TY - JOUR
T1 - The Augmented and Virtual Reality of Tourism and Creative Industry
T2 - Communicating Indonesia's New Way to the Digital Economy
AU - Hidayat, Z.
AU - Indra, Ricardo
AU - Yunita, Zhafira
AU - Marsha, Sesafani A.
AU - Hapsari, Patricia A.
N1 - Publisher Copyright:
© 2023, Society of History and Cultural Studies. All rights reserved.
PY - 2023
Y1 - 2023
N2 - The uniqueness of this paper lies in its attempt to discuss augmented reality (AR) and virtual reality (VR) in the creative industry and cultural products. Several business lines include crafts, advertising, product design, marketing, tourism, architecture, graphics, and fashion. The creative sector also includes film, television, video, visual arts, photography, software, computer services, museums, art galleries, and libraries that need innovative and tech-savvy marketing communications. This paper aims to analyze AR/VR applications in the tourism and creative industry. The systematic literature review (SLR) method analyzed 98 academic articles. Coding used several relevant keywords to analyze AR/VR in each creative sector. This research shows that AR/VR is applied to the creative industry to strengthen campaign strategies in reaching the worldwide target market. AR/VR is a strategic choice worth considering for companies' sustainability in the tourism and creative industry and communicating Indonesia's new way to the digital economy. Research implications and recommendations for future research are also discussed.
AB - The uniqueness of this paper lies in its attempt to discuss augmented reality (AR) and virtual reality (VR) in the creative industry and cultural products. Several business lines include crafts, advertising, product design, marketing, tourism, architecture, graphics, and fashion. The creative sector also includes film, television, video, visual arts, photography, software, computer services, museums, art galleries, and libraries that need innovative and tech-savvy marketing communications. This paper aims to analyze AR/VR applications in the tourism and creative industry. The systematic literature review (SLR) method analyzed 98 academic articles. Coding used several relevant keywords to analyze AR/VR in each creative sector. This research shows that AR/VR is applied to the creative industry to strengthen campaign strategies in reaching the worldwide target market. AR/VR is a strategic choice worth considering for companies' sustainability in the tourism and creative industry and communicating Indonesia's new way to the digital economy. Research implications and recommendations for future research are also discussed.
KW - Artificial intelligence marketing
KW - Augmented and virtual reality
KW - Digital economics
KW - Tourism communication campaign
KW - Tourism development
UR - http://www.scopus.com/inward/record.url?scp=85181194620&partnerID=8YFLogxK
U2 - 10.58262/ks.v11i2.427
DO - 10.58262/ks.v11i2.427
M3 - Article
AN - SCOPUS:85181194620
SN - 2051-4883
VL - 11
SP - 5885
EP - 5904
JO - Kurdish Studies
JF - Kurdish Studies
IS - 2
ER -