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OakleyKristen - Thesis2019 VR Theme Park
OakleyKristen - Thesis2019 VR Theme Park
OakleyKristen - Thesis2019 VR Theme Park
A Thesis
Presented to the
Faculty of
In Partial Fulfillment
Master of Science
In
Hospitality Management
By
Kristen R. Oakley
2019
SIGNATURE PAGE
ii
ABSTRACT
The current development of the virtual reality market is driven by the continuous
there are currently several research gaps that this paper will identify. The classic
understanding of a tourist’s intention to use VR during their visit to a theme park. The
perceived ease of use, perceived subjective norm, perceived compatibility with lifestyle
and perceived enjoyment with the tourist’s behavioral intention to use VR during a theme
park visit. A multiple regression analysis was conducted and found that perceived
statistically significant predictors of the intention to use virtual reality during a theme
park visit. Implications for theme park owners and operators would benefit from adopting
iii
TABLE OF CONTENTS
Signature Page..................................................................................................................... ii
Introduction ..................................................................................................................... 1
Chapter Two........................................................................................................................ 4
Literature Review............................................................................................................ 4
Chapter Three.................................................................................................................... 15
Methodology ................................................................................................................. 15
Results ........................................................................................................................... 19
Conclusion .................................................................................................................... 23
References ......................................................................................................................... 31
Appendix ........................................................................................................................... 37
iv
LIST OF TABLES
v
LIST OF FIGURES
vi
CHAPTER ONE
INTRODUCTION
continue to develop, grow and enhance experiences for their visitors. Theme parks are a
major source of revenue for the tourism industry with a forecast of 22 billion U.S. dollars
for 2019. Revenue in theme parks is expected to continue to rise in the future. One
technological advancement that theme parks around the world are starting to incorporate
is virtual reality (VR). Disney Parks and Resorts are among theme parks that have begun
Stormtrooper that fight and steal away a powerful weapon from the empire (Craven,
2018). The use of this sort of VR technology that various theme parks are incorporating
can be the type of experience theme park visitors are looking for.
Milman (2009) emphasizes that theme parks should provide their guests with
to retain and increase their market share. It is important to understand and identify those
factors that bring visitors to a theme park because the tourism industry needs to
constantly provide and improve experiences for their visitors in order to continue to grow
their market. Theme park visitors are demanding experiences rather than pure ‘products’
or ‘objects’ (Milman, 2009). Virtual reality can be a vital component for theme parks. VR
has the potential to enhance visitor’s experience and increase the likelihood of them
returning.
1
Previous research pertaining to virtual reality, specifically in theme parks, is fairly
limited. However, previous researchers have used the Technology Acceptance Model
(TAM) to identify and understand the consumer’s attitude toward using virtual reality
within the hospitality and tourism industry (e.g., Guttentag, 2010; Huang, Backman,
Mcguire, Backman, & Chang 2013). TAM has been a widely accepted theoretical model
to explain the individual’s acceptance of information technology, but there is a need for
more substantive factors for a deeper understanding of consumer behaviors. Thus, the
