Next Article in Journal
Enhancing Quantum Information Distribution Through Noisy Channels Using Quantum Communication Architectures
Previous Article in Journal
Dynamic Mixture of Experts for Adaptive Computation in Character-Level Transformers
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Article

Antecedents and Consequences of Flow Experience in Virtual Reality Tourism: A Path Analysis of Visit Intention

1
School of Art and Design, Henan University of Engineering, No. 1, Xianghe Road, Xinzheng, Zhengzhou 451191, China
2
College of Landscape Architecture and Art, Henan Agricultural University, No. 63, Agricultural Road, Zhengzhou 450002, China
3
School of Humanities, Fujian University of Technology, 69 Xuefu South Road, Minhou University Town, Fuzhou 350118, China
4
School of Art and Design, Zhengzhou University of Light Industry, No. 5 Dongfeng Road, Jinshui Zone, Zhengzhou 450002, China
5
Faculty of Humanities and Social Sciences, City University of Macau, Xu Risheng Yin Road in Taipa, Macau SAR 999078, China
*
Author to whom correspondence should be addressed.
Information 2025, 16(6), 484; https://doi.org/10.3390/info16060484
Submission received: 8 May 2025 / Revised: 5 June 2025 / Accepted: 7 June 2025 / Published: 11 June 2025
(This article belongs to the Special Issue Extended Reality and Its Applications)

Abstract

:
This study examines the psychological mechanisms underlying virtual reality (VR) tourism experiences through an integrated theoretical framework centered on flow experience and visit destination intention. Drawing upon flow theory, the research investigates how interactivity, perceived vividness, and telepresence influence flow experience and subsequently affect hedonic motivation and perceived visual appeal in VR tourism contexts. Using partial least squares structural equation modeling (PLS-SEM) analysis of data collected from 255 VR tourism users across major Chinese metropolitan centers, the study reveals that perceived vividness and telepresence significantly impact flow experience, while interactivity shows no significant effect. Flow experience demonstrates significant positive relationships with hedonic motivation and perceived visual appeal. Furthermore, hedonic motivation and perceived visual appeal significantly positively affect visit destination intention. The findings advance the theoretical understanding of VR tourism by illuminating the psychological pathways through which technological characteristics influence behavioral intentions. These results offer practical implications for destination marketers and VR tourism developers in designing more effective virtual experiences that enhance destination visit intentions.

1. Introduction

Digital transformation has fundamentally altered the technological landscape, with virtual reality (VR) emerging as a revolutionary force central to modern information systems [1]. At its core, VR is an advanced computational platform that creates detailed synthetic environments, pushing beyond traditional digital limitations to reshape how users perceive and interact with digital spaces [2]. The technology excels at creating authentic human–computer interactions, leading to breakthrough applications in entertainment, education, and professional training [3]. The rapid adoption and continuous advancement of VR technology underscore its vital role in current digital transformation [4] strategies.
Within tourism management, VR has introduced innovative approaches that fundamentally alter established operational practices [5]. The platform’s sophisticated spatial modeling capabilities empower destination management organizations to execute multifaceted environmental analyses through diverse theoretical lenses, transcending conventional spatial perspectives. This advanced functionality enables rapid prototyping and visualization of proposed environmental modifications, facilitating comprehensive impact assessment protocols [6]. VR is essential for engaging stakeholders in tourism development, enabling collaborative planning and structured feedback processes. In cultural heritage, particularly museums and preservation efforts, VR’s interpretive features create engaging narratives that deepen public understanding of historical and cultural contexts [7]. The application of VR in tourism spans multiple domains, including sophisticated marketing paradigms, experiential recreation frameworks, educational methodologies, accessibility enhancement protocols, and cultural heritage preservation initiatives [8]. Research consistently demonstrates VR’s effectiveness in enhancing various aspects of visitor experiences [9]. VR’s transformative potential in tourism manifests through its capacity to revolutionize destination marketing strategies and experiential service delivery frameworks [10]. As VR capabilities advance, new opportunities emerge for creating customized, interactive, and widely accessible travel experiences in modern tourism [11].
Contemporary empirical research has established interactivity (INT) [12], perceived vividness (PERV) [13], and telepresence (TLP) [14] as distinct and significant antecedents of flow experience (FLE) in digital environments. INT, characterized by user control and reciprocal communication capabilities, directly influences users’ FLE during digital interactions [15,16]. Similarly, PERV, which reflects the richness and clarity of digital content presentation, exhibits substantial empirical support as a crucial determinant of FLE formation [17]. TLP, representing users’ psychological sense of being present in the digital environment, has also emerged as a significant predictor of FLE in virtual contexts [18]. Prior research has established the significance of each relationship, yet a comprehensive analysis examining the combined impact of these three precursors on FLE remains limited in scope. The need for such integrated analysis becomes increasingly critical as digital interactions evolve and the formation of flow experiences gains prominence in modern virtual environments [3]. To address this notable gap in current research, this study thoroughly examines how INT, PERV, and TLP work together to shape flow experience within digital settings.
The rapid expansion of virtual reality tourism has fundamentally transformed how tourists interact with destinations, creating a critical need to examine the psychological foundations that drive user engagement in these sophisticated digital environments [2]. Within this evolving theoretical landscape, hedonic motivation (HM)—conceptualized as the intrinsic psychological drive for experiential pleasure and satisfaction in virtual tourism encounters [19]—and perceived visual appeal (PVA)—the subjective aesthetic evaluation of virtual destination environments—have emerged as fundamental determinants in VR tourism efficacy [20]. FLE, marked by deep psychological absorption and altered time perception, emerges as a vital psychological factor that influences the HM aspects of virtual tourism through sophisticated cognitive and emotional channels [21]. As the tourism sector increasingly embraces virtual experiences, understanding these psychological dynamics becomes essential for developing and implementing effective VR tourism platforms [22]. While extant scholarly discourse has established the discrete significance of these theoretical constructs, the intricate interrelationships between FLE and these experiential outcomes within VR tourism contexts remain theoretically underdeveloped and empirically underexplored [23,24]. This investigation addresses these critical epistemological gaps by examining the distinctive pathways through which FLE shapes HM and PVA within VR tourism contexts.
Within the evolving paradigm of VR tourism, visit destination intention (VDI) emerges as a pivotal behavioral outcome that fundamentally determines the efficacy of virtual tourism experiences in catalyzing actualized travel behavior [25]. Despite the increasing integration of VR technologies in tourism marketing and destination promotion, a significant gap persists in comprehending the specific psychological mechanisms that facilitate converting virtual experiences into VDI. HM has demonstrated significant empirical influence on VDI by modulating tourists’ emotional connectivity and experiential expectations regarding prospective destinations [9,26]. Concurrently, PVA assumes a fundamental role in destination image formation and subsequent VDI development through its impact on visual information processing mechanisms and emotional arousal patterns [27,28]. The primary research issue examined in this study pertains to the inadequate understanding of how HM and PVA interact to influence VDI within VR tourism contexts. Although earlier research has investigated these relationships separately, comprehensive insight is lacking into their combined effects and the psychological mechanisms that link emotional and perceptual responses to VDI. Hence, this research investigates the theoretical mechanisms through which HM and PVA collectively influence VDI within VR tourism environments.
Although current research on VR tourism has focused on individual technological and psychological factors separately, a significant gap remains in understanding the integrated pathways through which these elements collectively shape tourist behavior. This study investigates novel edges in VR tourism by creating an integrated framework embedded in FLE theory [29]. The research design connects three key theoretical areas: first, investigating how INT [15], PERV [17], and TLP [18] serve as antecedents of FLE in VR. The investigation then delves into understanding how FLE triggers HM [19] and PVA [20]. Finally, the research examines the way these psychological elements shape VDI in tourism settings [27,30]. The innovation of this study is reflected in two key contributions. First, it creates the first comprehensive theoretical model that concurrently investigates the technological antecedents and psychological outcomes of FLE in VR tourism. Second, it empirically validates dual HM and PVA pathways through which FLE impacts behavioral intentions. This work fills a crucial research gap in VR tourism scholarship by bridging these theoretical components. The findings are valuable for tourism practitioners and VR developers, providing evidence-based guidelines for creating more compelling VR experiences. The research explains the specific guides through which VR technology influences tourist decision-making, offering practical insights for enhancing destination marketing strategies. Beyond practical applications, this work supplements the theoretical landscape of technology-mediated tourism experiences by planning the multifaceted connections between technological capabilities, psychological responses, and behavioral conclusions in VR tourism contexts.
To address these research challenges, this study poses three fundamental research questions:
RQ1: How do technological characteristics—such as INT, PERV, and TLP collectively influence FLE in VR tourism contexts?
RQ2: What psychological mechanisms enable FLE to trigger HM and PVA in virtual tourism environments simultaneously?
RQ3: How do these flow-induced psychological responses (HM and PVA) differentially impact VDI, and what is their relative contribution to behavioral outcomes?

