scispace - formally typeset
Open AccessJournal ArticleDOI

Cross-cultural differences in adopting mobile augmented reality at cultural heritage tourism sites

TLDR
In this paper, the authors explored the cultural differences and the effect on AR acceptance in cultural heritage tourism sites, focusing on the aesthetic and hedonic characteristics of AR applications, and found that the aesthetics of AR have a strong influence on perceived enjoyment.
Abstract
Augmented reality (AR) is increasingly used in cultural heritage tourism sites for the enhancement of the tourist experience. However, behavioral intention to adopt AR is dependent on cultural traits, and close investigation is required on cultural differences. To explore these cultural differences and the effect on AR acceptance in cultural heritage tourism sites, this study aims to focus on the aesthetic and hedonic characteristics of AR applications.,Data were collected in two countries with strong contrasts in Hofstede’s cultural dimensions to explore cultural differences in AR acceptance. In total, 145 questionnaires were collected in Deoksugung Palace, South Korea, and 119 questionnaires were collected in the An Post Museum, Republic of Ireland. Data were analyzed using PLS Graph 3.0.,The findings confirmed that the aesthetics of AR have a strong influence on perceived enjoyment. Furthermore, this study supported the notion that high power distance, collectivism and high uncertainty avoidance culture such as South Korea’s perceives stronger dependence on social influence and the hedonic characteristics of AR.,AR innovation and marketing within the hospitality and tourism industry requires an understanding of cultural differences to ensure successful implementation. In addition, tourism and hospitality managers need to ensure that the needs and requirements of different target markets are met.,This study applied Hofstede’s cultural dimensions to explore the differences between two very distinct countries with regard to AR acceptance. The findings provide important implications for the implementation of tourism AR applications for different countries, especially considering international target markets.

read more

Content maybe subject to copyright    Report

Jung, T, Lee, H, Chung, N and tom Dieck, Mandy (2018) Cross-Cultural Dif-
ferences in Adopting Mobile Augmented Reality at Cultural Her itage Tourism
Sites. International Journal of Contemporary Hospitality Management, 30
(3). pp. 1621-1645. ISSN 0959-6119
Downloaded from:
https://e-space.mmu.ac.uk/619134/
Version: Accepted Version
Publisher: Emerald
DOI: https://doi.org/10.1108/IJCHM-02-2017-0084
Please cite the published version
https://e-space.mmu.ac.uk

1
Please cite as: Jung, T., Lee, H., Chung, N. & tom Dieck, M.C. (2018). Cross-Cultural Differences in
Adopting Mobile Augmented Reality at Cultural Heritage Tourism Sites. International Journal of
Contemporary Hospitality Management. 30(8).
Cross-Cultural Differences in Adopting Mobile Augmented Reality at
Cultural Heritage Tourism Sites
Purpose
Augmented reality (AR) is increasingly used in cultural heritage tourism sites for the enhancement of
the tourist experience. However, behavioral intention to adopt AR is dependent on cultural traits and
close investigation is required on cultural differences. To explore these cultural differences and the
effect on AR acceptance in cultural heritage tourism sites, the current study focused on the aesthetic
and hedonic characteristics of AR applications.
Design/methodology/approach
Data were collected in two countries with strong contrasts in Hofstede’s cultural dimensions to explore
cultural differences in AR acceptance. In total, 145 questionnaires were collected in Deoksugung
Palace, South Korea, and 119 questionnaires were collected in the An Post Museum, Republic of
Ireland. Data were analyzed using PLS Graph 3.0.
Findings
The findings confirmed that the aesthetics of AR have a strong influence on perceived enjoyment.
Furthermore, this study supported the notion that high-power distance, collectivism and high
uncertainty avoidance culture such as South Korea’s perceives stronger dependence on social influence
and the hedonic characteristics of AR.
Practical Implications
AR innovation and marketing within the hospitality and tourism industry requires an understanding of
cultural differences to ensure successful implementation. In addition, tourism and hospitality managers
need to ensure that the needs and requirements of different target markets are met.
Originality/value
This study applied Hofstede’s cultural dimensions to explore the differences between two very distinct
countries with regard to AR acceptance. The findings provide important implications for the
implementation of tourism AR applications for different countries, especially considering international
target markets.
Keywords: augmented reality, cross-cultural analysis, acceptance, cultural heritage
tourism sites

