Technological Innovation in Promoting the Sustainable Development of Tourist Factories: Factors Influencing Tourists’ Perceived Value and Loyalty in Immersive VR Experiences
Abstract
:1. Introduction
- (1)
- What is the relationship between VR multi-sensory perception experience, VR perceived quality, and the perceived value of tourist factories?
- (2)
- What is the relationship between tourists’ VR perceived quality and the perceived value of tourist factories?
- (3)
- What is the relationship between the perceived value of tourist factories and tourist loyalty? Does it impact the sustainable development of tourist factories?
2. Literature Review and Research Hypothesis
2.1. Current Works
2.2. Concepts Related to VR Sensory Experience Elements, Perceived Quality, Perceived Value and Tourist Loyalty
2.2.1. VR Realistic Perceived Experience (REE)
2.2.2. VR Immersive Perceived Experience (IME)
2.2.3. VR Interactive Perceived Experience (INE)
2.2.4. VR Aesthetic Perceived Experience (AEE)
2.2.5. VR Multi-Sensory Perceived Experience (MUE)
2.2.6. VR Perceived Quality (PQ)
2.2.7. Tourism Factory Perceived Value (PV)
2.2.8. Tourism Factory Tourist Loyalty (TL)
2.3. Research Hypotheses
2.3.1. Relationship Between VR Realistic, Immersive, Interactive, Aesthetic Perceived Experience, and VR Multi-Sensory Perceived Experience
2.3.2. Relationship Between VR Multi-Sensory Perceived Experience, VR Perceived Quality, Factory Tour Perceived Value, and Tourist Loyalty
2.3.3. Relationship Between VR Perceived Quality, Perceived Value, and Tourist Loyalty
3. Research Methods
3.1. Research Model
3.2. Variable Definition and Measurement
3.3. Questionnaire Design
4. Research Analysis and Findings
4.1. Descriptive Statistical Analysis
4.2. Reliability Analysis and Exploratory Factor Analysis
4.3. Confirmatory Factor Analysis
4.4. Structural Model Analysis
4.4.1. Model Fit Test
4.4.2. Path Analysis and Hypothesis Testing
5. Discussion
6. Conclusions and Implications
6.1. Conclusions
6.2. Theoretical Contribution
- (1)
- Based on past studies, this study innovatively constructed a research model linking VR perception experiences in sightseeing factories, tourists’ perceived value, and tourist loyalty. Our model addresses the relationships between tourists’ perceived quality, perceived value, and loyalty [115,117] while building a more comprehensive and scientifically sound theoretical framework. This model considers the core perceptual elements of VR in sightseeing factories, including realism, immersion, interactivity, aesthetics, and multi-sensory experience while incorporating rich dimensions regarding theories on tourism. The findings demonstrate the potential relationship between VR perception elements and tourists’ perceived value and loyalty in sightseeing factories, addressing the gap in research on perceived value in the context of sightseeing factories.
- (2)
- This study clarified the key influencing factors of perceived value and tourist loyalty in sightseeing factories. The results indicate a significant and positive impact of VR perception experiences in sightseeing factories, including realism, immersion, interactivity, and aesthetics, on VR multi-sensory perception experiences. VR aesthetic perception is a particularly critical factor. Furthermore, VR multi-sensory perception experiences significantly and positively impact tourists’ VR perception quality and the perceived value of sightseeing factories. Moreover, the perceived value of sightseeing factory visitors significantly and positively affects loyalty. The findings provide theoretical support for sightseeing factory practitioners and researchers in planning, designing, operating, and managing VR activities to enhance tourists’ perceived value, loyalty, and word-of-mouth promotion. This helps sightseeing factories stand out in the highly competitive tourism market while promoting the sustainable development of their business.
- (3)
- This study involved multiple disciplines, including VR experience, aesthetics, marketing, and industrial tourism. It promotes interdisciplinary theoretical connections and facilitates mutual learning between related disciplines regarding research methods and theoretical perspectives. Moreover, this study expanded the research perspectives and directions for interdisciplinary theory in research on the sustainable development of industrial tourism.