2. Literature Review and Hypothesis Development

2.1. Flow Theory: Theoretical Foundation and Virtual Environment Applications

FLE theory, introduced by Csikszentmihalyi in 1975, is a pivotal framework for comprehending optimal human experiences defined by deep engagement and intrinsic motivation [31]. This theory outlines nine fundamental components of the FLE: the establishment of clear goals, the provision of immediate feedback, the balance between challenge and skill, the merging of action and awareness, intense concentration on the task, a sense of control, the absence of self-consciousness, a distorted perception of time, and the autotelic nature of the experience [32]. A key aspect of achieving FLE is the delicate balance between perceived challenges and an individual’s skill level; when challenges exceed skills, feelings of anxiety arise, whereas an excess of skill over challenges leads to boredom.
In virtual environments, FLE theory has gained considerable attention across various interdisciplinary fields. User experience (UX) design research indicates that immersive digital interfaces can promote FLE by offering clear navigation cues, responsive feedback systems, and adjustable difficulty levels [33]. Studies in cognitive psychology suggest that virtual environments can foster FLE by enhancing focus and reducing cognitive load, especially when elements of presence and immersion are maximized [18]. Additionally, research in educational technology supports the relevance of FLE in virtual learning contexts [34].
Tourism provides distinct opportunities for applying FLE, as virtual destination experiences can replicate the balance between challenge and skill through exploration tasks, deliver immediate visual and auditory feedback, and establish clear objectives for virtual journeys [35]. Recent studies in VR tourism suggest that FLE plays a vital role in technological features and behavioral outcomes [36]; however, fully integrated theoretical models encompassing both the antecedents and consequences of flow remain scarce. This gap in theoretical understanding underscores the need for a more detailed exploration of how specific VR characteristics can cultivate FLE and influence tourist behaviors.

2.2. Antecedents of Flow Experience of VR

The theoretical conceptualization of INT encompasses technological affordances and psychological dimensions shaped by communication environments, technological capabilities, and individual perceptual processes within virtual spaces [12]. INT is a foundational architectural element in digital tourism platforms that fundamentally modulates visitor experiential patterns and engagement trajectories [37]. In VR-enabled tourism environments, INT manifests through visitors’ capability to navigate, manipulate, and engage with three-dimensional representations of cultural and heritage sites [16]. Scholars across digital media studies have intensively investigated the intricate dynamics linking interactive capabilities and flow states within virtual domains. Empirical investigations on digital engagement platforms reveal compelling evidence: users who actively manipulate interactive elements consistently report heightened flow experiences [15,20]. Evidence indicates a strong positive relationship between the level of interactive capabilities in virtual environments and the depth of users’ flow experiences [38]. This relationship is significant in tourism-centered virtual reality platforms, where interactive design elements fundamentally shape experiential outcomes. Field observations indicate that carefully calibrated INT is a critical determinant of engagement quality, suggesting broader implications for the development of virtual tourism. Recent empirical evidence indicates that INT capabilities in virtual environments enhance FLE, facilitating more profound engagement with digital tourism content [15,39]. The following is postulated.
H1. 
INT significantly impacts FLE.
PERV represents technology’s inherent capability to create enriched assisted user environments, characterizing the system’s capacity to generate rich and detailed virtual representations [40]. Within virtual reality environments, PERV manifests through digital content’s visual appeal and representational richness, which can significantly impact users’ FLE through enhanced perceptual engagement [17]. Unlike INT, which primarily concerns user–system dialogue, PERV facilitates users’ ability to envision and anticipate their forthcoming experiences within virtual environments through enhanced sensory stimulation [29]. When users encounter highly vivid virtual representations characterized by rich environmental detail and sensory depth, they demonstrate an increased propensity to achieve and maintain FLE during their virtual experience [34]. Recent empirical investigations examining FLE across diverse technological contexts have emphasized PERV’s fundamental role in facilitating flow states within virtual platforms [40]. Comparative studies analyzing traditional versus technology-enhanced experiences have particularly illuminated how PERV’s sensory richness contributes significantly to users’ achievement and maintenance of FLE states during VR tourism experiences [13]. This relationship assumes particular salience in immersive VR tourism contexts, where PERV is a crucial determinant of FLE [17]. The following is postulated.
H2. 
PERV significantly impacts FLE.
The relationship between TLP and FLE in virtual environments has garnered substantial empirical support through a robust body of research [3]. Seminal work established the foundational evidence for TLP as a critical antecedent to FLE in digital environments [41]. This theoretical relationship received further validation through subsequent investigations that documented strong positive correlations between TLP and FLE [3,18]. While direct empirical examination of TLP’s relationship with specific FLE components remains somewhat limited, compelling theoretical frameworks suggest robust connections. Users experiencing heightened TLP consistently report enhanced experiential enjoyment and heightened pleasantness during virtual encounters [42]. The immersive qualities of TLP in VR environments facilitate diminished self-consciousness and increased escapism, thereby amplifying enjoyment dimensions [43]. TLP functions as a crucial mediator of concentration during VR-mediated tasks, with immersed individuals demonstrating elevated levels of cognitive absorption and sustained attentional focus [18,43]. Furthermore, TLP can potentially enhance multiple FLE constructs [18]. The following is postulated.
H3. 
TLP significantly impacts FLE.

2.3. Flow Experience of VR and Hedonic Motivation

Understanding how flow states influence hedonic responses during virtual reality engagement represents a critical area of psychological [36] research [39]. Usually, in optimal psychological and full immersion, users reveal HM when they find themselves in idealized virtual worlds [44]. The theoretical mechanism linking FLE to HM operates through several key processes. First, the autotelic nature of flow states inherently generates positive affect and intrinsic reward, naturally aligning with hedonic motivational systems. Second, flow’s temporal dissociation and focused attention characteristics create optimal conditions for sensory pleasure and experiential enjoyment. Third, the balance between challenge and skill during flow states generates a sense of mastery and accomplishment, contributing to hedonic satisfaction [45]. Empirical evidence from virtual environment research has consistently demonstrated strong associations between FLE and HM outcomes [24]. Similar patterns emerge in virtual learning environments, where FLE correlates strongly with pleasure-oriented engagement. These findings suggest that FLE is an influential antecedent to HM across various VR applications [46]. When users enter FLE states while engaging with virtual environments, their psychological engagement enhances both the functional value and hedonic aspects of the experience. FLE first appears to establish optimal psychological conditions that enable enhanced HM responses. The sustained nature of FLE during VR interaction creates extended periods of heightened receptivity to hedonic stimuli, potentially strengthening the overall relationship between these constructs [47]. The following is postulated.
H4. 
FLE significantly impacts HM.

