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Prospects and challenges of virtual reality adoption for destination marketing

N. Muna, A.K. Murti & S. Hidayat

Politeknik APP Jakarta, South Jakarta, Jakarta, Indonesia

K. Soyun

Seoul National University, Seoul, South Korea

A. Yusriana

Universitas Dian Nuswantoro, Semarang, Central Java, Indonesia

ABSTRACT: Virtual Reality (VR) is a cutting-edge technology that has been widely adopted for promo­tional purposes.

In tourism industry, VR is favored due to its interactivity characteristics on delivering experi­ence of tourist destination. The objective of this research is to explore the prospects and challenges of VR adoption for destination marketing. This study is a qualitative research in which the data are collected through observation and in-depth interview with 3 informants, i.e. a virtual reality maker, an advertising agency, and a traveler. The result indicates that VR as destination promotional tools is evolving in number and types of vir­tual reality formats that have been used, e.g. 3D image, application and 360° video. It offers different visual­ization and effectiveness in capturing users’ attention. However, VR as promotional tools faces several challenges in terms of cost, system development, visualization, and creativity as a package of tourist destin­ation marketing.

1 INTRODUCTION

Virtual Reality (VR) has been extensively discussed and developed for tourism industry over the years (Guttentag 2010, Huang et al. 2013, Martins et al. 2017, Tussyadiah et al. 2018, Williams & Hobson 1995). In Indonesia, VR has gained massive atten­tion since academics and practitioners have recently adopted VR for destination promotional purposes (Hari & Hendrati 2018, Lengkong et al. 2017). The development of information and communication technologies (ICTs) has arrived to the era of inter­activity between destination and travelers that pos­sibly substitute tourism experiences (Guttentag 2010, Huang et al.

2013). Moreover, VR has power­ful effect on simulating actual situation and tasks that incrementally provide an accurate control of the state experienced by its users (Innocenti 2017). It also provides opportunity for mass virtual visitation to actual tourism destination (Tussyadiah et al. 2018).

There are numerous researches on the adoption of VR for destination marketing focusing their research on visit intention (Aluri 2017, Huang et al. 2013, Tussyadiah et al. 2018) and emotional effects of VR adoption (Debbabi et al. 2013). Although VR proved to have effect on visit intention, there are some dis­cussions on how VR influences virtual affective and conative image during the adoption process (Hyun & O’Keefe 2012).

The idea is dealing with the advanced technology that is able to create imaginary worlds that resemble the real world (Gutierrez et al. 2008). In addition, VR enables its users to transport to a virtual environ­ment and experience it as if it was real; the evolving features of VR comes with multi-sensory virtual system where several senses such as visual (sight), auditory (hearing), and tactile (haptic) are stimulated at the same time to present “real experience” in vir­tual environment (Gutierrez et al. 2008, Martins et al. 2017).

Moreover, VR evolves to some extent that includes olfactory (smelling) and gustatory (tasting). Thus, the users may engage in rich experiences that enhance the level of connectivity and interaction with the users (Barnes et al. 2015). The main goal of VR can be seen from physical and psychological points of view; immersion and presence. VR is a closed computer system consisting of software and hardware that create immersive physical environ­ment which allows interaction between human and computer. Simply, immersion is dealing with the physical configuration that user may interface when using VR application. Meanwhile, presence is related to the psychological aspects of the users’ state of consciousness. It can refer to “telepresence” to describe the feeling of being in virtual environment (Gutierrez et al.

2008, Hyun & O’Keefe 2012, Muhanna 2015).

The advancement of VR has incrementally changed the way destination marketing practices nowadays; people adopt it for several reasons such as assessing real-life brand value (Barnes et al. 2015), enhancing virtual brand image (Hyun & O’Keefe 2012), and proposing experiential market­ing strategies (Martins et al. 2017). Meanwhile, the adoption of VR for destination marketing is related to promote place-based marketing that enables trav­elers to experience the virtual view of the scenery and feelings as they were already at the tourist des­tination. This paper provides an insight of the future adoption of VR and its gaps for promotional tools of destination marketing in Indonesia. The use of VR for promotional purposes has entered its early stage of Indonesia tourism destination; besides its hypes in providing informative and entertaining new media for promotion tools, VR may lack in several areas such as the affective and conative effect on its adoption.

2 METHODS

The objectives of this research is to explore pro­spects and challenges of VR for destination market­ing. Qualitative approach using in-depth interview and experiment was administered to investigate the current trend and deficiency of VR adoption for des­tination marketing in Indonesia. In-depth interview involved intensive individual interview with a small number of respondents to explore their perspectives on a certain idea or situation. It was used to obtain detailed information about a person’s thought and behaviors regarding new issues in-depth. This tech­nique covered the “how” and “why”.

In doing so, several qualified informants were se­lected according to their expertise and qualification related to the topic. The informants were Virtual Re­ality maker (Glugu Creative), Visual Design Cre­ative (Digini.co), and a traveler. Glugu Creative was established by communication visual design acad­emicians and practitioners in Semarang, Central Java.