current study will expand the original TAM by introducing three additional predictors to
explain visitors’ behavioral intentions. By providing more key determinants to the current
TAM, the study can provide an improved measurement in predicting and explaining the
individual’s behavioral intentions regarding the use of virtual reality rollercoasters during
Moreover, there are currently two research gaps that this current study will be
the hospitality and tourism sector. The previous research mostly focuses on the
effectiveness of VR technology and user experience but limited research using TAM for
scarce research that focuses on virtual reality in theme parks to understand the visitor’s
experience and their behavioral intentions to use VR with a few exceptions (e.g., Jung,
tom Dieck, Rauschnabel, Ascencao, Tuominen, & Moilanen, 2018; Jung, Chung, &
Leue, 2015; Wei, Qi, & Zhang, 2018). Wei, Qi, & Zhang (2018) highlights a critical need
to study theme park visitors’ experience and behavioral intention associated with VR
applications because of the scarce attention it has received. By evaluating virtual reality
2
rollercoasters, theme park management can determine if this type of technological
understand the tourist perspective in using a virtual reality rollercoaster during their visit
to a theme park in order to explore ways theme parks can enhance their visitor’s
Therefore, the purpose of this study is to bridge the two research gaps presented
above and gain a better understanding of these relationships among the tourist’s
behavioral intention to use a virtual reality rollercoaster during a theme park visit. The
current study will adopt TAM and provide three additional key determinants. By
park operators can better design this technology and implement VR in theme parks to
3
CHAPTER TWO
LITERATURE REVIEW
dimensional image or environment that a person can navigate and possibly interact with,
resulting in a real-time simulation of one or more of the user’s five senses (Guttentag,
2010). Virtual reality users can obtain information in multi-sensory modalities including
visual, auditory, and kinesthetic, that are intended to provide a sensation of actual
interaction users of the environment it portrays (Slater & Usoh, 1993; Stanney &
Salvendy; 1998). These environments can be real or imagined by the use of visual
experiences displayed on a computer screen or through special displays (Singh & Lee,
2008). The development of the recent innovation in virtual reality platforms, devices, and
content production tools has allowed virtual reality to evolve for anyone to experience an
abundance of content such as virtual tours of cities and attractions around the world
(Tussyadiah, Wang, Jung, & Dieck, 2018). Wyld (2010) explains that the virtual reality
world is the most important platform for both large organizations and individual
Early research within the tourism and hospitality sector has tested the potential
new opportunities (Singh & Lee, 2008). Huang, Backman, Mcguire, Backman, & Chang
(2013) used VR to provide tourism management and planning for Starwood Hotels and
Starwood Hotels and Resorts Worldwide built a prototype hotel in the virtual world to
4
test-market the hotel’s design and get customer feedback on the various aspects of the
hotel (Huang et al., 2013). The use of virtual reality platforms has shown to be effective
relationships with consumers attitudes. Huang et al. (2013) expressed “the use of virtual
worlds increases the opportunity for communicating with consumers and is also
(p. 473).
The current development of the virtual reality market is driven by the new
reality will become mainstream and could surpass $40 billion by the year 2020 (Costello,
2017). Tussyadiah et al. (2018) used mobile virtual reality headsets such as Google
Cardboard, Samsung Gear VR, and Google Daydream to research the sense of presence
discovered that the feeling of going into a virtual environment, such as a tourist
destination virtually can result in a positive attitude change that leads to a higher level of
visitation intention; heightened sense of being there results in stronger liking and
preference in the tourism destination (Tussyadiah et al., 2018). Unfortunately, these new
hospitality researchers.
