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Metaverse Tourism and Gen Z and Gen Ys Motivation Will You, or Wont You Travel Virtually
Metaverse Tourism and Gen Z and Gen Ys Motivation Will You, or Wont You Travel Virtually
元宇宙旅游与z世代和y世代的动机:‘‘你想不想虚拟旅行?’’
摘要
目的: 在自我决定理论和计划行为理论的指导下, 本研究探讨了Z世代和Y世代参与元宇宙旅游的决定因素。
设计/方法论/方法: 采用横截面法收集了248名Z世代和Y世代游客的数据。采用偏最小二乘-结构方程模型
(PLS-SEM)对模型进行了分析。
结果: PLS-SEM结果支持态度和感知行为控制对游客参与元宇宙旅游意愿的积极影响。此外, 内在动机在
提高个人对元宇宙旅游的认知信念方面的关键作用也得到了证实。
原创性/价值: 本文为旅游从业者、学者和元宇宙旅游开发商提供了一些管理启示, 帮助他们做决策, 促进
元宇宙旅游的发展。
关键词 元宇宙旅游、元宇宙、自我决定理论、计划行为理论、Z世代、Y世代
文章类型 研究型论文
de la generacion
Turismo en el metaverso y motivacion Z y generacion
Y: “>viajaras
o no viajaras
virtualmente?”
1. Introduction
The global pandemic has resulted in a significant economic downturn, affecting various
sectors worldwide (Gursoy et al., 2022; Zhang et al., 2023). The tourism sector has been
particularly hard-hit due to the implementation of travel restrictions (Lee, 2022; Zhang and
Quoquab, 2022). This situation has motivated this industry to explore innovative methods to
survive like metaverse tourism. Metaverse is a term that refers to the merging of the physical
and digital realms, allowing people to seamlessly navigate between them for a multitude of
purposes, including work, education, exploration of personal interests and social interactions
with others (Dwivedi et al., 2023). Metaverse is enabled by immersive technologies, such as
mixed reality, augmented reality and virtual reality, as well as advanced networking
infrastructure, enabling devices and empowering platforms (Buhalis and Karatay, 2022;
Yang and Wang, 2023) and offering participants an immersive experience (Ye et al., 2022).
Metaverse is still largely conceptual but has drawn much attention from different industries
and sectors, including tourism (Buhalis et al., 2023b; World Economic Forum, 2022). The
global metaverse market exhibited a valuation of US$47.48bn in 2022, with projections
indicating a remarkable compound annual growth rate of 47.2%, leading to an anticipated
value of US$426.9bn by the year 2027 (Mourtzis et al., 2022).
Tourism stands out as a critical domain that can reap substantial benefits from integrating the
metaverse (Buhalis et al., 2023a; Koohang et al., 2023; Volchek and Brysch, 2023; Zhang and
Quoquab, 2023). It presents unique prospects for enriching tourism experiences and
revolutionizing the landscape of tourism management and marketing (Gursoy et al., 2022).
Metaverse can support tourists in their trip planning, interaction and engagement by providing
them with immersive previews, virtual tours, augmented content and digital twins of
destinations and services (Buhalis and Karatay, 2022). It can also motivate tourists to visit
physically after experiencing destinations and activities virtually or to revisit virtually after
travelling physically (Dwivedi et al., 2023; Go and Kang, 2023). Furthermore, the metaverse
possesses the capability to enable collaborative value creation among tourists, tourism
suppliers and other participants within the virtual realm (Nannelli et al., 2023). The metaverse
can be described as a realm where individuals have the freedom to travel at their own
discretion, unrestricted by time and location (Gursoy et al., 2022). It represents a vast universe
where limitless experiences are made feasible and easily accessible (Jafar et al., 2023).