They have been making VR application part­nering with several private and public stakeholders. Meanwhile, Digini.co provides visual design includ­ing VR content specialized in advertising purposes. Meanwhile, the traveler (Yuki) is Paper-Backer founder, and travel blogger based in Semarang. The traveler was selected to gain insight on the users’ perspective towards the VR technology adoption. The interview was 45-90 minutes covering some questions related to introduction of VR, characteris­tics, benefits, VR creation process, the powerful effect of VR, adoption of VR especially in destin­ation marketing, prospect of VR for future develop­ment and adoption, current situation of VR adoption in Indonesia, prospect of VR for marketing tools, and challenging things of VR adoption in Indonesia.

Experiment was continued by in-depth interview with informant for the traveler. VR video promotion is shown to the informant and the informant was inter­viewed for about 40-60 minutes to give the details of feelings and thought after viewing destination promo­tional VR video. The data will be transcribed and ana­lyzed accordingly relevant to the topics.

3 RESULTS AND DISCUSSION

Based on the observation and in-depth interviews, there are several findings in terms of prospects and challenge of VR adoption for destination marketing in Indonesia. First section discussed about VR adop­tion in Indonesia for destination marketing, the char­acteristics of VR for promotional purposes, and challenges in VR adoption for marketing tools.

3.1 Vitual reality adoption in Indonesia

VR is categorized as new and growing multimedia technology in Indonesia. It was first introduced around 2015 which is popularized by gaming application (PokemonGo) and gaming industry like Nintendo. It was widely used in several industries after Oculus Rift got released in the following years. Ministry of Tour­ism is one of pioneers in Indonesia which adopted VR for destination marketing. Ministry of Tourism exhib­ited Wonderful Indonesia project in form of VR at World Travel Market (WTM), London.

Based on online observation regarding the adop­tion of VR in destination marketing, there were sev­eral practices of tourism promotion tools using VR in the past 5 years as listed below.

Table 1. Virtual reality for Indonesian destination marketing.

Year Virtual Reality Technology

2018 Virtual Reality Jogjakarta, Solo, Semarang (Joglose- mar) In 360° Video 4K

Travel Vlogger Documentation (Sentani, Air Terjun Padas Awu, Pantai Watu Leter, Gedung Songo, Museum Keris, Prambanan) Travel Agent (Lemukutan)

2017 Minahasa Ethnic Dance Virtual Reality 360° video Bali Virtual Tour Guide application

North Sulawesi introduction Android-based Virtual Reality application

Sheraton Bali Kuta Experience VR Video First Person View (FPV) virtual 3D application for Pantai Lakban Ratatotok

Wonderful Indonesia Virtual Reality 360° video Riau Island

Wonderful Indonesia Virtual Reality 360° video Banyuwangi

Wonderful Indonesia Makassar in 360° video

(Continued)

Table 1. (Cont.)

Year Virtual Reality Technology

Virtual 3D Museum BRI

Virtual Reality Reef Scene Alor

Travel Vlogger documentation (Bali, Lombok, Ana- mbas, Raja Ampat, Makassar, Dusun Bambu Ban­dung, Dunia Fantasi, Taman Begonia, Farmhouse, Flores, Malang)

2016 Wonderful Indonesia Virtual Reality Promotion

Video at Air Asia Travel 2016, Eastern Plaza, Tawau, Malaysia

360° video VR Surabaya City

Wonderful Indonesia - Jakarta in in 360° video

Wonderful Indonesia - Bali in in 360° video

2015 Wonderful Indonesia Virtual Reality Promotion Video at World Travel Market (WTM), London Interactive Virtual Museum

2014 None

VR was first introduced in 1963 by Sutherland through his Ph.D. dissertation and has evolved tre­mendously nowadays (Muhanna 2015). In Indonesia, VR has been adopted for tourism promotion in the last 5 years in many forms, i.e. 360° video, 3D, game, and Android-based applications. Each type of VR formats offers different effects and technical pro­duction hardware and software.

3D (three-dimen­sional) VR is described as computer-generated 3D environment that uses stereoscopic 3D displays, both 3D graphics and 3D imaging, that offer spatial and immersive interaction (Guttentag 2010, Huang et al. 2013, Marasco et al. 2018).

Meanwhile, 360° video is a photography technique which portrayed a borderless and seamless photo effect from any angle. It doesn’t produce 3D effect, hence with the help of head-mounted display (HMD), 360° VR video takes its users to be in reality as it shows in the video. It mixes virtual and reality at the same dimension and times. Moreover, it allows syn­cretism between photographic technique techniques and VR. Therefore, 3D image and 360° video could be included as VR if they are incorporated with wear­able devices as head-mounted display (HMD) to enforce the visual, immersive, and interactive effects (Marasco et al. 2018, Putra et al. 2018).

3.2 Characteristic of virtual reality

VR is computer representations of the real world; based on in-depth interview with VR maker, design visual designer, and traveler, VR is the next big thing in destination marketing field. It offers several characteristics that perfectly fit for destination pro­motional tools as follows:

3.2.1 Virtual experiential marketing

“in virtual reality, we can be part of the world and control the environment with our eye movement for example to choose certain option, to turn our head left and right and look around us, the point of virtual reality is bringing ourselves to the virtual world we created” (Glugu)

Based on the interview, interactivity is the key point of VR, experiencing the virtual worlds that resemble the reality, and that gives users the ability to interact with and modify the virtual world (Muhanna 2015). The perception of interactivity increases the telepresence as it provides users with an environment to interact and create a feeling of presence (Hyun & O’Keefe 2012, Williams & Hobson 1995).

