2.1. Augmented Reality Applications in Cultural Heritage Tourism
The application of AR technology in mobile environments dates back to the mid-1990s. Nowadays, the public can develop mobile AR apps using a variety of freely available platforms (
Syed et al., 2022), such as Unity AR Foundation, ARKit (Apple), ARCore (Google), Vuforia, and many others. Since the launch of Pokémon Go in 2016, consumer awareness, interest, and adoption of mobile AR apps have grown rapidly and at an accelerating rate (
Laor et al., 2022). The phenomenon is fueled by recent technological advancements in mobile computing and widespread adoption of smartphones (
Yavuz et al., 2021). When users point their smartphones toward an object of interest, the built-in digital camera captures the real-world environment and seamlessly overlays it with 3D graphics, information, or videos in real time, making smartphones the most suitable devices for mobile AR apps. In tourism, smartphones are essential tools in communication, accessing real-time information, navigating unfamiliar environments, and interacting with other digital services. Hence, AR can be seamlessly embedded within existing mobile travel apps to enhance tourist experience by providing interactive, real-time digital content streamed directly through their smartphones. Lonely Planet, a leading travel media company which is well known for its travel guides and expert advice for travelers worldwide, has identified AR as one of the major trends driving transformation for the travel and tourism sector. Not only revolutionizing how travelers engage with destinations, AR also plays a pivotal role in driving growth and innovation within the sector.
The use of mobile AR apps at cultural heritage sites is growing. The capability of mobile AR apps to provide real-time tour information makes them an ideal tool for guiding inexperienced travelers to navigate and explore the surroundings of a destination (
Spadoni et al., 2022). Because of overtourism and natural degradation of cultural heritage sites, access to certain areas of the sites is prohibited in order to preserve their original condition (
S. Zhang et al., 2023). While these conservation measures are essential, they undoubtedly limit visitors’ ability to fully experience and engage with the sites (
S. Zhang et al., 2023). AR has the potential to address this constraint through virtual reconstruction of tangible cultural heritage, including historic buildings and cultural artifacts, into 3D objects that can be digitally stored (
Boboc et al., 2022). Such an innovative approach not only aids in the restoration and preservation of fragile cultural heritage sites but also provides tourists with equal accessibility to interact with virtual replicas, enabling them to relive and connect with historical events through immersive experiences. In addition, using physical signage to display information is a major drawback in landscape design of cultural heritage sites because this conventional approach may cause disruption or change the destination’s original appearance (
tom Dieck & Jung, 2018). Ideally, AR can provide an effective solution by overlaying real-time digital signage when users explore the destinations through mobile AR apps (
tom Dieck & Jung, 2018). As more AR apps continue to emerge and more tourism-related enterprises start to leverage the technology to offer value-added products and services, travel is becoming increasingly interactive and enjoyable (
Cranmer et al., 2021), the potential of AR technology to enhance travel experience is now widely acknowledged by researchers, as it creates a fun, interactive, and meaningful learning environment for tourists by stimulating their imagination and increasing their interest in cultural heritage sites (
Fan et al., 2022;
Trunfio et al., 2022). Remarkably, AR apps also give cultural heritage sites an additional layer of competitive advantage in building a distinctive destination branding which can attract more tourists (
Graziano & Privitera, 2020).
In Malaysia, the use of mobile AR apps in cultural heritage tourism is becoming widespread through initiatives aimed at enhancing visitor engagement and supporting preservation efforts. For example, a gamified AR app launched at Kellie’s Castle in Perak combines 3D overlays, interactive storytelling, and task-based activities to connect younger audiences with cultural narratives, showing improved emotional engagement in usability studies. Similar projects like “Exp AR Malacca” which overlays AR content onto physical maps of traditional Malay houses, and personalized AR walking tours in Melaka’s heritage zone, have reported high user satisfaction and stronger cultural appreciation. Experimental tools such as 3D geovisualizations in Sarawak and wearable AR for UNESCO sites further highlight Malaysia’s growing interest in technology-driven preservation. Globally, top-rated AR apps like Streetmuseum in the UK and TimeLooper which is deployed at Ancient Rome sites use features such as geo-based storytelling, immersive 3D reconstructions, and gamification to enhance learning and engagement.
Although AR technology is now well-established, recent advancements in its use are greatly enhancing its capabilities within cultural heritage tourism. For instance, emerging frameworks that integrate generative AI, gamification, and AR are enabling more adaptive and personalized experiences in heritage tourism. Such systems provide interactive storytelling, real-time feedback, and behavior prediction, resulting in visitor experiences that are more engaging and contextually responsive (
Martusciello et al., 2025). Furthermore, mixed reality heritage performances (MRHPs), combining AR headsets with live theater, have been created as decolonizing tools that bring underrepresented or contested histories to life through immersive, emotional storytelling (
Dima et al., 2024). These performances foster emotional connection and reflection, deepening visitors’ appreciation of heritage. Moreover, AR navigation systems are being enhanced to incorporate multimodal content—such as audio, visuals, and text—and smart wayfinding using QR codes, as shown in prototype applications at the Han Yu heritage sites in China. These advancements enhance on-site learning and accessibility, while lessening dependence on physical infrastructure and minimizing the impact on delicate environments (
Liu, 2021). Collectively, these emerging applications demonstrate that integrating AR with other technologies transforms the visitor experience—not merely by introducing new technology but by fostering more meaningful, inclusive, and sustainable ways to engage with heritage.