6.3. Practical Contributions
- (1)
- The findings indicate that when VR experiences excel in aspects such as realism, immersion, interactivity, and aesthetics, tourists are better able to engage multiple senses while obtaining a richer and higher-quality experience. We recommend sightseeing factory managers and operators prioritize these four VR perception dimensions when evaluating VR effectiveness, paying close attention to tourists’ experiences while gaining insights into consumer behavior. When developing VR environments, designers should consciously enhance the realism, immersion, interactivity, and aesthetic qualities of the VR experience, focusing on technological innovation while continuously optimizing the visitor experience. The findings emphasize the critical importance of the aesthetic quality of VR. Thus, designers should prioritize optimizing the aesthetic effects of virtual interfaces in sightseeing factories, particularly the combination of materials, sound effects, animation, and other elements.
- (2)
- The findings highlight the impact of VR multi-sensory perception experiences on the perceived value and quality of VR sightseeing factories. We recommend that practitioners in the sightseeing factory industry reassess the importance of VR multi-sensory perception experiences in tourism. They should integrate multi-sensory experience elements into VR tourist products and services at attractions. This can involve designing attractive and unique multi-sensory stimuli to enhance tourists’ perception quality and increase their recognition of the perceived value of sightseeing factories.
- (3)
- The findings suggest that VR perception quality impacts tourist loyalty. Thus, we recommend that sightseeing factory managers prioritize VR experience quality monitoring and consumer feedback. For example, professionals should be assigned to conduct regular checks to mitigate issues such as VR screen lag or poor interactivity, making targeted improvements based on user feedback. We suggest allocating resources efficiently to continuously enhance experience quality, e.g., increasing investment in technology research and development, optimizing software and hardware, and introducing advanced equipment and technologies. VR experience designers should focus on fostering a sense of realism, optimizing interactivity, pursuing aesthetics, and continuously improving product quality when developing VR content.
- (4)
- Based on the research findings that highlight the close relationship between perceived value and tourist loyalty in sightseeing factories, we recommend that designers leverage VR interface visual effects, music, interactivity, narrative methods, and other elements to develop virtual experiences that convey the core values of a company, brand essence, and the artisanship behind its products. These experiences should meet consumers’ needs for education, entertainment, and social value experiences during sightseeing factory tours.
7. Study Limitations and Future Research
- (1)
- This study focused on tourists who have experienced VR games or activities in sightseeing factories. To recruit a sufficient number of experienced participants, a more detailed analysis of the participants’ purpose for visiting could be conducted. Perceived value may vary depending on the purpose of their visit, socio-economic factors, and the degree to which VR influences perceived value in different ways. Future research should analyze VR perception elements among tourists who are visiting for various purposes, along with socio-economic factors.
- (2)
- Due to China’s vast socio-economic landscape, this study focused on developed regions such as Dongguan, Guangzhou, and Shenzhen in Guangdong Province without surveying other areas. Future research should investigate tourist groups visiting sightseeing factories in different regions.
- (3)
- VR offers various display modes, such as animation, live-action, and mixed reality. It offers many application scenarios, providing users with diverse virtual experiences. Different types of VR elicit different focuses in perceptual experience, which can have varying degrees of influence on perceived value. Future research should examine the varying impact of different VR displays and interaction types in sightseeing factories on perceived value to advance knowledge in this field.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Research Variable | Operability Definition | ITEMS | Questions | Reference |
---|---|---|---|---|
VR realistic perceived experience | Perceived realism: the extent to which elements such as characters, scenes, and sounds in sightseeing factory VR provide a sense of realism for tourists. | REE1 | I believe the VR visuals in the sightseeing factory accurately and vividly replicate real scenes. | [37,118] |
REE2 | I believe the background music and sound effects in the VR experience of the sightseeing factory are quite realistic. | |||
REE3 | I believe the scenes and object interaction methods in the VR experience of the sightseeing factory are quite realistic and natural. | |||
REE4 | I can gain experience similar to interacting with the real world through the VR sightseeing factory. | |||
VR immersive perceived experience | Perceived level of immersion: the degree to which tourists become immersed in the virtual environment, losing track of time, forgetting the outside world, fully engaging in a way that creates a sense of being present in the task environment. | IME1 | During the VR experience at the sightseeing factory, I felt like I lost track of time. | [12,44,45,47] |
IME2 | During the VR experience at the sightseeing factory, I felt isolated from the outside world. | |||
IME3 | During the VR experience at the sightseeing factory, I felt completely immersed. | |||
IME4 | I forgot about my daily worries during the VR experience at the sightseeing factory. | |||
VR interactive perceived experience | The level of interaction perception: the degree to which visitors perceive the ability to interact with the virtual environment, including sensory experience (interface), operational experience (interaction), and exploratory experience (information), as well as interaction discoverability and comprehensibility. | INE1 | During the VR experience at the sightseeing factory, I could interact freely with the VR environment. | [28,55,119] |
INE2 | During the VR experience at the sightseeing factory, I could explore the places or items I wanted to see. | |||
INE3 | During the VR experience at the sightseeing factory, I could move around the environment. | |||
INE4 | During the VR experience at the sightseeing factory, VR offered a variety of dialogue modes. | |||
INE5 | During the VR experience at the sightseeing factory, I could easily understand and use the VR interaction features. | |||
VR aesthetic perceived experience | Aesthetic perception level: The visual aesthetic experience visitors perceive when using VR devices, including color, interface, and appearance design. | AEE1 | I believe the visual effects of the VR sightseeing factory are very aesthetically pleasing. | [12,58,120] |
AEE2 | I believe the VR visual effects of the sightseeing factory are unique. | |||
AEE3 | I believe the appearance of the VR sightseeing factory equipment is attractive. | |||
VR multi-sensory perceived experience | Multi-sensory perception: The VR experience at the sightseeing factory provides visitors with a realistic, natural, and immersive sensory experience, including the simulation and reproduction of various senses, such as vision, hearing, and touch. | MUE1 | During my VR experience at the sightseeing factory, I had different sensory experiences. | [69,71] |
MUE2 | During my VR experience at the sightseeing factory, I saw different visual scenes. | |||
MUE3 | During my VR experience at the sightseeing factory, I could hear different sound effects and ambient background sounds. | |||
MUE4 | During my VR experience at the sightseeing factory, I could feel the texture, temperature, and other qualities of the equipment’s surface. | |||
Visitors’ VR perceived quality | Comparing visitors’ expectations and actual experience perception of the VR experience at the sightseeing factory, including content richness, interface aesthetics, clarity, interactivity, and other qualities. | PQ1 | The VR content of the tourist factory is very rich. | [46,73,121] |
PQ2 | The VR screen of the tourist factory is very beautiful. | |||
PQ3 | The VR picture of the tourist factory is very clear. | |||
PQ4 | The VR interaction of the tourist factory is very smooth. | |||
Tourism factory perceived value | Visitors’ overall value perception gained from the sightseeing factory experience, including social, emotional, entertainment, and educational values, among others. | PV1 | I believe the sightseeing factory is worth visiting. | [81,82] |
PV2 | I believe the sightseeing factory is an excellent place for me to make new friends or strengthen existing friendships. | |||
PV3 | I believe the sightseeing factory makes me feel happy and relaxed. | |||
PV4 | I believe the sightseeing factory is very interesting. | |||
PV5 | I believe that visiting industrial factories has taught me a lot about industrial culture, production processes, and related knowledge. | |||
Tourism factory tourist loyalty | The extent to which tourists maintain a long-term positive attitude toward a tourist destination or activity is reflected in three aspects: willingness to revisit, willingness to recommend, and price tolerance. | TL1 | I hope to revisit this tourist factory. | [93,94,95,121] |
TL2 | I will recommend this tourist factory to my relatives and friends. | |||
TL3 | If the ticket price increases, I will still visit this tourist factory. |
Sample | Category | Frequency (N) | Percent (%) |
---|---|---|---|
Age | Under 18 | 77 | 14.8 |
18–29 years old | 192 | 36.9 | |
30–39 years old | 142 | 27.3 | |
40–49 years old | 93 | 17.9 | |
50 and above | 17 | 3.3 | |
Gender | Male | 252 | 48.4 |
Female | 269 | 51.6 | |
Educational level | Junior high school or below | 49 | 9.4 |
Secondary school or high school | 80 | 15.4 | |
Undergraduate or college | 294 | 56.4 | |
Graduate and above | 98 | 18.8 | |
Profession | Student | 112 | 21.5 |
Teacher | 59 | 11.3 | |
Independent workers | 100 | 19.2 | |
Civil servant or public institution officer | 76 | 14.5 | |
Company employee | 71 | 13.6 | |
Retiree | 17 | 3.3 | |
Other | 86 | 16.5 | |
Monthly income (CNY) | Under 2000 | 144 | 27.6 |
2000–4000 | 71 | 13.6 | |
4001–6000 | 75 | 14.4 | |
6001–8000 | 78 | 15.0 | |
8001–10,000 | 49 | 9.4 | |
10,001–15,000 | 53 | 10.2 | |
15,001 and above | 51 | 9.8 | |
How many times have you experienced VR? | One | 245 | 47 |
Two or more | 276 | 53 |
Construct | Item | Citc | α If Item Deleted | Cronbach’s Alpha Coefficient of Dimension | Cronbach Alpha Coefficient |
---|---|---|---|---|---|
Authentic experience | AUE1 | 0.781 | 0.845 | 0.887 | 0.949 |
AUE2 | 0.734 | 0.863 | |||
AUE3 | 0.753 | 0.855 | |||
AUE4 | 0.746 | 0.858 | |||
Multi-sensory experience | IME1 | 0.726 | 0.843 | 0.876 | |
IME2 | 0.732 | 0.841 | |||
IME3 | 0.699 | 0.854 | |||
IME4 | 0.774 | 0.824 | |||
Authentic experience | INE1 | 0.715 | 0.879 | 0.896 | |
INE2 | 0.739 | 0.874 | |||
INE3 | 0.716 | 0.879 | |||
INE4 | 0.773 | 0.867 | |||
INE5 | 0.776 | 0.866 | |||
Perceived quality | AE1 | 0.764 | 0.815 | 0.874 | |
AE2 | 0.721 | 0.853 | |||
AE3 | 0.787 | 0.794 | |||
Authentic experience | MPE1 | 0.728 | 0.798 | 0.852 | |
MPE2 | 0.687 | 0.814 | |||
MPE3 | 0.735 | 0.793 | |||
MPE4 | 0.625 | 0.84 | |||
Multi-sensory experience | PQ1 | 0.776 | 0.87 | 0.899 | |
PQ2 | 0.778 | 0.868 | |||
PQ3 | 0.771 | 0.872 | |||
PQ4 | 0.777 | 0.869 | |||
Authentic experience | PV1 | 0.809 | 0.873 | 0.905 | |
PV2 | 0.691 | 0.898 | |||
PV3 | 0.774 | 0.881 | |||
PV4 | 0.764 | 0.883 | |||
PV5 | 0.769 | 0.882 | |||
Perceived quality | TL1 | 0.744 | 0.762 | 0.848 | |
TL2 | 0.725 | 0.781 | |||
TL3 | 0.682 | 0.822 | |||
KMO and Bartlett’s Test | |||||
Kaiser–Meyer–Olkin value | 0.941 | ||||
Bartlett’s sphere test | The approximate chi-square | 10,824.954 | |||
df. | 496 | ||||
Significance | 0.000 |
Element | Initial Eigenvalue | Extract the Sum of Squared Loads | Rotating Load Sum of Squares | ||||||
---|---|---|---|---|---|---|---|---|---|
Total | Variance % | Cumulative % | Total | Variance % | Cumulative % | Total | Variance % | Cumulative % | |
1 | 12.482 | 39.007 | 39.007 | 12.482 | 39.007 | 39.007 | 3.691 | 11.536 | 11.536 |
2 | 2.285 | 7.14 | 46.147 | 2.285 | 7.14 | 46.147 | 3.553 | 11.103 | 22.638 |
3 | 1.977 | 6.177 | 52.324 | 1.977 | 6.177 | 52.324 | 3.153 | 9.854 | 32.493 |
4 | 1.663 | 5.196 | 57.52 | 1.663 | 5.196 | 57.52 | 3.094 | 9.669 | 42.162 |
5 | 1.591 | 4.972 | 62.492 | 1.591 | 4.972 | 62.492 | 2.972 | 9.286 | 51.448 |
6 | 1.544 | 4.824 | 67.316 | 1.544 | 4.824 | 67.316 | 2.661 | 8.316 | 59.763 |
7 | 1.209 | 3.778 | 71.094 | 1.209 | 3.778 | 71.094 | 2.383 | 7.446 | 67.209 |
8 | 1.079 | 3.373 | 74.467 | 1.079 | 3.373 | 74.467 | 2.322 | 7.258 | 74.467 |
9 | 0.602 | 1.881 | 76.348 | ||||||
10 | 0.501 | 1.566 | 77.914 | ||||||
11 | 0.484 | 1.514 | 79.428 | ||||||
12 | 0.459 | 1.435 | 80.863 | ||||||
13 | 0.445 | 1.391 | 82.254 | ||||||
14 | 0.417 | 1.304 | 83.557 | ||||||
15 | 0.401 | 1.253 | 84.81 | ||||||
16 | 0.39 | 1.219 | 86.03 | ||||||
17 | 0.373 | 1.164 | 87.194 | ||||||
18 | 0.359 | 1.122 | 88.316 | ||||||
19 | 0.345 | 1.079 | 89.394 | ||||||
20 | 0.329 | 1.027 | 90.422 | ||||||
21 | 0.318 | 0.994 | 91.415 | ||||||
22 | 0.309 | 0.967 | 92.382 | ||||||
23 | 0.305 | 0.953 | 93.335 | ||||||
24 | 0.303 | 0.947 | 94.282 | ||||||
25 | 0.283 | 0.883 | 95.166 | ||||||
26 | 0.26 | 0.812 | 95.978 | ||||||
27 | 0.236 | 0.738 | 96.716 | ||||||
28 | 0.233 | 0.727 | 97.442 | ||||||
29 | 0.217 | 0.678 | 98.12 | ||||||
30 | 0.212 | 0.662 | 98.782 | ||||||
31 | 0.197 | 0.614 | 99.397 | ||||||
32 | 0.193 | 0.603 | 100 |
Question | Element | |||||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
REE1 | 0.102 | 0.137 | 0.106 | 0.840 | 0.143 | 0.127 | 0.087 | 0.052 |
REE2 | 0.226 | 0.123 | 0.112 | 0.780 | 0.164 | 0.090 | 0.104 | 0.028 |
REE3 | 0.151 | 0.108 | 0.087 | 0.785 | 0.181 | 0.166 | 0.129 | 0.115 |
REE4 | 0.139 | 0.182 | 0.121 | 0.771 | 0.176 | 0.166 | 0.051 | 0.128 |
IME1 | 0.119 | 0.159 | 0.070 | 0.148 | 0.802 | 0.089 | 0.111 | 0.049 |
IME2 | 0.192 | 0.041 | 0.061 | 0.176 | 0.815 | 0.104 | 0.065 | 0.073 |
IME3 | 0.119 | 0.227 | 0.162 | 0.192 | 0.719 | 0.146 | 0.073 | 0.128 |
IME4 | 0.191 | 0.199 | 0.172 | 0.150 | 0.788 | 0.120 | 0.102 | 0.062 |
INE1 | 0.743 | 0.232 | 0.096 | 0.118 | 0.176 | 0.073 | 0.037 | 0.128 |
INE2 | 0.743 | 0.091 | 0.160 | 0.195 | 0.130 | 0.191 | 0.138 | 0.128 |
INE3 | 0.757 | 0.175 | 0.105 | 0.052 | 0.140 | 0.166 | 0.132 | 0.088 |
INE4 | 0.801 | 0.126 | 0.117 | 0.148 | 0.090 | 0.108 | 0.102 | 0.155 |
INE5 | 0.784 | 0.151 | 0.126 | 0.180 | 0.152 | 0.120 | 0.000 | 0.170 |
AEE1 | 0.211 | 0.215 | 0.154 | 0.083 | 0.141 | 0.197 | 0.198 | 0.762 |
AEE2 | 0.210 | 0.193 | 0.135 | 0.115 | 0.058 | 0.096 | 0.093 | 0.806 |
AEE3 | 0.203 | 0.192 | 0.136 | 0.111 | 0.108 | 0.146 | 0.200 | 0.799 |
MUE1 | 0.207 | 0.241 | 0.215 | 0.136 | 0.128 | 0.723 | 0.097 | 0.106 |
MUE2 | 0.240 | 0.229 | 0.185 | 0.143 | 0.154 | 0.697 | 0.012 | 0.103 |
MUE3 | 0.190 | 0.266 | 0.212 | 0.248 | 0.152 | 0.671 | 0.148 | 0.149 |
MUE4 | 0.075 | 0.136 | 0.147 | 0.134 | 0.094 | 0.761 | 0.095 | 0.126 |
PQ1 | 0.145 | 0.154 | 0.778 | 0.105 | 0.123 | 0.202 | 0.187 | 0.113 |
PQ2 | 0.138 | 0.131 | 0.811 | 0.076 | 0.100 | 0.198 | 0.171 | 0.054 |
PQ3 | 0.100 | 0.196 | 0.794 | 0.160 | 0.108 | 0.113 | 0.123 | 0.179 |
PQ4 | 0.179 | 0.172 | 0.797 | 0.109 | 0.131 | 0.159 | 0.118 | 0.102 |
PV1 | 0.151 | 0.794 | 0.228 | 0.106 | 0.128 | 0.150 | 0.119 | 0.199 |
PV2 | 0.209 | 0.647 | 0.132 | 0.141 | 0.176 | 0.158 | 0.258 | 0.088 |
PV3 | 0.160 | 0.735 | 0.172 | 0.183 | 0.171 | 0.171 | 0.164 | 0.171 |
PV4 | 0.203 | 0.708 | 0.120 | 0.164 | 0.159 | 0.257 | 0.156 | 0.158 |
PV5 | 0.179 | 0.773 | 0.145 | 0.120 | 0.135 | 0.196 | 0.102 | 0.135 |
TL1 | 0.133 | 0.225 | 0.225 | 0.114 | 0.058 | 0.089 | 0.789 | 0.152 |
TL2 | 0.087 | 0.200 | 0.151 | 0.105 | 0.123 | 0.101 | 0.793 | 0.153 |
TL3 | 0.098 | 0.129 | 0.159 | 0.115 | 0.127 | 0.078 | 0.806 | 0.122 |
Construct | Item | Estimate | S.E. | p | Std. Estimate | CR | AVE |
---|---|---|---|---|---|---|---|
Authentic experience | AUE1 | 1 | 0.839 | 0.888 | 0.665 | ||
AUE2 | 0.963 | 0.047 | *** | 0.79 | |||
AUE3 | 1.005 | 0.046 | *** | 0.823 | |||
AUE4 | 0.984 | 0.047 | *** | 0.808 | |||
Immersive experience | IME1 | 1 | 0.778 | 0.876 | 0.639 | ||
IME2 | 1.019 | 0.055 | *** | 0.788 | |||
IME3 | 0.964 | 0.053 | *** | 0.771 | |||
IME4 | 1.124 | 0.056 | *** | 0.857 | |||
Interactive experience | INE1 | 1 | 0.759 | 0.896 | 0.634 | ||
INE2 | 1.121 | 0.06 | *** | 0.802 | |||
INE3 | 1.023 | 0.058 | *** | 0.758 | |||
INE4 | 1.105 | 0.057 | *** | 0.823 | |||
INE5 | 1.173 | 0.06 | *** | 0.836 | |||
Aesthetic experience | AE1 | 1 | 0.86 | 0.874 | 0.699 | ||
AE2 | 0.867 | 0.043 | *** | 0.777 | |||
AE3 | 1.006 | 0.043 | *** | 0.869 | |||
Multi-sensory experience | MPE1 | 1 | 0.801 | 0.853 | 0.594 | ||
MPE2 | 1 | 0.055 | *** | 0.759 | |||
MPE3 | 1.131 | 0.055 | *** | 0.842 | |||
MPE4 | 0.89 | 0.057 | *** | 0.67 | |||
Perceived quality | PQ1 | 1 | 0.836 | 0.899 | 0.691 | ||
PQ2 | 1.067 | 0.048 | *** | 0.831 | |||
PQ3 | 1.089 | 0.049 | *** | 0.826 | |||
PQ4 | 1.028 | 0.046 | *** | 0.833 | |||
Perceived value | PV1 | 1 | 0.859 | 0.906 | 0.658 | ||
PV2 | 0.813 | 0.042 | *** | 0.734 | |||
PV3 | 0.949 | 0.04 | *** | 0.828 | |||
PV4 | 0.956 | 0.042 | *** | 0.816 | |||
PV5 | 0.898 | 0.039 | *** | 0.814 | |||
Tourist loyalty | TL1 | 1 | 0.859 | 0.849 | 0.653 | ||
TL2 | 0.934 | 0.047 | *** | 0.812 | |||
TL3 | 0.878 | 0.048 | *** | 0.75 |
REE | IME | INE | AEE | MUE | PQ | PV | TL | |
---|---|---|---|---|---|---|---|---|
REE | 0.815 | |||||||
IME | 0.474 ** | 0.799 | ||||||
INE | 0.443 ** | 0.448 ** | 0.796 | |||||
AEE | 0.355 ** | 0.354 ** | 0.497 ** | 0.836 | ||||
MUE | 0.482 ** | 0.441 ** | 0.501 ** | 0.474 ** | 0.771 | |||
PQ | 0.374 ** | 0.386 ** | 0.420 ** | 0.429 ** | 0.535 ** | 0.831 | ||
PV | 0.457 ** | 0.484 ** | 0.516 ** | 0.540 ** | 0.606 ** | 0.508 ** | 0.811 | |
TL | 0.348 ** | 0.343 ** | 0.349 ** | 0.461 ** | 0.380 ** | 0.468 ** | 0.505 ** | 0.808 |
Fit Index | Fit Criteria | Fit Results | Judgment |
---|---|---|---|
CMIN/DF | <3 | 1.759 | ideal |
SRMR | <0.05 | 0.054 | good |
GFI | >0.9 | 0.914 | ideal |
AGFI | >0.9 | 0.899 | good |
NFI | >0.9 | 0.929 | good |
IFI | >0.9 | 0.968 | good |
TLI | >0.9 | 0.964 | good |
CFI | >0.9 | 0.968 | good |
RMSEA | <0.08 | 0.038 | good |
Hypothesis | Path | Estimate | S.E. | C.R. | p | Std. Estimate | Results | Importance (Weight Ratio) |
---|---|---|---|---|---|---|---|---|
H1 | REE→MUE | 0.229 | 0.043 | 5.324 | *** | 0.255 | Supported | 8.26% |
H2 | IME→MUE | 0.153 | 0.039 | 3.889 | *** | 0.187 | Supported | 6.06% |
H3 | INE→MUE | 0.193 | 0.044 | 4.390 | *** | 0.226 | Supported | 7.32% |
H4 | AEE→MUE | 0.250 | 0.039 | 6.346 | *** | 0.307 | Supported | 9.95% |
H5 | MUE→PQ | 0.735 | 0.057 | 12.963 | *** | 0.648 | Supported | 21.00% |
H6 | MUE→PV | 0.798 | 0.073 | 10.918 | *** | 0.651 | Supported | 21.10% |
H7 | MUE→TL | 0.053 | 0.098 | 0.539 | 0.590 | 0.043 | Unsupported | / |
H8 | PQ→PV | 0.151 | 0.056 | 2.677 | 0.007 | 0.140 | Supported | 4.54% |
H9 | PQ→TL | 0.333 | 0.066 | 5.073 | *** | 0.305 | Supported | 9.88% |
H10 | PV→TL | 0.371 | 0.072 | 5.185 | *** | 0.367 | Supported | 11.89% |
First-Level Variable | Second-Level Variable | Std. Estimate | Influence Percentage (Weight Ratio) |
---|---|---|---|
MUE | REE | 0.255 | 26.2% |
IME | 0.187 | 19.2% | |
INE | 0.226 | 23.2% | |
AEE | 0.307 | 31.5% | |
TL | PQ | 0.140 | 45.4% |
PV | 0.367 | 54.6% | |
PV | MUE | 0.651 | 82.3% |
PQ | 0.140 | 17.7% |
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Share and Cite
Zhu, L.; Wang, Y. Technological Innovation in Promoting the Sustainable Development of Tourist Factories: Factors Influencing Tourists’ Perceived Value and Loyalty in Immersive VR Experiences. Sustainability 2025, 17, 2871. https://doi.org/10.3390/su17072871
Zhu L, Wang Y. Technological Innovation in Promoting the Sustainable Development of Tourist Factories: Factors Influencing Tourists’ Perceived Value and Loyalty in Immersive VR Experiences. Sustainability. 2025; 17(7):2871. https://doi.org/10.3390/su17072871
Chicago/Turabian StyleZhu, Liyuan, and Yuya Wang. 2025. "Technological Innovation in Promoting the Sustainable Development of Tourist Factories: Factors Influencing Tourists’ Perceived Value and Loyalty in Immersive VR Experiences" Sustainability 17, no. 7: 2871. https://doi.org/10.3390/su17072871
APA StyleZhu, L., & Wang, Y. (2025). Technological Innovation in Promoting the Sustainable Development of Tourist Factories: Factors Influencing Tourists’ Perceived Value and Loyalty in Immersive VR Experiences. Sustainability, 17(7), 2871. https://doi.org/10.3390/su17072871