Recently, many theme parks have been incorporating VR to enhance and create a
wider variety of experiences for their visitors. Milman (2009) explains that theme parks
5
involving all five senses in order to be more competitive. Virtual reality attractions are an
unique interactive experience. An example of a theme park that has adopted virtual
reality technologies to is Six Flags Magic Mountain. The virtual reality rollercoaster
provides riders an experience where they can become Wonder Woman or Superman
battling Lex Luthor while falling 400 feet at speeds above 85 mph. This type of
technological advancement has yet to be examined and there are currently a few
However, Wei, Qi, & Zhang (2018) examined theme park visitors who
experienced a VR rollercoaster, and their research suggested that user’s sense of presence
vividness, temporal association, and enjoyment provided by the VR system. Their results
experience and their intentions to revisit and recommend that theme park (Wei, Qi, &
Zhang, 2018). Another study explored a theme park in Jeju Island, South Korea, to
applications. Their research revealed that content, personalized service, and system
application (Jung, Chung, & Leue, 2015). Jung et al.’s (2015) research also discovered
that personal innovativeness had strengthened the relationships with content quality,
personalized service quality, system quality, and satisfaction. VR has changed the way
interactive and diversified experience (Han, tom Dieck, & Jung, 2018). Therefore, since
6
theme parks are a vital tourism destination attraction, and it is important to provide more
The current study will examine the tourist’s intention to use VR during their visit
Theme park operators will have an advantage by adopting VR because they can
constantly change the experience on what is being shown without having to modify or
design an entire new rollercoaster, ultimately saving money and growing their profits. To
understand the perspective of the tourist, this study will adopt the classic Technology
Acceptance Model (TAM) (Davis, 1989) and add three additional predictors. The classic
TAM is valid and reliable, but it fails to understand the consumer’s intention to use
innovative technology. Hwang & Good (2014) express that the classic TAM is “limited
in a comprehensive manner” (p. 410). TAM is shown to have limited explanatory power
because consumers’ behavioral intentions are thought to be affected by attitude only and
are only expressed by perceived usefulness and perceived ease of use (Hwang & Good,
2014). Therefore, there are other attitudinal characteristics that should be examined to
further enrich the classic TAM in order to connect consumer’s behavioral intention to use
innovative technology. The three variables that will be added to the current TAM are
enjoyment. These three determinants have been shown to be reliable key factors with
positive relationships pertaining to the intention to use in previous virtual reality research
(e.g., Huang et al., 2013; Gabisch, 2011; Chandra, Srivastava, & Theng, 2012).
7
Technology Acceptance Model (TAM)
(Huang, Backman, Backman, & Chang, 2016). Davis (1989) defines perceived usefulness
as “the degree to which a person believes that using a particular system would enhance
his or her job performance” (p. 320). Perceived usefulness describes the extent to which
performance (Huang et al., 2013). According to Davis (1989), a system shown high in
perceived usefulness explains that the consumer believes in the existence of a positive
use-performance relationship.
The other determinant of the classic TAM is perceived ease of use which is
defined as “the degree to which a person believes that using a particular system would be
free of effort” (Davis, 1989, p. 320). Davis (1989) claims that users will more likely
accept a system if the application is perceived to be easier to use than another system.
Many researchers within the travel and tourism industry have applied TAM to understand
the use of information technology in trip decision-making processes and the intentions to
travel to tourist destinations (Kaplanidou & Vogt, 2006; Kim, Park, & Morrison, 2008).
More recently, Huang at. el. (2013) explored the technological acceptance factors of
perceived ease of use and perceived usefulness concerning behavioral intentions to take a
trip when experiencing the virtual tourism site. Their results implicated that perceived
usefulness had a direct and positive relationship with behavioral intentions (Huang at. el.,
8
2013). The implications of this study showed that the functional aspect of using VR
visiting the tourism destination in the future (Huang at. el., 2013). Based on current
H1: The perceived usefulness of virtual reality will have a positive effect on
theme park.
H2: The perceived ease of use of virtual reality will have a positive effect on
theme park.
Although there are many advantages of using the classic TAM, it fails to capture
many important factors that can influence the consumer’s adoption of different
technologies within various industries (Cobanoglu, Yang, Shatskukh, & Agarwal, 2015).
Other vital determinants that are relevant to the adoption of VR in the intention to use
when visiting a theme park are not included in TAM. These added determinants would
help further enrich the model. TAM fails to understand the consumer’s intention to use
Subjective Norm
perform the behavior” (Ajzen, 1991, p. 188). Kim, Ham, Yang, & Choi (2013) further
9
explain that subjective norm is the perceptible opinions of people who are close to the
individual that influences their decision-making, which affects the individual’s behavior
to perform or not to perform an action. Raab, Baloglu, & Chen (2018) indicate that the
more favorable the subjective norm, the stronger the intention to perform the behavior
should be. It is adequate when applying to a tourist intention to use virtual reality within
theme parks because close individuals around them can influence these consumers. They
will more likely be motivated to use virtual reality technologies during their visit at a
theme park. For example, if the perceived behavior of using virtual reality is favorable
from the viewpoint of an individual who is close to the consumer, it will positively affect
the consumer’s intention to use virtual reality when visiting a theme park.
