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Tourism, Technologies and Consumption in the 5.0 Era: Discovery and Reflection in the Face of Organizational and Societal Issues [Hardback]

(University of Angers, France)
  • Formāts: Hardback, 352 pages, weight: 680 g
  • Sērija : ISTE Invoiced
  • Izdošanas datums: 08-Jul-2025
  • Izdevniecība: ISTE Ltd and John Wiley & Sons Inc
  • ISBN-10: 1786309831
  • ISBN-13: 9781786309839
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  • Formāts: Hardback, 352 pages, weight: 680 g
  • Sērija : ISTE Invoiced
  • Izdošanas datums: 08-Jul-2025
  • Izdevniecība: ISTE Ltd and John Wiley & Sons Inc
  • ISBN-10: 1786309831
  • ISBN-13: 9781786309839
Citas grāmatas par šo tēmu:

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
Pierre-Henry Leveau is Associate Professor of Management Sciences at ESTHUA and a member of the GRANEM laboratory at the University of Angers, France. His scientific research focuses on experiential, digital and tourism marketing, as well as consumer behavior.