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Tourism, Technologies and Consumption in the 5.0 Era
Discovery and Reflection in the Face of Organizational and Societal Issues
Pierre-Henry Leveau (Author)
9781786309839, Wiley
Hardback, published 8 July 2025
352 pages
28 x 19 x 2.5 cm, 0.68 kg
History shows us that technologies help humankind in our daily activities. Every major technological evolution brings about an economic, cultural and social revolution, transforming the lifestyles of citizens, professional organizations and consumer practices. Digital technologies are a perfect illustration of this, and tourism is no exception. Soon, the technologies of the "X.0" generation (AI, cobots, biotechnologies, etc.) will herald a new socio-technological revolution, ushering in the 5.0 era. Tourism, Technologies and Consumption in the 5.0 Era explores the role and challenges of new technologies in “Society 5.0”, which is gradually transforming the practices of both tourism professionals and travelers. Faced with the challenges of climate change and sustainable development, it examines the opportunities and limits of bionumeric technologies for more sustainable and responsible tourism. This book helps us decipher a world in transition, where digital technologies will reinvent consumer experiences, particularly in tourism, and encourage more socially responsible behavior.
Preamble xv Foreword by B. Joseph Pine II xvii Foreword by Sandra Camus xix Preface xxi Introduction xxiii Part 1. Digital (R)evolutions, Tourism and Consumer Experiences 1 Introduction to Part 1 3 Chapter 1. Tourism 4.0 5 1.1. Tourism revolutions 5 1.2. Smart tourism 7 1.3. Tourism 4.0. 8 1.4. The challenges of Tourism 4.0 in the face of tourism evolution 20 1.5. Tourism 4.0, smart tourism and Society 5.0 25 1.6. Conclusion 26 Chapter 2. Tourism and the 5.0 User Experience 27 2.1. From user experience to consumption 27 2.2. The experiential approach to consumption 30 2.3. The virtual consumer experience 33 2.4. Tourism, marketing and digital technologies 36 2.5. From Consumer 1.0 to Consumer 4.0 41 2.6. Consumption and tourism in the 5.0 era 43 2.7. Conclusion 48 Part 2. Consumer Experience 5.0 Through Its Five Properties 49 Introduction to Part 2 51 Chapter 3. Virtual Reality and Tourist Experiences 55 3.1. Consumer experiences with VR 55 3.2. VR: from notion to concept 60 3.3. History of a technology 64 3.4. VR interfaces and interaction devices 68 3.5. VR experiences in tourism 73 3.6. Conclusion 75 Chapter 4. The Metaversification of the 5.0 Consumer Experience 77 4.1. The virtual world of the 5.0 consumer experience 77 4.2. Typology of virtual worlds 78 4.3. The place of virtual spaces in marketing 82 4.4. Conclusion 85 Chapter 5. A Human-Machine Relationship 87 5.1. The human-technological relationship 87 5.2. An initially material relationship 89 5.3. VR: from humans to the virtual universe 89 5.4. From machine tools to virtual beings 91 5.5. Conclusion 92 Chapter 6. An Algorithmic Social Relationship 93 6.1. Socialized consumption 93 6.2. Consumer identity 5.0 95 6.3. Social relations in the 5.0 era 97 6.4. Conclusion 106 Chapter 7. A Multisensory Experience 109 7.1. Sensory marketing 109 7.2. The senses, sensation and perception in homo sensorial 110 7.3. The sensory design of the consumer experience 117 7.4. VR: a common-sense experience 120 7.5. VR: a sensory consumer experience 125 7.6. Conclusion 126 Chapter 8. Empowerment 129 8.1. Empowerment and sensorimotor interactions 129 8.2. Empowerment and the 5.0 consumer-actor 132 8.3. Generative AI in Marketing 5.0 135 8.4. Conclusion 136 Part 3. Embodiment in the 5.0 Consumer Experience 139 Introduction to Part 3 141 Chapter 9. The Sense of Embodiment: I Act, I Feel and "I Think, Therefore I Am" 145 9.1. Defining the sense of embodiment 146 9.2. Embodiment = body + cognition + emotions 148 9.3. Characterization of the sense of embodiment 149 9.4. Embodiment: from the qualitative to the quantitative study 154 9.5. Towards a scale for measuring embodiment in a virtual reality experiential context 157 9.6. Embodiment in consumer experiences 162 9.7. Conclusion 162 Chapter 10. Embodiment Factors 165 10.1. The conditions of access to embodiment in the metaverses 165 10.2. The illusion and credibility of the visuo-motor dimension for embodiment 166 10.3. The illusion and credibility of the visuo-spatial dimension for embodiment 168 10.4. The illusion and credibility due to natural schemas 168 10.5. Conclusion 169 Chapter 11. Proprioception: Body Position in the Limelight 171 11.1. Virtual reality and body position 171 11.2. The influence of body position on the sense of embodiment 172 11.3. Measuring the effect of body position on embodiment 174 11.4. Conclusion 174 Chapter 12. Gamification: Challenges in the Spotlight 177 12.1. Gamification and ludification in virtual reality 177 12.2. The influence of challenges on the sense of embodiment 179 12.3. The influence of the level of challenges on the sense of embodiment in virtual reality consumer experiences 181 12.4. Measuring the effect of challenges on embodiment 183 12.5. Conclusion 184 Chapter 13. Expertise in New Digital Technologies 187 13.1. The role of expertise in relation to digital technologies 187 13.2. Measuring the expertise of digital technologies 188 13.3. The effects of expertise in digital technologies on the consumer experience 188 13.4. Conclusion 191 Chapter 14. Immersion, Presence and Flow 193 14.1. The concept of immersion 193 14.2. Flow 197 14.3. Presence and telepresence 199 14.4. Psychological immersion typologies in virtual reality 202 14.5. Psychological immersion, flow and the sense of embodiment 206 14.6. Conclusion 208 Chapter 15. Emotions and Enjoyment 211 15.1. The concept of emotion and affective states 212 15.2. Measuring emotions 222 15.3. Emotions and the concept of enjoyment 224 15.4. Enjoyment and the sense of embodiment 225 15.5. Conclusion 227 Chapter 16. V-consumers and the Embodiment Experience 229 16.1. From consumer to offer 229 16.2. The effect of virtual reality on consumer attitude and behavior 233 16.3. The effect of embodiment on consumer attitude and behavior 235 16.4. The effect of immersion on consumer attitude and behavior 236 16.5. Authenticity in consumer decision-making 237 16.6. The effect of enjoyment on consumer attitude and behavior 239 16.7. VR experiences: prospective for practitioners 240 16.8. Conclusion 241 Part 4. Responsible Society 5.0 and X.0 Technologies 243 Introduction to Part 4 245 Chapter 17. Digital X.0 Social Responsibility 247 17.1. Double-edged socio-technological issues 247 17.2. Responsible, durable and sustainable 249 17.3. From tourism to the responsible tourist 251 17.4. Empowering the other (actors) and (also) oneself! 255 17.5. Responsible consumption 5.0 257 17.6. A responsible embodiment experience 260 17.7. Conclusion 262 Chapter 18. Embodiment and Digital Technologies: Vectors of Sustainable Development 265 18.1. Tourism and sustainable development 265 18.2. New technologies and sustainable development 270 18.3. Technologies and sustainability: between paradox and utopia 272 18.4. Conclusion 275 Conclusion 277 References 281 Index 305
Subject Areas: Travel & holiday [WT]
