Trusting the Virtual, Traveling the Real: How Destination Trust in Video Games Shapes Real-World Travel Willingness Through Player Type Differences
Abstract
1. Introduction
2. Literature Review
2.1. Video Game-Induced Tourism
2.2. Trust Transfer Theory in Marketing and Tourism
2.3. Player Types and Their Role in Consumer Behavior
2.4. Hypothesis Development
2.4.1. Game Immersion and Game Emotional Attachment
2.4.2. Game Immersion and Destination Image
2.4.3. Game Enjoyment and Destination Image
2.4.4. Game Enjoyment and Game Emotional Attachment
2.4.5. Game Emotional Attachment and Perceived Destination Trust
2.4.6. Destination Image and Perceived Destination Trust
2.4.7. Perceived Destination Trust and Willingness to Travel to Real Destinations
3. Methodology
3.1. Research Design
3.2. Data Collection and Ethical Considerations
3.2.1. Sampling Strategy
3.2.2. Ethical Considerations
3.3. Measurement Scales
3.4. Data Analyses
4. Results
4.1. Sample Characteristics
4.2. Assessment of the Measurement Model
4.3. Assessment of the Structural Model
4.4. Hypothesis Testing
5. Discussion
5.1. Interpretation of Key Findings
5.2. Theoretical Contributions
5.3. Practical Implications
6. Limitations and Future Research Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Constructs | Measurement Items | Cronbach’s Alphas | CR | AVE |
|---|---|---|---|---|
| Game Immersion | GI1: The video game created a virtual environment that fully immersed me in its world. | 0.892 | 0.91 | 0.64 |
| GI2: At times, I was so engaged in the game that I lost awareness of my real surroundings. | ||||
| GI3: While playing, my body was in the room, but my mind was fully inside the game world. | ||||
| GI4: The game experience made me temporarily forget the reality of the outside world. | ||||
| GI5: During gameplay, I was so absorbed that I forgot about events before or after my session. | ||||
| GI6: The game world was so immersive that I lost awareness of my immediate physical surroundings. | ||||
| Game Enjoyment | GE1: When I play games featuring real-world destinations, I have a great time. | 0.812 | 0.82 | 0.73 |
| GE2: When I play games that include real-world locations, I find the experience highly entertaining. | ||||
| GE3: Playing games with realistic destinations is enjoyable and fun for me. | ||||
| Game Emotional Attachment | GEA1: I feel very attached to the virtual destinations I explore in the video game. | 0.871 | 0.88 | 0.73 |
| GEA2: The video games locations I visit mean a lot to me. | ||||
| GEA3: I feel at home in the virtual environments created by the game. | ||||
| GEA4: I would like to spend more time exploring these video game destinations. | ||||
| Destination Image | DI1: Overall, traveling to a destination I see in a video game is: Bad (1)–Good (5) | 0.861 | 0.87 | 0.71 |
| DI2: Overall, traveling to a destination I see in a video game is: Negative (1)–Positive (5) | ||||
| DI3: Overall, traveling to a destination I see in a video game is: Unfavorable (1)–Favorable (5) | ||||
| DI4: Overall, traveling to a destination I see in a video game is: Not worthwhile (1)–Worthwhile (5) | ||||
| Destination Perceived Trust | DPT1: The real-world destination depicted in the video game is trustworthy. | 0.756 | 0.77 | 0.51 |
| DPT2: The information presented about the destination in the video game is reliable. | ||||
| DPT3: The destination portrayed in the video game keeps promises and commitments related to its representation. | ||||
| DPT4: The destination in the video game reflects my best interests and expectations for real-world visits. | ||||
| DPT5: The portrayal of the destination in the video game meets my expectations of its real-world counterpart. | ||||
| Willingness to travel to real destinations | WTD1: After exploring the virtual representation of a destination in a video game, I want to visit that real-world destination. | 0.85 | 0.86 | 0.77 |
| WTD2: I am interested in traveling to the real-world destination I encountered in the game. | ||||