certain way and may influence a person’s intention to use VR. Subjective norm has been
used by researchers to explain the purchase intentions and behaviors of VR users. Wu, Li
& Rao (2008) found that subjective norms had a significant impact on behavioral
intention and played a crucial role in the context of virtual worlds. Gabisch (2011)
examined virtual world brand experience and the effect it may have on real-world
purchasing intentions and behaviors. He found that subjective norm was a significant
predictor of purchase intentions (Gabisch, 2011). Subjective norm has yet to explore
virtual reality consumers and their intention to use it during their visit to a theme park.
H3: Perceived subjective norm on virtual reality will have a positive relationship
theme park.
10
Compatibility with Lifestyle
Rogers (1995) found that compatibility with existing values and beliefs is a
consistent with the existing values, past experiences, and needs of potential adopters. An
idea that is incompatible with the values and norms of a social system will not be adopted
Theng (2012) explain that users will have a greater interest in virtual worlds if the users
feel it will be compatible with their needs, ideas, and objectives. Consumers will have a
deeper connection if they have higher compatibility with virtual reality. However, if these
consumers have a perceived low compatibility with their needs and beliefs, it will result
in not wanting to use virtual reality during a tourists’ visit to a theme park. The major
Past studies found that compatibility with virtual world environments was a
significant determinant with the consumer’s overall ideas and beliefs as a pre-requisite
for a cognitive involvement of the user with this technology (Chandra, Srivastava, &
Theng, 2012). Wu & Wang (2005) found that consumer’s behavioral intention to use was
directly affected by compatibility. Consumers will likely use VR during their visit to a
theme park if they feel this technology is compatible with their objectives in using this
type of innovative technology. There has not been any research that examines
11
compatibility with lifestyle for virtual reality attractions in a theme park setting. Thus, the
H4: The perceived compatibility of virtual reality with the user’s lifestyle will
Enjoyment
Huang et al. (2013) used the Technology Acceptance Model and incorporated
worlds to reflect the notion that people in these worlds are technology users as well as
potential consumers. Their results indicated that consumer’s enjoyable experience during
the 3D virtual tourism site was contributed to the perceptions of the effectiveness of using
this type of technology and the beliefs about usefulness for trip planning (Huang et al.,
2013). The construct of enjoyment is defined as “the extent to which the activity of using
a specific system is perceived to be enjoyed in its own right aside from any performance
consequence resulting from system use” (Venkatesh, 2000, p. 351). Enjoyment has been
Previous research has shown that enjoyment can have a direct influence on
visitation intention found that users had a significant sense of presence that leads to
12
consumer’s enjoyment (Tussyadiah et al., 2018). There was an empirical study that
assessed purchase behavior in virtual worlds and found that perceived enjoyment
positively affects the user’s purchase behavior intentions (Guo & Barnes, 2011). Another
study also highlighted the role of enjoyment in behavioral intention in an online virtual
A recent study showed that VR had a positive impact on theme park visitors’
overall experience with the intention to revisit and recommend to others (Wei, Qi, &
Zhang, 2018). Wei, Qi, & Zhang (2018) highlighted enjoyment having a significant
impact on presence among people who were more familiar with VR technology (Wei, Qi,
& Zhang, 2018). The essential role of enjoyment has been a crucial factor in purchase
behavior intentions, making it a reliable influence for the behavioral intention to use
virtual reality during a tourist visit at a theme park. Thus, the suggested hypothesis
proposed is:
H5: The perceived enjoyment of virtual reality will have a positive effect on
theme park.
13
The conceptual model reflecting all variables in the study and all hypotheses is presented
in Figure 1.
