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Article
Publication date: 19 February 2019

Ayman Abdo Harb, Deborah Fowler, Hyo Jung (Julie) Chang, Shane C. Blum and Wejdan Alakaleek

This study relied on the Theory of Planned Behavior (TPB) to assess factors that affected event fans’ decisions regarding their intention to attend events by using social network…

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Abstract

Purpose

This study relied on the Theory of Planned Behavior (TPB) to assess factors that affected event fans’ decisions regarding their intention to attend events by using social network websites. The purpose of this study is to examine the impact of event fans’ attitudes, subjective norms and perceived behavioral control on their intentions to go to events based on social networking sites (SNSs) marketing. In addition, the researchers examined the impact of perceived enjoyment on event fans’ attitudes towards events pages on SNS.

Design/methodology/approach

This study used a quantitative research method and used an online survey distributed on Qualtrics and based on the TPB. Populations in the study were followers of events pages on Facebook, Twitter and Instagram. The sample was convenience.

Findings

By using the partial least square-structural equation modeling (PLS-SEM), the study found that all the research hypothesis were supported except (H2). While event fans’ attitudes had not a statistically significant impact on their behavioral intentions towards using social media to go to events (H2), perceived enjoyment had a statistically significant impact on event fans’ attitudes towards events pages on SNS (H1). According to the research findings, event fans were influenced by their subjective norms (H3) and perceived behavioral control (H4). These factors significantly influenced event fans’ behavioral intention, which led to their actual behavior (H5).

Practical implications

This study provided evidence supporting that subjective norms and perceived behavioral control were effective in forming intention towards events page, which in turn affected actual behavior, while perceived enjoyment was effective in forming events fan attitudes towards events’ social media pages. This may indicate a need for positive images of the events depicted through social media. In addition, when using social media as a marketing medium for events, event marketers and organizers should understand how other important people’s opinions and perceptions affect the intention and behavior formation. This implies the need to stress the social acceptance of the events, and use family ties, family and other social-units elements of events.

Social implications

This study provided statistical evidence supporting the applicability of the TPB within the context of event marketing and using social media. This implies a better understanding of the rational decision-making process, along with the social factors affecting the process of forming behavioral intentions and intentions. Furthermore, perceived enjoyment was incorporated within the model. Perceived enjoyment was effective in forming positive attitudes towards events’ social media pages. This highlights the need to provide information and contents in an enjoyable and user-friendly way.

Originality/value

The value of this study is derived from its aim to highlight the importance of social media as an effective marketing tool for events. Moreover, this study sought to contribute to the literature on social media by exploring how social media affected event attendees’ behavior and attitudes and by gauging the impact of social media on the event industry.

研究目的

本论文以计划行为理论为基础, 旨在评估通过社交网站来影响会展顾客参会意愿的各项因素。本论文基于社交网络营销, 检验其会展顾客态度、主观规范、以及感知行为控制等对于顾客参会意愿的影响因素。此外, 本论文研究人员还检验感知享受如何影响会展顾客对社交网络上会展主页的态度。

研究设计/方法/途径

本论文采用定量研究方法, 借用在线问卷采样方式, Qualtrics 作为问卷发放平台, 以计划行为理论为基础。本论文的研究人群是在 Facebook、Twitter、和 Instagram 上会展主页的粉丝顾客。本论文采用便捷采样方式。

研究结果

本论文采用偏最小二乘回归方程(PLS-SEM)统计方法检验研究假设, 并发现, 除 H2 外其他假设论断均成立。会展顾客对于使用社交媒体的态度并未显著影响其参会意愿(H2), 然而, 感知享受对于会展顾客粉丝社交网站上会展主页有着显著影响(H1)。研究结果表明, 会展顾客的态度受到主观规范(H3)和感知行为控制(H4)的影响。这些因素均显著影响了会展顾客的参会意愿, 最终导致实际参会行为(H5)。

研究理论限制/意义

本论文采用实际测量数据以应用计划行为理论在会展营销和社交媒体的研究。此外, 本论文测试了三种不同社交媒体:Facebook、Twitter、和 Instagram 的粉丝用户。其研究结果证实了本论文采用的理论框架对于不同领域和社交媒体背景下的有效性。

