Internet Commerce, 19(4), 437-465.
  • Shih, C. (1998). Conceptualizing consumer experiences in cyberspace. European Journal of Marketing, 32(7/8), 655-663. https://doi.org/10.1108/03090569810224056
  • Steuer, J., Biocca, F., & Levy, M. R. (1995). Defining virtual reality: Dimensions determining telepresence. Communication in the Age of Virtual Reality, (33), 37-39.
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  • Talwar, S., Kaur, P., Nunkoo, R., & Dhir, A. (2023). Digitalization and sustainability: Virtual reality tourism in a post pandemic World. Journal of Sustainable Tourism, 31(11), 2564-2591.
  • Tengilimoglu, E., & Hassan, A. (2020). Applying flow theory to the online booking experience: The role of utilitarian and hedonic features. Journal of Tourismology, 6(1), 1-12.
  • Tom Dieck, M. C., Jung, T. H., & Rauschnabel, P. A. (2018). Determining visitor engagement through augmented reality at science festivals: An experience economy perspective. Computers in Human Behavior, 82, 44-53.
  • Tourism Australia, (2024, Mart). New Research Confirms the Potential of Virtual Reality for Destination Marketing, http://www.tourism.australia.com/content/dam/assets/document/1/6/y/7/t/2003897.pdf. Erişim Tarihi: 27.03. 2024.
  • Tussyadiah, I. P., Wang, D., Jung, T. H., & Tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism management, 66, 140-154.
  • Van Kerrebroeck, H., Brengman, M., & Willems, K. (2017). When brands come to life: experimental research on the vividness effect of Virtual Reality in transformational marketing communications. Virtual Reality, (21), 177-191.
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  • Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS Quarterly, 157-178.
  • Violante, M. G., Vezzetti, E., & Piazzolla, P. (2019). How to design a virtual reality experience that impacts the consumer engagement: the case of the virtual süpermarket. International Journal on Interactive Design and Manufacturing, (13), 243-262.
  • Wang, J., Sun, Y., Zhang, L., Zhang, S., Feng, L., & Morrison, A. M. (2023). Effect of display methods on intentions to use virtual reality in museum tourism. Journal of Travel Research, 63(2), 314-334. https://doi.org/10.1177/00472875231164987
  • Wang, Y., Stash, N., Sambeek, R., Schuurmans, Y., Aroyo, L., Schreiber, G., & Gorgels, P. (2009). Cultivating personalized museum tours online and on-site. Interdisciplinary Science Reviews, 34(2-3), 139-153.
  • Weaver, D. B., & Lawton, L. J. (2011). Visitor loyalty at a private South Carolina protected area. Journal of Travel Research, 50(3), 335-346.
  • Wei, W. (2019). Research progress on virtual reality (VR) and augmented reality (AR) in tourism and hospitality: A critical review of publications from 2000 to 2018. Journal of Hospitality and Tourism Technology, 10(4), 539-570.
  • Wei, W., Qi, R., & Zhang, L. (2019). Effects of virtual reality on theme park visitors' experience and behaviors: A presence perspective. Tourism Management, (71), 282–293. https://doi.org/10.1016/j.tourman.2018.10.024.
  • Wu, L., Chen, K. W., & Chiu, M. L. (2016). Defining key drivers of online impulse purchasing: A perspective of both impulse shoppers and system users. International Journal of Information Management, 36(3), 284-296.
  • Yang, X. & Zhang, L. (2022). Smart tourism technologies towards memorable experiences for museum visitors. Tourism Review, 77(4), 1009-1023.
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  • Yung, R., Khoo-Lattimore, C., & Potter, L. E. (2021). VR the world: Experimenting with emotion and presence for tourism marketing. Journal of Hospitality and Tourism Management, (46), 160-171.
  • Zhang, Q., Liu, X., Li, Z., & Tan, Z. (2021). Multi-experiences in the art performance tourism: integrating experience economy model with flow theory. Journal of Travel & Tourism Marketing, 38(5), 491-510.
  • Zhang, R., & Abd Rahman, A. (2022). Dive in the flow experience: millennials’ tech-savvy, satisfaction and loyalty in the smart museum. Current Issues in Tourism, 25(22), 3694-3708.
Toplam 91 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Kültürel Miras Turizmi, Ziyaretçi ve İzleyici Çalışmaları, Turizm (Diğer)
Bölüm Araştırma Makaleleri
Yazarlar

Engin Tengilimoğlu 0000-0001-7080-6147

Osman Nurullah Berk 0000-0002-1989-6308

Yayımlanma Tarihi 30 Haziran 2025
Gönderilme Tarihi 19 Temmuz 2024
Kabul Tarihi 27 Aralık 2024
Yayımlandığı Sayı Yıl 2025 Cilt: 7 Sayı: 1

Kaynak Göster

APA Tengilimoğlu, E., & Berk, O. N. (2025). Sanal gerçeklik deneyiminin memnuniyet ve ziyaret niyeti üzerindeki etkisi: Dolmabahçe Sarayı örneği. Tourism and Recreation, 7(1), 69-81. https://doi.org/10.53601/tourismandrecreation.1518954