2
Introduction
Applications such as Pokémon Go (http://www.pokemongo.com) have led to an increased awareness,
interest and use of augmented reality (AR) for everyday uses (Rauschnabel et al., 2017). The overlay
of digital information onto users’ direct surroundings provides opportunities for various industries
including the enhancement of the tourism experience (tom Dieck and Jung, 2015). The recent success
and emergence of AR can be directly linked to the penetration of smartphones, which in turn have long
been considered for mediating tourist experiences (Wang et al., 2012). According to numerous
scholars, cultural heritage tourism has grown to become one of the dominant tourism sectors served
by mobile AR applications (Portalés et al., 2009; Tutunea, 2013). Within the cultural heritage tourism
context, AR can be used to digitally restore artifacts or re-create historic events while at the same time
preventing the degradation of cultural heritage sites (Haugstvedt & Krogstie, 2012; Portalés et al.,
2009; Stanco et al., 2012). Overall, AR applications were found to create enjoyable, meaningful and
enhanced tourism experiences (Jung et al., 2015). Over the last five years, a number of cultural heritage
institutions (e.g., Deoksugung and Gyeongbokgung Palaces in Seoul, An Post Museum in Dublin, the
Louvre, the British Museum) all over the world have developed and implemented mobile AR
applications.
Research on AR has expanded over the past years, with scholars interests including user acceptance
(Jung et al., 2015), user experience (Han et al., 2017), user requirements (tom Dieck et al., 2016),
perceived value (tom Dieck & Jung, 2017), value co-creation (Jung & tom Dieck, 2017), wearable
augmented reality (Rauschnabel et al., 2015, Tussyadiah et al., 2017) and the tourism learning
experience (Moorhouse et al., 2016). However, there are only a few studies within the hospitality
context, and those that exist have focused on AR’s navigation opportunities and finding points of
interest such as hotels and restaurants (Marimon et al., 2010; Mulloni et al., 2010). Tuominen and
Ascencao (2016) looked at tomorrow’s hotel and explored new technologies and their effect on service
design. However, although they acknowledge that the future hotel room will include augmented
experiences, a specific investigation of AR was not conducted. Augment (2016, p. 1) posted about AR
opportunities for the hotel industry stating, “hoteliers can easily offer prospective guests the experience
of visualizing the property, exploring individual rooms, and searching for nearby attractions in an
immersing and interactive manner. This insight clearly shows the marketing and customer
relationship management opportunities of AR for the hospitality industry.
Although various AR applications have been widely implemented, cultural differences are recognized
as influencing the acceptance of technology in general and AR in particular (Harris et al., 2005).
Nevertheless, AR-related research on cultural differences is limited. A number of prior studies (Cho
& Cheon, 2005; Harris et al., 2005; Kim et al., 2011) have shown that the process of generating
behavioral intentions to use technologies varies among cultures. These studies have selected several
countries with a similar level of social or technological development but very different cultural profiles.
For example, Korea and Japan, and the United States and the United Kingdom were chosen in a study
by Cho and Cheon (2005) as countries having strong advertising revenues in Eastern and Western
cultures, respectively, yet with completely different cultural profiles.
One study by Han et al. (2009) explored the acceptance of tutoring robots with augmented reality
services and revealed that there are cultural differences among Western and Eastern users. For instance,
they found that Europeans considered robots simply as machines, whereas Asians believed robots to
be their friends. This was confirmed by Harris et al. (2005) who stated that the strength of the
relationship among the beliefs, social influence, and intention to use AR can differ from culture to
culture. Further, Balog and Pribeanu (2010) revealed that generalizability of AR acceptance studies is
always limited due to a lack in focus on cultural differences. Overall, these examples show that AR

