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1 – 10 of 167Although numerous studies have explored gamification, its effects on student intrinsic motivation and behavioral engagement remain ambiguous. This study aims to address this gap…
Abstract
Purpose
Although numerous studies have explored gamification, its effects on student intrinsic motivation and behavioral engagement remain ambiguous. This study aims to address this gap by investigating the impacts of exogenous and endogenous fantasies on students’ intrinsic motivation, behaviors and perception of learning in gamified, fully online courses.
Design/methodology/approach
Using a quasi-experimental design and mixed methods, this study involved two groups of postgraduate students: exogenous fantasy group (N = 23) and endogenous fantasy group (N = 23). Intrinsic motivation was assessed through surveys, while behavioral engagement was tracked over 10 weeks using online trace data. Semi-structured interviews gathered student insights on learning perceptions. The patterns of behavioral engagement in both fantasy groups were analyzed using epistemic network analysis.
Findings
Observed behavioral data indicated a significantly higher level of intrinsic motivation in the endogenous fantasy setting. The endogenous group was more engaged in pre-task analysis and post-task reflection, while the exogenous group focused more on quiz work and post-task reflection. Participants in the endogenous fantasy setting also reported increased cognitive engagement and a strong identification with their fictional characters.
Practical implications
Integrating endogenous fantasy into the curriculum can boost students’ intrinsic motivation, behavioral engagement and self-identification. Adopting a first-person perspective that allows students to embody the role of a virtual character is highly recommended. The use of interactive multimedia can greatly enrich the fantasy environment, resulting in a more immersive and engaging learning experience.
Originality/value
The study provides valuable insights into the impact of endogenous and exogenous fantasies on intrinsic motivation and behavioral engagement. It also stands out for its use of epistemic network analysis to assess and compare complex networks of learning task participation in two fantasy settings. Through analyzing these engagement patterns, researchers can obtain a more profound understanding of how each fantasy environment influences student engagement.
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Jaskirat Singh Rai, Heetae Cho, Maher Itani and Amanpreet Singh
This study investigated how sources of information across social media platforms influence fantasy users’ sport consumption and enhance their performance expectancy. Specifically…
Abstract
Purpose
This study investigated how sources of information across social media platforms influence fantasy users’ sport consumption and enhance their performance expectancy. Specifically, we examined the effects of social media-related motivation on fantasy users’ playing skills, sense of competition and performance expectancy based on the uses and gratifications theory.
Design/methodology/approach
Data were collected from 453 fantasy sport users on social media platforms. We conducted confirmatory factor analysis to assess a measurement model and used serial mediation techniques to examine the relationship between social media-related motivation and fantasy sport users’ performance expectancy.
Findings
Results showed that social media-related motivation had significant and positive impacts on fantasy users’ playing skills, sense of competition and performance expectancy. Additionally, we found that fantasy users’ playing skills increased their sense of competition and performance expectancy. A sense of competition was found to positively affect fantasy users’ performance expectancy.
Originality/value
This study provided a valuable contribution to the existing body of knowledge on social media by investigating the influence of social media-related motivation on fantasy sport users. The findings reveal that sharing content-based information on social media platforms plays a vital role in attracting and motivating individuals to engage in fantasy sports. The updated information enhances the playing skills of fantasy users, fosters a sense of competition and improves performance in virtual sport.
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Liangjun Gooi, Camelia Kusumo and Johannes Widodo
This paper has aimed to systematically review the existing literature regarding the role of fantasy in heritage conservation, establishing a research gap and investigating the…
Abstract
Purpose
This paper has aimed to systematically review the existing literature regarding the role of fantasy in heritage conservation, establishing a research gap and investigating the different facets of fantasy that contribute to a conservation undertaking.
Design/methodology/approach
This systematic literature review adopted the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) model with literature from the SCOPUS-indexing database.
