Revitalizing Non-Popular Destinations as Digital Information Systems: An LIS Perspective on AR Gamification, Information Engagement, and Generation Z’s Visit Intentions
DOI:
https://doi.org/10.4314/84j4np62Keywords:
Augmented Reality, Gamification, Information Behavior, Digital Information Systems, Communicative Sense-Making, Cognitive Information Engagement, Generation Z.Abstract
Based on the Tri-component Attitude Model, this study explores the antecedents of Generation Z tourists’ actual visit intention in the context of augmented reality (AR) gamified tourism experiences at non-popular scenic spots in China. The research investigates the impact of gamification (stimulus) and psychological factors (flow, enjoyment, destination knowledge, and place attachment) on actual visit intention (response). This study aims to investigate the AR-gamified tourism phenomena from a digital perspective, particularly as a mediated information system, supporting the retrieval, communication, and sense-making as well as cognitive engagement processes. A scenario-based quantitative study was conducted, where 360 adult Generation Z tourists with prior AR experience viewed a high-fidelity AR video simulation before completing an online questionnaire. Data were analyzed using SmartPLS. Results indicate that gamification significantly enhances f low and enjoyment. Subsequently, enjoyment and f low positively influence destination knowledge and place attachment. Crucially, the findings reveal that destination knowledge, in directly promoting actual visit intention. As a result, further reaches of LIS theory were demonstrated due to the immersion of the adaptable, ICT-based environment that transforms a destination into an interactive information repository, changing the information behavior of individuals along with knowledge-based decision making.