The young generation tends to be more tech-savvy, making them inclined to explore new
digital experiences such as metaverse technologies (Koohang et al., 2023). Park and Kim
(2022) indicated that the “metaverse is based on the social value of Generation Z that online
and offline selves are not different” (p. 4209). Gen Y (born between 1980 and 1994) and
Gen Z (born between 1995 and 2010) will be the primary consumers of the metaverse
(Dwivedi et al., 2023). Generation Z and Y, having been exposed to a blend of virtual and
real encounters, have become accustomed to various metaverse environments (Buhalis
and Karatay, 2022). However, whether they are interested in participating in metaverse
tourism requires further investigation. In China, metaverse tourism has started to gain
tourists’ attention; nevertheless, there is still a long way to go to receive wider acceptance
among all levels of tourists (Xie, 2022). As such, it would be good for the marketers/tourism
players to understand how to motivate them to participate in metaverse tourism so that they
can play the role of “early adopters”. Based on the diffusion of innovation theory, the early
adopters play a significant role in accepting any new technology/innovation by influencing
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the early majority group (Rogers, 2004). This study argued that Generation Z and Y are
more likely to adopt this technology before other generations. This argument is consistent
with the opinions of de La Mora (2019) and Barkley (2011), i.e. new technology is typically
first adopted by the youngest generation and then is gradually adopted by the older
generations. Therefore, investigating Generation Y and Z metaverse tourism intention/
behaviour becomes more significant compared to other tourist groups. It allows them to
escape the physical world and immerse themselves in virtual environments and
experiences (Buhalis and Karatay, 2022). In addition, it is highly appealing to young tourists
seeking entertainment such as virtual events, concerts, gaming and creative outlets (Jafar
et al., 2023). Moreover, metaverse tourism is more accessible and affordable for young
people compared to traditional travel.
Although scholars have explored metaverse tourism from various angles, such as its
application in food and wine tourism (Monaco and Sacchi, 2023), cultural heritage tourism
(Buhalis and Karatay, 2022) and smart tourism (Buhalis et al., 2023b), there is a dearth of
research explicitly examining tourists’ intentions to participate in metaverse tourism,
particularly from an empirical standpoint. There exists a gap in our understanding regarding
the factors that influence tourists’ inclination to embrace metaverse tourism. Thus, the
current study aims to develop a theoretical model to investigate the factors that encourage
young individuals (Generation Z and Y) to adopt and use metaverse tourism. The theoretical
framework of this study is based on the integration of two widely known theories, i.e. the
self-determination theory (SDT) and theory of planned behaviour (TPB). This study also
provides insights into Buhalis et al.’s (2023a) query on “What motivates and demotivates
consumers to embrace Metaverse in trip planning?” In addition, this research also
addresses the call made by Yang and Wang (2023) for more in-depth segmentation
analyses based on demographic characteristics in metaverse tourism.
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care, organisational setting, etc.) (Hagger and Chatzisarantis, 2009). Nevertheless, this
integration has yet to be undertaken in the context of the tourism metaverse, which is likely
to provide a valuable framework for research, developing interventions and practical
applications in this field. Thus, the present study addresses this deficiency and evaluates
the usefulness of integrating SDT motivations with well-established TPB predictors.
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regarding the level of control they possess over their own actions (Ajzen, 1991). It has been
comprehensively used in tourists’ behaviour research, such as the virtual reality behavioural
intention (Elkhwesky et al., 2023; Huang, 2023).
In the context of metaverse tourism, SN refers to the perceived social pressure to participate in
this new form of tourism. If a person’s social network approves of and participates in
metaverse tourism, they may feel pressure to do the same and be more likely to intend to
participate themselves. In addition, attitudes towards metaverse tourism indicates a tourist’s
positive or negative evaluation of metaverse tourism can influence their intention to participate
in it. For example, if a tourist perceives metaverse tourism as exciting and innovative, they may
have a positive attitude towards it and be more likely to intend to participate. Last but not the
least, PBC means a tourist’s perception of their ability to participate in metaverse tourism can
also influence their intention to do so. For instance, if a tourist perceives that they have the
necessary technological skills and resources to participate, they may be more likely to intend
to participate. Taken together, these factors form a person’s IPMT. To the best of our
knowledge, TPB has not been used in metaverse tourism research. Consequently, the
following model and research hypotheses were formulated:
H4. Subjective norm will positively influence intention to participate in the metaverse
tourism.
H5. Attitude towards participating in the metaverse tourism will positively influence
intention to participate in the metaverse tourism.
H6. Perceived behavioural control in the metaverse tourism will positively influence
intention to participate in the metaverse tourism.
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H8. Intrinsic motivation will positively influence attitude towards participating in the
metaverse tourism.
H9. Intrinsic motivation will positively influence perceived behavioural control.