Findings
This review has indicated a lack of input from Eastern scholarship, the absence of quantitative research, the lack of discussion concerning fantasy within the architecture discipline and the lack of attention towards fantasy's role in architectural heritage conservation.
Practical implications
A better understanding of the role of fantasy within architectural heritage studies would improve conservation practice, specifically the existing cultural significance value evaluation framework and the management of stakeholders' expectations.
Originality/value
The present paper serves as a preliminary insight into the value of fantasy within the architecture discipline, allowing for more empirical-based research and knowledge to be added in this domain in the future.
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Wee Kheng Tan and Chieh-Yu Yang
Literature has paid limited attention to narcissism’s influence on tourism. The pre-trip planning stage involves temporal psychological distance, where decision-making regarding…
Abstract
Purpose
Literature has paid limited attention to narcissism’s influence on tourism. The pre-trip planning stage involves temporal psychological distance, where decision-making regarding the trip stretches over a period of time and occurs anytime during that period. Using narcissism theory and with temporal distance (6 months and 1 week before the trip) as the moderator, this study examines how tourists’ self-sacrificing self-enhancement and grandiose fantasy – grandiose narcissism facets – and travel motivations affect attraction visit intentions.
Design/methodology/approach
Partial least squares (PLS) analysis was applied on survey information obtained from 374 individuals (200 and 174 were six-months and one-week scenarios, respectively).
Findings
Grandiose narcissism facets affect motivations and visit intentions to various attractions at different temporal distances. The consequences of grandiose fantasy and self-sacrificing self-enhancement on motivation become evident as temporal distance decreases. At large temporal distances, grandiose fantasy positively influences social recognition motivation. At short temporal distances, it positively influences social recognition and ego and negatively influences scenery and relaxation motivations. Self-sacrificing self-enhancement positively influences socialization, exploration, scenery, relaxation and escape motivations at large temporal distances. At short temporal distances, self-sacrificing self-enhancement positively influences historical attraction visit intentions.
Originality/value
Grandiose narcissism facets’ influence on tourism is rarely examined. This study extends the temporal distance concept to the narcissism theory. It integrates the effects of grandiose narcissism and temporal distance on tourists’ motivations and different attraction type visit intentions and shows that motivation is temporally distance-specific.
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Emily Snow and Nicholas Longpré
Sexual harassment is a worldwide and prevalent problem that can have severe consequences. The #MeToo movement has highlighted that sexual harassment is not an isolated event and…
Abstract
Purpose
Sexual harassment is a worldwide and prevalent problem that can have severe consequences. The #MeToo movement has highlighted that sexual harassment is not an isolated event and is linked to misogynistic cognitions and other forms of sexual violence. However, there is a lack of research regarding the relationship between sexual harassment and its nomological network, particularly in the general population. Therefore, the purpose of this paper is to explore the nomological network of harassment.
Design/methodology/approach
The aim of this study was to explore the relationship between perception of harassment and rape myths (RMS), with paraphilia (fantasy and behaviour) as mediators. In addition, the prevalence of paraphilia in the general population was explored and gender difference was analysed. Frequencies, Pearson's r correlations, independent sample t-tests and mediation analyses were conducted on a sample of n = 254 participants from the general population.
Findings
Analyses revealed that half of the sample have engaged in at least one paraphilia behaviour. Furthermore, correlations between a more lenient perception of harassment, RM acceptance and paraphilia were found, as well as significant gender differences. Finally, mediation models revealed a strong relationship between RM acceptance and a more lenient perception of harassment, with paraphilia mediating this relationship.
Practical implications
This study has several implications, highlighting the role of misogynistic cognitions in predicting a lenient perception of sexual harassment, and thus, proposing a key focus for prevention and intervention models.
Originality/value
This research is mostly conducted on male samples in these areas; thus, this study aimed to collect data from a diverse sample that may provide a better overview of sexual harassment and its nomological network.
