Exploring the Dimensions of Virtual Reality Experience Quality (VREQ) on Guest Booking Intention: A Technology Acceptance Perspective

Authors

DOI:

https://doi.org/10.24191/ji.v21i2.11364

Keywords:

Booking Intention, Digital Marketing, Navigation Control, Sound Quality, Virtual Reality, Visual Design

Abstract

This study examines the impact of hotel websites’ virtual reality experience quality (VREQ) on guests’ booking intention, focusing on the role of immersive technology in digital marketing. As hotels increasingly adopt virtual reality to allow potential guests to explore environments before making reservations, identifying the specific dimensions of the user experience that drive behavior has become essential. This research investigates three key dimensions of VREQ: navigation control, sound quality, and visual design. A quantitative research approach was employed using a structured questionnaire distributed to individuals aged 18 and above with prior experience in hotel VR or 360-degree virtual tours. A total of 232 participants were involved in the study, and data were analyzed using multiple regression analysis via the Statistical Package for the Social Sciences (SPSS). The findings reveal that visual design characterized by high-quality graphics and aesthetic realism has a significant and positive effect on booking intention. In contrast, navigation control and sound quality were found to have no significant influence, suggesting these elements are perceived as basic functional requirements rather than decisive drivers of consumer choice. These results contribute theoretically by extending the Technology Acceptance Model (TAM) into the Virtual Reality (VR) hospitality context and practically by advising hotel managers and developers to prioritize visual fidelity to enhance telepresence and consumer confidence.

References

Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179–211.

Biocca, F., Harms, C., & Burgoon, J. K. (2003). Toward a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators and Virtual Environments, 12(5), 456–480.

Bowman, D. A., Kruijff, E., LaViola, J. J., & Poupyrev, I. (2004). 3D user interfaces: Theory and practice. Addison-Wesley.

Bryman, A. (2016). Social research methods (5th ed.). Oxford University Press.

Buhalis, D., & Law, R. (2008). Progress in information technology and tourism management: 20 years on and 10 years after the Internet—The state of eTourism research. Tourism Management, 29(4), 609–623.

Chung, N., Han, H., & Joun, Y. (2015). Tourists’ intention to visit a destination: The role of augmented reality (AR) application for a heritage site. Computers in Human Behavior, 50, 588–599.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340.

Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). Sage Publications.

Flavián, C., Ibáñez-Sánchez, S., & Orús, C. (2019). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of Business Research, 100, 547–560.

Gefen, D., Karahanna, E., & Straub, D. W. (2003). Trust and TAM in online shopping. MIS Quarterly, 27(1), 51–90.

Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism Management, 31(5), 637–651.

Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2019). Multivariate data analysis (8th ed.). Cengage Learning.

Huang, Y. C., Backman, K. F., Backman, S. J., & Moore, D. (2013). Exploring user acceptance of 3D virtual worlds in travel and tourism marketing. Tourism Management, 36, 490–501.

Huang, Y. C., Backman, S. J., Backman, K. F., & Chang, L. L. (2016). Exploring the implications of virtual reality technology in tourism marketing: An integrated research framework. Tourism Management, 55, 116–127.

Jung, T. H., tom Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of virtual reality and augmented reality on visitor experiences in museum. Information & Management, 53(4), 455–466.

Kim, J., & Lee, C. (2020). Effects of VR tourism experience on presence and behavioral intention. Journal of Travel & Tourism Marketing, 37(5), 586–600.

Kim, M. J., Lee, C. K., & Preis, M. W. (2020). The impact of innovation and technology on tourist behavior: Virtual reality applications in tourism. Tourism Management Perspectives, 33, 100621.

Law, R., Leung, R., & Buhalis, D. (2009). Information technology applications in hospitality and tourism: A review of publications from 2005 to 2007. Journal of Travel & Tourism Marketing, 26(5–6), 599–623.

Lu, J., & Wang, Y. (2022). The role of audio-visual quality in virtual reality tourism experiences. Information & Management, 59(4), 103597.

Mariani, M. M., & Borghi, M. (2021). Effects of immersive VR on consumer responses in tourism. Tourism Management Perspectives, 38, 100786.

Pallant, J. (2020). SPSS survival manual (7th ed.). McGraw-Hill Education.

Pantano, E., & Servidio, R. (2012). Modeling innovative points of sales through virtual and immersive technologies. Journal of Retailing and Consumer Services, 19(3), 279–286.

Pizzi, G., Scarpi, D., & Pantano, E. (2020). Virtual reality, real reactions? Comparing consumer perceptions and shopping intentions across VR and physical stores. Journal of Business Research, 110, 312–321.

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778.

Rauschnabel, P. A., Felix, R., & Hinsch, C. (2019). Augmented reality marketing: How mobile AR apps can improve brands through inspiration. Journal of Retailing and Consumer Services, 49, 43–53.

Shaputra, R., Lee, J., & Kim, J. (2023). Effects of virtual reality experience quality on consumer trust and behavioral intention. Journal of Hospitality and Tourism Technology, 14(1), 1–17.

Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, 74.

Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73–93.

Tussyadiah, I. P., Wang, D., & Jia, C. H. (2017). Virtual reality and attitudes toward tourism destinations. Tourism Management, 58, 20–34.

Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140–154.

Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change. Journal of Travel Research, 57(7), 951–964.

Wang, Y., Yu, Q., & Fesenmaier, D. R. (2002). Defining the virtual tourist community. Journal of Travel Research, 41(4), 407–417.

Wu, H. C., Lai, I. K. W., & Chen, C. C. (2024). The effect of VR experience quality on hotel booking intention. International Journal of Hospitality Management, 115, 103512.

Yung, R., Khoo-Lattimore, C., & Potter, L. E. (2021). Virtual reality and tourism marketing: Conceptualization and research agenda. Tourism Management, 86, 104343.

Zeng, G., Cao, X., Lin, Z., & Xiao, S. (2020). The impact of immersive technology on consumer purchase intention: Evidence from virtual reality. Electronic Commerce Research and Applications, 40, 100911.

Downloads

Published

2026-07-30

How to Cite

Exploring the Dimensions of Virtual Reality Experience Quality (VREQ) on Guest Booking Intention: A Technology Acceptance Perspective. (2026). Jurnal Intelek, 21(2), 52-68. https://doi.org/10.24191/ji.v21i2.11364