3
plays an increasingly important role for future society with new technological developments (e.g.,
robots); however, acceptance seems to be clearly linked to cultural traits.
Nevertheless, little is known about how cultural traits influence AR acceptance. Thus, this study aimed
to explore the cultural differences in AR adoption. The first objective of this study was to explore the
effects of aesthetics and perceived attributes, including enjoyment, on behavioral intention to use AR
in cultural heritage tourism sites. Also, this study examined the aesthetics of AR, a construct originally
proposed in the Experience Economy concept by Pine and Gilmore (1998). The second objective of
this study was to investigate the influence of cultural differences between South Korea and Ireland on
these causal sequences. Further, the motivational theory by Deci (1975) and the technology acceptance
model by Davis (1989) were used to investigate the enjoyment of AR. In this regard, the present study
investigated the cultural difference index values of the top 15 countries with the highest smartphone
penetration rate in the first quarter of 2013. Among them, Ireland and South Korea were found to be
farthest from each other from the cultural viewpoint. Therefore, these two countries were selected to
explore how differences in culture may influence beliefs and intention to use AR applications by
drawing upon the cultural difference dimensions proposed by Hofstede (1980). Furthermore, the
current study focuses on the aesthetics and enjoyment of AR application from the perspective of the
hedonic information system.
Theoretical Background
Aesthetic and Hedonic Features of Augmented Reality
AR is the digital overlay of computer-generated content into users direct field of vision, thus creating
the illusion of virtual and real objects coexisting in the same space (tom Dieck & Jung, 2015).
Consequently, AR not only enhances the real environment, but also users cognitive capability toward
their surroundings in real time, as shown in Figure 1 (Bujak et al., 2013).
Insert Figure 1 about here
The nature of AR allows tourists to immerse themselves in a virtually enhanced real environment (Di
Serio et al., 2013). According to Pine and Gilmore (1998, p. 31), immersion can be defined as
“becoming physically or virtually a part of the experience itself. Pine and Gilmore (1998) furthermore
proposed the four realms of the experience economy, which are entertainment, education, aesthetics
and escapism. In the present study, we were particularly interested in aesthetic experiences, which
have been defined as being “indulged in environments” (Oh et al., 2007, p. 121) and features
consumers’ passive participation and immersion. Taking these definitions into account, tourists who
use the AR application at cultural heritage tourism sites only passively participate in activities that do
not directly affect or influence the performance while being immersed in the experience. In particular,
aesthetics play an important role in application-based AR applications (Wang et al., 2012) as
smartphones have physical constraints (e.g., smaller displays with lower resolution than traditional
devices) (Sadeh, 2003). Thus, it is important to design mobile applications by taking into account
smartphone capabilities to ensure that information and content is delivered accurately and clearly (Lee
& Chung, 2009).
This study also focused on both the hedonic and utilitarian features of AR using Deci’s (1975)
motivational theory. Motivational theory proposes that user adoption of a service or product should be
effected and explained by extrinsic and intrinsic motivations (Deci, 1975). Within information
technology usage, according to Deci and Ryan (1987), extrinsic motivations are concerned with the
drive of the utilitarian purpose, such as receiving rewards or benefits and rationally analyzing functions.
On the other hand, intrinsic motivations relate to the drive of hedonic purposes, including the
expectation of pleasure, satisfaction and overall delight (Vallerand, 1997; Van der Heijden, 2004).