研究实践意义

本论文用数据证实了主观规范和感知行为控制对会展粉丝参会意愿有着显著影响, 其最终导致真正参会行为。本论文还证实了感知享受显著影响了顾客粉丝会展社交主页的态度。其研究结果表明会展企业有必要在社交媒体上树立积极的会展形象。此外, 会展营销人员和组织者在使用社交媒体作为营销手段的时候, 应该认识到其他人的意见和感知对于参会人员的意愿和行为产生影响。

研究原创性/价值

本论文的研究价值主要是其强调社交媒体作为会展有效营销手段的重要性。此外, 本论文还探索了社交媒体如何影响参会人员的行为和态度, 以及社交媒体对于整个会展行业的影响, 这将对社交媒体有关的研究有着积极的贡献。

关键词

关键词偏最小二乘, 社交媒体, 社交媒体营销, 社交媒体参与, 事件营销, 计划行为理论

Details

Journal of Hospitality and Tourism Technology, vol. 10 no. 1
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 28 August 2019

Kai Israel, Christopher Zerres and Dieter K. Tscheulin

The purpose of this study is to investigate the effects of telepresence while using a smartphone-based virtual reality system (SBVR) to explore a hotel virtually and to determine…

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Abstract

Purpose

The purpose of this study is to investigate the effects of telepresence while using a smartphone-based virtual reality system (SBVR) to explore a hotel virtually and to determine the influence of this immersive experience on the booking intention of the potential customer.

Design/methodology/approach

Within the scope of this study, a conceptual research model was developed which covered utilitarian and hedonic aspects of the user experience of SBVRs and showed their relevance for the booking intention. A virtual reality application was programmed especially for the study, in which the test persons were able to virtually explore a hotel complex. A total of 569 people participated in the study. A questionnaire was used for the data collection. The structural equation modelling and hypothesis verification were carried out using the partial least squares method.

Findings

The immersive feeling of telepresence increases the perceived enjoyment and usefulness of the potential customer. In addition, the user's curiosity is aroused by the telepresence, which also significantly increases the perceived enjoyment as well as the perceived usefulness. The hedonic and utilitarian value of the virtual hotel experience increases the probability that the customer will book the travel accommodation.

Research limitations/implications

The virtual reality application developed for the study is based on static panoramic images and does not contain audio-visual elements (e.g. sound, video, animation). Audio-visual elements might increase the degree of immersion and could therefore be investigated in future research.

Practical implications

The results of the study show that the SBVR is a suitable marketing tool to present hotels in an informative and entertaining way, and can thereby increase sales and profits.

Originality/value

For the first time, this study investigates the potential of SBVRs for the virtual product presentation of hotels and provides empirical evidence that the availability of this innovative form of presentation leads to a higher booking intention.

研究目的

本论文旨在研究借助智能手机虚拟现实系统(SBVR)以达到网真效果来展示酒店产品, 以及探究这种身临其境的体验是否对潜在酒店消费者的预定意图有影响。

研究设计/方法/途径

本论文建立了一个理论模型, 包含了功利和享乐两方面的用户体验SBVR, 以及其与预定意图的联系。本论文创立了一个虚拟现实的模式, 实际测量了人们通过这个模式来探究酒店的体验。研究样本为569位参与者。采样方式为问卷方法。本论文采用PLS方式来进行结构方程模型(SEM)计算和假设验证。

研究结果

网真技术的身临其境的体验增加了潜在消费者的感知享受和有用性。此外, 用户的好奇心被网真技术激发, 显著地增加了感知享受和感知有用性。虚拟酒店体验的享乐和功利价值增加了顾客预定的概率。