Despite the increasing attention given to AR in cultural heritage tourism, important gaps persist in examining how experiential satisfaction relates to the intention to continue using these technologies. An in-depth review of AR/VR tourism research shows that, while there is substantial focus on user experience and tourist behavioral intentions, there remains a clear shortage of studies that directly link user satisfaction with AR experiences to the intention to continue using such applications as a combined construct (
Fan et al., 2022). Similarly, field experiments often focus on users’ immediate experiences and short-term behavioral outcomes, but they rarely extend to examining how these experiences influence long-term usage of AR applications (
K. Zhang et al., 2024). Taken together, these findings highlight a significant research gap: although early AR experiences in cultural heritage tourism have been widely studied, the complex relationship between user satisfaction and the intention to continue using mobile AR apps over time has received limited attention. Bridging this gap is essential to deepen understanding of user loyalty and long-term engagement—an issue the next section aims to explore.
2.2. Expectation Confirmation Model (ECM)
In 1980, Oliver introduced the expectation confirmation theory (ECT) to study consumer satisfaction and repurchase behavior in marketing research. Through adapting ECT, Bhattacherjee developed the ECM in 2001 to study user satisfaction and continuous usage intention of technologies in information system research (
Bhattacherjee, 2001). The ECM is considered a more effective approach for evaluating the success of an information system compared to assessing its initial acceptance through ECT which is based on the technology acceptance model (
Davis, 1989). Firstly, the ECM postulates that the degree of confirmation influences users’ perceptions about how technology is useful in supporting their tasks. Moreover, the ECM suggests that users feel satisfied when they perceive the technology as useful. Finally, the ECM posits that user satisfaction makes them use technology continuously (
Bhattacherjee, 2001). The structural relationships hypothesized in the ECM have been empirically validated by researchers in recent studies within the context of various mobile apps, such as mobile learning (
Dou et al., 2025), mobile banking services (
Rabaa’i & ALMaati, 2021), and mobile accommodation booking (
Park & Lee, 2023). However, limited attention has been given to mobile AR apps. This study defines (i) confirmation as the tourists’ “perception of the congruence between expectation” of using the mobile AR app and “its actual performance”; (ii) perceived usefulness as their “perception of the expected benefits” of using the app; (iii) experiential satisfaction as their “feelings about prior usage” of the app; and (iv) continuance intention to use as their “intention to continue using” the app. Thus, the hypotheses are as follows:
H1. Confirmation has a significant positive effect on perceived usefulness.
H2. Confirmation has a significant positive effect on experiential satisfaction.
H3. Perceived usefulness has a significant positive effect on experiential satisfaction.
H4. Perceived usefulness has a significant positive effect on continuance intention to use.
H5. Experiential satisfaction has a significant positive effect on continuance intention to use.
2.3. Unified Theory of Acceptance and Use of Technology 2 (UTAUT2)
Research on new tourism technology must take into account determinants other than the ECM’s core constructs to better understand whether users have a satisfactory experience when using the technology and their intention to use the technology repetitively (
Zhong et al., 2015). Developed by Venkatesh, Thong, and Xu in 2012, the core constructs of UTAUT2 have undergone a substantial refinement and they consistently demonstrated a strong explanatory power in numerous studies of information technology adoption. As such, this study integrates the core constructs of UTAUT2 with ECM to investigate tourists’ experiential satisfaction and their continuance usage intention of a mobile AR app. Although the integration of the ECM and UTAUT2 has been tested to gauge post-adoption behavior of general mobile apps (
Tam et al., 2020;
Islam & Azad, 2015), validating the integrated framework for AR technology in cultural heritage tourism remains scarce.
Five core constructs in UTAUT2 are integrated with the ECM in this study. First, performance expectancy is referred to as “the user’s perception that using mobile AR apps will improve their travel planning and destination experience”. This study treats performance expectancy in UTAUT2 and perceived usefulness in the ECM as interchangeable when integrating the two models because both concepts refer to the users’ belief that using technology will help them achieve desired outcomes or improve performance. Secondly, to encourage adoption, users should perceive using a new technology as effortless. Thus, this study defines effort expectancy as the “degree of ease associated with the use” of mobile AR apps. Studies have shown that effort expectancy influences users’ satisfaction and their intention to continue using social mobile apps (
Akdim et al., 2022) and mobile AR apps (
Tam et al., 2020). Thirdly, this study defines social influence as “the degree to which an individual perceives that important others believe he or she should use” the mobile AR apps. Social influence was found to influence users’ satisfaction in general mobile apps (
S. Lee & Kim, 2021) and their continuance usage intention in mobile AR apps (
Hung et al., 2021). Furthermore, individuals are more likely to use new technology when they perceive strong support from their surroundings, especially in terms of technical infrastructure (
Venkatesh et al., 2012). However, there are conflicting findings regarding the relationship between facilitating conditions and users’ intention to continue using mobile apps (
Tam et al., 2020). This study defines facilitating conditions as “the degree to which an individual believes that an organizational and technical infrastructure exists to support use” of the mobile AR app. Lastly, individuals’ sense of fun or enjoyment when using new technology in a non-work context is a key predictor of their intention to adopt it (
Hong et al., 2017). Hedonic motivation was found to influence users’ satisfaction (
K. Kim et al., 2016). However, a previous study reported contradictory findings regarding the relationship between hedonic motivation and users’ intention to continue using mobile AR apps (
Tam et al., 2020). Hedonic motivation is defined as “the fun or pleasure derived from using” the mobile AR app. Thus, the hypotheses are as follows:
H6. Effort expectancy has a significant positive effect on experiential satisfaction.
H7. Social influence has a significant positive effect on experiential satisfaction.
H8. Facilitating conditions have a significant positive effect on experiential satisfaction.
H9. Hedonic motivation has a significant positive effect on experiential satisfaction.
H10. Effort expectancy has a significant positive effect on continuance intention to use.
H11. Social influence has a significant positive effect on continuance intention to use.
H12. Facilitating conditions have a significant positive effect on continuance intention to use.
H13. Hedonic motivation has a significant positive effect on continuance intention to use.