2.4. Flow Experience of VR and Perceived Visual Appeal

The intricate connection between FLE and PVA takes on heightened relevance amid rapid advances in virtual reality [23] display technology [23]. Users experiencing FLE exhibit markedly increased focus and diminished susceptibility to distraction, suggesting enhanced visual content processing [48]. Such concentrated attention enables individuals to better recognize visual and aesthetic components within virtual spaces. FLE enhances perceptual processing capabilities, fostering heightened awareness of visual attributes, including chromatic elements, tonal variations, structural arrangements, and dimensional relationships. This enhanced perceptual state could lead to a more nuanced appreciation of visual elements [22]. When individuals experience FLE during virtual interactions, their capacity to process and appreciate visual information appears to be enhanced [49], suggesting a direct relationship between FLE and PVA assessment. Studies in human–computer interaction have shown that users in FLE demonstrate increased sensitivity to interface aesthetics and visual design elements [29]. The psychological mechanisms underlying this relationship suggest that flow states create optimal conditions for visual processing and aesthetic appreciation [48]. The reduced self-consciousness and enhanced focus characteristic of FLE may allow users to engage more fully with visual content, leading to more favorable evaluations of PVA [22]. The following is postulated.
H5. 
FLE significantly impacts PVA.

2.5. Hedonic Motivation and Visit Destination Intention

In virtual tourism, user engagement manifests through immersive interactions with destination content, where the entertainment value becomes a crucial experiential component. This interaction paradigm aligns with the foundational work emphasizing the distinctive characteristics of pleasure-oriented systems compared to utilitarian ones [25]. The empirical evidence supporting HM’s influence on behavioral intentions is substantial and multi-faceted [50]. Research demonstrated HM’s significant impact on technological system adoption, while subsequent studies have extended this understanding to virtual tourism contexts [26]. The relationship between HM elements and visit intentions gains particular significance in VDI, where the technology’s immersive nature creates a unique emotional engagement platform [30]. The pleasure derived from virtual tourism experiences has emerged as a critical antecedent to VDI, demonstrating its predictive power in destination choice modeling [9,50]. This relationship becomes particularly salient when considering the transformative potential of VR tourism in shaping travel decisions and VDI [25,26]. The integration of HM elements in virtual tourism platforms thus represents a strategic imperative for destination marketers seeking to influence VDI through immersive technologies. The following is postulated.
H6. 
HM significantly impacts VDI.

2.6. Perceived Visual Appeal and Visit Destination Intention

The psychological mechanisms underlying visual elements’ influence on decision-making reveal complex cognitive and affective pathways. When users encounter high-quality representations, these experiences trigger responses aligned with the Stimulus–Organism–Response (S-O-R) framework, where visual stimuli generate emotional and cognitive reactions that shape behavioral outcomes [51]. Contemporary tourism scholarship has established PVA elements as fundamental drivers in destination choice processes, particularly in digital contexts [52]. The PVA phenomenon extends beyond aesthetic appreciation, creating mental imagery and emotional connections that mitigate perceived travel risks. The process aligns with the elaboration likelihood model, facilitating both central and peripheral routes of persuasion in VDI [53]. Recent research in digital tourism contexts has revealed robust correlations between PVA and tourist VDI [54]. These findings suggest that PVA elements influence psychological processes beyond immediate aesthetic responses, affecting deeper VDI decision-making mechanisms [27,28]. This relationship becomes particularly salient when considering the transformative potential of immersive technologies in destination marketing strategies. The following is postulated.
H7. 
PVA significantly impacts VDI.
Figure 1 indicates the theoretical framework. Furthermore, Table 1 summarizes key studies on virtual tourism.

3. Methodology

3.1. Data Collection Strategy

This study employed a quantitative research design to examine the relationships between VR tourism experience factors and visit destination intention. The research framework was developed based on established theoretical foundations in technology acceptance and tourism behavior literature, utilizing structural equation modeling to test the hypothesized relationships.
The primary data collection utilized a sophisticated multi-platform approach, predominantly leveraging the Sojump (WJX.cn) survey system, supplemented by targeted distribution through specialized VR tourism channels. The data collection encompassed major VR tourism platforms across Chinese metropolitan centers, including the Jingdezhen Digital Cultural Heritage Experience Center, Beijing VR Culture Museum, Shanghai Digital Art Center, and the Guangzhou Virtual Heritage Hub. These institutions were selected based on advanced VR implementation protocols and substantial monthly visitor traffic (>5000 visitors/month). Additional collection points included the Yungang Grottoes Digital Museum, Xi’an Terra Cotta Warriors Virtual Experience Center, and the Digital Dunhuang Project, ensuring comprehensive geographical and cultural representation.

3.2. Sampling Framework

Researchers selected participants through purposive sampling, focusing on those engaged with VR tourism platforms. This non-random selection approach proved essential given the specialized requirements of studying virtual heritage experiences. Each participant needed to demonstrate exposure to VR tourism applications within a recent six-month window, ensuring their feedback reflected current technological implementations. Such careful participant selection supported the investigation’s core aim of examining how virtual tourism experiences influenced subsequent visit intentions among technology-aware users. The purposive sampling was executed through targeted recruitment at VR tourism venues, digital cultural heritage centers, and online VR tourism communities, where potential respondents meeting the specified criteria were most likely to be found.

3.3. Sample Characteristics

The final dataset comprised 255 valid responses from an initial pool of 378 participants (67.4% response rate). The sample demographics reflected diverse representation across various parameters. Age distribution analysis revealed a predominant concentration in the young to middle-aged adult segments, with 27.8% aged 18–25, 35.2% aged 26–35, 22.4% aged 36–45, 10.6% aged 46–55, and 4.0% above 55 years. Educational background showed a high proportion of tertiary education, with 52.7% holding undergraduate degrees and 32.0% possessing postgraduate qualifications, while 15.3% had completed high school education. Monthly income distribution indicated economic diversity: 18.4% earned below RMB 5000, 35.6% between RMB 5000 and 10,000, 28.7% between RMB 10,000 and 15,000, and 17.3% above RMB 15,000. The sample’s geographic distribution aligned with China’s urban development tiers, comprising 38.4% from first-tier cities, 42.3% from second-tier cities, and 19.3% from third-tier cities. Professional backgrounds demonstrated variety across sectors: technology (28.6%), education (22.4%), business (19.8%), creative industries (15.7%), and others (13.5%).

3.4. Data Quality Management

The study implemented comprehensive data quality control measures throughout the collection process. Initial validation efforts encompassed preliminary testing with thirty users across varied virtual reality expertise levels, leading to instrument modifications based on observed response trends. During-collection monitoring utilized real-time response validation algorithms, incorporating attention checks strategically positioned throughout the survey. Post-collection verification employed multi-stage data cleaning procedures, including response time analysis (excluding completions < 5 min or >45 min), pattern consistency verification, and missing data analysis using Little’s MCAR test.

3.5. Instrument Development

The survey instrument was developed based on established scales in VR tourism and technology acceptance literature. The measurement items underwent rigorous validation through an expert panel review (n = 8), including VR technology specialists, tourism researchers, and psychometric experts, ensuring content validity and construct clarity. The final instrument incorporated seven primary constructs measured through multiple indicators, utilizing a seven-point Likert scale (1 = strongly disagree, 7 = strongly agree). This scale choice was informed by empirical evidence suggesting optimal discriminatory power and reliability in technology acceptance studies [55].
The items from the study by Atzeni et al. [52] were used to measure VDI. TLP was measured using the items from Wei and Li’s [56] research. PERV was measured by the items adopted from Song et al.’s [57] research, while FLE was measured by the items suggested by Zhao and Khan [34]. INT was measured by the items adopted from Tawafak et al.’s [58] research. Finally, HM was measured using the items suggested by Anand et al. [59], and PVA by the items suggested by Feng and Zhao [27]

4. Data Analysis

4.1. Convergent Validity

The research utilized partial least squares structural equation modeling (PLS-SEM), implemented via SmartPLS 4.0, to evaluate theoretical relationships and test hypothesized connections. The analytical procedure adhered to established methodological protocols, encompassing comprehensive measurement and structural model validity assessments. The measurement model evaluation revealed robust psychometric properties across all constructs: INT, PERV, TLP, FLE, PVA, HM, and VDI.
The measurement model demonstrated strong statistical integrity across multiple validity indicators. Internal consistency reliability metrics exhibited robust values, with Cronbach’s alpha coefficients ranging from 0.717 to 0.886, substantially exceeding the conventional threshold, as shown in Table 2. The measurement model’s convergent validity was established through average variance extracted (AVE) calculations, yielding values between 0.628 and 0.745, surpassing the critical benchmark of 0.5. Additionally, the composite reliability (CR) indices and Rho_A values consistently exceeded 0.7, reinforcing the constructs’ internal consistency reliability. These statistical indicators substantiate the measurement model’s psychometric soundness, establishing a robust foundation for subsequent structural analysis.