Usefulness H1
Ease of Use H2
H3 Intention to Use
Subjective Norm
VR at Theme
Parks
H4
Compatibility
Enjoyment H5
14
CHAPTER THREE
METHODOLOGY
Data Collection
An online questionnaire was developed to test the five hypotheses and the
period. MTurk is an online labor system that uses Internet crowd sourcing to connect
with potential workers in which these workers are compensated (Goodman, Cryder, &
Cheema, 2012). Participants gained through MTurk have shown to be of equal or better
quality than both of student samples and better quality than professional panel samples
(Kees, Berry, Burton, & Sheehan, 2017). Goodman, Cryder and Cheema (2012) highly
recommends MTurk because of its reliability, low cost, speed of data collection, and
in this survey, were eighteen years of age or older and have visited a theme park within
the last twelve months. The participants who answered “no” for any of the three
was available in the online survey. The video helps participants gain an understanding of
what a virtual reality rollercoaster would be like and the type of experience that these
participants would endure while using this type of attraction inside a theme park. The VR
15
video example was originally obtained from YouTube website. The original video was
appropriately edited to fit the design of the survey questionnaire (TheVerge, 2016). In the
respondents. The participants were then asked to imagine that a VR rollercoaster was a
After watching the short VR video example, the participants were given the
questionnaire including a series of questions relating to the five key determinants (e.g.,
compatibility with lifestyle and perceived enjoyment). All the variables were measured
using a 5-point Likert-type scale (strongly disagree at 1 to strongly agree at 5). Perceived
usefulness (PU) was measured by four items which, were adapted from Davis (1989) and
Kim et al. (2010) (e.g., It would be beneficial to use virtual reality in theme parks when I
am visiting). Perceived ease of use (PEOU) was measured by four items that were
adopted from Davis (1989) and Kim et al. (2016) (e.g., Using virtual reality at a theme
park would be easy). Due to a reliability issue, however, one of the items measuring the
perceived ease of use was removed. The reason the item was unreliable could have
resulted from the reverse coding of the question causing confusion to the participants.
Next, subjective norm (SN) was calculated by three items that were adopted from
Vankatesh & Davis (2000) (e.g., People who influence my behavior would think using
virtual reality during my visit to a theme park is beneficial). Compatibility (COM) with
lifestyle was measured by three items that were adopted from Moore & Benbasat (1991)
and Poufee et al. (2001) (e.g., Using virtual reality during my visit at a theme park fits
well with the way I would like to experience theme parks). Enjoyment was measured by
16
three items that were adopted from Koufaris (2002) (e.g., I think using virtual reality
The following part of the questionnaire includes questions based upon the
theme park which was adopted from Cobanoglu et al. (2015) (i.e., intention to use virtual
reality during the participants visit to a theme park). There were four items (e.g., I would
like to consider using virtual reality during a visit to a theme park) that measured the
dependent variable using a 5-point Likert-type scale, ranging from strongly disagree at 1
to strongly agree at 5. The final part of the survey questionnaire contains questions that
asked the participants’ profile information such as gender, age, educational level, ethnic
17
Table 1
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CHAPTER FOUR
RESULTS
Sample profile
A total of 197 responses were included in the data analysis. Of the 197
respondents, 128 were male (64.97 %) and 69 were female (35.03%). Most participants
had a bachelor’s degree (65.59%), were mostly either never married (53. 81%) or married
(41.62%), with fairly diverse incomes and ages and whom mostly identified as Asian
19
Table 2
Sample Characteristics
20
Hypothesis Testing
A multiple regression analysis was conducted to test the five hypotheses. The
intention to use virtual reality in theme parks was regressed on perceived usefulness,
perceived ease of use, perceived subjective norm, perceived compatibility with lifestyle,
and perceived enjoyment. An Variance Inflation Factors (VIF) was first evaluated. Each
of the VIF statistics on the five determinants are below 10 indicating there is no
multicollinearity issue. The results of the model testing indicated that the five key
determinants were able to explain 79.5% of the intention to use VR in theme parks’
variance (R2= 0.795, Adjusted R2 = 0.790, F (5, 191) = 148.38, p < 0.05), representing a
The results showed that perceived usefulness (H1) (β= 0.363, p= 0.000) is a
statistically significant predictor for the intention to use virtual reality during a visit to a
theme park. This indicates that perceived usefulness (H1) was supported and is a
statistically significant predictor. Perceived ease of use (H2) (β= - 0.066, p= 0.875) was
shown to be not significant as a predictor for the model and H2 was not supported.
Subjective norm (H3) (β= - 0.070, p= 0.159) was also not a statistically significant
predictor of the intention to use virtual reality during a visit to a theme park. The
predicted model did not support H3. Perceived compatibility with lifestyle (H4) (β=
0.202, p= 0.007) is shown to be statistically significant in the model and supports H4.
significant predictor of the intention to use virtual reality during a visit to a theme park
and supports H5. The regression equation for VR acceptance model can be written as
follows:
21
VR acceptance = 0.363*Usefulness + 0.202*Compatibility + 0.438*Enjoyment
Therefore, the regression analysis indicates that the hypotheses H1, H4, and H5 were
Table 3
22
CHAPTER FIVE
CONCLUSION
Discussion
different experiences for their visitors in order to grow their market. Theme parks have a
huge impact on the tourism industry because they have a significant influence on
generating tourism demand (Cheng, Guo & Ling, 2016). Theme parks are continuously
looking for new ways to stay competitive by enhancing and developing new innovative
ways to satisfy their visitors. The impact of innovating technologies has increased
satisfaction and acceptance from their users. Milman (2009) explains that theme park
guests are no longer seeking just a theme park ride, but a thrilled experience with an
emphasis on fantasy. Virtual reality provides guests an experience in which they can
escape the natural world and dive into a world of fantasy and fun. Virtual reality offers
theme parks a way to stay innovative and provide a creatively unique experience for their
visitors.
The current study aims to provide a contribution to close the addressed research
use virtual reality during their theme park visit. The present study used an extension of
of theme park visitors in the use of virtual reality rollercoasters. The findings of the study
indicate that there is a strong positive relationship between perceived usefulness (H1),
compatibility with lifestyle (H4), and enjoyment (H5) with the intention to use VR during
a theme park visit. The first statistically significant predictor of the model was perceived
23
usefulness (H1) in the intention to use VR during a visit to a theme park. The results
indicate that theme park visitors found VR to be beneficial and it would improve their
significant predictor in the intention to use VR during a visit to a theme park. Virtual
reality rollercoasters are compatible with the way visitors would like to experience a
theme park while they are visiting. Perceived enjoyment (H5) was shown to be a
during a visit to a theme park. Prior studies have shown enjoyment to be an important
al., 2018; Wei, Qi & Zhang, 2018). Tussyadiah, Wang, Jung, & tom Diek (2018) research
found that the effectiveness of VR for tourism marketing induces the sense of presence,
leading to enjoyment, which affects positive attitude change that contributes to visit
intention. Similarly, in theme parks, the current study validates the importance of
enjoyment and how it influences visitor’s intention to use VR during their visit.
In contrast, the results indicated perceived ease of use (H2) was found to be an
insignificant predictor of intention to use VR during their visit. Some theme park visitors
expressed that using VR would require a lot of mental effort and VR showed to be a
difficult type of technology to use. It is possible that these users may not have fully
understood how VR technology works or may have never used this type of technology
before. Meanwhile, some virtual reality users are familiar with and have been exposed to
this type of technological advancement, and they might not feel perceived ease of use as
being an important factor since they already know how to use this type of technology.