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Amir Zaib Abbasi, Farhan Mirza, Mousa Albashrawi, Ding Hooi Ting and Ghazanfar Ali Abbasi
Prior studies have put much emphasis on using the uses and gratification (U&G) theory to find out why people use games, social media, the Internet, e-shopping, etc. Despite past…
Abstract
Purpose
Prior studies have put much emphasis on using the uses and gratification (U&G) theory to find out why people use games, social media, the Internet, e-shopping, etc. Despite past research efforts, the root causes underlying this phenomenon still need to be discovered as to why people use interactive virtual rides (vrides) entertainment services, especially when incorporating the hedonic consumption perspective (i.e. playful-consumption experiences). Considering the knowledge gap in the vrides’ context, this study aims to use the UGT to find out why people use the vrides entertainment service from a hedonic consumption point of view.
Design/methodology/approach
With 217 usable responses, the research model was tested using partial least squares-based structural equation modeling (PLS-SEM) and fuzzy set qualitative comparative analysis (fsQCA).
Findings
Findings reveal that only perceived enjoyment, arousal and sensory experience derive continuous intention behavior to consume vride entertainment service. Findings using the fsQCA revealed multiple causal configurations for the proposed outcome.
Originality/value
This study contributes to extending the assumption of UGT via incorporating the hedonic consumption perspective to explore the potential motives and intention to consume vrides entertainment services. Our study also discusses the important theoretical/practical implications of our findings. Besides, this study is unique because it shows both symmetrical and asymmetrical connections that help us understand why people keep using vrides entertainment service.
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Maher Georges Elmashhara, Marta Blazquez and Jorge Julião
This study aims to investigate the influence of different virtual fashion styles on attitude and satisfaction within virtual reality (VR) tourism experiences. The investigation…
Abstract
Purpose
This study aims to investigate the influence of different virtual fashion styles on attitude and satisfaction within virtual reality (VR) tourism experiences. The investigation considers the mediating effect of perceived attractiveness, popularity, novelty and weirdness, as well as the moderating role of self-congruence with avatar clothing and the desire for unique products.
Design/methodology/approach
This research uses a quantitative experimental approach. Initially, a three-step pilot study (N = 201) was conducted to select avatar fashion styles for the main investigation. In the primary study, participants (N = 326) engaged with one out of four fashion style conditions to select attire for their avatars and then completed a self-administered survey. Data analysis involved paired-sample t-tests, multivariate analysis of variance and Hayes’ PROCESS Models.
Findings
The results show that presenting fantasy avatar fashion styles leads to a decrease in perceived attractiveness and popularity, while concurrently increasing perceptions of novelty and weirdness which in turn exert a negative influence on attitude and satisfaction with the virtual fitting room (VFR). However, these relationships change when considering the moderating role of self-congruence with avatar clothing and the desire for unique products.
Practical implications
VR tourism experience providers and designers can use research findings to bolster positive attitude and enhance satisfaction with VFR; an important first step that strongly affects the rest of the VR tourist journey.
Originality/value
This study contributes to tourism research by exploring the intersection of immersive technologies and virtual fashion. It emphasizes the enhancement of critical touchpoints like the VFR, moving beyond a sole focus on VR adoption, to improve the overall virtual tourist experience.
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Annika Engström, Daniel Pittino, Alice Mohlin, Anette Johansson and Nina Edh Mirzaei
The purpose of this study is to explore the process of initial sensemaking that organizational members activate when they reflect on AI adoption in their work settings, and how…
Abstract
Purpose
The purpose of this study is to explore the process of initial sensemaking that organizational members activate when they reflect on AI adoption in their work settings, and how the perceived features of AI technologies trigger sensemaking processes which in turn have the potential to influence workplace learning modes and trajectories.
Design/methodology/approach
We adopted an explorative qualitative and interactive approach to capture free fantasies and imaginative ideas of AI among people within the industry. We adopt a conceptual perspective that combines theories on initial sensemaking and workplace learning as a theoretical lens to analyze data collected during 23 focus groups held at four large Swedish manufacturing companies. The data were analyzed using the Gioia method.