4
Perceived usefulness, ease of use and enjoyment are among the principal constructs of technology
acceptance studies to predict users’ attitudes and behavioral intentions (Davis, 1989; Kim et al., 2009;
Van der Heijden, 2004). While perceived usefulness and ease of use focus on extrinsic motivation,
perceived enjoyment is related to intrinsic motivation (Ayeh et al., 2013; Van der Heijden, 2004).
Numerous studies have investigated the relationship between perceived attributes of AR, attitudes and
behavioral intentions. However, most have considered only the utilitarian components of AR, such as
perceived usefulness and ease of use (e.g., Vlahakis et al., 2001); only a few attempts have been made
to investigate the hedonic components of AR. Therefore, the present study investigated extrinsic and
intrinsic motivations and their influence on the behavioral intention to use AR in cultural heritage
tourism sites.
Cultural Differences
In tourism research, cross-cultural differences have been perceived as significant because tourists’
cultural background is related to the experience they seek. Thus, investigating cultural differences
among tourists is regarded as the basis for any successful marketing strategy (Landauer et al., 2013).
The tourism industry, combined with IT, is becoming more and more international (Li, 2012) and
facing an increasing number of inbound tourists from different cultures (Tsang & Ap, 2007).
According to Lee (2013), cultural differences are often considered a barrier to technology transfer and
Harris et al. (2005) supported the idea that information system acceptance is largely influenced by
culture. In particular, AR is strongly affected by culture-level phenomena because it features
interactions and operates as part of a network and, therefore, a cross-cultural approach on IT
acceptance is required and necessary (Di Serio et al., 2013; Harris et al., 2005). This study drew on
Hofstede’s (1980) cultural dimensions to explore the influence of cultural differences on AR
acceptance in Ireland and South Korea. Hofstede (1980) defined culture as “the collective
programming of the mind which distinguishes the members of one human group from another” (p.
260). Furthermore, Hofstede (1980) suggested the four cultural dimensions (long-term orientation was
subsequently added by Hofstede and Bond, 1988) through which countries are comparable:
masculinity/femininity; power distance; individualism/collectivism; and uncertainty avoidance.
Definitions of these dimensions are displayed in Table 1.
As discussed previously and presented in Table 1, South Korean culture has characteristics of
femininity, high power distance, collectivism and high uncertainty avoidance while Ireland culture has
masculinity, low power distance, individualism and low uncertainty avoidance. South Korea and
Ireland have high smartphone penetration rates, ranking second (73.0%) and eleventh (57.0%),
respectively worldwide (Richter, 2013). In addition, both countries have launched AR applications in
cultural heritage tourism sites. In South Korea, AR applications have been developed for cultural
heritage sites by government organizations, such as the Korea Tourism Organization, the Ministry of
Science, ICT and Future Planning, and the Culture Heritage Administration. Deoksugung Palace, one
of the royal palaces in Korea, launched a mobile application called Deoksugung, in my hands, which
contains 1,634 items such as pictures, videos and 3D images related to the palace and nearby points of
interest through AR (http://visitkorea.or.kr). In Ireland, the Dublin AR application, which contains
text, pictures and video, was developed for the An Post Museum, one of the historic buildings along
Dublin’s independence trail. The project was initiated to create awareness and enhance the tourist
experience in the context of Dublin’s historical heritage (tom Dieck & Jung, 2015).
Insert Table 1 about here

Citations
More filters
Journal ArticleDOI

Virtual Reality, Presence, and Attitude Change: Empirical Evidence from Tourism

TL;DR: In this article, the effectiveness of VR experience in inducing more favorable attitude toward tourism destinations and shaping visitation intention was investigated. But the authors focused on the positive consequences of the sense of presence in VR experiences.
Journal ArticleDOI

Technological disruptions in services: lessons from tourism and hospitality

TL;DR: In this article, the authors explore critical technological advancements using a value co-creation lens to provide insights into service innovations that impact ecosystems, and identify three areas of likely future disruption in service experiences: extra-sensory experiences, hyper-personalized experiences and beyond-automation experiences.
Journal ArticleDOI

Exploring the role of next-generation virtual technologies in destination marketing

TL;DR: In this paper, the authors investigated whether the perceived visual appeal of virtual reality and the emotional involvement of users had a positive impact on the behavioral intentions to visit a cultural heritage site in a destination.
Journal ArticleDOI

Determining visitor engagement through augmented reality at science festivals: An experience economy perspective

TL;DR: Findings show that the four realms of experience economy influence satisfaction and memory and, ultimately, the intention for visitor engagement with science research at science festivals.
Journal ArticleDOI

