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Journal of Hospitality and Tourism Management 58 (2024) 184–196

Contents lists available at ScienceDirect

Journal of Hospitality and Tourism Management


journal homepage: www.elsevier.com/locate/jhtm

Digital destination storytelling: Narrative persuasion effects induced by


story satisfaction in a VR context
Nao Li a, Leyan Li b, Xiaoming Chen c, *, IpKin Anthony Wong d
a
Business School, Institute of Digital Economy, Beijing Technology and Business University, No. 33, Fucheng Road, Haidian District, Beijing, China
b
Business School, Beijing Technology and Business University, No. 33, Fucheng Road, Haidian District, Beijing, China
c
School of Computer Science and Artifical Intelligence, Beijing Technology and Business University, No. 33, Fucheng Road, Haidian District, Beijing, China
d
Faculty of Business Administration, University of Macau, Avenida da Universidade, Taipa, Macau, China

A R T I C L E I N F O A B S T R A C T

Keywords: With the advancement of digital technology, digital storytelling is becoming more and more widely used.
Virtual reality (VR) tourism However, academics have not delved deeply enough into digital storytelling in the realm of VR tourist study. The
Digital storytelling satisfaction objective of this study is to investigate the narrative persuasion process of technology-provided presence and
Flow state
story satisfaction in the context of digital destination storytelling. Combining the stimulus–organism–response
Emotional healing
Restoration
(SOR) model, the study aims to examine the influence of these two variables on flow experience, emotional
healing, restorative experience, and behavioral intention during the viewing of stories. By exploring these re­
lationships, the research seeks to enhance our understanding of how technology and storytelling satisfaction
contribute to the overall narrative persuasive effect. A comparative experimental data from 193 people proved
that using VR to view destination story can significantly affect viewers’ behavioral intentions and better help
viewers build emotional distress problems compared to traditional viewing mode. In addition, viewers’ flow
state, emotional healing, restorative experience, and behavioral intention are all significantly impacted by how
satisfied they are with a digital story, and flow state plays an important mediating role. The results of this study
offer new perspectives on VR tourism and creative methods of marketing for the tourism industry.

1. Introduction museums (Bastiaansen et al., 2022; Lee et al., 2020). Although some
factors have been explored in the aforementioned literature, the role of
In recent years, technological innovation has brought great changes storytelling remains scant. Yet, the ability to tell insightful stories can
to the tourism industry (Buhalis, 2020; Pratisto et al., 2022; Tussyadiah stimulate favorable emotions and hence, improve operators’ ability to
et al., 2018). During the COVID-19 epidemic, virtual reality technology attract potential tourists.
was used as an effective publicity measure to maintain potential tourists’ Storytellers generally narrate the information they want to express in
enthusiasm for the destination (Kim et al., 2021). With the end of the an attractive way, during which a variety of rhetorical devices may be
epidemic, the development of the virtual reality industry has kept used to make the storytelling more fascinating, so that the receiver of the
increasing. The virtual reality market is expected to grow from $67.12 story can involve himself or herself in the plot, thus unconsciously
million in 2023 to $202.7 million in 2028, with the fastest growing becoming emotionally affected (Fog et al., 2010a; Fog et al., 2010b;
markets in Asia and the Pacific (Mordorintelligence, 2022, pp. Langhof & Güldenberg, 2019; Nie et al., 2017). In the field of tourism
2023–2028). The global virtual travel market valuation is also predicted marketing, storytelling has been regarded as an effective and reliable
to grow significantly from 2021 to 2027 (Statista, 2022). In this context, means of attracting people, by immersing story receivers into the story
tourism destinations need to further consider the role of virtual reality plot. This highly immersive, self-embedded character experience can
technology for potential tourists. arouse their emotional participation and ultimately affect their attitudes
As a new marketing spotlight of tourist destinations, many destina­ and behaviors to achieve the purpose of the marketing (Jo et al., 2022;
tions and scenic spots have introduced virtual reality tourism projects, Lin et al., 2020). This is primarily attributed to the influence of narra­
such as VR roller coasters in theme parks and VR virtual Tours in tives and plots on the level of engagement among story receivers in

* Corresponding author.
E-mail addresses: linao@btbu.edu.cn (N. Li), lly19919@163.com (L. Li), xiaoming.chen@btbu.edu.cn (X. Chen), anthonywong@um.edu.mo (I.A. Wong).

https://doi.org/10.1016/j.jhtm.2023.12.007
Received 24 August 2023; Received in revised form 19 December 2023; Accepted 22 December 2023
Available online 11 January 2024
1447-6770/© 2023 The Authors. Published by Elsevier Ltd. on behalf of CAUTHE - COUNCIL FOR AUSTRALASIAN TOURISM AND HOSPITALITY EDUCATION. All
rights reserved.
N. Li et al. Journal of Hospitality and Tourism Management 58 (2024) 184–196