研究理论限制/意义

本论文研制的虚拟现实应用软件是基于静态全景影像, 而不含视听觉元素(比如, 声音、视频、动画)。视听觉因素可能会增加身临其境的感觉, 因此值得未来研究。

研究实际意义

本论文结果表明SBVR是一个适合营销的手段, 其在信息性和娱乐性方面展示了酒店, 因此能够增加销量和利润。

研究原创性/价值

首先, 本论文研究了SBVR对酒店虚拟产品展示的潜力, 并且提供实际测量结果, 证明了这种创新型展示对预定意图的促进作用

关键词

关键词 虚拟现实, 旅游住宿, 酒店, 产品展示, 网真, 预定意图

论文类型

研究型论文

Details

Journal of Hospitality and Tourism Technology, vol. 10 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Open Access
Article
Publication date: 22 November 2022

Ahmed Taher Esawe

This study aims to investigate the factors that influence behavioral intention (BI) and usage of e-wallets by extending the unified theory of acceptance and use of technology…

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Abstract

Purpose

This study aims to investigate the factors that influence behavioral intention (BI) and usage of e-wallets by extending the unified theory of acceptance and use of technology (UTAUT) with constructs, namely, mobile self-efficacy, perceived enjoyment and satisfaction.

Design/methodology/approach

This quantitative study used partial least squares structural equation modeling on a sample of 576 mobile e-wallet users surveyed online.

Findings

The key findings indicate that the model can explain 58.8% of the variance in behavioral intention and 53.8% in usage. Moreover, mobile self-efficacy has a significant influence on perceived enjoyment. Perceived enjoyment significantly affects satisfaction, effort expectancy and performance expectancy. Furthermore, effort expectancy significantly influences customer satisfaction in contrast to performance expectancy. In addition, although performance expectancy, social influence and satisfaction significantly impact consumers’ behavioral intention, effort expectancy and facilitating conditions condition have an insignificant influence on consumers’ behavioral intention. E-wallet stakeholders can use the findings of this study to make strategic decisions regarding the e-wallet ecosystem.

Originality/value

Although previous studies have independently addressed the impact of mobile self-efficacy, perceived enjoyment and satisfaction on consumers’ behavioral intention and usage behavior, the expanded framework with the possible relationships proposed in this study has never been adequately studied in previous research in the context of e-wallets in developing countries based on an empirical analysis. This study represents one of the first attempts to improve the UTAUT by empirically analyzing these relationships.

Propósito

Este estudio tiene como objetivo investigar los factores que influyen en la intención de comportamiento y el uso de los monederos electrónicos mediante la ampliación de la teoría unificada de aceptación y uso de la tecnología (UTAUT) con los constructos de autoeficacia móvil, disfrute percibido y satisfacción.

Metodología

Este estudio cuantitativo utilizó un modelo de ecuaciones estructurales de mínimos cuadrados parciales (PLS-SEM) sobre una muestra de 576 usuarios de monederos electrónicos móviles encuestados en línea.

Resultados

Los principales resultados indican que el modelo puede explicar el 58,8% de la varianza en la intención de comportamiento y el 53,8% en el uso. Además, la autoeficacia en el uso del móvil influye significativamente en el disfrute percibido. El disfrute percibido afecta significativamente a la satisfacción, la expectativa de esfuerzo y la expectativa de rendimiento. Además, la expectativa de esfuerzo influye significativamente en la satisfacción del cliente, en contraste con la expectativa de rendimiento. Además, aunque la expectativa de rendimiento, la influencia social y la satisfacción influyen significativamente en la intención de comportamiento de los consumidores, la expectativa de esfuerzo y la condición de condiciones facilitadoras tienen una influencia insignificante en la intención de comportamiento de los consumidores. Las partes interesadas en los monederos electrónicos pueden utilizar las conclusiones de este estudio para tomar decisiones estratégicas en relación con el ecosistema de los monederos electrónicos.

Originalidad

Aunque estudios anteriores han abordado de forma independiente el impacto de la autoeficacia móvil, el disfrute percibido y la satisfacción en la intención de comportamiento y la conducta de uso de los consumidores, el marco ampliado con las posibles relaciones propuestas en este estudio nunca se ha estudiado adecuadamente en investigaciones anteriores en el contexto de los monederos electrónicos en los países en desarrollo sobre la base de un análisis empírico. Este estudio representa uno de los primeros intentos de mejorar el UTAUT analizando empíricamente estas relaciones.