Research progress on virtual reality (VR) and augmented reality (AR) in tourism and hospitality: A critical review of publications from 2000 to 2018

TL;DR: In this article, the main developments of virtual reality and augmented reality (AR) research in hospitality and tourism are examined. But, the main focus of VR/AR research in tourism and tourism is not on the applications, but on the research directions for tourism and hospitality research on VR and AR.
References
More filters
Journal ArticleDOI

Evaluating Structural Equation Models with Unobservable Variables and Measurement Error

TL;DR: In this paper, the statistical tests used in the analysis of structural equation models with unobservable variables and measurement error are examined, and a drawback of the commonly applied chi square test, in additit...
Book

Using multivariate statistics

TL;DR: In this Section: 1. Multivariate Statistics: Why? and 2. A Guide to Statistical Techniques: Using the Book Research Questions and Associated Techniques.
Journal ArticleDOI

Common method biases in behavioral research: a critical review of the literature and recommended remedies.

TL;DR: The extent to which method biases influence behavioral research results is examined, potential sources of method biases are identified, the cognitive processes through which method bias influence responses to measures are discussed, the many different procedural and statistical techniques that can be used to control method biases is evaluated, and recommendations for how to select appropriate procedural and Statistical remedies are provided.

Perceived Usefulness, Perceived Ease of Use, and User

TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.
Journal ArticleDOI

Perceived usefulness, perceived ease of use, and user acceptance of information technology

TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
Related Papers (5)
Frequently Asked Questions (14)
Q1. What are the contributions in "Cross-cultural differences in adopting mobile augmented reality at cultural heritage tourism sites" ?

Jung et al. this paper explored the acceptance of tutoring robots with augmented reality services and revealed that there are cultural differences among Western and Eastern users. 

Therefore, future research is advised to explore gender differences as part of a study on AR cultural differences in order to fully understand the acceptance of AR among different countries and cultures. Thus, it is a possibility that aesthetics and functional differences among the two AR applications are reflected in the results. Consequently, further studies should include tourists from different cultures while using exactly the same AR application to show the true impact of cultural differences on behavioral intention to use AR. 

Perceived usefulness, ease of use and enjoyment are among the principal constructs of technology acceptance studies to predict users’ attitudes and behavioral intentions (Davis, 1989; Kim et al., 2009; Van der Heijden, 2004). 

In terms of the impact of social influence on behavioral intention to use AR, respondents in South Korea — having collectivism, higher uncertainty avoidance and a higher power distance culture — displayed stronger dependence on social influence. 

The recent success and emergence of AR can be directly linked to the penetration of smartphones, which in turn have long been considered for mediating tourist experiences (Wang et al., 2012). 

In tourism research, cross-cultural differences have been perceived as significant because tourists’ cultural background is related to the experience they seek. 

According to Ahuja and Thatcher (2005), relatively small sample sizes and few assumptions about the measurement scale and normal distribution are just a few of the advantages of this regression analysis. 

By drawing on a structural equation model, this study empirically tested the effect of cultural differences on the causal sequence toward behavioral intention to use AR. 

Although AR applications investigated are spontaneously and voluntarily used by tourists, this study added social influence as an independent construct to investigate the influence of social influence on the behavioral intention to use AR. 

While perceived usefulness and ease of use focus on extrinsic motivation, perceived enjoyment is related to intrinsic motivation (Ayeh et al., 2013; Van der Heijden, 2004). 

Balog and Pribeanu (2010) revealed that generalizability of AR acceptance studies is always limited due to a lack in focus on cultural differences. 

Practical Implications AR innovation and marketing within the hospitality and tourism industry requires an understanding of cultural differences to ensure successful implementation. 

In addition, the effect of enjoyment on behavioral intentions has been supported by numerous technology acceptance studies (e.g., Gao & Bai, 2014; Lu & Su, 2009). 

Perceived usefulness was predicted by aesthetics of AR (β = 0.393, p < 0.001) and perceived ease of use (β = 0.368, p < 0.001) which explained 43.6% of perceived usefulness variance.