Augmented Reality Applications : The Impact of Usability and Emotional Perceptions on Tourists’ App Experiences
Stangl B., Ukpabi D.C., Park S. (2020). Augmented Reality Applications : The Impact of Usability and Emotional Perceptions on Tourists’ App Experiences. In J. Neidhardt, & W. Wörndl (Eds.), Information and Communication Technologies in Tourism 2020 : Proceedings of the International Conference in Surrey, United Kingdom, January 08-10, 2020 (Article 181-191). Springer. https://doi.org/10.1007/978-3-030-36737-4_15
© Springer Nature Switzerland AG, 2020
There is a rising amount of research contributing to the knowledgebase of Augmented Reality (AR) application usage. However, up until now there is no sound understanding about how the emotional perception of AR application users impact on different types of experience. This paper aspires to contribute to this gap by analysing the link between usability, emotional perception (i.e. entertainment, playfulness and enjoyment), two types of experience viz. action- and emotional experience and users’ intention to use the app in a travel context. 796 questionnaires show that emotional experience is driven by entertainment while action experience is mainly triggered by playfulness. However, only emotional experience impacts on users’ intention to use the AR app. Action experience has no significant effect. Findings will be discussed in the light of previous literature and managerial implications will be provided.
Parent publication ISBN978-3-030-36736-7
ConferenceInformation and Communication Technologies in Tourism
Is part of publicationInformation and Communication Technologies in Tourism 2020 : Proceedings of the International Conference in Surrey, United Kingdom, January 08-10, 2020
Publication in research information system
MetadataShow full item record
- Kauppakorkeakoulu 
Showing items with similar title or keywords.
Holopainen, Jani; Mattila, Osmo; Parviainen, Petri; Pöyry, Essi; Tuunanen, Tuure (University of Hawai'i at Manoa, 2019)Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as ...
Kelling, Chelsea; Väätäjä, Heli; Kauhanen, Otto; Karhu, Jussi; Turunen, Markku; Lindqvist, Vesa; Ikonen, Pasi (Routledge, 2020)Virtual reality (VR) is rapidly becoming more widely adopted by various industries, and virtual content is just as rapidly becoming available for consumers. However, there is a lack of guidelines and standards for VR content ...
Lost or not? : designing and evaluating user interfaces of mobile map services : the viewpoint of supporting users' location awareness Kuparinen, Liisa (University of Jyväskylä, 2016)The motivation for this thesis arose from the problem of people getting lost, both with and without mobile maps. I will answer a primary research question: 1) How can we support users’ location awareness with mobile ...
Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games Elo, Jenny; Lintula, Juuli; Tuunanen, Tuure (University of Hawai'i at Manoa, 2021)This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction ...
Lavoye, Virginie; Mero, Joel; Tarkiainen, Anssi (Routledge, 2021)Driven by the rapid technological development and adoption of augmented reality (AR) in retail, academic research has grown rapidly. Our purpose is to understand the reasons why consumers use augmented reality in retail ...