目的

本研究旨在通过扩展统 – 的技术接受和使用理论 (UTAUT), 研究影响电子钱包行为意图和使用的因素, 包括移动自我效能、感知乐趣和满意度等建构。

方法

这项定量研究采用偏最小二乘法结构方程模型 (PLS-SEM), 对576名移动电子钱包用户进行了在线调查。

研究结果

主要研究结果表明, 该模型可以解释58.8%的行为意图和53.8%的使用差异。此外, 移动自我效能感对感知到的享受有显著影响。感知到的享受显著影响满意度、努力期望和绩效期望。此外, 与绩效期望相比, 努力期望对顾客满意度有显著影响。此外, 尽管绩效期望、社会影响和满意度对消费者的行为意图有显著影响, 但努力期望和便利条件对消费者的行为意图没有显著影响。电子钱包的利益相关者可以利用本研究的结果来做出有关电子钱包生态系统的战略决策。

原创性

尽管之前的研究已经独立地探讨了移动自我效能、感知享受和满意度对消费者行为意图和使用行为的影响, 但本研究提出的具有可能关系的扩展框架在之前的研究中从未基于实证分析对发展中国家的电子钱包进行充分研究。本研究是通过实证分析这些关系来改进UTAUT的首次尝试之一。

Open Access
Article
Publication date: 1 March 2024

Alshaimaa Bahgat Alanadoly and Suha Fouad Salem

The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game…

Abstract

Purpose

The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game theory as a theoretical framework to analyse immersive branding strategies and gain a deeper understanding of fashion consumers’ decision-making process in gaming environments. Gender, as a significant factor affecting gamers, has been studied as a moderator that impacts the overall proposed framework.

Design/methodology/approach

A quantitative method was used to assess the significance of relationships within the proposed model empirically. The partial least squares structural equation modelling technique was implemented to assess the relationships of the framework with a sample size of 160 active Malaysian gamers.

Findings

The findings indicate that brand equity is positively associated with perceived brand coolness. Furthermore, of the three core values of online games, perceived enjoyment is most strongly associated with perceived brand coolness, ahead of the values of self-expression and perceived emotional challenge. The results of the multigroup analysis further suggest that in the fashion industry, building brand equity through online games is strongly related to perceived brand coolness among female respondents, the role of perceived brand coolness being weaker among male respondents.

Originality/value

The study contributes to the existing literature by providing a deeper understanding of the impact of immersive gaming branding practices on the overall equity of the fashion brand. The results provide insight for fashion brand managers into the significant effect on consumer behaviour outcomes of fashion-gaming collaborations.

研究目的

本研究擬探討身歷其境的遊戲體驗在品牌酷感和品牌資產上所扮演的角色; 研究特別強調裝扮遊戲的合作。研究人員以博弈論作為研究的理論框架,來分析沉浸品牌策略、和對時裝消費者在遊戲的環境中如何作出決策取得更深入的瞭解。研究人員探討了性別作為影響遊戲參與者的重要因素,這因素被視為為整個被提出的框架帶來調節的影響和作用。

研究設計/方法/理念

研究人員採用定量方法進行研究,目的為於被提出的模型內之各種關聯的意義進行以經驗為依據的評估。研究人員採用了基於偏最小平方法的結構方程模型研究法,來對一個包含160名活躍的馬來西亞遊戲參與者的樣本進行框架的各個聯繫的評估研究。

研究結果

研究結果顯示,品牌資產與品牌酷感成正相關; 而且,在網絡遊戲的三個核心價值中,感知享受與品牌酷感之間的聯繫最為強烈和密切,超過自我表現和感知情感挑戰兩者的價值; 多群組的分析結果更暗示了在時裝產業裡,透過網絡遊戲去建立品牌資產在女性回應者中是與品牌酷感有強烈密切的關係; 而在男性回應者中,品牌酷感所扮演的角色則較弱。

研究的原創性/價值

本研究使我們能更深入認識沉浸遊戲品牌的慣常做法如何影響時裝品牌的整體資產。研究結果為時裝品牌經理提供了啟示,使他們明瞭時裝遊戲的合作會給消費者行為產生重要的影響。

Details

European Journal of Management and Business Economics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2444-8451

Keywords

Article
Publication date: 18 April 2023

Wei Wei, Ahmet Bulent Ozturk, Jeremy Fairley and Nan Hua

This paper aims to examine factors affecting users’ intention to continue using mobile event applications (MEA). The impacts of perceived usefulness, social exchange and perceived…

Abstract

Purpose

This paper aims to examine factors affecting users’ intention to continue using mobile event applications (MEA). The impacts of perceived usefulness, social exchange and perceived enjoyableness on users’ intention to continue using MEA were tested. Further, the moderating role of social image in the proposed relationships was analyzed.

