A Comparative Study of VR and 2D Tourism Videos: A Thematic Analysis of Virtual Tourism Experiences Among Generation Z
Abstract
1. Introduction
2. Literature Review
2.1. Defining Immersive Experiences in Tourism Videos
2.2. Components of Immersive Experiences
2.2.1. Interactivity
2.2.2. Authenticity
2.2.3. Presence
2.3. Understanding Perceived Value in Tourism Videos
2.3.1. Cognitive Value
2.3.2. Learning Value
2.3.3. Hedonic Value
3. Materials and Methods
3.1. Data Collection
3.2. Data Analysis
4. Results
4.1. Interactivity
4.2. Authenticity
4.3. Presence
4.4. Learning Value
4.5. Cognitive Value
4.6. Hedonic Value
5. Discussion
6. Conclusions
6.1. Theoretical Implications
6.2. Practical Implications
7. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Codes | Number of Participants | Percentages |
---|---|---|
Active Participation | 15 | 28.85% |
Move Around | 10 | 19.23% |
Look Around/Surrounding | 9 | 17.31% |
Hard to Follow/Pace (-) | 8 | 15.38% |
No Control (-) | 8 | 15.38% |
Distracting (-) | 3 | 5.77% |
Codes | Number of Participants | Percentages |
---|---|---|
Familiar/Recognize/Resonate | 15 | 28.85% |
Genuine | 7 | 13.46% |
Typical | 4 | 7.69% |
Lacking/Limited (-) | 6 | 11.54% |
Commercial/Touristy (-) | 4 | 7.69% |
Already Know (-) | 4 | 7.69% |
Codes | Number of Participants | Percentages |
---|---|---|
Actually There | 10 | 19.23% |
Engaging | 8 | 15.38% |
Immerse | 8 | 15.38% |
Hard to Watch/Too Fast (-) | 8 | 15.38% |
Distracting (-) | 8 | 15.38% |
Overwhelmed (-) | 2 | 3.87% |
Codes | Number of Participants | Percentages |
---|---|---|
Interesting | 16 | 30.77% |
Stimulate Interest | 15 | 28.85% |
Want to Visit | 7 | 13.46% |
Didn’t Stimulate Interest (-) | 5 | 9.62% |
Not Informational (-) | 3 | 5.77% |
No New Interest to Travel (-) | 2 | 3.85% |
Codes | Number of Participants | Percentages |
---|---|---|
Culture | 18 | 34.62% |
Gained Knowledge of Destination | 9 | 17.31% |
Details | 6 | 11.54% |
Lack of Information (-) | 4 | 7.69% |
Seen Before (-) | 3 | 5.77% |
Didn’t Learn (-) | 2 | 3.85% |
Codes | Number of Participants | Percentages |
---|---|---|
Calm/Peaceful/Relaxing | 18 | 34.62% |
Excitement | 14 | 26.92% |
Enjoyment | 12 | 23.08% |
Overwhelming (-) | 6 | 11.54% |
Boring/Not Exciting (-) | 5 | 9.62% |
Uncomfortable (-) | 2 | 3.85% |
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Shen, Y.; Schwab, K.; Tsutsumi, A.; Fey, K. A Comparative Study of VR and 2D Tourism Videos: A Thematic Analysis of Virtual Tourism Experiences Among Generation Z. Tour. Hosp. 2025, 6, 200. https://doi.org/10.3390/tourhosp6040200
Shen Y, Schwab K, Tsutsumi A, Fey K. A Comparative Study of VR and 2D Tourism Videos: A Thematic Analysis of Virtual Tourism Experiences Among Generation Z. Tourism and Hospitality. 2025; 6(4):200. https://doi.org/10.3390/tourhosp6040200
Chicago/Turabian StyleShen, Ye, Keri Schwab, Aja Tsutsumi, and Katherine Fey. 2025. "A Comparative Study of VR and 2D Tourism Videos: A Thematic Analysis of Virtual Tourism Experiences Among Generation Z" Tourism and Hospitality 6, no. 4: 200. https://doi.org/10.3390/tourhosp6040200
APA StyleShen, Y., Schwab, K., Tsutsumi, A., & Fey, K. (2025). A Comparative Study of VR and 2D Tourism Videos: A Thematic Analysis of Virtual Tourism Experiences Among Generation Z. Tourism and Hospitality, 6(4), 200. https://doi.org/10.3390/tourhosp6040200