4.2. Discriminant Validity

The examination of discriminant validity incorporated dual analytical approaches: the established Fornell–Larcker criterion and the more rigorous Heterotrait–Monotrait (HTMT) ratio analysis. In the Fornell–Larcker assessment matrix, diagonal elements represent the extracted square roots of AVE for individual constructs, while off-diagonal elements denote inter-construct correlation coefficients, as shown in Table 3. Discriminant validity assessment relies on comparing the square root of average variance extracted against inter-construct correlations. Analysis revealed higher AVE square root values for each construct relative to their correlations with other theoretical elements, thus meeting Fornell–Larcker requirements.
Complementing this analysis, the HTMT ratio examination provided additional validation through its more stringent methodological approach. The HTMT matrix demonstrated values consistently below the conservative threshold of 0.85, with all construct pairs exhibiting ratios beneath 0.90, as indicated in Table 4. This dual-method validation strategy provides robust evidence of construct distinctiveness and theoretical discrimination.

4.3. Hypotheses Results

The PLS-SEM structural analysis generated robust evidence regarding hypothesized model relationships. Table 5 and Figure 2 summarize inner model results, displaying path coefficients (β), T-statistics, and significance values (p-values) across seven tested theoretical propositions. This systematic evaluation of the structural relationships provides quantitative validation of the proposed theoretical framework through rigorous statistical examination.
Based on the results, in terms of antecedents, PERV (β value = 0.492; T value = 10.128) and TLP (β value = 0.180; T value = 2.525) significantly impacted FLE, while INT (β value = 0.148; T value = 1.896) was found to have no significant association with FLE. Furthermore, FLE significantly impacted HM (β value = 0.460; T value = 6.075) and PVA (β value = 0.408; T value = 6.257). Moreover, HM (β value = 0.463; T value = 7.798) and PVA (β value = 0.218; T value = 3.390) significantly impacted VDI.
Table 6 indicates indirect relationships. According to the findings, FLE indirectly impacted VDI while having PVA (β value = 0.460; T value = 6.075) and HM (β value = 0.460; T value = 6.075). This study used chain mediating variables of FLE and HM regarding antecedents. The chain mediation results found that PERV (β value = 0.460; T value = 6.075) and TLP (β value = 0.460; T value = 6.075) indirectly impacted VDI, while INT (β value = 0.460; T value = 6.075) did not indirectly impact VDI.

5. Discussions

5.1. Comparison of Results

The findings reveal an unanticipated lack of significant correlation between INT and FLE, challenging established virtual reality theoretical models. This finding contrasts Arghashi and Yuksel’s [15] foundational augmented reality engagement patterns research. Their in-depth study, conducted through direct survey methodology, identified INT and inspirational components as key drivers of consumer FLE. Their work further demonstrated that FLE in augmented reality fosters positive attitudes and enhances trust development. The divergence between current findings and previous theoretical understanding suggests that unique moderating factors may exist within virtual tourism contexts, indicating a need to examine boundary conditions of INT’s role in FLE.
The empirical investigation demonstrated a statistically significant relationship between PERV and FLE, aligning with contemporary theoretical perspectives in digital interaction research. This finding corresponds with the recent theoretical advancement by Ruangkanjanases et al. [29], who developed an integrated conceptual framework synthesizing FLE antecedents with the expectation confirmation model and technology acceptance paradigms. Their research into online shopping behaviors revealed key connections between experiential states and digital purchase engagement. They uncovered three primary FLE drivers using systematic survey methods: feedback systems, enjoyment factors, and PERV elements. The current findings align with this theoretical model, supporting PERV’s central role in shaping digital immersion across technological platforms.
The current analysis revealed significant correlations between TLP and FLE, advancing this research’s understanding of virtual engagement patterns. This result partially aligns with Kim et al.’s [3] examination of psychological processes in VR concert experiences. Their flow-based framework illuminated relationships between technological immersion and experiential outcomes in virtual performances. Their findings established TLP as a key moderator linking FLE to positive emotional responses in virtual concert environments.
The statistical analysis demonstrated a significant positive relationship between FLE and HM. This finding exhibits theoretical alignment with the research conducted by Oliveira et al. [44], although their investigation revealed more nuanced relationships within educational gamification contexts. Their comprehensive study examined the moderating effects of gamer typologies on the relationship between personalization approaches and multiple outcome variables, including FLE, enjoyment dimensions, gamification perceptions, and HM. Through a sophisticated mixed factorial within-subject experimental design implemented in elementary educational settings, their research compared personalized and non-personalized gamified learning systems. Their analysis found no direct effects between FLE, gamification perceptions, and HM. Nevertheless, distinct patterns emerged regarding FLE, particularly noting how users favoring multiplayer interactions maintained strong FLE across personalized and standard system versions.
The empirical analysis revealed a statistically significant influence of PVA on FLE. This finding contrasts with Jeon et al.’s [60] examination of virtual event platform dynamics and attendee experiences. Their research, investigating FLE determinants through comprehensive surveys, identified platform information quality and communication features as key flow predictors. However, unlike the results of the present study, no significant connection between PVA and FLE was found. This discrepancy suggests potential contextual moderators affecting how aesthetic elements shape experiences across virtual environments.
The current analysis identified a strong connection between HM and VDI, revealing a significant pattern in virtual tourism behavior. This relationship aligns with Sharma et al.’s [19] investigation into VR adoption within educational contexts. Through methodologically rigorous research using custom-designed survey instruments, their study examined the psychological mechanisms driving educators’ acceptance of VR technology. Drawing data specifically from higher education faculty, their analysis revealed HM’s pivotal mediating role in shaping both attitudinal formations and VDI.
The statistical modeling revealed an interconnection between PVA and VDI. Pan et al.’s [20] research on museum marketing provides compelling comparative insights in a blended digital–physical context. Their study, focusing on the psychological effects of PVA in museum promotions, revealed how deliberately crafted PVA drives youth engagement. Their findings specifically demonstrated that PVA elicits two key responses from young potential visitors: enhanced curiosity and strengthened VDI.

5.2. Theoretical Implications

This research advances theoretical understanding through several significant contributions. First, this research advances FLE in virtual tourism by illuminating how technological features jointly foster immersive states [61]. The results demonstrate the synergistic rather than isolated effects of these antecedents—PERV [13] enhances sensory depth, INT [62] enables meaningful participation, and TLP creates psychological immersion, working together to facilitate FLE in digital tourism settings. This integrated understanding refines the conceptualization of FLE in virtual tourism contexts.
Second, the research enriches the theoretical understanding of the psychological dimensions shaping virtual tourism experiences. FLE represents a state of optimal engagement where users become deeply immersed in virtual environments, marked by a lost sense of time and reduced self-awareness. HM reflects the pursuit of pleasure in virtual tourism, highlighting how enjoyment and entertainment drive user actions [19]. PVA represents a distinct aesthetic element, showing how visual quality and artistic features shape the tourism experience [20]. Together, these three psychological constructs offer a complete framework for understanding the complex dimensions of virtual tourism experiences.
Third, this research advances tourism theory by connecting virtual and physical tourism experiences. The findings reveal that thoughtfully designed virtual environments can evoke genuine psychological responses paralleling physical tourism encounters [63]. This evidence challenges conventional views about virtual tourism authenticity, suggesting a more sophisticated theoretical framework where virtual and physical experiences exist along a spectrum rather than as separate categories.
Fourth, the study enhances the understanding of technology-mediated tourism by revealing the complex interaction between technological elements and psychological responses. Results show that technological features do not directly influence behavioral intentions but work through intricate psychological mechanisms that shape how users interpret and engage with virtual environments. This insight refines technology adoption models in tourism by highlighting psychological processes as crucial mediators between technological characteristics and user behavior [64].