Summing up the above, the proposed relationships are shown in Figure 1.
3. Methodology
3.1 Population, sample and research instrument
The objective of this research is to explore individuals’ inclination to engage in metaverse
tourism, focusing on Generation Z and Y, as they represent a significant portion of metaverse
tourism travellers. Data from the target respondents was gathered using non-probability
judgemental sampling. This approach is considered acceptable when theoretical
generalizability takes precedence over population generalizability (Calder et al., 1981). In
addition, due to the absence of a readily accessible sampling frame containing information
on Gen Z and Gen Y tourists with an intention to participate in metaverse, tourism
judgemental sampling was used to accomplish the objective of this study.
The determination of the sample size in this study was guided by recommendations from
existing literature as well as the specific requirements of the statistical analyses used. Hair
et al. (2014) recommended that for conducting confirmatory factor analysis and structural
equation modelling, the sample size should follow a ratio of 10:1, with 10 cases per study
variable. Considering Hair et al.’s (2014) method, the minimum sample size required was
240 (24 10). The descriptive analysis and common method bias were conducted using
the SPSS 27. To examine the proposed conceptual framework, the partial least squares-
structural equation modelling (PLS-SEM) technique was used through SmartPLS 3.
3.2 Measures
The measurement items were adapted from previous research studies (Table 1). IPMT was
measured using three items from Shankar and Rishi (2020), attitude towards participating in
metaverse tourism (APMT) and PBC were measured using three items respectively adapted
from Taylor and Todd (1995). SN was measured using three items from Ng et al. (2020). IM was
measured using three items from Sun et al. (2019). Perceived relatedness (PR) was measured
using three items from Gupta (2019) and perceived competence (PC) and perceived autonomy
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Table 1 Items to measure the study constructs
Construct Revised items
Intention to participate in the metaverse tourism 1. I intend to participate metaverse tourism in the future
(IPMT) 2. I expect that I would participate in metaverse tourism in the future
3. I plan to experience metaverse tourism applications in the future
Attitude towards participating in the metaverse 1. Participating in the metaverse tourism is a good idea
tourism (APMT) 2. Participating in the metaverse tourism is a wise idea
3. Participating in the metaverse tourism would be pleasant
Subjective norm (SN) 1. Most people who are important to me think I should participate in metaverse tourism
2. Most people who are important to me would want me to participate in metaverse tourism
3. People whose opinions I value would prefer that I participate in metaverse tourism
Perceived behavioural control (PBC) 1. I am confident that I would be able to participate in metaverse tourism
2. Participating in metaverse tourism is entirely within my control
3. I have the resource and the ability to participate in metaverse tourism
Intrinsic motivation (IM) 1. I think participating in metaverse tourism would be enjoyable
2. I feel the actual process of participating in metaverse tourism is pleasant
3. I think it would be fun participating in metaverse tourism
Perceived relatedness (PR) 1. I feel people in metaverse tourism will be pretty friendly towards me
2. I think I will like the people participating in metaverse tourism
3. I think I will be able to get along with people in metaverse tourism
Perceived competence (PC) 1. I feel I will be very competent when I am traveling in metaverse tourism
2. In metaverse tourism, I think I will get many chances to show my capability
3. During traveling in metaverse tourism, I think I will feel very capable
Perceived autonomy (PA) 1. I think I will make a lot of inputs to deciding how I contribute to metaverse tourism
2. I feel I will pretty much be myself when traveling in metaverse tourism
3. I feel there are many opportunities for me to decide for myself what and how I
participate in metaverse tourism
Source: Created by authors
were measured using three items, respectively, from Ke and Zhang (2010). Respondents were
requested to express their agreement level with each statement using a five-point Likert scale,
with 1 representing “strongly disagree” and 5 indicating “strongly agree”.
To assess the questionnaire’s content validity, feedback was obtained from three academicians
from a reputable public university in China (Cavana et al., 2001). After that, the questionnaire
was distributed to 15 postgraduate students from the same university to obtain input on the
clarity, readability and understandability of issues that undermined the questionnaire’s face
validity (Cavana et al., 2001). Both the content and face validity findings were taken into account,
leading to minor modifications being implemented in the questionnaire.
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which is significantly below the 50% threshold commonly associated with method bias.