traditional storytelling. Such narratives have the ability to evoke and positive mediators. In the field of VR tourism research, the SOR
emotional involvement and impact individuals’ attitudes and behaviors model can help explain the psychological changes and behavioral
(Hamby et al., 2017). Scholars have later coined this phenomenon as response of subjects in VR environments (Hsu et al., 2021). Therefore,
narrative persuasion (Green & Brock, 2002). scholars have advocated for more content related to VR to further
With the progressive advancement of technologies, digital story­ expand the application of the SOR theoretical framework (Loureiro
telling enables interactive subjects (storytellers or story receivers) to et al., 2020). Based on this theoretical framework and previous VR
complete their storytelling process with the help of various digital tourism research, this study extends the SOR model by considering the
technology tools (network, augmented reality, virtual reality, etc.) (Kim influence of technological features and narratives on individual emo­
& Hall, 2020; Lisenbee & Ford, 2018; Montargot et al., 2023; Rolbiecki tions and behaviors, and it explores the persuasive effects of destination
et al., 2021; Sung et al., 2022; Xiao et al., 2022). This shift means relying video narratives.
on technologies, digital storytelling offers story receivers a more
immersive experience compared to traditional storytelling, thereby 2.2. Narrative persuasion and storytelling satisfaction
enhancing their overall engagement with the story.
By combining captivating storylines with well-defined character Narrative persuasion refers to the process through which people’s
traits, narrative worlds allow readers to immerse themselves deeply attitudes, behaviors, and emotions are influenced by storytelling or
within the story. Scholars investigate in this context whether the emo­ narratives (Green & Brock, 2002). The persuasive power of narratives is
tions and behavioral intentions of the experiencers are influenced by the closely linked to the experience of narrative transportation. According to
technology itself or by the application of traditional storytelling tech­ Green and Brock (2000), narrative transportation is a concept to
niques. In previous studies, the narrative persuasion effect existing in the describe how individuals become completely engrossed in a story,
traditional storytelling has been proved to influence consumers’ will­ leading to a focused psychological perception and mental state that is
ingness and behavior through stories to a certain extent (Hamby et al., fully immersed in the narrative (Irimiás et al., 2021). In this state, in­
2017). The technical characteristics of virtual reality can bring a sense of dividuals feel spiritually and psychologically transported into the story.
reality and immersion to users to a greater extent, thus affecting the Narratives engage people based on their personal experiences, varyingly
emotional state of users to a certain extent (Akgun et al., 2015). How­ influencing their emotions and behaviors through the portrayal of
ever, in digital storytelling based on virtual reality technologies, users characters and creation of plotlines.
will not only experience the virtual reality scene, but also the emotional According to the narrative persuasion theory, previous studies have
resonance brought by storytelling in the VR scene. Such synchronous or noted how story receivers are affected by storytelling. It is based on the
mixed effects on user behavior are far from investigated. idea that storytelling stresses the immense relevance contained in stories
This paper introduces the variable of digital storytelling satisfaction to make them more memorable, it has steadily developed into a crucial
within the context of digital destination stories to measure the overall marketing technique that gives marketing additional options to
feeling of the experiencer towards the stories. By combining the SOR disseminate information (Shen et al., 2015).
model and attention restoration theory, it investigates the narrative Therefore, the realization of narrative persuasion is closely related to
persuasion effect caused by storytelling satisfaction, examining whether storytelling satisfaction. As a measure of the story receiver’s satisfaction
it influences the emotions and behaviors of story receivers. Previous with the overall narrative experience, the level of storytelling satisfac­
studies have primarily focused on narrative aspects, such as narrative tion determines whether the story receiver is fully immersed in the story,
person and narrative rationality (Cho et al., 2014; Shen et al., 2015), and then determines whether the individual’s attitude, behavior and
when discussing narrative persuasion effects, while little attention has emotion are affected by the narrative. In previous studies, the explora­
been given to the impact of storytelling satisfaction on the emotions or tion of narrative persuasion was jointly measured by variables such as
behaviors of the experiencer during the narrative process. Exploring plausibility and narrative consistency (Cho et al., 2014), and few studies
storytelling satisfaction can provide new insights into the generation of explored the key role of storytelling satisfaction in the process of
narrative persuasion effects. This study contributes the practice that by narrative persuasion. Therefore, it is necessary to pay attention to the
supplying emotional healing value and the restorative feelings of the impact of storytelling satisfaction on individual emotions and behav­
experiencer, the integration of virtual reality and destination stories ioral intentions.
could offer new marketing strategies for tourism VR products.
2.3. Flow state
2. Theoretical background and literature review
Flow is defined as the feeling that one’s mental energy is fully
2.1. Stimulus–organism–response (SOR) model invested in an activity (Csikszentmihalyi, 1991, p. 1). The flow state is
produced with a high degree of excitement and fulfillment. Csikszent­
The SOR model originated from the Stimulus–Organism–Response mihalyi pointed that this kind of flow experience makes people feel
theory, which suggests that human behavior consists of three compo­ satisfied and have a desire to accomplish it, regardless of what they get
nents: stimuli, organisms, and responses (Mehrabian & Russell, 1974). out of it (Csikszentmihalyi, 1975). Therefore, when people talk about
The SOR theoretical framework has been proven to be applicable in flow, they often associate experience quality, enjoyment, and emotional
studying VR-related variables and validating visitor behaviors in virtual involvement (Seok et al., 2022).
environments (Liu & Huang, 2023). To date, flow theory has been widely applied in the study of com­
In VR research related to tourism, stimuli typically refers to the puter environments (Chang & Chiang, 2022; Guttentag, 2010). The
sensory cues and stimuli encountered by users during virtual travel ex­ development of technology leads to the computer-integrated 3D envi­
periences. These stimuli often include visual, auditory, olfactory, tactile, ronment which can truly restore the scene of the tourism destination so
or gustatory sensations, with the purpose of providing environmental that users can have a virtual travel experience. In addition, the 3D sto­
attributes through the information obtained from these stimuli. In VR rytelling environment will also create specific flow experience due to the
tourism research, the information provided by stimuli is usually related application of technology. Therefore, it is necessary to consider the dual
to promotional materials of destinations or hotels (Hsu et al., 2021). The effects of digital storytelling and technology characteristics’ effects on
organism component is related to individual user characteristics, typi­ flow experience so as to explore the impact of flow on users’ own
cally involving perception and attitudes. Individuals, based on their own behavioral intentions or emotions. (Marasco et al., 2018). In the field of
characteristics, respond accordingly after being exposed to external VR research, it is considered appropriate to use flow theory to explain
stimuli. In tourism research, organisms are often considered effective the relationship between user participation and satisfaction, hedonism,

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N. Li et al. Journal of Hospitality and Tourism Management 58 (2024) 184–196