5.3. Practical Implications

The study’s empirical findings offer valuable practical implications for key stakeholders in tourism. For destination managers and operators, results emphasize investing in advanced virtual tourism platforms. The strong effect of PERV highlights the need for high-resolution imagery, immersive audio, and rich multimedia content to enhance sensory engagement. Additionally, INT’s significant impact suggests that platforms should incorporate sophisticated features like multi-dimensional navigation controls, experience customization options, and dynamic environmental interactions. For virtual tourism application developers, the findings provide evidence-based guidelines. Results show that visual interface optimization alone is insufficient; development should prioritize facilitating flow states through streamlined navigation, intuitive controls, and engaging content progression. The proven importance of HM calls for entertainment elements like gamification and narrative structures while maintaining educational and informational value. Moreover, the empirical support for PVA’s significance demands careful attention to aesthetic elements, including color schemes, spatial layout, and overall visual coherence.
For policymakers, these findings present evidence-based frameworks for integrating virtual tourism into comprehensive destination marketing strategies. The empirical findings validate virtual tourism as a valuable complement to traditional tourism promotion, primarily when physical access is restricted or during crisis periods. The results suggest establishing standardized virtual tourism development protocols to ensure consistent quality standards, broad accessibility, and authentic destination portrayal. Furthermore, the findings justify strategic investment in digital infrastructure and professional training for virtual technology deployment.
The findings indicate that virtual experiences should transcend basic destination showcasing to foster affective connections through immersive narrative techniques and interactive functionalities. The empirical evidence suggests that virtual tours require careful calibration between information dissemination and entertainment value, ensuring sustained engagement while cultivating genuine interest in physical visitation. Furthermore, the findings support virtual tourism platforms incorporating social interaction capabilities and community development features to enhance user experience and strengthen destination attachment.
The practical implications span tourism education and professional development sectors. The findings indicate that educational institutions and training programs should incorporate virtual tourism technology into their teaching frameworks to prepare tourism professionals for effective technological deployment. Results suggest that training programs should extend beyond technical skills to include a deep understanding of psychological factors that drive successful virtual tourism experiences. This includes developing expertise in user experience design, digital storytelling, and strategic integration of virtual components within broader tourism marketing strategies.

6. Conclusions

This research effectively addressed the previously identified gap in the literature by formulating and validating a comprehensive theoretical framework that connects the technological attributes of VR to tourist VDI through the concept of FLE. The key findings indicate that PERV is the primary technological factor influencing FLE, thereby challenging traditional views regarding the preeminence of INT in virtual settings. The study reveals two pathways through which FLE affects the VDI, specifically through HM and PVA.
From a practical standpoint, these insights offer evidence-based recommendations for tourism professionals and VR developers aiming to enhance destination marketing strategies. By emphasizing visual fidelity over intricate interactive elements, practitioners can create more engaging VR tourism experiences that convert virtual interactions into actual visit intentions.
Nonetheless, the study has certain limitations. It did not account for potentially confounding variables that could significantly impact VR tourism experiences. For instance, prior familiarity with VR technology may influence the relationship between technological characteristics and FLE, as seasoned users may exhibit different engagement behaviors than those new to the technology. Additionally, participants’ existing interest in particular tourist destinations could skew their PERV and VDI, while varying levels of knowledge about virtual environments might influence their experiences of TLP and INT. Future research should consider incorporating these factors as covariates or moderators to isolate the genuine effects of the proposed theoretical pathways and strengthen the validity of findings in VR tourism.

Author Contributions

Conceptualization, L.Z., H.Z., X.C. and J.Z.; methodology, L.Z., H.Z., X.C. and J.Z.; formal analysis, L.Z., H.Z., X.C. and J.Z.; writing—original draft preparation, L.Z., H.Z., X.C. and J.Z.; writing—review and editing, L.Z., H.Z., X.C. and J.Z. All authors have read and agreed to the published version of the manuscript.

Funding

This study is supported by the following projects: 2024 Zhongyuan Cultural Elite Youth Talent Program; 2024 International Science and Technology Cooperation Project of Henan Province (Project Name: Key Technology Research and Development of Anti-erosion protection materials for stone relics of World Cultural Heritage “Longmen Grottoes”; Project No.: 252102521026); 2025 General Project of Soft Science Research Plan of Henan Provincial Department of Science and Technology (Project Name: Research on Cultural Gene Interpretation and Protection and Inheritance of Industrial Heritage in Henan Province; Project No.: 252400410641); Henan Provincial Department of Education (Project Name: 2022 Research and Practice Project on Research-based Teaching Reform in Undergraduate Colleges and Universities; Project No.: 2022SYJXLX097); The Soft Science Research Project of Henan Province in 2024 (Project Name: Research on the Protection, Inheritance and Development of Cultural Space of Traditional Villages in Henan Yanhuang; Project No.: 242400411147); Research Project on Integration of Production and Education in Undergraduate Universities in Henan Province (Project Name: Comprehensive Reform and Application of Multiple Collaborative Practice Teaching Mode of Design Major under AI Enabling; Project No.: 2023348073); Research and Practice Project on Undergraduate Education and Teaching Reform of Henan Agricultural University (Project Name: Research and Practice on Teaching Reform of General Courses of Public Art in Colleges and Universities in the New Era of “Educating People with Aesthetics and Infiltrating Integration”; Project No: 2024XJGLX002); Fund of Henan University of Engineering Doctoral Cultivation (Project No.: D2022036).

Institutional Review Board Statement

Ethical review and approval were waived for this study due to the nature of the study, which involved minimal risk to participants and did not entail any invasive procedures or sensitive topics. In addition, the following description of this research case is exempt from the ethics review committee review due to one of the following circumstances: 1. Unregistered, non-interactive, and non-intrusive research is conducted in public, and no specific individuals are identified from the information collected. 2. There is no invasive method for collecting the required data in this study. 3. This study adhered to ethical guidelines and principles, ensuring the protection of participants’ rights and confidentiality throughout the research process. 4. The written consent form provided detailed information about the study’s objectives, procedures, potential risks, and participants’ rights, allowing them to make an informed decision about their participation.

Informed Consent Statement

The following informed consent was obtained from all subjects involved in the study. “We welcome your involvement in our investigation of virtual tourism platforms and digital travel experiences. Our research examines how technological features shape travel decisions and destination choices. Eligible participants must have utilized virtual tourism platforms since November 2024 and be of legal age (18+). The questionnaire requires roughly a quarter-hour to finish and explores your encounters with virtual tourism systems, particularly regarding user engagement, visual quality, and travel planning. Please note that your engagement is entirely optional—you maintain the right to discontinue at any point without consequences. We implement stringent privacy protocols to safeguard your information. All responses undergo secure digital encryption, and only authorized investigators can access the anonymized dataset. Though participants receive no immediate compensation, your insights will advance our understanding of virtual tourism and potentially enhance future travel technologies. Moving forward with the questionnaire indicates your understanding of these terms and willing participation in our research initiative”.

Data Availability Statement

The raw data supporting the conclusions of this article will be made available by the authors on request.

Conflicts of Interest

The authors declare no conflicts of interest.