Therefore, common method variance is not a significant concern in this study. Next, to assess
the structural relationships among the constructs in the model (Figure 1), SmartPLS 3.0 was
used (Ringle et al., 2015). Considering the complexity of the model, which has many
constructs and relationships, PLS-SEM analysis was chosen as the analytical approach.
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Table 3 Discriminant validity (Fornel–Larcker’s method)
Variables APMT IPMT IM PA PBC PC PR SN
APMT 0.912
IPMT 0.686 0.856
IM 0.682 0.681 0.906
PA 0.592 0.512 0.612 0.894
PBC 0.573 0.568 0.593 0.593 0.834
PC 0.631 0.548 0.665 0.709 0.674 0.916
PR 0.643 0.592 0.657 0.686 0.591 0.676 0.918
SN 0.518 0.474 0.488 0.639 0.698 0.626 0.529 0.875
Source: Created by authors
APMT
IPMT 0.849
IM 0.863 0.852
PA 0.767 0.652 0.798
PBC 0.692 0.667 0.721 0.765
PC 0.785 0.676 0.834 0.9 0.82
PR 0.798 0.723 0.823 0.88 0.728 0.832
SN 0.63 0.566 0.595 0.8 0.86 0.756 0.637
Source: Created by authors
The significance level of the path coefficient was determined using the bootstrapping
procedure with 5,000 resamples, as recommended by previous research (Henseler
et al., 2015).
Table 5 shows that PR (b ¼ 0.324, p < 0.001) positively and significantly affect tourists’ IM,
thus supporting H1. PC (b ¼ 0.341, p < 0.001) positively and significantly affect tourists’ IM,
thus supporting H2. Perceived autonomy (b ¼ 0.148, p < 0.05) positively and significantly
affect tourists’ IM, thus supporting H3. In addition, this study found variables from TPB,
attitude towards participating in the metaverse tourism (b ¼ 0.532, p < 0.001) and
perceived behavioural control (b ¼ 0.244, p < 0.01), positively affect intention to participate
in the metaverse tourism, thus supporting H5 and H6. However, SN (b ¼ 0.028, p ¼ 0.36)
has no effect on intention to participate in the metaverse tourism, thus not supporting H4.
Furthermore, the findings of this study indicate a positive relationship between IM and SN
(b ¼ 0.488, p < 0.001), attitude towards participating in the metaverse tourism (b ¼ 0.682,
p < 0.001), and perceived behavioural control (b ¼ 0.593, p < 0.001), thus supporting H7,
H8 and H9.
Effect size (f2) quantifies the magnitude of the influence that exogenous variables have on
explaining the variance in the endogenous construct (Hair et al., 2014). In this study, PR (f2 ¼
0.102), PC (f2 ¼ 0.106) and perceived autonomy (f2 ¼ 0.020) have weak effect in explaining
the variance in IM. Attitude towards participating in the metaverse tourism (f2 ¼ 0.377) has
stronger effect in explaining the variance in intention to participate in the metaverse tourism
than perceived behavioural control (f2 ¼ 0.056), whereas SN (f2 ¼ 0.001) has no effect. In
addition, IM has a strong effect on attitude and PBC but moderate effect on SN.
The model’s explanatory power was tested based on coefficient of determination (R2) as
suggested by Henseler et al. (2009). As depicted in Table 5, the findings indicate that the
combined influence of the independent variables (SN, APMT, PBC) accounts for a substantial
amount of variance in the IPMT (R2 ¼ 0.517). Thus, the model demonstrates a robust capacity
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Table 5 Results of the structural model
Hypotheses Relationships b SE t-values R2 f2 Q2 p-values Decision
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This study examined the relationship between IM, SN, attitude and PBC in the metaverse
(H7–H9). The results support all the hypotheses, which align with previous studies
combining SDT and TPB (Khan et al., 2022). Particularly, these authors proposed that
motivational theories such as SDT can offer explanations for the origins of constructs in
social cognitive theories such as TPB. In this study, intrinsically motivated individuals to
engage with the tourism metaverse are more inclined to develop positive beliefs (attitudinal,
normative and control beliefs) about this platform. More clearly, intrinsically motivated
individuals are more likely to adopt favourable attitudes towards the tourist metaverse if they
find it a fun and immersive platform. They may also form favourable normative attitudes if
they believe that people in their social circles appreciate using the tourist metaverse. In
addition, they might feel more in control of their interactions and experiences in the tourist
metaverse, which might contribute to positive control beliefs. The relationship between SN
and IPMT was not supported by the results of PLS-SEM (H4). It may mean the existence of
heterogeneity in respondents. Some groups of Gen Z and Gen Y are more open to
embracing new technologies and exploring digital experiences (Szymkowiak et al., 2021).
