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1 – 10 of 325The purpose of this paper is to examine the effect of gamification on students’ e-learning adoption. In addition, this paper examines the effect of two mediations, that is, flow…
Abstract
Purpose
The purpose of this paper is to examine the effect of gamification on students’ e-learning adoption. In addition, this paper examines the effect of two mediations, that is, flow and engagement between gamification and e-learning adoption by using sequential mediation analysis.
Design/methodology/approach
The authors used the online survey method to collect the 570 responses through convenience sampling procedure. Sequential mediation analysis technique was used to test the mediation hypothesis.
Findings
The findings of this paper revealed that gamification elements are an important feature of flow, engagement in e-learning adoption process. Also, the paper found that engagement in the learning process is a key element for students to adopt e-learning.
Research limitations/implications
This paper makes its contribution to the literature related to gamification and e-learning adoption. The paper signifies the importance of gamification as an educational application in e-learning environment and its contribution in designing an interactive learning environment.
Originality/value
Empirically, to the best of the authors’ knowledge, it is the first paper to examine the sequential mediation model of gamification in the education sector in a developing nation like India. Furthermore, this paper also extends engagement and flow theory related to e-learning process by showing how students’ engagement and flow impact the e-learning adoption in the gamified environment.
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Ishani Sharma, Soni Sharma, Arun Aggarwal and Sahil Gupta
This study aims to explore the influence of creative tourist experiences (CTE) on tourists’ recommendation intentions (RCI) toward creative tourist destinations. This study…
Abstract
Purpose
This study aims to explore the influence of creative tourist experiences (CTE) on tourists’ recommendation intentions (RCI) toward creative tourist destinations. This study examines the roles of tourist engagement and satisfaction in this relationship, proposing a sequential mediation model based on the cognitive-affective-conative model.
Design/methodology/approach
The research surveyed travelers to Kinnaur, Himachal Pradesh, India, using a structured questionnaire. Through purposive sampling data were collected from 413 generation Z (Gen Z in short) tourists. The study used exploratory factor analysis, confirmatory factor analysis and sequential mediation analysis. The present research used Model 6 by Andrew Hayes in the SPSS process macro to test the serial mediation.
Findings
The findings emphasize the importance of active engagement in creative tourism and its potential to transform cultural heritage into enriching experiences, thereby influencing tourists’ recommendation behaviors. Results of sequential mediation analysis show that there is a significant and positive impact of CTE on tourist’s RCI. Further, results showed the sequential mediation effect of tourist engagement and satisfaction on the relationship between CTE and RCI.
Practical implications
The findings offer valuable insights for destination managers and policymakers in creative tourism. Enhancing tourist engagement and satisfaction through creative experiences can effectively increase RCI, contributing to the sustainable management of cultural resources and preventing the over-commercialization of cultural heritage.
Originality/value
This research contributes to the literature on creative tourism by empirically testing the sequential mediation model and highlighting the pivotal role of tourist engagement and satisfaction in transforming creative experiences into positive behavioral outcomes. This study provides a nuanced understanding of the factors influencing tourists’ RCI in creative tourism contexts.
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Marlene Reimer, Luca Haensse and Nick Lin-Hi
Employee readiness for change is essential for long-term organizational success. However, organizations often struggle to generate employee support for change as they fail to…
Abstract
Purpose
Employee readiness for change is essential for long-term organizational success. However, organizations often struggle to generate employee support for change as they fail to mitigate associated uncertainties. Studies exploring possible antecedents of employee readiness for change primarily focus on internal organizational practices, while external practices have been overlooked in the discussion. Drawing from uncertainty reduction theory, we examine how external organizational practices in terms of external CSR positively affect readiness for change.
Design/methodology/approach
In a survey of 377 employees from 29 German companies, we test the hypothesized chain of effects between external CSR, perceived organizational support, perceived uncertainty, and readiness for change by using structural equation modeling.
Findings
Results from structural equation modeling demonstrate a positive relationship between external CSR and readiness for change, which is sequentially mediated by perceptions of organizational support and uncertainty.
Originality/value
By highlighting the role of external organizational practices in promoting change readiness, the paper offers new insights into the mechanisms of effective change management.
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Nasib Dar, Yasir Mansoor Kundi and Zeeshan Hamid
This study examines the direct influence of team-member exchange (TMX) on team innovative work behavior (IWB) and the mediating roles of team knowledge sharing and team job…
Abstract
Purpose
This study examines the direct influence of team-member exchange (TMX) on team innovative work behavior (IWB) and the mediating roles of team knowledge sharing and team job crafting.
Design/methodology/approach
To test our research model, we collected multilevel, multisource, and multi-wave data from 284 employees and 74 teams in Pakistan.
Findings
TMX positively relates to team IWB directly and indirectly via serial mediation of team knowledge sharing and team job crafting.
Originality/value
This is the first study to investigate how TMX promotes team IWB through team knowledge sharing and team job crafting.
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Do Yuon Kim, Dooyoung Choi, Namhee Yoon and Ha Kyung Lee
The synchronous interactivity in the metaverse afforded copresence, the feeling of being together with other users. Applying the flow theory, this study examines how copresence…
Abstract
Purpose
The synchronous interactivity in the metaverse afforded copresence, the feeling of being together with other users. Applying the flow theory, this study examines how copresence improves the subjective well-being of users through flow and escapism.