Findings
Two aggregated dimensions were defined and led to the development of an integrated conceptualization of the initial sensemaking of AI technology adoption. Specifically, sensemaking triggered by abstract features of AI technology mainly pointed to an exploitative learning path. Sensemaking triggered by concrete features of the technology mainly pointed to explorative paths, where socio-technical processes appear to be crucial in the process of AI adoption.
Originality/value
This is one of the first studies that attempts to explore and conceptualize how organizations make sense of prospective workplace learning in the context of AI adoption.
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As innovations introduce novel benefits to customers, they would need to be positioned in a way that sets them apart in the market. The purpose of this paper is to propose a novel…
Abstract
Purpose
As innovations introduce novel benefits to customers, they would need to be positioned in a way that sets them apart in the market. The purpose of this paper is to propose a novel approach for the positioning of innovations with the use of the customer imagination and, specifically, mental movies.
Design/methodology/approach
Using the schema approach as this study’s theoretical framework, the author proposes that innovations could be positioned using moving pictures (i.e. mental movies) instead of mental pictures (the approach traditionally taken).
Findings
A new conceptual framework for the positioning of innovations using mental movies is presented. In the framework, this study outlines how innovations can be positioned with the use of mental movies, and why such an approach would be beneficial. The framework outlines mixed reality, i.e. augmented reality, augmented virtuality and virtuality, as well as the metaverse and gaming as avenues for positioning innovations using mental movies. On the benefit side, the framework identifies successful market introductions, engagement and stickiness, memorability and positive emotions, uniqueness and differentiation and market share as the concrete benefits that can be achieved with this type of positioning.
Originality/value
The framework provides a novel approach for the positioning of innovations. It departs from existing literature by proposing that innovations can be positioned using mental movies. The framework also identifies why this approach would be beneficial for marketers and managers and provides concrete guidelines for how such a positioning can be achieved in the market.
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Frederic Ponsignon, Matthew Bauman and Renaud Lunardo
This paper aims to explores the escapist journey that consumers embark on to reduce self-discrepancy, from the motivation to satisfy personal goals to the fulfilment of these…
Abstract
Purpose
This paper aims to explores the escapist journey that consumers embark on to reduce self-discrepancy, from the motivation to satisfy personal goals to the fulfilment of these goals. Escapism is a powerful concept for understanding why and how people resolve a perceived self-discrepancy. Previous research has provided rich and diverse insights into the motivations and goals, experience contexts and outcomes that are associated with escapism. However, these notions have been explored in an independent, piecemeal fashion that has hampered the development of cohesive theoretical foundations.
Design/methodology/approach
The authors conduct a qualitative study, relying on 33 journeys derived from 20 in-depth interviews, to understand and explain how escapism is initiated, formed and relived.
Findings
The findings document the existence of a predominantly utilitarian and a predominantly hedonic model, articulating why and how consumers pursue distinctly different types of escapist journeys. Utilitarian escapism is primarily concerned with the need to avoid negative emotional states, prompting consumers to decide impulsively to engage into routinised experience contexts to find relief. Hedonic escapism is primarily concerned with the desire to achieve positive emotional states. It involves lengthy and thoughtful anticipation, promotes consumers to pursue experiences in out of the ordinary contexts, and is realised when consumers obtain reward.
Research limitations/implications
This study’s contributions present significant opportunities for further knowledge development.
Practical implications
The research findings have substantial practical ramifications for industry.
Social implications
Understanding people’s needs to avoid the stress of everyday life (i.e. utilitarian escapism) and their desires to seek out excitement and pleasure (i.e. hedonic escapism) has important societal implications.
Originality/value
This research provides a robust theoretical foundation for escapism, one that is applicable across multiple settings. Findings are anchored within existing theory to articulate the notions of utilitarian and hedonic escapism, explaining why and how consumers engage in markedly different escapist journeys.
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