Abbreviations

The following abbreviations are used in this manuscript:
FLEFlow experience
HMHedonic motivation
PVAPerceived visual appeal
VDIVisit destination intention
PERVPerceived vividness
INTInteractivity
TLPTelepresence

References

  1. Wiangkham, A.; Kieanwatana, K.; Vongvit, R. Journey into virtual reality: Identifying behavioral intentions to use virtual reality in tourism through spectral clustering. J. Open Innov. Technol. Mark. Complex. 2025, 11, 100442. [Google Scholar] [CrossRef]
  2. Yu, J.; Kim, S.; Hailu, T.B.; Park, J.; Han, H. The effects of virtual reality (VR) and augmented reality (AR) on senior tourists’ experiential quality, perceived advantages, perceived enjoyment, and reuse intention. Curr. Issues Tour. 2024, 27, 464–478. [Google Scholar] [CrossRef]
  3. Kim, H.; Kim, S.-E.; Park, K.; Tennessee, S. Exploring the role of flow experience and telepresence in virtual reality (VR) concerts. J. Travel Tour. Mark. 2023, 40, 568–582. [Google Scholar] [CrossRef]
  4. de Lurdes Calisto, M.; Sarkar, S. A systematic review of virtual reality in tourism and hospitality: The known and the paths to follow. Int. J. Hosp. Manag. 2024, 116, 103623. [Google Scholar] [CrossRef]
  5. Fan, X.; Jiang, X.; Deng, N. Immersive technology: A meta-analysis of augmented/virtual reality applications and their impact on tourism experience. Tour. Manag. 2022, 91, 104534. [Google Scholar] [CrossRef]
  6. Godovykh, M.; Baker, C.; Fyall, A. VR in tourism: A new call for virtual tourism experience amid and after the COVID-19 pandemic. Tour. Hosp. 2022, 3, 265–275. [Google Scholar] [CrossRef]
  7. Merkx, C.; Nawijn, J. Virtual reality tourism experiences: Addiction and isolation. Tour. Manag. 2021, 87, 104394. [Google Scholar] [CrossRef]
  8. Kim, M.J.; Lee, C.-K.; Jung, T. Exploring consumer behavior in virtual reality tourism using an extended stimulus-organism-response model. J. Travel Res. 2020, 59, 69–89. [Google Scholar] [CrossRef]
  9. Kim, M.J.; Hall, C.M. A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors. Int. J. Inf. Manag. 2019, 46, 236–249. [Google Scholar] [CrossRef]
  10. Lo, W.H.; Cheng, K.L.B. Does virtual reality attract visitors? The mediating effect of presence on consumer response in virtual reality tourism advertising. Inf. Technol. Tour. 2020, 22, 537–562. [Google Scholar] [CrossRef]
  11. Talwar, S.; Kaur, P.; Nunkoo, R.; Dhir, A. Digitalization and sustainability: Virtual reality tourism in a post pandemic world. J. Sustain. Tour. 2023, 31, 2564–2591. [Google Scholar] [CrossRef]
  12. Pang, H.; Ruan, Y.; Zhang, K. Deciphering technological contributions of visibility and interactivity to website atmospheric and customer stickiness in AI-driven websites: The pivotal function of online flow state. J. Retail. Consum. Serv. 2024, 78, 103795. [Google Scholar] [CrossRef]
  13. Zhu, C.; Hall, C.M.; Fong, L.H.N.; Liu, C.Y.N.; Koupaei, S.N. Vividness, narrative transportation, and sense of presence in destination marketing: Empirical evidence from augmented reality tourism. Asia Pac. J. Tour. Res. 2024, 1–13. [Google Scholar] [CrossRef]
  14. Alalwan, A.A.; Algharabat, R.; El Samen, A.A.; Albanna, H.; Al-Okaily, M. Examining the impact of anthropomorphism and AI-chatbots service quality on online customer flow experience–exploring the moderating role of telepresence. J. Consum. Mark. 2025. [Google Scholar] [CrossRef]
  15. Arghashi, V.; Yuksel, C.A. Interactivity, Inspiration, and Perceived Usefulness! How retailers’ AR-apps improve consumer engagement through flow. J. Retail. Consum. Serv. 2022, 64, 102756. [Google Scholar] [CrossRef]
  16. Ye, C.; Zheng, R.; Li, L. The effect of visual and interactive features of tourism live streaming on tourism consumers’ willingness to participate. Asia Pac. J. Tour. Res. 2022, 27, 506–525. [Google Scholar] [CrossRef]
  17. Choi, B.-H.; Kim, E.-M. Effect of Presence, Informativeness, Vividness, and Flow Experience of Augmented Reality-Based Performing Arts on Viewing Intention. J. Digit. Contents Soc. 2023, 24, 2993–3003. [Google Scholar] [CrossRef]
  18. Muhammad Sohail Jafar, R.; Ahmad, W.; Chen, Y. Metaverse in Human Behavior: The Role of Telepresence and Flow Experience on Consumers’ Shopping Behavior in the Metaverse. SAGE Open 2024, 14, 1–13. [Google Scholar] [CrossRef]
  19. Sharma, S.; Virani, S.; Saini, J.R.; Rautela, S. Determinants of adoption of virtual reality as a teaching aid in higher education: The mediating role of hedonic motivation. J. Appl. Res. High. Educ. 2025. [Google Scholar] [CrossRef]
  20. Pan, Y.; Lai, I.K.W.; Wong, J.W.C. How museum posters arouse curiosity and impulse to visit among young visitors: Interactive effect of visual appeal and textual introduction. Asia Pac. J. Tour. Res. 2025, 30, 553–568. [Google Scholar] [CrossRef]
  21. Shahpasandi, F.; Zarei, A.; Nikabadi, M.S. Consumers’ impulse buying behavior on Instagram: Examining the influence of flow experiences and hedonic browsing on impulse buying. J. Internet Commer. 2020, 19, 437–465. [Google Scholar] [CrossRef]
  22. Yuan, C.; Wang, S.; Yu, X.; Kim, K.H.; Moon, H. The influence of flow experience in the augmented reality context on psychological ownership. Int. J. Advert. 2021, 40, 922–944. [Google Scholar] [CrossRef]
  23. Kong, S.C.; Wang, Y.Q. The influence of parental support and perceived usefulness on students’ learning motivation and flow experience in visual programming: Investigation from a parent perspective. Br. J. Educ. Technol. 2021, 52, 1749–1770. [Google Scholar] [CrossRef]
  24. Lee, C.-H.; Wu, J.J. Consumer online flow experience: The relationship between utilitarian and hedonic value, satisfaction and unplanned purchase. Ind. Manag. Data Syst. 2017, 117, 2452–2467. [Google Scholar] [CrossRef]
  25. Leung, W.K.; Chang, M.K.; Cheung, M.L.; Shi, S. VR tourism experiences and tourist behavior intention in COVID-19: An experience economy and mood management perspective. Inf. Technol. People 2023, 36, 1095–1125. [Google Scholar] [CrossRef]
  26. Suo, Y.; Li, C.; Tang, L.; Huang, L. Exploring AAM acceptance in tourism: Environmental consciousness’s influence on hedonic motivation and intention to use. Sustainability 2024, 16, 3324. [Google Scholar] [CrossRef]
  27. Feng, Y.; Zhao, L. Emotional design for pro-environmental life: Visual appeal and user interactivity influence sustainable consumption intention with moderating effect of positive emotion. Heliyon 2024, 10, e38521. [Google Scholar] [CrossRef]
  28. Goeltom, A.D.L.; Hurriyati, R. Destination Attractiveness and Visit Intention: Integrating Image, Cultural Experience, and Sustainable Practices in Tourist Decision-Making. J. Tour. Hosp. Travel Manag. 2024, 2, 43–57. [Google Scholar] [CrossRef]