Design/methodology/approach

Data were collected from 407 users of MEA. Structural equation modeling was used for hypotheses testing.

Findings

The results indicated that perceived usefulness and social exchange positively influenced perceived enjoyableness and further users’ intention to continue using MEA. Self-image had a moderating impact on the relationship between perceived enjoyableness and intention to continue using MEA.

Originality/value

To the best of the authors’ knowledge, this study is one of the first to systematically study mobile event apps and offers valuable implications for academicians, technology vendors and event planners.

研究目的

本研究旨在探讨影响用户持续使用移动活动应用程序(MEA)意愿的因素。为此, 本研究探索了了MEA感知的实用性、社会交换和享受度对用户继续使用MEA意愿的影响, 并进一步分析了社会形象在此关系中的调节作用。

研究设计/方法

本研究收集了407名移动活动应用程序(MEA)用户的数据, 并利用结构方程模型测试假设。

研究结果

结果表明, 用户MEA感知实用性和社会交换对MEA感知享受度起到正面作用, 并进一步影响其继续使用MEA的意愿。自我形象在用户对MEA感知的享受度和继续使用MEA的意愿之间的关系中具有调节作用。

研究原创性

本研究首次系统地研究了移动活动应用程序, 并为学者、技术供应商和活动策划者提供了重要启示。

Details

Journal of Hospitality and Tourism Technology, vol. 14 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 17 May 2022

Zhangxiang Zhu, Liheng Liao and Bing Hu

This paper aims to conduct a meta-analysis to explore the strength of the path relationship in the proposed model for online travel service adoption and the moderating effect of…

Abstract

Purpose

This paper aims to conduct a meta-analysis to explore the strength of the path relationship in the proposed model for online travel service adoption and the moderating effect of country or regional economic development level.

Design/methodology/approach

A meta-analysis was conducted based on 46 empirical studies to verify a proposed model for users’ intention to adopt online travel service.

Findings

The relationship between technology acceptance model and theory of planned behavior variables was found to be valid for online travel scenarios; moreover, perceived trust positively correlated with attitude and adoption intention. Meanwhile, personal innovation, perceived enjoyment and cost-effectiveness positively correlated with adoption intention. Except for the correlations between subjective norms and adoption intention, the correlations between all other variables in the model were significantly moderated by the economic development level of a country or region.

Originality/value

This paper was conducted to obtain a unified conclusion about the research field of online travel service adoption. To the best of the authors’ knowledge, its content is original.

研究目的

本研究旨在探讨所提出的在线旅游服务采用模型中路径关系的强度以及国家或地区经济发展水平的调节作用。

研究设计/方法/途径

本论文基于 46 项实证研究进行了荟萃分析, 以验证所提出的用户采用在线旅游服务意愿的模型。

研究发现

技术接受模型和计划行为理论中不同变量之间的相关性在在线旅游服务场景中依然显著。对在线旅游场景有效; 此外, 感知信任与态度和采用意愿呈正相关。同时, 个人创新、感知享受和成本效益与采用意愿正相关。除了主观规范与采用意愿之间的相关性外, 模型中所有其他变量之间的相关性均受到国家或地区经济发展水平的显着调节。

研究原创性

本文旨在就在线旅游服务采用的研究领域获得一个统一的结论。本研究的内容是原创的。

关键词

:在线旅游服务; 采用意向; 影响因素; 荟萃分析

Details

Journal of Hospitality and Tourism Technology, vol. 13 no. 4
Type: Research Article
ISSN: 1757-9880

Keywords

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