6.1. Interpretation and Implications of Findings
Among the 12 hypotheses proposed in this study, all were supported by the data. The findings provide empirical evidence for understanding the mechanisms influencing tourists’ continuance intention toward sustainable AR and VR applications at the Terracotta Warriors Museum. Beyond confirming the hypotheses, each result offers implications for both theory and practice and suggests directions for future research in cultural heritage and immersive technology adoption.
H1: The result indicates that visual appeal has a positive impact on satisfaction (β = 0.147,
p = 0.003), which is consistent with the findings of Han et al. [
15]. Similar effects are observed in online commerce [
145]. Therefore, in the efforts made by cultural heritage destination managers to enhance visitor satisfaction, increasing visual appeal is a crucial component. This finding underscores the need for ongoing investment in both artistic design and technological innovation to improve visual appeal and esthetic quality, while maintaining a prudent balance between costs and anticipated benefits. For researchers, this highlights the importance of treating visual appeal as a measurable construct that can be incorporated into models of technology adoption in heritage contexts.
H2: The result confirms that entertainment has a positive effect on satisfaction (β = 0.134,
p = 0.011). This finding aligns with the research of Han et al. [
15], which confirmed that in AR application scenarios, entertainment significantly impacts satisfaction. This study verifies that, in the context of sustainable tourism innovation technologies, entertainment similarly exerts a positive influence on satisfaction. This suggests that heritage applications must combine pedagogical value with entertaining features to sustain engagement. Future researchers may further examine the balance between entertainment and educational outcomes to determine optimal design strategies.
H3: The result of this study indicates that enjoyment has a positive effect on satisfaction (β = 0.264,
p = 0.000). This is consistent with the findings of Han et al. [
15] and Binowo et al. [
146]. This study extends this result to the field of sustainable tourism innovation technologies, confirming that tourists’ enjoyment of AR is a significant determinant of satisfaction. Practically, this suggests that developers should focus on intuitive and playful interaction designs. For other scholars, this highlights enjoyment as a transferable construct across different digital heritage environments and calls for comparative studies to test its generalizability.
H4: The result shows that interactivity has a positive impact on involvement (β = 0.456,
p = 0.000). This conclusion supports the findings of Huang et al. [
96] in the context of VR applications for older adults, and effectively extends it to the cultural heritage tourism setting. This result suggests that the high interactivity provided by VR technology can effectively enhance tourists’ deep immersion in the content of cultural heritage sites. For practitioners, enhancing interactive features can increase experiential depth. For researchers, this underscores the value of examining interactivity not only as a usability factor but also as a pathway to psychological involvement.
H5: The result reveals that involvement has a positive effect on continuance intention (β = 0.166,
p = 0.000). This finding is consistent with the research by Huang et al. [
96] and Shiau and Luo [
147]. This study emphasizes that the deep immersion created by VR technology is critical in cultivating tourists’ willingness to continue using the technology to explore cultural heritage in the future. It provides direct evidence for technology developers to design more engaging and immersive VR experiences. Future research could investigate involvement as a mediating factor across different cultural and demographic contexts.
H6: The result confirms that confirmation has a positive effect on satisfaction (β = 0.136,
p = 0.009), consistent with previous research [
110,
112]. In the context of this study, tourists’ confirmation of expectations regarding their AR/VR technology experiences is an essential antecedent of their satisfaction. Given the inverse relationship between tourists’ initial expectations and the confirmation of their experiences, cultural heritage destination managers should carefully manage visitor expectations by providing authentic, consistent promotional information and real experiences to enhance satisfaction effectively. For researchers, this implies that future models should integrate expectation management variables to explain variations in satisfaction outcomes.
H7: The result demonstrates that confirmation has a positive effect on perceived usefulness (β = 0.321,
p = 0.000). This echoes the findings of Xie et al. [
110] and Shen et al. [
112] in healthcare and online payment contexts. This study confirms that, within the context of sustainable tourism technology, tourists’ confirmation of whether AR/VR technologies meet or exceed their expectations is a key factor shaping their perception of the technology’s usefulness. This insight encourages managers to align system performance with realistic visitor expectations. For future studies, it highlights confirmation as a universal construct applicable across digital service domains.
H8: The result confirms that perceived ease of use has a positive effect on perceived usefulness (β = 0.264,
p = 0.000), which has been repeatedly verified in various fields, such as healthcare, online payment, and information systems [
110,
112,
113]. This significant path suggests that improving the ease of use of AR/VR technologies can directly enhance tourists’ perception of their usefulness, providing clear directions for cultural heritage technology developers to optimize user interfaces and operational processes. For researchers, this finding strengthens the rationale for examining user experience design principles within heritage-specific contexts.
H9: The analysis result shows that perceived ease of use has a positive effect on continuance intention (β = 0.169,
p = 0.001). This finding is consistent with previous academic work [
110,
112], revealing that perceived ease of use is one of the crucial factors influencing users’ continuance intention. Therefore, to promote the continued use of AR/VR, cultural heritage technology developers should prioritize improving the perceived ease of use of the technologies. For other researchers, this underscores the need to test ease-of-use effects across diverse immersive technologies and platforms.
H10: The result shows that perceived usefulness has a significant impact on satisfaction (β = 0. 141, p = 0.004). When users perceive that AR/VR technologies help them better understand cultural heritage, they are more likely to derive satisfaction from using the technologies. This suggests that destination managers should focus more on the substantive value of the technology and its integration with cultural heritage, rather than solely seeking novelty in form. For researchers, this opens a pathway to explore how perceived usefulness mediates between interpretive depth and visitor satisfaction.
H11: This study confirms that perceived usefulness has a significant impact on continuance intention (β = 0.250,
p = 0.004). This finding is supported by previous research [
112,
114,
115]. For example, in the fields of e-government services and electronic ticketing systems, studies by Shen et al. [
112], Mandari et al. [
114], and Hung et al. [
115] have confirmed the significance of this path. In sustainable tourism, perceived usefulness directly influences tourists’ likelihood of continuing to engage with AR/VR technologies. This offers actionable insights for developers: ensuring the interpretive relevance of digital applications is central to sustained engagement. For scholars, this result highlights the cross-domain robustness of perceived usefulness in predicting continuance behaviors.
H12: The result confirms that satisfaction has a significant impact on continuance intention (β = 0.214,
p = 0.004). This conclusion is also supported by previous research [
112,
114,
115]. This study extends these findings to the context of sustainable tourism innovation technologies, confirming that tourists’ satisfaction with AR/VR technologies is a critical determinant of their continuance intention. For practitioners, this emphasizes the need for ongoing system updates and content enrichment to maintain satisfaction levels. For future research, it underscores satisfaction as a pivotal construct that links immediate experiences with potential behavioral outcomes.
Collectively, these findings contribute to theory by integrating the Expectation-Confirmation Model with experiential constructs, demonstrating that continuance intention in heritage tourism is shaped by both cognitive evaluations (usefulness, ease of use, confirmation, perceived ease of use) and affective experiences (visual appeal, entertainment, enjoyment, interactivity, involvement). Practically, heritage destination managers and technology developers should design visually appealing and entertaining interfaces, maximize interactivity, manage visitor expectations, and ensure usability and educational relevance. These insights apply beyond the Terracotta Warriors Museum and can guide other cultural-heritage sites seeking to implement immersive technologies as part of sustainable tourism innovation.
6.2. Practical Implications
This research reveals the differentiated pathways through which both direct and indirect factors influence tourists’ continuance intention to use AR/VR-based sustainable tourism innovation technologies at the Terracotta Warriors Museum. Direct factors demonstrate an intuitive and immediate relationship with continuance intention, which suggesting they are most effective during the early stages of AR/VR adoption when heritage sites aim for quick and visible outcomes. Indirect factors, in contrast, act through mediating variables and require carefully designed experiential strategies that sustain engagement beyond the immediate visit. Building on these results, the study offers practical implications for tourists, destination managers, technology developers, and policymakers, translating empirical findings into actionable recommendations acceptable to other cultural heritage contexts.
6.2.1. For Tourists
Tourists increasingly seek experiences that are both educational and emotionally rewarding. The findings suggest that satisfaction is heightened when AR/VR applications are visually appealing, entertaining, and easy to use. Tourists should therefore prioritize destinations that demonstrate innovation in digital storytelling and interface esthetics. For example, visitors can evaluate heritage sites based on their integration of interactive AR layers, multisensory VR environments, or accessible mobile platforms. This empowers tourists to make more informed choices and encourages demand for higher-quality immersive heritage experiences, indirectly pressuring providers to maintain high design standards.
6.2.2. For Destination Managers
Destination managers carry the primary responsibility for ensuring that AR/VR technologies translate into meaningful, sustainable visitor experiences. To improve satisfaction, managers should commission professionally designed digital content that combines historical accuracy with esthetic appeal. This requires allocating resources not only for high-resolution visualizations but also for continuous maintenance and calibration of projection systems and headsets, ensuring that blurriness, latency, and technical failures do not disrupt immersion. Spatial planning should also be treated as an essential managerial task: immersive zones must be carefully integrated into visitor circulation routes, with clear entry and exit flows, appropriate lighting, and crowd management strategies that prevent bottlenecks and minimize physical stress on heritage structures.
In addition, expectation management is a central strategy for avoiding gaps between promotional promises and actual experiences. Managers should design multimodal communication campaigns—such as demonstration videos, in-museum previews, and staff-led orientation sessions—that accurately represent the AR/VR capabilities while transparently acknowledging technological limitations. By framing immersive applications as scientifically informed reconstructions rather than “time machines”, managers can build trust and improve confirmation, which in turn strengthens satisfaction.
Interactivity and multisensory design should be prioritized to foster deeper involvement. Managers can integrate auditory feedback (battle drums, ancient markets, environmental sounds), tactile cues (haptic vibrations when pushing open virtual gates), and even olfactory simulations (scents of incense, soil, or stone) to stimulate multiple senses simultaneously. Designing interactive narratives further strengthens emotional engagement: for example, tourists might be assigned historical missions such as commanding a military unit or reconstructing ceremonial rituals, where their decisions alter narrative trajectories. This “choice–consequence” design model transforms passive observation into active cultural participation, reinforcing both enjoyment and knowledge retention.
Finally, managers should adopt feedback-driven iteration cycles. By systematically collecting visitor feedback through post-experience surveys, analyzing behavioral data such as time spent in specific modules, and adjusting content accordingly, managers can continuously refine AR/VR offerings. Establishing interdisciplinary advisory panels of historians, designers, and psychologists can further ensure that the experiences remain scientifically accurate, esthetically engaging, and psychologically meaningful.
6.2.3. For Sustainable Tourism Innovation Technology Developer
Developers play a pivotal role in transforming theoretical constructs such as perceived ease of use and perceived usefulness into practical design outcomes. First, usability must be prioritized through intuitive interfaces and naturalistic interaction models. Implementing gesture recognition, gaze-based controls, and minimalistic diegetic interfaces can reduce learning barriers for first-time users. Iterative prototyping and multi-demographic user testing—covering children, older adults, and international tourists—are necessary to ensure accessibility across diverse audiences.
Second, entertainment and educational value should be deliberately integrated rather than separated. Developers can embed gamified features such as cultural quizzes within VR storylines, design time-limited challenges where teams reconstruct virtual artifacts, or simulate dialogs with AI-driven historical avatars capable of adaptive responses. Such approaches simultaneously enhance enjoyment and deepen cultural understanding, directly addressing the dual goals of satisfaction and continuance intention.
Third, personalization must become a design principle. AI-driven adaptive systems can tailor experiences in real time, offering simplified explanations for novice users while providing expert-level archeological data for advanced learners. Developers could design modular content layers—basic, intermediate, advanced—that adapt dynamically to the user’s knowledge level and interests. Extending engagement beyond the physical site, developers should also provide post-visit continuity tools, such as mobile applications or VR portals that allow users to revisit content remotely, thereby sustaining long-term involvement.
Finally, developers must commit to sustainability in technological design. Lightweight, energy-efficient headsets, recyclable materials, and cloud-based content delivery systems can minimize environmental impact. Open-source frameworks could further ensure replicability and scalability across different heritage sites, democratizing access to immersive technologies while reducing costs.
6.2.4. For Policymakers
Policymakers have a crucial enabling role in aligning technological innovation with sustainable cultural tourism. One concrete strategy is to establish dedicated funding programs that support interdisciplinary collaborations among heritage institutions, universities, and technology firms. Such programs should prioritize projects that produce transferable toolkits and open-access platforms, ensuring scalability across regions rather than isolated case studies.
In addition, regulators should implement standards for transparency and authenticity in AR/VR marketing. Clear guidelines ought to require heritage sites to disclose which reconstructions are based on verified archeological data and which are speculative, thus preventing visitor dissatisfaction caused by inflated expectations. Regulatory bodies could also certify immersive applications with “authenticity labels”, signaling to tourists that the content meets minimum scientific and educational standards.
Sustainability should be embedded in all policy frameworks. AR/VR should be promoted not only as tools for enhancing interpretation but also as mechanisms to reduce physical strain on fragile heritage environments by offering virtual access to restricted or endangered areas. Policymakers can incentivize such practices through tax benefits, awards, or international recognition schemes that reward sites demonstrating environmental responsibility. Beyond funding, capacity-building initiatives are equally important: training programs for museum staff, grants for digital literacy among heritage professionals, and international knowledge-sharing platforms can ensure that immersive technologies are effectively implemented and continuously updated.
6.3. Limitations and Suggestions
Although this study provides empirical insights into tourists’ continuance intention toward sustainable tourism innovation technologies in the post-adoption phase, several limitations point to promising directions for future research.
First, this research employed a quantitative approach, which offers advantages such as high objectivity, reproducibility, scalability, and the ability to generalize findings through statistical inference. However, exclusive reliance on self-reported survey data risks overlooking deeper social, cultural, and psychological dynamics that shape individual decisions. For instance, intrinsic motivations, affective reactions, and identity-related dimensions of technology use are not easily captured through standardized questionnaires. To address this limitation, future research could adopt mixed-method approaches that combine large-scale surveys with qualitative techniques such as in-depth interviews, ethnographic observation, or focus groups discussions, thereby capturing the nuanced meanings tourists attribute to immersive experiences. Beyond self-reports, additional data sources should be incorporated to strengthen validity of findings. Behavioral usage logs and system analytics—including frequency of use, interaction duration, navigation patterns, and module completion rates—could provide objective measures of engagement that complement subjective perceptions. Similarly, physiological and biometric indicators such as gaze tracking, heart rate variability, or galvanic skin response could yield fine-grained evidence of real-time immersion and cognitive load. By triangulating quantitative, qualitative, behavioral, and physiological data, future studies could construct a more comprehensive explanatory framework that captures both the conscious evaluations and unconscious responses shaping continuance intention in immersive tourism contexts.
Second, this study relied on convenience sampling. Although this approach is widely used in tourism and technology adoption research, it inevitably introduces bias and may not perfectly represent the overall tourist population. We did not apply post-stratification or weighting adjustments because comparable population margins were unavailable for validation, and hypothetical adjustments might introduce model bias. Given that our objective was to test theoretically driven relationships (H1–H12) rather than to estimate population-level parameters, convenience sampling was deemed acceptable. Nevertheless, future research could mitigate such bias by adopting stratified sampling, quota sampling, or by applying weighting when population benchmarks are available, thereby increasing the representativeness of results.
Third, the study is limited to a single site—the Terracotta Warriors Museum in Xi’an. While this UNESCO World Heritage site provides a globally significant and symbolically rich context, its unique cultural profile restricts the external validity of findings. Future research should therefore pursue cross-cultural replication and comparative case studies across multiple heritage sites, both within China and internationally. In particular, it is important to test whether the determinants of continuance intention identified here—such as perceived usefulness, satisfaction, and interactivity—hold consistent explanatory power in Western museums, where visitor expectations may emphasize individualized learning and interactive autonomy, or in less digitally developed contexts, where infrastructural constraints, limited device availability, and differing digital literacy levels may alter technology acceptance pathways. Such comparative analyses would clarify whether the mechanisms observed in a high-profile, technologically advanced UNESCO site like the Terracotta Warriors Museum are transferable to institutions with different cultural missions, governance models, or resource capacities. Moreover, multi-site longitudinal research could trace how tourists’ engagement evolves across repeated exposures and over time, offering insight into whether stated continuance intentions translate into actual sustained usage. Expanding the scope to include diverse visitor demographics—such as older adults, international tourists, or educational groups—would further enrich understanding of heterogeneous adoption mechanisms and reveal how individual differences mediate the influence of technology attributes on long-term engagement.
Fourth, potential response bias should also be acknowledged. Social desirability bias or the excitement effect of visiting a world-renowned heritage site may have influenced respondents’ answers. To minimize this, we assured anonymity, allowed respondents to complete the survey independently in settings away from museum staff, employed neutral wording, and randomized item presentation. Furthermore, data were collected at the museum exit after visitors had some time to calm down, which helped mitigate immediate emotional intensity. Future research could further address response bias by employing indirect questioning techniques, implicit measures, or triangulation with behavioral and physiological data.
Finally, the data collection period was relatively short—ten consecutive days in July 2025. While this ensured efficiency and consistency, it may not capture seasonal variation in visitor demographics, motivations, or experiential patterns. Future research should therefore consider multi-seasonal or year-round data collection to assess how continuance intention may fluctuate across different tourism cycles, holidays, or climatic conditions.
In sum, future research should move beyond single-site, convenience-sample, and survey-only approaches to incorporate mixed methods, behavioral usage data, cross-cultural comparative designs, and multi-seasonal sampling strategies. Such methodological and contextual diversification would not only strengthen the robustness and external validity of findings but also generate more holistic insights into the mechanisms that drive sustained engagement with AR/VR-based sustainable tourism innovations.