  29. Ruangkanjanases, A.; Khan, A.; Sivarak, O.; Rahardja, U.; Chen, S.-C. Modeling the Consumers’ Flow Experience in E-commerce: The Integration of ECM and TAM with the Antecedents of Flow Experience. SAGE Open 2024, 14, 1–13. [Google Scholar] [CrossRef]
  30. Partovinia, P.; Abbaspoor, N. The Effect of the Theory of Acceptance and Use of Augmented Reality on the Intention to Use Mobile Tourism Augmented Reality Apps: The Mediating Role of Hedonic Motivation. Int. J. Digit. Content Manag. 2024, 5, 63–87. [Google Scholar]
  31. Csikszentmihalyi, M. Beyond Boredom and Anxiety; Jossey-Bass: San Francisco, CA, USA, 1975. [Google Scholar]
  32. Csikszentmihalyi, M.; Csikzentmihaly, M. Flow: The Psychology of Optimal Experience; Harper & Row: New York, NY, USA, 1990; Volume 1990. [Google Scholar]
  33. Chang, Y.; Warren, C.; Lee, T. Virtual Reality Technology Induced Flow in the Spectator Sports Context: Empirical Examinations of VR Flow, Its Unique Antecedents, and Consequences. Sport Mark. Q. 2024, 33, 81–95. [Google Scholar] [CrossRef]
  34. Zhao, H.; Khan, A. The Students’ Flow Experience with the Continuous Intention of Using Online English Platforms. Front. Psychol. 2021, 12, 807084. [Google Scholar] [CrossRef]
  35. Huang, X.; Liu, C.; Chun, L.; Wei, Z.; Leung, X.Y. How children experience virtual reality travel: A psycho-physiological study based on flow theory. J. Hosp. Tour. Technol. 2021, 12, 777–790. [Google Scholar] [CrossRef]
  36. Wu, S.-H.; Wei, N.-C.; Hsu, H.-C.; Pu, T.-C. Exploring the intention of visiting the museum using immersive virtual reality technique and flow experience. Int. J. Organ. Innov. 2021, 14, 25–40. [Google Scholar]
  37. Wu, J.J.; Chang, Y.S. Towards understanding members’ interactivity, trust, and flow in online travel community. Ind. Manag. Data Syst. 2005, 105, 937–954. [Google Scholar] [CrossRef]
  38. Lee, D. Factors Affecting Satisfaction with Media Art Experiences and Intention to Re-experience: Focusing on Interactivity, Presence, and Flow. Int. J. Arts Manag. 2022, 25, 4–20. [Google Scholar]
  39. Lee, W.-j.; Kim, Y.H. Does VR tourism enhance users’ experience? Sustainability 2021, 13, 806. [Google Scholar] [CrossRef]
  40. Kim, J.-H.; Kim, M.; Park, M.; Yoo, J. How interactivity and vividness influence consumer virtual reality shopping experience: The mediating role of telepresence. J. Res. Interact. Mark. 2021, 15, 502–525. [Google Scholar] [CrossRef]
  41. Pelet, J.-É.; Ettis, S.; Cowart, K. Optimal experience of flow enhanced by telepresence: Evidence from social media use. Inf. Manag. 2017, 54, 115–128. [Google Scholar] [CrossRef]
  42. Junior Ladeira, W.; de Oliveira Santini, F.; Rasul, T.; Hasan Jafar, S.; Carlos De Oliveira Rosa, J.; Frantz, B.; Zandonai Pontin, P.; Antonio Lampert Dornelles, L. Telepresence in tourism and hospitality: A meta-analytic review of virtual environment. Curr. Issues Tour. 2025, 1–15. [Google Scholar] [CrossRef]
  43. Shi, M.; Deng, L.; Zhang, M.; Long, Y. How telepresence and perceived enjoyment mediate the relationship between interaction quality and continuance intention: Evidence from China Zisha-ware Digital Museum. PLoS ONE 2025, 20, e0317784. [Google Scholar] [CrossRef]
  44. Oliveira, W.; Hamari, J.; Joaquim, S.; Toda, A.M.; Palomino, P.T.; Vassileva, J.; Isotani, S. The effects of personalized gamification on students’ flow experience, motivation, and enjoyment. Smart Learn. Environ. 2022, 9, 16. [Google Scholar] [CrossRef]
  45. Ozkara, B.Y.; Ozmen, M.; Kim, J.W. Examining the effect of flow experience on online purchase: A novel approach to the flow theory based on hedonic and utilitarian value. J. Retail. Consum. Serv. 2017, 37, 119–131. [Google Scholar] [CrossRef]
  46. Lee, H.; Youn, N. Immersed in Art: The Impact of Affinity for Technology Interaction and Hedonic Motivation on Aesthetic Experiences in Virtual Reality. Empir. Stud. Arts 2025, 43, 355–384. [Google Scholar] [CrossRef]
  47. Ma, J.Y.; Xie, J.F.; Chen, C.-C. Exploring the structural relationships of microinteractions in perception and behavior by the hedonic motivation system adoption model. Int. J. Hum.–Comput. Interact. 2025, 41, 592–607. [Google Scholar] [CrossRef]
  48. Cuevas, L.; Lyu, J.; Lim, H. Flow matters: Antecedents and outcomes of flow experience in social search on Instagram. J. Res. Interact. Mark. 2021, 15, 49–67. [Google Scholar] [CrossRef]
  49. Xu, Y.; Wang, Y.; Khan, A.; Zhao, R. Consumer Flow Experience of Senior Citizens in Using Social Media for Online Shopping. Front. Psychol. 2021, 12, 732104. [Google Scholar] [CrossRef]
  50. Ayasrah, F.T.M. Exploring E-Learning readiness as mediating between trust, hedonic motivation, students’ expectation, and intention to use technology in Taibah University. J. Educ. Soc. Policy 2020, 7, 101–109. [Google Scholar] [CrossRef]
  51. Lyu, M.; Huang, Q. Visual elements in advertising enhance odor perception and purchase intention: The role of mental imagery in multi-sensory marketing. J. Retail. Consum. Serv. 2024, 78, 103752. [Google Scholar] [CrossRef]
  52. Yu, Y.; Ahn, J.-H.; Kim, D.; Park, K. Like it, buy it? Examining the role of bookmarking in the mediation of visual appeal and purchase intent from a dual-system perspective. Ind. Manag. Data Syst. 2024, 124, 1877–1901. [Google Scholar] [CrossRef]
  53. Joseph, A.; Vasundhara, T.; Thomas, T. How Social Media Influences Travel Decisions: The Effect of User-Generated Content, Visual Appeal, And Storytelling on Destination Intentions. South India J. Soc. Sci. 2024, 22, 349–359. [Google Scholar] [CrossRef]
  54. Chekembayeva, G.; Garaus, M. Authenticity matters: Investigating virtual tours’ impact on curiosity and museum visit intentions. J. Serv. Mark. 2024, 38, 941–956. [Google Scholar] [CrossRef]
  55. Khan, A.; Chen, C.-C.; Suanpong, K.; Ruangkanjanases, A.; Kittikowit, S.; Chen, S.-C. The impact of CSR on sustainable innovation ambidexterity: The mediating role of sustainable supply chain management and second-order social capital. Sustainability 2021, 13, 12160. [Google Scholar] [CrossRef]
  56. Wei, N.; Li, Z. Telepresence and interactivity in mobile learning system: Its relation with open innovation. J. Open Innov. Technol. Mark. Complex. 2021, 7, 78. [Google Scholar] [CrossRef]
  57. Song, J.; Kim, J.; Cho, K. Understanding users’ continuance intentions to use smart-connected sports products. Sport Manag. Rev. 2018, 21, 477–490. [Google Scholar] [CrossRef]
  58. Tawafak, R.M.; Romli, A.B.; Arshah, R.B.A. Continued intention to use UCOM: Four factors for integrating with a technology acceptance model to moderate the satisfaction of learning. IEEE Access 2018, 6, 66481–66498. [Google Scholar] [CrossRef]
  59. Anand, T.; Ramachandran, J.; Sambasivan, M.; Batra, G. Impact of hedonic motivation on consumer satisfaction towards online shopping: Evidence from Malaysia. E-Serv. J. 2019, 11, 56–88. [Google Scholar] [CrossRef]