and purchase intention in the virtual world (Huang et al., 2021; Lee & persuasion may vary due to the process of the application of technology.
Kim, 2021). In this process, story contents will rely on the network and technology
for more diversified dissemination. Such as pictures, videos, audio, etc.,
2.4. Attention restoration theory so that the story content between different subjects has more possibil­
ities to spread, and even the subject users can have the experience value
The Attention Restoration Theory (ART) was first proposed by psy­ of jointly creating the story (Clarizia et al., 2017; Kim & Hall, 2020; Pera
chologists Rachel Kaplan and Stephen Kaplan in the 1980s, restoration & Viglia, 2016). Previous research in the field of marketing has shown
mainly refers to recovery after attention fatigue (Kaplan, 1995, 2001; that consumers tend to be attracted to creative story content, and thus
Kaplan & Berman, 2010). In the early stage of the study, attention storytelling can be used as an effective communication skill to promote
usually includes involuntary attention and voluntary attention (now also emotion and to generate emotional resonance, leading to desired de­
known as directed attention by clinical psychiatrists) (Morecraft et al., cisions (Cheung et al., 2022). As a powerful tool of emotional connec­
1993). The former refers to attention that does not require effort, for tion, storytelling undoubtedly plays an important role in modern
example, when people see something interesting or exciting, they will marketing, providing publicity power for brand communication and
pay attention to it effortlessly. While the latter is the opposite, people influencing buyers’ decision-making behavior (Tzeng et al., 2023; Wong
need to force themselves to pay attention to something that is not et al., 2022). Tourism destination marketing should pay attention to the
interesting (Kaplan & Berman, 2010). Attention restoration emphasizes ability of creative stories to drive tourists’ engagement with destination
the recovery from directed attention fatigue and allowing directed and services (Cheung et al., 2022). Traditional destination stories have
attention to rest and return to a normal state (Kaplan, 2001). been proved to have a positive effect on destination marketing, but there
In ART, there are three methods of attention recovery, including is still a lack of attention to VR destination storytelling, and the role of
sleep (enough rest to allow oneself to recover), meditation (requires narrative persuasion in such a diverse environment still needs to be
knowledge and patience), and the use of involuntary attention further explored. In previous studies, when consumers are exposed to a
(Kabat-Zinn, 2007; Kaplan, 1995; Kaplan & Berman, 2010). In the cur­ storytelling environment based on VR technology, narrative persuasion
rent tourism research, involuntary attention method has been widely will largely influence consumers’ positive attitudes and subsequent be­
used, and the natural landscapes provided by tourism destinations (such haviors through this experience (Sung et al., 2022). Therefore, based on
as forests, green spaces, etc.) have been proved to promote the quality of the above, this paper proposes the following hypothesis.
restoring attention and thus reduce the mental fatigue of individuals. In H1b. The viewers’ digital storytelling satisfaction to VR video has a
the field of tourism VR research, previous studies have highlighted the positive relationship with their subsequent behavioral intention.
significant role of virtual reality (VR) technology in attention restora­
tion. This is primarily attributed to the immersive and realistic envi­ 3.3. Flow experience
ronments that VR can create. However, there has been limited focus on
examining the impact of narrative persuasion experiences on attention In the field of tourism research, many studies have used question­
restoration. naire data to verify the mediating influence of flow state or flow expe­
rience, which is due to the conditions triggered by flow state and the
3. Hypothesis development transformation of people’s emotional feelings and behavior after flow
experience (Guttentag, 2010; Lee & Kim, 2021; Saneinia et al., 2022).
3.1. Presence in VR For example, Kim and Hall (2019) confirmed the mediating influence of
the flow state by combining it with a model of hedonic motivation
In the researches related to VR, presence is a widely mentioned adoption to study its implications on users’ subjective well-being and
concept, which is defined by most scholars as the subjective experience intention to continue using. An et al. (2021) have demonstrated that the
of “being there” in the technology-mediated environment, and the level senses and information quality in VR travel can influence user satisfac­
of such experience is often related to the degree of immersion of expe­ tion and willingness to visit by affecting the flow state. One of the crucial
riencers in the technological environment (Witmer & Singer, 1998; prerequisites for the onset of the flow state, according to Csikszentmi­
Bogicevic et al., 2019; Holt, 2023; Ying et al., 2022; Wei et al., 2019; halyi, is the loss of self-consciousness (Csikszentmihalyi, 1991, 2000, p.
Yung et al., 2021a; 2021b). Bracken (2005) pointed out that presence 1). The user’s interaction with the Virtual environment also occurs to
can be called a non-intermediary perceptual illusion to describe the contribute to this loss of self-consciousness, which is in line with the
mental state of the experiencer completely immersed. In the current findings of the majority of empirical studies that have looked at flow
study, presence as a key variable has been proved to have a significant state as a mediating factor. In order to investigate the effects of attri­
impact on users’ intentions or behaviors, including but not limited to butes in the VR story environment on users’ behavioral intention and,
tourist satisfaction, travel intention, purchase intention, etc. (De Canio flow state is also concerned in this study. According to the above, the
et al., 2022; Fan et al., 2022). Previous studies suggested that spatial following hypothesis is proposed in this study:
presence can affect customers’ purchase intention by affecting flow state
(Lu & Hsiao, 2022). Furthermore, previous tourism research had H2a. The presence in VR video has a positive relationship with the
underlined how significantly virtual reality products can influence viewers’ flow state.
consumer behavior and visit intentions (Bogicevic et al., 2019), brand H2b. The viewer’s digital storytelling satisfaction to VR video has a
attitudes (Lee et al., 2012), and attitudes toward travel destinations positive relationship with their flow state.
(Alyahya & McLean, 2022). In this study, the sense of presence, as a key
variable in the VR environment, is used to explore its impact on other H3. The flow state provided by VR video has a positive effect on
variables. Based on the above, the following hypotheses are proposed in viewers’ subsequent behavioral intention.
this paper:
3.4. Emotional healing
H1a. The presence in VR video has a positive relationship with the
viewers’ subsequent behavioral intention. The term “healing” is used differently in different academic disci­
plines, but was originally widely used in medicine to refer to the process
3.2. Digital storytelling satisfaction of recovering from an unbalanced, damaged, or diseased mind or body
(Schweitzer et al., 2004). With the development of the times and
Due to the integration of technology, the effectiveness of narrative changes in modern lifestyles, the term can be widely used in the media

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N. Li et al. Journal of Hospitality and Tourism Management 58 (2024) 184–196

Fig. 1. Proposed research model.

and marketing, where people enjoy the sense of healing brought about the relationship between restorative experience in museums and
by things in modern life, which can include but are not limited to food, emotional healing by means of empirical tests (Packer & Bond, 2010). In
pictures, sports, music, etc., often with the same characteristics as addition, with the development of technology, tourism products derived
emotional regulation in psychology, and are often accompanied by a from virtual reality and augmented reality also provide a
response to one’s own emotional distress that assuages one’s anger, multi-dimensional approach to restore directed attention. For instance,
worry, anxiety, etc (Austad, 2020; Kohrt et al., 2020; Nielsen et al., scholars suggested that virtual reality forest environments, like actual
2013). Emotional healing is therefore defined in this paper as the forest environments, can restore people’s directed attention that has
experience of assuaging emotional distress through one’s own VR sto­ been occupied by work or daily life in the absence of highly restorative
rytelling experience. nature environments (Mattila et al., 2020; Reese et al., 2021; Wang
On one hand, prior research in the field of VR tourism has established et al., 2016). In addition, the use of virtual reality (VR) environments has
that the attribute of presence can be effective, whereby the amalgam­ a significant impact on mental health. These environments can be uti­
ation of multisensory information exerts an influence on the emotional lized to intervene in employees’ mental health in order to improve job
responses of users, subsequently impacting their affective states (Leung, efficiency and reduce mental weariness (Walters et al., 2022). Based on
Chang, et al., 2022). Explicating the implications within the domain of the foregoing, this study combined the satisfaction of virtual reality
destination marketing, presence possesses the capacity to mobilize stories with travel in the virtual reality environment to explore the
users’ positive emotions towards tourism destinations prior to their impact on participants’ attention recovery, specifically the subsequent
travel decision-making process, thereby engendering desirable market­ restoration experience, and it proposed the following hypothesis:
ing outcomes (Leung, Cheung, et al., 2022; Yung et al., 2021b). On the
H5a. The presence in VR video has a positive relationship with the
other hand, antecedent studies have examined the effects of narratives
viewer’s restoration experience.
on recipients’ emotional engagement, which is primarily propelled by
the immersive and absorbing nature of narrative transportation. This H5b. The viewers’ digital storytelling satisfaction to VR video has a
transportation mechanism ensures the assimilation of individuals into positive relationship with their restoration experience.
the storyline, thereby evoking a range of emotional experiences (Chang,
H5c. The flow state provided by VR video has a positive effect on
2008; Walters et al., 2022).
viewers’ restoration experience.
Therefore, in the context of digital storytelling, the integration of
technology and tourism scene may provide combined effects on
emotional healing, and good digital stories may provide new insights for 3.6. Mediating effects of flow state
potential tourists with emotional distress, and the following hypotheses
are proposed in this study: The sense of presence satisfies the requirements for the formation of
flow state, which has previously been demonstrated in prior virtual re­
H4a. The presence in VR video has a positive relationship with the ality studies, as a thorough psychological feeling of “arriving” at the
viewers’ emotional healing. media world and “leaving the physical environment.” (Kim & Biocca,
H4b. The viewers’ digital storytelling satisfaction to VR video has a 1997; Ying et al., 2022) Similar to this, viewing stories in a virtual
positive relationship with their emotional healing. setting might encourage viewers to fully participate in such activities
and so reflect the viewer’s willingness to engage in the activity as a
H4c. The flow state provided by VR video has a positive effect on whole (Langhof & Güldenberg, 2019), and the viewer enters a state of
viewers’ emotional healing. flow as a result.
Individuals’ emotional involvement is intimately tied to the experi­
3.5. Restoration ential process of emotional healing. Previous studies in the field of
healing tourism have focused on the reduction of anxiety brought on by
In the field of museum tourism research, scholars have investigated natural beauty, which gives people’s spiritual worlds a sense of joy and

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N. Li et al. Journal of Hospitality and Tourism Management 58 (2024) 184–196

Fig. 2. Screenshots of video and pictures of the experiment site.

fulfillment (Walters et al., 2022). Therefore, the flow state may have an 2021), and the impact of comparison between VR and 360-degree VR
impact on viewers’ ability to heal emotionally. and images on self-brand association and visit intention (Bogicevic et al.,
Based on virtual reality technology, the content of digital storytelling 2021).
may easily draw the viewer’s attention; therefore, the viewer is typically In these comparative studies, the target variables concerned usually
attracted by the digital narrative in an involuntary way, resulting in a involve behavioral intention, purchase intention, brand image, and
restorative experience. Due to the digital story’s flow condition, the more. However, few studies have focused on the impact of whether VR
viewer may also create a restorative experience during this process. are used in virtual reality story scenarios on user story satisfaction,
Although many studies have established a favorable association between emotional healing, and restoration experience. Therefore, based on the
flow states and behavioral intentions (Yuan & Hong, 2023), only a few theoretical framework of EPI cube this research puts forward the
studies have concentrated on the mediating influence of flow state be­ following hypotheses to explore the specific impacts of technological
tween narrative satisfaction and behavioral intention in the context of devices.
digital storytelling. Therefore, based on the above, this study proposes
H9. Compared to the non-VR viewing group, using VR to watch video
the following exploratory hypothesis:
can affect the viewer’s (a) digital storytelling satisfaction, (b) flow state,
H6. The flow state provided by VR video has a mediating effect on the (c) emotional healing, (d) restoration experience, and (e) behavioral
relationship between (a) presence in VR video and (b) digital storytell­ intention at a higher level.
ing satisfaction in VR video, and their emotional healing.
4. Research methods
H7. The flow state provided by VR video has a mediating effect on the
relationship between (a) presence in VR video and (b) digital storytell­
In this study, we conducted an experiment to validate the afore­
ing satisfaction in VR video, and their restoration experience.
mentioned hypotheses and used two different viewing modes, including
H8. The flow state provided by VR video has a mediating effect on the VR viewing mode and traditional video viewing mode corresponding to
relationship between (a) presence in VR video and (b) digital storytell­ VR viewing group and traditional viewing group respectively. Subjects
ing satisfaction in VR video, and their behavioral intention. in both groups were randomly selected and independent of each other.
Fig. 1 illustrated the hypothetical model from H1 to H8. In VR viewing mode, Virtual Reality was employed to watch destination
story videos, aiming to examine the impact of storytelling satisfaction
and presence on emotional healing, restoration, and behavioral inten­
3.7. VR viewing versus non-VR viewing
tion. Hypotheses H1 to H8 were empirically tested using smartPLS v3.0,
and the findings will be presented in Section 4.1. In traditional viewing
Many previous studies have explored the advantages of using VR
mode, we changed the viewer’s viewing patterns and compared the
devices (such as head-mounted displays, HMD) over traditional viewing
results with VR viewing to test if VR viewing affected the viewer at a
modes (such as laptops) (Bogicevic et al., 2021; Yung et al., 2021b). Yet,
higher level. The analysis results using SPSS will be reported in Section
most of them have not elaborated the boundary of the two viewing
4.2.
modes being compared. The embodiment-presence-interactivity (EPI)
Cube provides a comprehensive classification system for existing and
potential reality-virtuality technologies (Flavián et al., 2019). Based on 4.1. VR viewing: the effects of storytelling in destination VR video
the degree of technological device embodiment, devices can be divided
into internal devices (such as head-mounted display) and external de­ 4.1.1. Sample and materials
vices (such as computers or mobile phones), and internal devices can In this condition, a total of 100 participants were recruited
bring more intimacy with the human senses, thereby providing a higher randomly. The participants in the group include students, government
degree of immersion and sensory stimulation, while playing a key role in workers, enterprise workers, etc. Normally, the sample size of the VR
enhancing the customer experience (Orús et al., 2021). Previous tourism experiment is usually 40–80 people (X. Huang et al., 2021; X.-T.
comparative studies have shown that people’s cognitions, emotions, and Huang et al., 2020; Wei et al., 2023), so the sample size of this group is
behaviors are being affected to different degrees under different levels of acceptable.
technological equipment. For example, prior research have acknowl­ The device used in this experiment was the VR device Oculus Quest2,
edged the impact of contrast stimulation between VR websites and or­ and the material used was from The most beautiful China, VR version. The
dinary websites on user flow experience and purchase intention video about Sanya, China was selected as the material for this study, and
intensity (Kim et al., 2022), the different effects of VR devices on users’ the video was played at the following URL https://v.youku.com/v_sh
destination image cognition compared with computers (Flavián et al., ow. Considering that a few people may feel dizziness and tinnitus

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N. Li et al. Journal of Hospitality and Tourism Management 58 (2024) 184–196

Fig. 3. Experiment procedure.

while watching the video with VR devices, the video was selected after a 4.1.2. Procedures
discussion among five tourism research scholars, and the material was Our experiment consisted of four steps in total. Fig. 3 shows the
finally chosen as the experimental material based on a comprehensive experiment steps and the time required for each stage. Step 1 included
consideration of video length and video quality. Fig. 2 shows a screen­ pre-test and formal experimental recruitment. To ensure the reliability
shot of the video and a picture of the test site. of sample data, the following requirements are put forward for partici­
pants in the VR viewing group at the recruitment stage of the experi­
ment. Firstly, they should be healthy and have no serious diseases to

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N. Li et al. Journal of Hospitality and Tourism Management 58 (2024) 184–196

Table 1
Measurement items for variables.
Variable Items Source

Presence (PRE) 1. In the computer generated world presented by VR video, I had a sense of “being there" (Hendrix, 1994; Witmer & Singer, 1998; Carlin
2. How real did the virtual world seem to you et al., 1997)
3. The virtual world seemed more realistic than the real world
4. How much did your experience in the virtual environment seem consistent with your real
world experience
Storytelling Satisfaction 1. I was satisfied with the storytelling in the video Sung et al. (2022)
(ST) 2. I found the storytelling in the video compelling
3. I was delighted with the overall storytelling in the video
Flow State (FS) 1. When I am watching the video, I feel totally captivated (Kim & Hall, 2019; Nah et al., 2010)
2. When I am watching the video, time seems to pass very quickly
3. When I am watching the video, I forget all concerns
4. Watching the video often makes me forget where I am
Emotional Healing (EH) 1. After watching this video, I feel less depressed Kim et al. (2020)
2. After watching this video, it gives new energy to my life
3. After watching this video, I feel less worry
4. After watching this video, I feel less fear
Restoration (RE) 1. After watching this VR video, I feel restored and relaxed Mattila et al. (2020)
2. After watching this video, I feel focused and alert
3. After watching this video, I can forget everyday worries
4. After watching this video, my thoughts are clear
Behavioral Intention (BI) 1. I want to re-experience the tourism-related activity in the future (Wong et al., 2020; Zhang et al., 2021)
2. I would recommend the tourism-related activity to my friends or others
3. I want to tell other people positive things about the content of the tourism-related activity
4. I would like to visit the place that I saw in the tourism-related activity

ensure smooth participation in the experiment; secondly, they should 4.2.2. Procedures
have no serious eye diseases or vertigo, so as to ensure that they can We have also taken proactive measures to engage in pre-
wear VR devices. Before the experiment started, the experimenter would communication with 100 recruiters, ensuring the suitability of partici­
determine the experiment time with the participants in advance and pants based on their individual profiles. Prior to the formal start of the
briefly introduce the use of the VR equipment to the subjects partici­ experiment under this condition, a preliminary experiment involving a
pating in the group, emphasizing that they should inform the experi­ cohort of 30 individuals was conducted. The only difference between the
mental assistant present in time if they had any physical discomfort traditional video viewing group and the VR viewing group was the
during the use. A total of 30 volunteers were recruited for a preliminary viewing method in step 3. The traditional video group only used a laptop
experiment to correct the questionnaire items and the overall experi­ to watch videos.
mental process.
In step 2, we conducted the formal experiment. The aim of this step 4.3. Measures
was to guide participants on how to use the equipment. The experiment
was conducted in a school laboratory equipped with four computers All the scales used in this study are based on existing scales, and their
with VR devices, tables, chairs, and a rest area. In Step 3, participants reliability and validity have been tested in previous studies. The main
watched the video. The subjects in the VR viewing group were able to body of the questionnaire in this study contains two main parts, the first
adjust the viewing angle of the video by rotating their heads while part mainly contains the subjects’ Demographic statistics. The second
watching the video. At the same time, the experimenter could also see part is about the subjects’ feelings during the experiment and involves
the subjects’ images in the VR glasses through the computer connected six constructs (VR viewing) or five constructs (traditional viewing) in
to the device to ensure that the participants were watching the images total. It is important to highlight that the distinction between the two
within the effective boundaries of the video playback. After participants sets of questionnaires lies in the exclusion of presence measurement
watched the video, we collected data through the questionnaire as the items in traditional viewing group’s questionnaire. The decision to
last step. When all the experimental processes have been completed, the exclude presence measurement items in the questionnaire for traditional
participants in the experiment received an incentive fee. viewing group was motivated by the observation that previous research
predominantly conducted presence measurements within virtual envi­
4.2. Traditional viewing: the effects of destination story video in non-VR ronments. It is noteworthy that the concept of presence in such envi­
group ronments exhibits certain nuances compared to the experience of
watching traditional videos. Consequently, the utilization of a stan­
4.2.1. Sample and materials dardized set of items for measuring presence may not adequately cap­
In traditional viewing mode, we also recruited 100 participants using ture the intricacies of presence within this particular context. Therefore,
the same random selection method as in VR viewing group. The par­ this study deliberately concentrated on assessing presence solely within
ticipants represented diverse professional backgrounds, including stu­ VR-based scenes to ensure a more accurate evaluation of the phenom­
dents, government employees, and corporate professionals. The video enon. Since this experiment was conducted in China, relevant pro­
materials used were sourced from the videos specified in section 3.1.1 fessionals were consulted for question translation to ensure the accuracy
and the experimental venue remained consistent with the previous. In and validity of the questions, and Brislin’s (1970) multi-stage translation
this group, we made a transition from using virtual reality (VR) to procedure was used to ensure conceptual consistency and all items were
watching video using laptops. We equipped the venue with four laptops measured using the seven-point Likert rating scale. Table 1 showed the
and corresponding headphones, and ensured that all four laptops had measurement items for variables.
the same video player software installed for consistent video playback
across devices.