| WTD3: I would recommend visiting the real-world destination portrayed in the game to others. | ||||
| Players Types | The Bartle Test classifies players of multiplayer online games into categories based on Bartle’s taxonomy of player types |
| Demographic | Total Number | % |
|---|---|---|
| Gender | ||
| Male | 198 | 75.6% |
| Female | 64 | 24.4% |
| Age (years) | ||
| ≤18 | 15 | 5.7% |
| 18–24 | 158 | 60.3% |
| 25–34 | 66 | 25.2% |
| 35–44 | 16 | 6.1% |
| 45–54 | 7 | 2.7% |
| 55+ | 7 | 2.7% |
| Gaming Frequency | ||
| Daily | 132 | 50.5% |
| Several times a week | 47 | 18% |
| Weekly | 37 | 14% |
| A few times a month | 24 | 9% |
| Rarely | 22 | 8.5% |
| Destination Image | Game Emotional Attachment | Destination Perceived Trust | Type Player | Willingness to Travel to Real Destinations | Game Enjoyment | Game Immersion | Type Player × Trust | |
|---|---|---|---|---|---|---|---|---|
| Destination Image | ||||||||
| Game Emotional Attachment | 0.404 | |||||||
| Destination Perceived Trust | 0.526 | 0.700 | ||||||
| Type Player | 0.308 | 0.104 | 0.304 | |||||
| Willingness to travel to real destinations | 0.825 | 0.360 | 0.726 | 0.475 | ||||
| Game Enjoyment | 0.397 | 0.488 | 0.684 | 0.181 | 0.583 | |||
| Game Immersion | 0.319 | 0.675 | 0.683 | 0.115 | 0.303 | 0.494 | ||
| Type Player × Trust | 0.283 | 0.147 | 0.079 | 0.216 | 0.361 | 0.122 | 0.058 |
| Destination Image | Game Emotional Attachment | Destination Perceived Trust | Type Player | Willingness to Travel to Real Destinations | Game Enjoyment | Game Immersion | |
|---|---|---|---|---|---|---|---|
| Destination Image | 0.839 | ||||||
| Game Emotional Attachment | 0.352 | 0.852 | |||||
| Destination Perceived Trust | 0.433 | 0.551 | 0.712 | ||||
| Type Player | 0.287 | 0.097 | 0.274 | 1.000 | |||
| Willingness to travel to real destinations | 0.708 | 0.312 | 0.609 | 0.436 | 0.877 | ||
| Game Enjoyment | 0.337 | 0.413 | 0.540 | 0.163 | 0.485 | 0.853 | |
| Game Immersion | 0.318 | 0.623 | 0.576 | 0.088 | 0.283 | 0.428 | 0.801 |
| Original_Sample | T_Statistics | p_Values | |
|---|---|---|---|
| H1: Game_Immersion -> Game_Emotional_Attachment | 0.546 | 9642 | 0.000 |
| H2: Game_Immersion -> Destination Image | 0.212 | 3170 | 0.002 |
| H3: Game_Enjoyment -> Destination_Image | 0.246 | 3553 | 0.000 |
| H4: Game Enjoyment -> Game Emotional Attachment | 0.179 | 2660 | 0.008 |
| H5: Game_Emotional_Attachment -> Destination_Perceived Trust | 0.455 | 8262 | 0.000 |
| H6: Destination_Image -> Destination_Perceived_Trust | 0.273 | 4834 | 0.000 |
| H7: Destination_Perceived_Trust -> Willingnes_to_travel_to_real_destinations | 0.527 | 12,400 | 0.000 |
| H8: Player_Types × Destination_Perceived_Trust -> Willingnes_to_travel_to_real_destinations | 0.273 | 6402 | 0.000 |
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Share and Cite
Ben Arbia, M.; Bouzaabia, R.; Beck, M. Trusting the Virtual, Traveling the Real: How Destination Trust in Video Games Shapes Real-World Travel Willingness Through Player Type Differences. Adm. Sci. 2025, 15, 470. https://doi.org/10.3390/admsci15120470
Ben Arbia M, Bouzaabia R, Beck M. Trusting the Virtual, Traveling the Real: How Destination Trust in Video Games Shapes Real-World Travel Willingness Through Player Type Differences. Administrative Sciences. 2025; 15(12):470. https://doi.org/10.3390/admsci15120470
Chicago/Turabian StyleBen Arbia, Mohamed, Rym Bouzaabia, and Marie Beck. 2025. "Trusting the Virtual, Traveling the Real: How Destination Trust in Video Games Shapes Real-World Travel Willingness Through Player Type Differences" Administrative Sciences 15, no. 12: 470. https://doi.org/10.3390/admsci15120470
APA StyleBen Arbia, M., Bouzaabia, R., & Beck, M. (2025). Trusting the Virtual, Traveling the Real: How Destination Trust in Video Games Shapes Real-World Travel Willingness Through Player Type Differences. Administrative Sciences, 15(12), 470. https://doi.org/10.3390/admsci15120470