Another possible explanation for perceived ease of use not being a significant factor
24
could be due to the study sample. The participants in the current study were mostly
between 26-35 in age. This age group is typically knowledgeable and can adapt more
easily in using new technology, such as virtual reality. The younger generation is able to
adapt and embrace new technology more easily is due to the fact that they have grown up
with evolving technology and it is a normal facet in their daily lives (Nickson, 2018). A
study, conducted by Paes, Arantes, & Irizarry (2017), concluded that their participants
who were 26 years of age and older showed a significant relationship with understanding
the virtual model and their age played an important role in spatial cognition in immersive
environments. Therefore, it can be possible that this age group does not find perceived
ease of use as a significant factor in their intention to use VR rollercoasters while visiting
a theme park.
indicating that theme park visitors were not influenced by their peers in their decisions of
using VR at theme parks. It is possible that this type of decision making regarding using
VR in a theme park may not be as complex as other decisions that would require help and
others’ opinions. Another possible factor, suggested by Venkatesh & Davis (2000), is that
the effect of social influence, such as subjective norm, pertaining to intention to use will
visitors may have had previous experience using VR technologies, therefore people that
are close to them are not significantly affecting their decision-making process regarding
25
Theoretical Contribution
influence in developing new attractions in theme parks but there is currently fairly limited
research on the topic. The current study explored perceived determinants to induce
visitor’s intention to use VR while visiting a theme park. This study has provided
park through using an extension model of TAM. This is the first study that is known to
of the visitor within a theme park. The extended model generated an understanding of the
benefits of using VR technologies during a tourists’ visit to a theme park. By creating this
type of study, it has contributed in closing the current gap in literature by providing
determinants that showed a statistically significant role in the intention to use VR during
a theme park visit includes perceived enjoyment, usefulness, and compatibility with
lifestyle. To the best of the author’s knowledge, compatibility with lifestyle has not been
the intention to use VR technology. In addition, this study expands prior literature on
Wei, Qi, & Zhang, 2018; Huang et al., 2013; Guo & Barnes, 2011; Wu, Li, & Rao,
2008).
By conducting this type of research, there are many possibilities for future
continually learn about the needs and wants of the consumer to ensure their experience in
26
theme parks are going to positively impact their experience. Theme parks are an essential
Practical Implication
Some of the practical implications that this study provides would suggest that
virtual reality can be a useful type of technology to incorporate in theme park attractions.
The current study agrees with Wei, Qi, & Zhang (2018) in that the “benefits of theme
with theme park as well as their increased intentions to revisit and recommend the theme
park to others” (p. 288). Theme parks might consider incorporating this type of
technology to provide a more unique type of experience for their visitors. Theme park
operators could add VR technology to their existing rollercoasters and develop different
VR experiences for their visitors. It could be a quicker solution in updating their current
attractions without having to rebuild an entire new rollercoaster. Theme park operators
can also constantly change the scene of the virtual environment to create a different
experience every time or every so often. By do this, the visitor can have a new and
exciting experience every time they visit the theme park. Cheng et al. (2016) explains that
consumers have become more demanding of experiences rather than pure products or
object because they are looking for postmodern interactive experiences. VR rollercoasters
can potentially be the perfect opportunity that theme park operators can provide for the
27
In addition, the current study indicates that theme park visitors express a positive
not surprising that this current study found virtual reality rollercoasters to be quite
enjoyable because it is a unique and different experience that can bring heightened
enjoyment to the tourist. Milman (2006) emphasizes that theme park operators and
products for their consumers. The empirical evidence from the current study gives the
tourism industry a better understanding how they could develop and explore new ways to
innovate their theme parks in order to fit the needs for their consumers. Theme park
operators may consider bringing an experience, like virtual reality rollercoasters, into
lifestyle of the tourists because it will determine their choice in deciding which theme
indication that their lives are compatible with virtual reality rollercoasters because it fits
the needs of their experience during a visit to a theme park. By creating this type of
memorable experience visitors will likely have a positive perception of the theme park
The study acknowledges that tourists would most likely ride a virtual reality
rollercoaster if it was a given attraction inside a theme park. The tourism industry could
benefit in providing more of these types of attractions in theme parks for their guests to
experience. There are fairly limited VR attractions in theme parks within United States.