The essential part of VR as a promotional tool is the experience that takes us to the real destination. VR is one kind of virtual experiential marketing that offers involvement of five dimensions which are sense, interaction, flow, pleasure, and community. The interactivity between user and computer-stimu­lated sensory experience leads to mental model of “telepresence” (Chen et al. 2008, Li et al. 2001).

3.2.2 Immersivevisualization

VR involves users to be part of the computer-gener­ated environment or virtual environment, as the informant said:

“VR is fully computer-generated reality that we model, we create and we would like user to experi­ence nearly the same as the world present it......................................................... I

said nearly because we need to re-create.... make a modelling of the reality to be virtual...so, precision is important” (Glugu)

In addition, informant for traveler shows positive feedback after simple experiment using VR devices (VR Box) in viewing Wonderful Indonesia 360° video in Bali. The video duration is 3.09 minutes, mostly showing the life in Bali. He said:

“Woooww,,,, I'm mesmerized!!!! I can see every­thing around me,,,,, the road, the people, the car, the food,,,,,,, I feel like I am in Bali,,, the girl beside me is so real” - Yuki

VR video exhibits vividness to its users since it offers visualization components such as 3D image, visual acuity (resolution), and a look around capabil­ity. The immersion is created through high-quality visualization (Williams & Hobson 1995). Regarding VR formats mentioned above, the greater the quality, the more realistic the experience.

3.2.3 Attentionandrecall

“................................... we enjoy VR for ourselves, like

for example video 360°, VR pull us to the video and take us to certain location in part of the world, the video talk itself, especially advertising video that has been made seriously to persuade people, with VR, the video get fully attention from user and not only that, people are involved in the video ”(Digini.co)

VR is the most appropriate display when trying to evoke physiological response. Moreover, VR creates “novelty effect” as the users valuing the uniqueness of the experience more than their own environment (Higuera-Trujillo et al. 2017).

The effectiveness of VR as a promotional tool can be measured from users’ attention and recall regard­ing the video, during 3.09 minutes of experiment, Yuki was very attentive to watch the video from the beginning to the end. At the end of experiment, he could retell the story line of the video and mention the details about the video as he said follows:

“..... I can see the beach, two foreigners boy and

girl, a pool, rice field as I was in a car, the dancer, clear sky...although it’s slow for me but it’s relaxing. ”

Since VR is enjoyed by putting VR device close to our eyes, users extensively pay full attention to the video. More importantly, VR potentially captures user’s attention which leads to promotional effect­iveness; users’ visual attention can be affected by the viewing task and the amount of time allowed for viewing (Li et al. 2016).

3.3 Prospect of VRfor destination marketing

In tourism, experience is the currency for the busi­ness. The main reason tourists make times and itiner­ary if they visit tourist destination is because they want to explore and get the experience. However, Indonesia is rich in culture with hidden gems of tour­ist destinations where tourists need to explore. Therefore, VR takes its place as a new marketing tool to get into potential customers and offers cus­tomer to experience it at anywhere and anytime.

Based on the observation, the technological improvement and ubiquitousness of VR has reached many tourism stakeholders that have already adopted VR as marketing tools, i.e. travel agent, travel blog­ger, and government. People are more tech savvy and aggressive in promoting tourist destination.

3.4 Challenges of VR for destination marketing

Although VR undeniably offers fascinating charac­teristics for marketing tools, however, there are sev­eral challenges that need to be addressed

3.4.1 Cost

In advertising, to produce high-quality video that is rich in visual cues and compelling story line basic­ally requires high investment. The technology is available to be used; however, the investment to adopt and use that technology is high.

3.4.2 Competentdeveloper

Although the technology is available, competent VR makers are quite few in number, especially VR in terms of 3D modeling, application, etc. It requires special effects and careful re-modeling the real world to the virtual world.

3.4.3 Visualization and creativity

The most important thing in adopting VR as a promo­tional tool is the ability of the video to create dramatic effects to the audience instead of the interaction effect. Dramatic effect is related to how powerful the visualization and how compelling the story lines are offered to the audience to capture their attention.

4 CONCLUSION

VR is the next big thing as marketing tools for pro­moting tourism industry in Indonesia. VR has power­ful impact on physical and psychological effects on how users sense the world. In Indonesia, VR has countered several interfaces in presenting tourist des­tination. However, the cost of VR production is high because it requires powerful visualization and com­pelling story lines to capture user’s attention. Besides, the competent developers who understand the system development and creation are considered low in Indo­nesia. The need to collaborate between visual designer and program designer is essential.

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Source: Abdullah A.G., Widiaty I., Abdullah G.U. (eds.). Global Competitiveness: Business Transformation in the Digital Era. Routledge,2019. — 325 p.. 2019
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