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Table 2
Demographic statistics of the sample.
Classification Item Frequency (no. of people) Percentage Frequency (no. of people) Percentage Sum Percentage

VR viewing group Traditional viewing group

Gender Males 43 44.79% 47 48.45% 90 46.63%


Females 53 55.21% 50 51.55% 103 53.37%
Age 18 or below 2 2.08% 1 1.03% 3 1.55%
18–25 35 36.46% 40 41.24% 75 38.86%
26–35 40 41.67% 41 42.27% 81 41.97%
36–45 13 13.54% 10 10.31% 23 11.92%
Over 46 6 6.25% 5 5.15% 11 5.70%
Education background Primary or Middle school 3 3.13% 2 2.06% 5 2.59%
Bachelor 54 56.25% 66 68.04% 120 62.18%
Master or PhD 39 40.63% 29 29.90% 68 35.23%
Income(monthly) CNY3000 (USD429.60) or below 39 40.63% 41 42.27% 80 41.45%
CNY3001-5000 (USD716.00) 2 2.08% 5 5.15% 7 3.63%
CNY5001-8000 (USD1145.60) 8 8.33% 4 4.12% 12 6.22%
CNY8001-10000 (USD1432.00) 11 11.46% 18 18.56% 29 15.03%
Over CNY10000 36 37.50% 29 29.90% 65 33.68%
Occupation Government staff 0 0.00% 2 2.06% 2 1.04%
Employee 47 48.96% 43 44.33% 90 46.63%
Student 43 44.79% 46 47.42% 89 46.11%
Freelance 3 3.13% 3 3.09% 6 3.11%
Others 3 3.13% 3 3.09% 6 3.11%

Table 3
Factor loadings analysis and constructs’ validity and reliability.
Construct Items Factor Cronbach’s Composite Average Variance Collinearity Variance Random dependent
loading Alpha Reliability (CR) Extracted (AVE) inflation factor (VIF) variable

Presence PRE1 0.829 0.844 0.894 0.679 1.753 1.499


PRE2 0.850 2.000
PRE3 0.830 1.917
PRE4 0.785 1.850
Digital storytelling ST1 0.882 0.886 0.930 0.815 2.172 1.425
satisfaction (ST) ST2 0.910 2.820
ST3 0.917 3.002
Flow state (FS) FS1 0.796 0.833 0.888 0.665 1.475 1.500
FS2 0.781 2.010
FS3 0.881 2.798
FS4 0.799 1.872
Emotional healing (EH) EH1 0.730 0.829 0.887 0.663 1.506 1.100
EH2 0.809 1.775
EH3 0.846 2.253
EH4 0.866 2.286
Restoration (RE) RE1 0.808 0.821 0.881 0.651 1.697 1.584
RE2 0.742 1.551
RE3 0.817 1.834
RE4 0.855 2.042
Behavioral intention (BI) BI1 0.732 0.762 0.848 0.584 1.410 1.139
BI2 0.800 1.952
BI3 0.722 1.671
BI4 0.799 1.590

Table 4
Discriminant validity results based on Fornell-Larcker.
Items Presence Digital storytelling satisfaction Flow State Emotional Healing Restoration Behavioral Intention

Presence 0.824
Digital storytelling satisfaction 0.221 0.903
Flow State 0.591 0.359 0.815
Emotional Healing 0.405 0.530 0.562 0.814
Restoration 0.552 0.529 0.648 0.705 0.807
Behavioral Intention 0.313 0.461 0.499 0.381 0.427 0.764

5. Results questionnaire data were 96 for VR viewing group and 97 for traditional
viewing group, and Table 2 shows some of the demographic charac­
5.1. Results in experiment 1: the impact of VR storytelling teristics of the data collected in this study. SPSS 25.0 was used for
descriptive statistical analysis of the questionnaire results to check the
Among the 200 questionnaires collected from the experiment, we missing values, and the impact of using VR was analyzed by smartPLS
excluded those that took too short a time to fill in the questionnaire and software. The smartPLS software is used for the following reasons: First,
those that had the same score for all the questions. The final valid PLS-SEM used a partial least square method to perform non-parametric