Thus, they may not easily be influenced by their social networks.
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Drawing from SDT, the study identifies PR, competence and autonomy as significant factors
positively impacting IM in metaverse tourism. These findings suggest that creating
environments and experiences that foster these perceptions can be instrumental in
stimulating tourists’ interest and involvement in metaverse tourism. Practitioners and
policymakers should prioritize the design and provision of metaverse tourism offerings that
promote a sense of connection, enable users to feel competent and offer opportunities for
personal autonomy within the virtual environment. This can include enabling tourists to
generate and share their own content, fostering community engagement, promoting
collaborative activities and facilitating connections between participants. Creating a sense
of belonging and social connectedness will positively influence IM. In addition, practitioners
and policymakers should pay attention to high-tech technologies and their potential
applications in metaverse tourism. For example, they can use artificial intelligence and
natural language processing technology, such as ChatGPT, to decrease the language
barrier among tourists worldwide and facilitate their connections (Carvalho and Ivanov,
2023). Moreover, policymakers can also collaborate with industry stakeholders to facilitate
the integration of metaverse tourism into existing tourism frameworks.
Furthermore, this study emphasizes the role of SN, attitude towards participation in
metaverse tourism and PBC in influencing visitors’ intention to engage in the metaverse, all
of which are in line with the TPB. To leverage these determinants, stakeholders should
consider strategies that cultivate positive social norms and encourage favourable attitudes
towards metaverse tourism. In more detail, the results of this study revealed that customers’
attitudes have a big impact on whether they plan to engage in metaverse tourism.
Consumer attitudes may be improved by raising public knowledge, which could help
Generation Z and Y develop a positive perception of metaverse travel. This is consistent
with Schiffman and Kanuk’s (2010) contention that a person’s attitude may be altered by
projecting a positive picture. In addition, marketers and decision makers may foster
favourable views towards metaverse tourism through focused marketing efforts highlighting
the advantages, distinctive experiences and possibilities the metaverse offers. Promoting
the ease, involvement and adaptability of metaverse tourist experiences can influence
positive customer perceptions. In addition, the results of this study indicated that PBC has a
major influence on an individual’s IPMT. As a result, it is crucial to eliminate perceived
obstacles and give the required support. This may be accomplished by providing platforms
that are easy to use, interfaces that are intuitive, instructions that are easy to understand
and technical assistance so that visitors will feel confident in their ability to interact with the
metaverse. In general, undertaking educational campaigns to raise knowledge and improve
comprehension of metaverse tourism can positively influence the attitudes, SN and PBC of
consumers. In addition, fostering collaboration between stakeholders, such as suppliers of
metaverse platforms, tourist firms and technology developers, may assist and contribute to
creating holistic strategies that consider visitor attitudes, PBC and SN.
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frameworks, which may only capture some factors influencing intention in the metaverse.
Alternative theories that provide more insights can be considered in future studies.
Examples include the TAM, TAM2, values-attitude-intention model, diffusion innovation
theory, information systems success model and behavioural reasoning theory. These
theories/models can shed more light on the various factors that may influence a person’s
intention to engage in metaverse tourism, including technological, social, quality,
contextual/situational and emotional factors. Researchers can select the most applicable
theories or even combine multiple frameworks to develop models that accurately reflect the
complexity of metaverse tourism motivation. Finally, other methods, such as using a control
group or multi-group analysis, can be considered for future studies.
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also a prolific case writer. Farzana is one of the Associate Editors of Emerald Emerging
Market Case Studies and Editor-in-Chief of International Journal of Innovation and
Business Strategies. She has successfully served as a guest editor for the reputed
journals like Young Consumers (Emerald) and Journal of Global Marketing (Routledge
Publishing). She is also a member of Editorial Advisory/Review Board of several
internationally reputed journals.
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