{"id":551,"date":"2024-08-16T13:27:37","date_gmt":"2024-08-16T10:27:37","guid":{"rendered":"http:\/\/www.virtual-reality-in-tourism.com\/?p=551"},"modified":"2024-08-16T16:45:56","modified_gmt":"2024-08-16T13:45:56","slug":"overview-destinations","status":"publish","type":"post","link":"https:\/\/www.virtual-reality-in-tourism.com\/overview-destinations\/","title":{"rendered":"Chapter 5: VR in Tourism Destinations"},"content":{"rendered":"\n

As explained previously, VR is a simulation of the real world, or sometimes an imaginary world. In the touristic context, the simulated real world is of more importance. Especially the sense of sight is very important in tourism, where a lot of experiences depend on visual stimulation (Guti\u00e9rrez, 2008; Guttentag, 2010). For this reason, VR seems to be a great fit for the tourism industry, an industry that can boast visually very impressive destinations. The great potential of VR in tourism promotion has also been identified by other researchers (Sussmann & Vanhegan, 2000; Argyropoulou, Dionyssopoulou & Miaoulis, 2011). As Williams and Hobson (1995, p.425) put it: \u201cFrom a marketing perspective, VR has the potential to revolutionize the promotion and selling of tourism\u201d.<\/p>\n\n\n\n

As mentioned in chapter 1, many innovations are initially intended for use in specific industries. Only later, after a certain period of time and further development has passed, the technology is adapted for use in other industries, such as tourism. Because of this delayed availability for the tourism industry, many tourism researchers and professionals in different touristic enterprises may \u2018miss\u2019 a certain technological development. Therefore, they are unaware of the potential that a certain development could have for them (Guttentag, 2010).<\/p>\n\n\n\n

Several businesses in tourism have already picked up the VR aspect and have implemented virtual tours. However, these, to the most part, consist of stitched panorama photos of the premises, much like what is displayed in Google\u2019s Street-View service. This is essentially not true VR because there is only limited, if at all, ability for the customer to navigate, and no possibility to interact with the content shown. These applications are considered VR-type applications, demonstrating that there is an interest in the industry to use VR-based instruments to promote products and services. However, they do not fulfill the necessary characteristics to be considered true VR (Guttentag, 2010).<\/p>\n\n\n\n

At the beginning, this chapter will feature general aspects relevant for destinations that aim to implement a VR strategy, followed by an explanation of the way how a customer could be impacted by this using the customer journey every customer goes through in the destination. In continuation, some practical examples from destinations are analyzed. Naturally, only limited insights of potential benefits and risks have so far been highlighted, however, these will be explained in detail later in chapter 7.<\/p>\n\n\n\n

<\/a>Destinations<\/h4>\n\n\n\n

Over two decades ago, Williams and Hobson (1995) revealed during their research that touristic VR environments enriched with interactive possibilities and designed in an immersive fashion have a great impact on tourists\u2019 planning behavior and can, therefore, influence the entire tourism sector. Williams (2006) stated how VR technologies in combination with multimedia can aid destination marketers in creating memorable experiences incorporating many different factors including brand loyalty and perception thereof.<\/p>\n\n\n\n

One of the main benefits of applying VR systems is the fact that clients can \u2018sample\u2019 a destination beforehand. Destinations can provide some previews for clients to enjoy at fairs, in travel agencies or even in their respective homes. Experiencing these snapshots of a destination aids the customers in making an informed decision. Even though the client might not have decided yet, images of the viewed destination stay in the clients\u2019 mind and possibly induce a desire to visit the destination in real life (Cheong, 1995). This matches with what the European Travel Commission (ETC) wrote in their 2006 report on global trends in tourism: \u201cMarketing messages based on experiences and feelings will have a greater importance in travel decisions \u2013 what can you do at the destination and what will the personal benefits be?\u201d (p. 7). The UNWTO (2007) also identified VR as a major influence on the development of destination management.<\/p>\n\n\n\n

How can VR influence the customer journey?<\/h4>\n\n\n\n

Taking reference to the 4 P\u2019s of the marketing mix, we can examine closer how the marketing mix could influence the customer journey. One of the 4 P\u2019s, Promotion,<\/em> includes all the effort undertaken by a destination management organization (DMO) to spark or increase awareness and interest in customers\u2019 minds. This is presumably an effort that will strongly influence the first stage of the customer journey, the dreaming phase.<\/p>\n\n\n\n

Kaplanidou and Vogt (2006) identified that ICTs have the potential to present significant travel information about a destination to the customer. They argue that this can be utilized as a means to provide some destination information to customers before they have begun to actually plan their trip, in the dreaming phase. In anticipation of their visit to a destination, tourists develop an image of a destination that is made up of previous experiences, word of mouth, press articles, different advertising measures and common beliefs (Baloglu & Brinberg, 1997, as cited in Buhalis, 2000). By implementing VR into their promotional strategies, DMOs could possibly influence customers immensely in their travel destination choice.<\/p>\n\n\n\n

The Customer Journey according to the UNWTO<\/p>\n\n\n\n

As was established earlier, VR applications can stimulate our senses to increase the customer\u2019s experience or first impression even further. This would improve the tourists experience even more by including sensory elements into the marketing mix. Several possible benefits of VR applications have been identified in previous research, however, so have different risks. In chapter 7 of this paper they are explained in more detail.<\/p>\n\n\n\n

<\/a>The importance of a unique emotional proposition<\/h4>\n\n\n\n

Morgan, Pritchard, and Pride (2002, p. 42f., as cited in UNWTO, 2007) state that emotional reactions and triggers are very influential on customer decisions. They argue that \u201cwhat persuades potential tourists to visit and return to one place instead of another is whether they have empathy with the destination and its values\u201d. This has changed from the concept of the unique selling proposition (USP), rather, DMOs now have to use a unique emotional proposition (UEP) to differentiate themselves from the competition.<\/p>\n\n\n\n

Not only is that necessary because so many destinations are trying to establish themselves in the market, but also because this multitude of offers leads to destinations being unable to differentiate themselves with physical attributes and factors, such as climate, from other competitors (Neuhofer, Buhalis & Ladkin, 2012). As examples could be stated the claims to be \u2018a subtropical paradise\u2019 (climate) or \u2018the river city\u2019 (geography). Both of these are traits that can be found in destinations all around the world (UNWTO, 2007; Pike, 2008). Peralba mentioned in 2006, that consumer experiences differentiated by emotion can make them benefit greatly and create a direct relationship with the product (Trout & Partners, 2006, as cited in UNWTO, 2007). Morgan, Pritchard, and Pride (2004) stated previously that interactive media can also aid in relationship building, a relationship to the customer so strong it can be resurrected and sustained post-trip.<\/p>\n\n\n\n

The UNWTO (2007, p.43) has released a clearer definition of what a UEP is:<\/p>\n\n\n\n