Author Bios (50 Words for each Author)

Mr. Zhenda Wei is a doctoral candidate in the College of Tourism and Service Management at Nankai University, China (weizhendasdu@163.com). His research interests include tourism experience, virtual reality tourism, gamification and tourism fatigue.

Dr. Hanqin Qiu is the Dean and Distinguished Professor at the College of Tourism and Service Management, Nankai University, China (qiuhanqin@nankai.edu.cn). Her research interests focus on the analysis of tourism demand, consumer behavior, the inbound and outbound tourism in China, the tourism development and policy issues in Asia Pacific and tourism education innovations.

Dr. Xiaoting Huang is a Professor in School of Management, Shandong University, China (Satinhuang@sdu.edu.cn). Her research interests are tourist behavior, tourism activity space planning theory, education and health benefits of tourism.

Abstract (150 Words)

The study examines how virtual reality tourism experience from a gamification perspective affects tourist flow experience and satisfaction by examining a chain mediation model including arousal, focused attention, enjoyment and time distortion. Gamification was integrated into a long-duration virtual tourism experience (50-60 mins) for 60 participants. The results show that gamification can significantly positively affect arousal in virtual tourism experience. Arousal positively affects focused attention, enjoyment. The influence of arousal on satisfaction could be mediated by focused attention, enjoyment and time distortion. In addition, this paper also found the relationship between the internal elements of flow experience. Focused attention positively affects enjoyment. Enjoyment positively affects satisfaction, which is mediated by time distortion. The findings provide valuable understandings for the research on flow experience in long-duration virtual reality tourism, giving practical implications in the application of gamification and flow experience for destination practitioners.

Share

COinS
 

Research on Flow Experience From the Perspective of Gamification in Virtual Reality Tourism: A Chain Mediation Model

The study examines how virtual reality tourism experience from a gamification perspective affects tourist flow experience and satisfaction by examining a chain mediation model including arousal, focused attention, enjoyment and time distortion. Gamification was integrated into a long-duration virtual tourism experience (50-60 mins) for 60 participants. The results show that gamification can significantly positively affect arousal in virtual tourism experience. Arousal positively affects focused attention, enjoyment. The influence of arousal on satisfaction could be mediated by focused attention, enjoyment and time distortion. In addition, this paper also found the relationship between the internal elements of flow experience. Focused attention positively affects enjoyment. Enjoyment positively affects satisfaction, which is mediated by time distortion. The findings provide valuable understandings for the research on flow experience in long-duration virtual reality tourism, giving practical implications in the application of gamification and flow experience for destination practitioners.