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Table 5 shown in Table 3, where the VIF value of all indicators is less than 3.3,
Results of R2 and Q2. indicating that there is no strong collinearity problem among all in­
Constructs R Square Q2 dicators (Hayes, 2017). Therefore, there are no serious common method
bias in this study (Kock, 2015; Podsakoff et al., 2003; Podsakoff &
FS 0.404 0.240
EH 0.447 0.279 Organ, 1986).
RE 0.564 0.349
BI 0.340 0.180 5.1.2. Measurement model
To verify the validity and reliability of the constructs, the factor
loadings, combined reliability, and average variance extracted from the
estimation of the structural equation model, and did not require the
items in the questionnaire were shown in Table 3. In Table 3, the factor
normality of the data, which was suitable for the characteristics of the
loading coefficients of all items exceeding 0.7, which were considered
questionnaire data in this study. Second, smartPLS is more suitable for
satisfactory (Henseler, 2017), and the Cronbach’s Alpha coefficients of
small sample data analysis of structural equation models. Since this
the 6 constructs all exceeded the recommended value of 0.7, and the
study uses VR equipment for experiment, it is difficult to collect large-
values of composite reliability (CR, ranging from 0.848 to 0.930) and
scale samples, so it is more suitable to use smartPLS for analysis (Hair,
average variance extracted (AVE, ranging from 0.584 to 0.815) from all
Ringle, & Sarstedt, 2012; Hair, Sarstedt, Pieper, & Ringle, 2012).
constructs exceed the minimum criterion of 0.70 and 0.50 respectively
(Bagozzi & Yi, 1988; Fornell & Larcker, 1981).
5.1.1. Common method bias (CMB)
Table 4 shows the differential validity results for each construct,
The analysis result of Hermann’s single factor test showed that five
which is represented by the bold numbers on the diagonal. Based on the
factors with eigenvalues greater than 1 were separated out, which
square root of mean variance extraction (AVE), all constructs have
explained 67.628% of the total variance in total. The variance expla­
greater variance with their indicators than others, which strengthens the
nation amount of the first factor was 38.294%, which did not exceed the
discriminant validity of our model.
50% threshold. In addition, the collinearity test of each indicator is

Table 6
Results of the hypothesized model.
Hypothesis Path Path Coefficients T Statistics P Value f2 Decision

H1a PRESENCE - > BI 0.024 0.207 0.836 0.001 rejected


H1b ST - > BI 0.323 3.234 0.001 0.138 supported
H2a PRESENCE - > FS 0.538 5.362 0.000 0.461 supported
H2b ST - > FS 0.240 2.431 0.015 0.092 supported
H3 FS - > BI 0.368 2.969 0.003 0.123 supported
H4a PRESENCE - > EH 0.107 1.089 0.276 0.013 rejected
H4b ST - > EH 0.376 4.207 0.000 0.223 supported
H4c FS - > EH 0.364 3.874 0.000 0.143 supported
H5a PRESENCE - > RE 0.256 3.129 0.002 0.098 supported
H5b ST - > RE 0.338 4.242 0.000 0.228 supported
H5c FS - > RE 0.376 3.767 0.000 0.193 supported

Note: FS represents flow state, ST represents digital storytelling satisfaction, EH represents emotional healing, RE represents restoration, and BI represents behavioral
intention.

Table 7
Results of mediation effect.
Hypothesis Path Indirect effect T Statistics P-value Decision

H6a PRESENCE - > FS - > EH 0.196 2.716 0.007 supported


H6b ST - > FS - > EH 0.087 2.066 0.039 supported
H7a PRESENCE - > FS - > RE 0.202 3.176 0.002 supported
H7b ST - > FS - > RE 0.090 1.755 0.079 rejected
H8a PRESENCE - > FS - > BI 0.198 2.798 0.005 supported
H8b ST - > FS - > BI 0.088 1.842 0.066 rejected

Note: FS represents flow state, ST represents digital storytelling satisfaction, EH represents emotional healing, RE represents restoration, and BI represents behavioral
intention.

Table 8
Results of Mann-Whitney test.
Mean value of construct Group Mean (SD) Median (lower quartile, upper quartile) Mean Rank Sum of Ranks Z p-value

AVEST 1 5.210 (1.363) 5.33 (4.67, 6.33) 87.46 8484.00 − 2.400 0.016*
2 5.708 (0.918) 6.00 (5.33, 6.33) 106.64 10237.00
AVEFS 1 4.966 (1.348) 5.25 (4.25, 6.00) 79.00 7663.00 − 4.516 0.000**
2 5.786 (0.942) 6.00 (5.50, 6.50) 115.19 11058.00
AVEEH 1 4.920 (1.336) 5.25 (4.25, 6.00) 80.51 7809.00 − 4.138 0.000**
2 5.703 (0.776) 5.75 (5.00, 6.25) 113.67 10912.00
AVERE 1 4.845 (1.376) 5.00 (4.00, 5.88) 84.92 8237.00 − 3.029 0.002**
2 5.477 (0.854) 5.50 (4.75, 6.25) 109.21 10484.00
AVEBI 1 5.675 (1.032) 6.00 (5.25, 6.38) 81.10 7866.50 − 4.001 0.000**
2 6.221 (0.613) 6.25 (5.75, 6.75) 113.07 10854.50

Note: AVE represents the mean of each variable, 1 represents the non-VR device group, 2 represents the VR device group, FS represents flow state, ST represents digital
storytelling satisfaction, EH represents emotional healing, RE represents restoration, BI represents behavioral intention, *p < 0.05, **p < 0.01.

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5.1.3. Structural model destination narrative videos. While previous research has shown that VR
After fully evaluating the measurement model, the smartPLS soft­ videos can affect viewers’ mood and restoration experiences, empirical
ware is used to evaluate the structural model, and it is crucial to research on how narrative in VR videos effectively influences viewers’
determine the significance and correlation between each hypothetical emotions, restoration, and behavioral intentions remains limited.
path and the explained variance. In this study, Bootstrapping technique Furthermore, although studies have confirmed the restoration benefits
was used to test the statistical significance of the hypothesis model with of VR experiences (Reese et al., 2021), there has been a lack of research
5000 samples (Sarstedt et al., 2017). The structural model evaluation focusing on the restorative effects brought about by narrative elements
results are shown in Table 5 and Table 6. The variance of the endoge­ in videos (Walters et al., 2022). Therefore, our study demonstrates that
nous variables (R2) is 0.404 for flow state, 0.447 for emotional healing, narrative satisfaction also influences viewers’ restoration experiences
0.564 for restoration, and 0.340 for behavioral intention. These values during the process of watching VR videos, through an experimental
are higher than the recommended R-squared value of the good model design. The results indicate that destination narrative videos in VR set­
(0.26) (Cohen, 1988). In order to determine if the model can accurately tings can have a greater impact on viewers’ restoration. These findings
forecast the relevance between variables, Stone-Geiser’s Q2 values and support the utility of narrative in restoration within the mixed context of
the blindfolding approach (Omission Distance = 7) were also utilized. VR videos and responds to the call for more attention to be given to
Table 5 shows that a minimum Q2 value of 0.180 above 0 is considered variables related to VR advantages.
to have a good predictive effect. Secondly, this study contributes to the EPI cube model with the
It can be seen from the table that the coefficients of the paths are finding that internal devices (i.e., head-mounted device) can provide
respectively H2a 0.538 (t-Statistics = 5.362) and H2b 0.240 (t-Statistics better user experience than external devices (i.e., computers), thus
= 2.431). While H1a 0.024 (t-statistics = 0.207) and H4a 0.107 (t-sta­ affecting their psychological states and stimulating users’ behavioral
tistics = 1.089), which not support the hypothesis. The cut-off value of f2 intentions. Furthermore, the results of this study corroborate previous
is 0.02 (small effect),0.15 (medium effect), and 0.35 (large effect) research by highlighting the influence of presence on viewers’ flow
(Cohen, 1988), and the effect size of the significant path ranges from experiences (e.g., Chang & Chiang, 2022; Yuan & Hong, 2023), subse­
0.092 to 0.461, among which the H1 path has the largest effect size, quently impacting their emotional states and behavioral intentions.
which proves that the flow state is largely affected by the sense of While prior studies have primarily focused on the effects of VR settings
presence. on travel intentions, only a limited number of investigations have
concentrated on the implications of VR technology applications for
5.1.4. Test of the mediating effect emotional healing and restoration experiences (Leung, Chang, et al.,
As shown in Table 7, the flow state had a mediation effect between 2022), so further exploration of the emotional changes caused by
presence and emotional healing (t-value = 2.716, p < 0.01), and digital different technological devices remains to be explored. Consequently,
story satisfaction and emotional healing (t-value = 2.066, p < 0.05), this study contributes to the growing body of research calling for deeper
respectively. Similarly, the results of paths H7a and H8a indicated that explorations into the multidimensional impact of technologies on user
presence had significantly positive indirect effects on restoration expe­ psychological process (Orús et al., 2021), while showcasing how digital
rience (t-value = 3.176, p < 0.01) and behavioral intention (t-value = storytelling can better unfold via such devices.
2.798, p < 0.01) respectively. Nevertheless, the results of the mediation Thirdly, existing literature has demonstrated that narrative envi­
test revealed that digital storytelling satisfaction could not significantly ronments exert substantial influence on potential tourists’ brand
influence the flow state in a way that would have an impact on the cognition and purchase intentions (Guo et al., 2022). Building upon
restoration experience and behavioral intention. these insights, this study expands the scope by investigating the effects
of VR environment storytelling on viewers. The findings reveal that,
5.2. Comparative analysis of two sets of experimental results compared to traditional modes of destination storytelling videos, the
utilization of VR technology to watch digital destination narratives en­
Before the comparison of the two groups of data, SPSS 25.0 was used genders higher levels of digital narrative satisfaction and fosters a more
to analyze and test the questionnaire data of the two groups, and the immersive flow state. Consequently, this immersive experience miti­
results showed that the two groups of data did not meet the homogeneity gates emotional distress, fosters a greater sense of restoration, and
of variance. Therefore, the Mann-Whitney test was adopted to test the stimulates heightened behavioral intentions. Additionally, this study
overall distribution of the two groups of data as a non-parametric test delves further into the persuasive effects of storytelling in mixed reality
method. Mann-Whitney Test can determine the difference between two environments, thereby contributing to a deeper understanding of the
groups of data according to the median of two groups of data and is one intricate mechanisms at play in narrative persuasion.
of the most commonly used methods to compare the difference between Finally, this study has extended the application of the SOR theory
two groups (Mann & Whitney, 1947). framework in VR tourism research. Previous research has advocated for
the inclusion of additional variables pertaining to VR content in order to
5.2.1. Results of the Mann-Whitney Test broaden the SOR (Stimulus–Organism–Response) model, thereby
Their median results show that the non-VR group’s median is lower providing further empirical evidence for the favorable marketing out­
than the VR group’s median. The results are also consistent when comes associated with VR video content (Liu & Huang, 2023).
examining the mean rank and the sum of the ranks of the two groups. Z-
values and p-values are calculated using Mann-Whitney U test statistics, 6.2. Practical implications
and the findings in Table 8 demonstrate that hypothesis H9 is supported
because the mean values of the five variables in the VR group are The results of this study indicate some practical implications. First,
significantly higher than that in the non-VR group and the P-value is the results of this study show that the sense of the presence of VR can
significant. have an impact on the emotional healing of users, so the results of this
study provide new insight for the development of healing tourism
6. Discussions industrialization. Previous studies have shown that tourism-related in­
dustrial applications are often related to pleasure or enjoyment, thus
6.1. Theoretical implications stimulating users’ willingness (De Canio et al., 2022; Li & Chen, 2019;
Yuan & Hong, 2023). The results of this study indicate that VR equip­
This study contributes to theoretical implications in several aspects. ment will also have a good effect on healing, and can be combined with
Firstly, it expands the applicability of attention restoration theory to VR tourism to develop a VR industry that reduces emotional distress.

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versity. Her research interests include big data analysis and mining, computer simulation,
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Tzeng, S.-Y., He, L., & Huang, K. (2023). Danmaku’s effects on viewing experience and behaviors.
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Xiaoming Chen is with the School of Computer Science and Engineering, Beijing Tech­
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nology and Business University, Beijing, China. His research interests include virtual re­
mental restoration. Journal of Hospitality & Tourism Research. , Article
ality technology and applications. He is the corresponding author of this article. Contact
109634802211160. https://doi.org/10.1177/10963480221116047
him at xiaoming.chen@btbu.edu.cn.
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Wei, W., Qi, R., & Zhang, L. (2019). Effects of virtual reality on theme park visitors’ tourist motivation and behaviors, consumer behaviors, social media usage, and service
experience and behaviors: A presence perspective. Tourism Management, 71, marketing. His articles appeared at Tourism Management, Journal of Travel Research, and
282–293. https://doi.org/10.1016/j.tourman.2018.10.024 Journal of Business Research. He is currently serving as a coordinating editor at the Inter­
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