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1 – 10 of 30Wen-Chuan Chang, Li-Hui Chang and Shih-Shuo Yeh
Literature reveals that a positive store environment is likely to be a driver to enhance buying experiences and stimulate customers purchase decision. This study further…
Abstract
Literature reveals that a positive store environment is likely to be a driver to enhance buying experiences and stimulate customers purchase decision. This study further investigates the perception of restaurant environment. A field survey is conducted in the Chiayi City, Taiwan by collecting 398 usable samples. The questionnaire is based on past studies of store environment attributes, therefore, considers ambient, design, and social factors. The study finds that a high correlation exists between ambient factor and design factor. It suggests that they could be viewed as a conjunctive dimension. Furthermore, one result indicates that primary and secondary emotions create different levels of impact on planned behaviors.
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Li-Hui Chang, Chih-Hsin Tsai, Wen-Chuan Chang and Uan-U Hsiao
This study investigates the impact of tourists’ perception of consumer-generated content (CGC) on their travel behaviors. Online questionnaire survey was conducted on the clients…
Abstract
This study investigates the impact of tourists’ perception of consumer-generated content (CGC) on their travel behaviors. Online questionnaire survey was conducted on the clients of travel agency along with onsite interviews of visitors at several busy tourist destinations/spots in Taiwan including Alishan, Sun-Moon Lake, and airports. In total 316 responses were generated. The findings indicate that usability of social media is the strongest factor that contributes to respondents’ perceived functional and hedonic quality. Functional quality of social media then draw respondents’ awareness that eventually increases their intention to visit a destination of interest. The results also indicate that functional quality is more important than hedonic in terms of increasing the propensity of using social media.
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Aliana Man Wai Leong, Shih-Shuo Yeh and Li-Hui Chang
The purpose of this paper is to investigate the role of nostalgia in destination image, experiential value and their effect on subsequent behavioral intention. Nostalgic-themed…
Abstract
Purpose
The purpose of this paper is to investigate the role of nostalgia in destination image, experiential value and their effect on subsequent behavioral intention. Nostalgic-themed tourism product is becoming popular in many countries.
Design/methodology/approach
The survey used stratified sampling method to include respondents from all the nearby Asian regions. The sampling is based on the data of inbound tourists provided by the Department of Statistics and Census Service (DSEC) of Government of Macau. The questionnaire consisted of five sections of 5-point Likert scale questions: nostalgia; destination image both before and after experience; expected value; experiential value; and future visit intention. Data were analysed with structural equation modeling.
Findings
The result indicates that nostalgia plays an important part in forming destination image and experiential value before an individual had a chance to experience the destination. The destination image and experiential value share a bidirectional causal relationship that eventually contributes to future visit intention. The study also discovered that while experiential value is more effective in generating destination image, the later contribute more to future visit intention.
Originality/value
The research design measures destination image and experiential value before and after respondents had experience the destination. The distinction between destination image and expected/experiential value can be examined because the longitudinal design of research method. It also allows this study to observe how nostalgia translates to future visit intention.
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Li-Hui Chang, Chih-Hsin Tsai and Shih-Shuo Yeh
Green or ecological consumers can gradually become a prominent market segment. The purpose of this study is to investigate tourists’ behavior intentions for staying overnight at…
Abstract
Green or ecological consumers can gradually become a prominent market segment. The purpose of this study is to investigate tourists’ behavior intentions for staying overnight at green hotels by integrating environmental education (EE) from the Theory of Planned Behavior (TPB) perspective. Data of 350 usable questionnaires for this research were collected from a quasi-random selection of people at the checkout counter of three of the 19 winners of the 2008 green hotel competition in Taiwan. This result indicates that a green hotel that provides green service can be supported by supporting EE. The findings and applications of this study are useful for both academia and practitioners.
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Li-Hui Chang, Ye-Sho Chen and Hsi-Lin Liu
This study aims to use Simon’s theory of strategies to explain Ever Rich’s strategies for introducing innovation. Ever Rich is a very successful duty-free shop in Taiwan that…
Abstract
Purpose
This study aims to use Simon’s theory of strategies to explain Ever Rich’s strategies for introducing innovation. Ever Rich is a very successful duty-free shop in Taiwan that makes profits by improving airport lobby/terminals and enhancing Taiwan’s tourism brand image. This study shows a design artifact to explain Ever Rich’s strategies for introducing innovation. The design artifact is based on Herbert Simon’s classical work of Sciences of the Artificial. The design artifact is also grounded in the theories of customer service life cycle, input-process-output model of strategic entrepreneurship and docility-based distributed cognition.
Design/methodology/approach
The authors interviewed the executive management with the pre-determined 14 questions regarding resource inputs, processes of resource orchestration and outputs.
Findings
Introducing innovation requires appropriate strategies. Based on Herbert Simon’s research on “Science of the Artificial”, this case shows a design artifact of strategies for introducing innovation. The design artifact is in line with Ever Rich’s corporate philosophy, including training and education of duty-free professionals, customer-oriented services, guarantee stringent quality control of products, newness and innovation and contributions to community. The design artifact, therefore, serves as a source of discovery with benefits for knowledge-building and relationship-building that are useful for students and practitioners.
Practical implications
The success of this case and the reasons of success can be an inspiration for others.
Originality/value
A significant contribution of the paper is that the design artifact serves as a source of discovery with benefits for knowledge-building and relationship-building that are useful both for students and practitioners.
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Jingxiao Zhang, Haiyan Xie and Hui Li
The purpose of this paper is to improve students’ problem-solving skills in civil engineering and construction management education.
Abstract
Purpose
The purpose of this paper is to improve students’ problem-solving skills in civil engineering and construction management education.
Design/methodology/approach
The design includes structured role-playing as a pedagogical method in 21 project teams with a total of 82 undergraduate students at Chang’an University, China, in a nine-week Building Information Modeling (BIM) capstone course. The methodology is a teaching–learning experiment in a civil engineering education program with a detailed description of the empirical case and assessment instruments. The approach is to train project execution planning in a capstone course by role-playing with a real-world project using the procedures of the BIM Project Execution Planning Guide (PEPG) and process mapping.
Findings
The study finds that students can significantly improve their problem-solving skills through planning and role-specific communication during projects.
Research limitations/implications
The research sample needs to be expanded from senior-level undergraduate students to consider the different backgrounds and motivations of students.
Practical implications
This pedagogy is helpful to educators who are interested in group learning with a real-world project; the procedures of BIM PEPG; self-chosen responsibilities within a capstone course time framework; raising the awareness of the importance of planning; information exchange; and team cooperation.
Originality/value
This paper fulfills an identified need to study how role-playing in information and technology rich environments can be structured.
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