  60. Jeon, H.; Choi, H.; Choi, J.; Ann, S. Virtual Event Experiences: Does the Virtual Event Platform Matter? Event Manag. 2025. [Google Scholar] [CrossRef]
  61. Wang, Q.; Li, X.; Yan, X. When the mindful ones experience flow: A moderated-mediation model of purchase intention in live commerce. Inf. Technol. People 2025. [Google Scholar] [CrossRef]
  62. Ortega, A.; Rural, J.; Palillo, D.; Malazzab, L.M.; Basina, J.I.S.; Obrador, J.A.; Ybañez, D.L.J. The use of EduPlatApps in teaching probability and its implication to student interactivity. AIP Conf. Proc. 2024, 3016, 040005. [Google Scholar]
  63. Wang, J.-c.; Santoso, H.B.; Changkaew, L.; Tamtama, G.I.W.; Windasari, N.A. Virtual Reality in Dark Tourism: Multisensory Virtual Tourism Experiences with Thermal Stimuli. ACM J. Comput. Cult. Herit. 2025, 18, 1–26. [Google Scholar] [CrossRef]
  64. Sinha, N.; Dhingra, S.; Sehrawat, R.; Jain, V. Customers’ intention to use virtual reality in tourism: A comprehensive analysis of influencing factors. Tour. Rev. 2025, 80, 742–766. [Google Scholar] [CrossRef]
Figure 1. Research Framework.
Figure 1. Research Framework.
Information 16 00484 g001
Figure 2. Hypotheses Results. Path Coefficients. *** p < 0.001, ** p < 0.01, * p < 0.05.
Figure 2. Hypotheses Results. Path Coefficients. *** p < 0.001, ** p < 0.01, * p < 0.05.
Information 16 00484 g002
Table 1. Summary of Key Studies on Virtual Tourism Adoption and Experience.
Table 1. Summary of Key Studies on Virtual Tourism Adoption and Experience.
Author(s) and YearContext/PlatformTheoretical FoundationMethodology/SampleKey FindingsRelevant Variables/Constructs
Arghashi and Yuksel [15]Retail AR ApplicationsFlow Theory, Consumer EngagementQuantitative StudyAR apps’ interactivity enhances consumer engagement through flow experiences.Interactivity, Flow, Consumer Engagement
Ruangkanjanases et al. [29]E-commerceECM, TAM, Flow TheoryEmpirical StudyFlow experience mediates between platform characteristics and consumer behavior.Flow, User Experience, Platform Characteristics
Kim et al. [3]VR ConcertsFlow Theory, TelepresenceEmpirical InvestigationTelepresence significantly influences the flow experience in VR concertsFlow, Telepresence, VR Experience
Oliveira et al. [44]Gamified LearningFlow Theory, Motivation TheoryExperimental StudyPersonalization affects flow experience and motivationFlow, Motivation, User Enjoyment
Sharma et al. [19]VR in EducationTechnology Adoption, Hedonic MotivationQuantitative StudyHedonic motivation mediates VR adoption in educationHedonic Motivation, Technology Adoption
Pan et al. [20]Museum MarketingVisual Communication TheoryEmpirical StudyVisual appeal and text interact to influence visit intentionVisual Appeal, Visit Intention
Wiangkham et al. [1]Virtual TourismBehavioral Intention TheorySpectral Clustering AnalysisIdentified distinct patterns in VR tourism adoption behaviorBehavioral Intention, VR Adoption
Yu et al. [2]VR/AR TourismExperience Quality TheoryEmpirical Study with Senior TouristsVR/AR enhances the experiential quality and reuse intention among seniorsExperiential Quality, Perceived Enjoyment, Reuse Intention
Table 2. Convergent Validity.
Table 2. Convergent Validity.
ConstructsCronbach AlphaRho_ACRAVE
FLE0.7170.7320.8400.637
HM0.8750.8770.9100.668
INT0.8860.8940.9210.745
PERV0.7250.7300.8450.645
PVA0.8160.8330.8760.639
TLP0.8060.8340.8700.628
VDI0.8860.8910.9210.745
Note: FLE = Flow Experience, HM = Hedonic Motivation, INT = Interactivity, PERV = Perceived Vividness, PVA = Perceived Visual Appeal, TLP = Telepresence, VDI = Visit Destination Intention.
Table 3. Fornell–Larcker criterion.
Table 3. Fornell–Larcker criterion.
ConstructsFLEHMINTPERVPVATLPVDI
FLE0.798
HM0.4590.818
INT0.4430.7190.863
PERV0.6160.4310.4000.803
PVA0.4060.4810.4430.4460.799
TLP0.4380.6240.5850.3620.3900.792
VDI0.3920.5690.5030.3530.4380.4740.863
Note: FLE = Flow Experience, HM = Hedonic Motivation, INT = Interactivity, PERV = Perceived Vividness, PVA = Perceived Visual Appeal, TLP = Telepresence, VDI = Visit Destination Intention.
Table 4. Heterotrait–Monotrait (HTMT).
Table 4. Heterotrait–Monotrait (HTMT).
ConstructsFLEHMINTPERVPVATLPVDI
FLE
HM0.552
INT0.5320.817
PERV0.8580.5430.500
PVA0.5010.5370.4800.560
TLP0.5280.7350.6980.4530.451
VDI0.4870.6380.5600.4410.4930.545
Note: FLE = Flow Experience, HM = Hedonic Motivation, INT = Interactivity, PERV = Perceived Vividness, PVA = Perceived Visual Appeal, TLP = Telepresence, VDI = Visit Destination Intention.
Table 5. Hypotheses Results.
Table 5. Hypotheses Results.
HypothesesPath Coefficient (β)T Valuesp ValuesResults
H1: INT → FLE0.1481.8960.058Not Supported
H2: PERV → FLE0.49210.1280.000Supported
H3: TLP → FLE0.1802.5250.012Supported
H4: FLE → HM0.4606.0750.000Supported
H5: FLE → PVA0.4086.2570.000Supported
H6: HM → VDI0.4637.7980.000Supported
H7: PVA → VDI0.2183.3900.001Supported
Note: FLE = Flow Experience, HM = Hedonic Motivation, INT = Interactivity, PERV = Perceived Vividness, PVA = Perceived Visual Appeal, TLP = Telepresence, VDI = Visit Destination Intention.
Table 6. Indirect Effects.
Table 6. Indirect Effects.
Indirect EffectsPath Coefficient (β)T Valuesp ValuesResults
FLE -> PVA -> VDI0.0892.8810.004Supported
FLE -> HM -> VDI0.2154.2230.000Supported
INT -> FLE -> HM -> VDI0.0331.4980.134Not Supported
PERV -> FLE -> HM -> VDI0.1054.0150.000Supported
TLP -> FLE -> HM -> VDI0.0392.0710.038Supported
Note: FLE = Flow Experience, HM = Hedonic Motivation, INT = Interactivity, PERV = Perceived Vividness, PVA = Perceived Visual Appeal, TLP = Telepresence, VDI = Visit Destination Intention.
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.

Share and Cite

MDPI and ACS Style

Zhou, L.; Zhou, H.; Cui, X.; Zhao, J. Antecedents and Consequences of Flow Experience in Virtual Reality Tourism: A Path Analysis of Visit Intention. Information 2025, 16, 484. https://doi.org/10.3390/info16060484

AMA Style

Zhou L, Zhou H, Cui X, Zhao J. Antecedents and Consequences of Flow Experience in Virtual Reality Tourism: A Path Analysis of Visit Intention. Information. 2025; 16(6):484. https://doi.org/10.3390/info16060484

Chicago/Turabian Style

Zhou, Lei, Huaqing Zhou, Xiaotang Cui, and Jing Zhao. 2025. "Antecedents and Consequences of Flow Experience in Virtual Reality Tourism: A Path Analysis of Visit Intention" Information 16, no. 6: 484. https://doi.org/10.3390/info16060484

APA Style

Zhou, L., Zhou, H., Cui, X., & Zhao, J. (2025). Antecedents and Consequences of Flow Experience in Virtual Reality Tourism: A Path Analysis of Visit Intention. Information, 16(6), 484. https://doi.org/10.3390/info16060484

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop