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Video games as an emerging medium for destination marketing have gained momentum since the pandemic. This study proposes and examines a conceptual model to investigate the relationship between interactivity, vividness, and immersion of virtual travel experiences within gamescapes and university student-players’ travel intention, with telepresence as a mediator. Data were collected through a field survey and analyzed using structural equation modeling (SEM). Findings are that the vividness and immersion of the virtual travel experience have a positive impact on telepresence, yet the impact of interactivity on telepresence is not significant. University student-players’ attitude toward the destination fully mediates the relationship between telepresence and travel intention. This study deepens the theoretical exploration of game-induced tourism, enriching research scope on virtual tourism and media-induced tourism.
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Yang et al. (2025) studied this question.
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