The expansion of this type of technology could be a competitive advantage and help grow
28
the tourism market. Leaders in the tourism industry should continue to find ways to
innovate theme parks because it is an essential market that contributes to the financial
growth of the industry. The findings of this study suggest that theme parks could benefit
enjoyment that could potentially be provided to their visitors by using this sort of
technology.
The current study has some limitations that should be recognized. First, the
participants of this study were only captured using Mturk which has shown to be reliable,
but it needs to be recognized that the sample was not as diverse as it could be. The
current study also used a smaller sample size with a limited period collection. Thus,
future research may want to use more than one outlet to distribute their study with a
longer data collection period and a larger sample size in order to obtain a more
Secondly, the study only validated if visitors have been to a theme park in the last
twelve months but did not ensure if they have ever used this type of technology in a
theme park before. It would be beneficial for future studies to compare individuals whom
have used a virtual reality rollercoaster before to those who have never experienced one.
This will enable a better and deeper understanding on how these users perceive virtual
perspective of the users who have actually used this technology versus the users that have
never used VR before. This could help indicate and describe the reasons why perceived
29
ease of use and subjective norm may not be necessary predictors in the intention to use
VR in theme parks.
visitors after they have experienced a virtual reality rollercoaster in a theme park to assess
their experience. This will give theme park operators a better understanding on how
visitors rate their experience using VR rollercoasters. A positive type of experience from
visitors could validate the use of using this technology in theme parks and this technology
could be further developed in order to continue to create unique experiences for theme
park guests.
30
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APPENDIX
Survey Questions
Screening Questions: Yes-No
1. Do you give consent to participant in this research study entitles “An Extended
Reality?
Perceived Usefulness (Davis 1989; Kim et al. 2010): Strongly Disagree – Strongly
Agree
experience.
3. Using virtual reality would make it easier for me to enjoy my experiences when
4. Overall, I think using virtual reality would be useful for theme parks attractions.
Perceived Ease of Use (Davis 1989; Kim et al., 2016) Strongly Disagree – Strongly
Agree
3. Overall, I think virtual reality would not be difficult to use at a theme park.
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Subjective Norm (Venkatesh & Davis, 2000): Strongly Disagree – Strongly Agree
1. People who are important to me would find using virtual reality during my visit to
3. People who influence my behavior would find using virtual reality beneficial
4. People who are important to me would suggest that I could try and use virtual
Compatibility (Moore & Benbasat, 1991; Pouffe at al., 2001): Strongly Disagree –
Strongly Agree
1. Using virtual reality during my visit at a theme park fits well with the way I
2. Using virtual reality is compatible with the way I would like to enjoy a theme
park.
3. I think using virtual reality when visiting a theme park is compatible with my
lifestyle.
1. I think using virtual reality during a visit to a theme park would be quite
enjoyable.
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Intention to use VR (Cobanoglu et al., 2015): Strongly Disagree – Strongly Agree
1. Gender
a. Male
b. Female
2. Age
3. Educational Level
c. Some College
e. Master’s degree
4. Ethnicity
a. Caucasian
b. African American
c. Asian
d. Hispanic
39
e. American Indian or Alaska Native
g. Other
a. Under $10,000
b. $10,000-$19,999
c. $20,000- $29,999
d. $30,000-$39,999
e. $40,000-$49,999
f. $50,000-$59,999
g. $60,000-$69,999
h. $70,000-$79,999
i. $80,000- $89,999
j. $90,000-$99,999
k. $100,000- $149,999
l. $150,000 or more
6. Marital Status
a. Married
b. Widowed
c. Divorced
d. Separated
e. Never married
40