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The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

제주도 증강현실 광고 마케팅 효과와 한류관여도

초록/요약

This paper introduces a multi-modal mixed reality (M.R.) application for advertising the main touristic landmarks on Jeju Island, and evaluates its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, the application deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a V.R. environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island, but it had a great impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no impact on the Intention to Use and Intention to Visit, however Perceived Ease-of-Use had a significant effect on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, only convenience of use has played a major role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with a low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvem

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