Abstract
This study employs a reflexive autoethnography, guided by flow and place attachment theory, to examine how gaming experiences influence attachments to virtual environments and inspire real-world travel intentions. Data comprise reflexive journal notes written over a 10-month period after playing multiple video games and analysed using reflexive thematic analysis following a hybrid deductive–inductive approach. The analysis identified eight themes across three dimensions: temporal immersion, escapism, narrative immersion, and self-expression under flow; emotional, cognitive, and behavioural attachment under place attachment; and place-induced travel intention as the behavioural outcome. The findings establish flow as a critical antecedent to the development of place attachment within virtual environments. Consistent with emerging scholarship, the study confirms that attachment formation does not require physically tangible places; rather, it can emerge through digitally mediated presence and interaction, indicating that virtual environments are capable of eliciting place attachment. More significantly, it demonstrates that these virtual attachments can fluidly extend toward real places depicted in games, revealing a cross-environmental continuity in attachment processes. The integrated framework thus contributes a novel theoretical proposal linking flow, virtual and real place attachment, and tourism behaviour, an area that remains conceptually fragmented and empirically underdeveloped.