Design/methodology/approach
An online self-administered survey of 212 US adults who are currently using metaverse platforms is conducted. The collected data are analyzed by SPSS 27.0 for descriptive statistics and reliability analysis. AMOS 27.0 is employed for the confirmatory factor analysis. The bootstrapping analysis via the PROCESS Macro is used to analyze the mediating and moderating effects.
Findings
The results find that copresence, flow, and escapism improve the subjective well-being of metaverse users. A serial mediation analysis reveals that the influence of copresence on subjective well-being is mediated by flow and escapism. Additionally, the impact of escapism on subjective well-being is moderated by self-expansion.
Originality/value
The findings contribute to the metaverse literature and the industry by highlighting the role of copresence in improving user experience and subjective well-being.
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Faruk Yuksel, Uzeyir Kement, Seden Dogan, Gul Erkol Bayram, Sinan Baran Bayar and Cihan Cobanoglu
This study aims to investigate the effects of smart tourism technology experience (STTE) on tourist satisfaction and happiness in Bordeaux, with a focus on understanding the…
Abstract
Purpose
This study aims to investigate the effects of smart tourism technology experience (STTE) on tourist satisfaction and happiness in Bordeaux, with a focus on understanding the mediating role of self-gratification. By examining these relationships, the study seeks to provide insights into how smart tourism technologies can enhance tourist experiences.
Design/methodology/approach
The study uses partial least squares-structural equation modeling (PLS-SEM) to analyze data collected from 380 tourists who visited Bordeaux. The measurement model assesses reliability and validity, while the structural model evaluates the proposed hypotheses and the mediation effects of self-gratification.
Findings
The results confirm that STTE positively impacts tourist satisfaction, with accessibility, informativeness and personalization significantly enhancing tourist satisfaction, while interactivity does not. Tourist satisfaction, in turn, positively affects tourist happiness. Furthermore, self-gratification partially mediates the relationship between tourist satisfaction and happiness, highlighting its importance in the smart tourism context.
Originality/value
This research extends the understanding of STTE by demonstrating its effects on tourist satisfaction and happiness. It introduces the mediating role of self-gratification, providing a novel perspective on how personalized smart tourism experiences contribute to overall tourist happiness.
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Muhammad Haroon Shoukat, Rupa Sinha, Islam Elgammal and Kareem M. Selem
Based on self-determination theory (SDT), this paper seeks to identify autonomous motivations driving nostalgia-related cultural tourism among visitors to satisfy their craving to…
Abstract
Purpose
Based on self-determination theory (SDT), this paper seeks to identify autonomous motivations driving nostalgia-related cultural tourism among visitors to satisfy their craving to revisit Luxor and re-root their identities. This paper looked at the nexus of destination image and past experience, as well as nostalgic visitors' revisit intention and actual behavior toward Luxor.
Design/methodology/approach
Partial least squares-structural equation modeling (PLS-SEM) was employed to quantitatively analyze 354 responses from Luxor's visitors, and 17 interview transcripts were narrated using MAXQDA software.
Findings
Autonomous motivations influenced revisit intentions significantly, and revisit intentions acted as a strong mediator between actual visit behavior and autonomous motivations.
Practical implications
Destination marketers need to create nostalgic emotional bonds with people and destinations by planning cultural events that leave visitors with unforgettable memories of these particular moments. They also need to focus more on promotional strategies, develop messages with words that have emotional meaning and highlight crucial characteristics that tourists can quickly identify when visiting a destination.
Originality/value
Cultural tourism has emerged as a dominant niche sector worldwide; nevertheless, nostalgia-related cultural tourism has received less attention. As a result, the primary purpose of this paper is to provide a methodological framework for nostalgia tourism promotion in Luxor, Egypt. Luxor was chosen and has been an excellent subject for this paper, which can further evoke a sense of nostalgia. Hence, this paper prioritizes cultural site preservation and promotion.
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Ali Hussain, Ding Hooi Ting and Ben Marder
Hedonic shopping is a growing phenomenon designed to enhance gamers’ virtual content shopping experience with increasing economic significance, yet limited attention has been…
Abstract
Purpose
Hedonic shopping is a growing phenomenon designed to enhance gamers’ virtual content shopping experience with increasing economic significance, yet limited attention has been dedicated to this area. Our study explores key hedonic motivations of virtual content shopping and how hedonic shopping value builds trust (trust in virtual content and trust in virtual retailers) that enhances the intention to pay for premium.
Design/methodology/approach
This research adopts a mixed-methods approach. Study 1 is qualitative; 19 semi-structured interviews were conducted with virtual game retail platform users. Study 2, based on the literature review and qualitative inquiry findings (obtained from Study 1), proposes a research model empirically validated by analyzing survey data administered to 437 online gamers from gaming zones, cybercafés and e-sports centers.
Findings
The results show that in-game shopping-related adventure-, gratification-, role- and idea-seeking motivations significantly influence gamers' perceived hedonic shopping value. In turn, perceived shopping value has a significant indirect effect through trust on gamers’ intention to pay for premium.
Originality/value
This research contributes to gaming literature by offering a comprehensive model that elucidates the role of hedonic shopping in increasing gamers’ trust, which explains purchase behavior in the virtual game retail context. The findings deepen the understanding of the game retailing landscape and offer strategies to build gamers’ trust, increase premium usage and retain existing spenders.
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Nhi Thao Ho-Mai, Vinh Trung Tran, Vien Ky Nguyen, Uyen Thi Thu Do, Thanh Ba Truong and Phuong Thi Kim Tran
From a consumer–brand relationship (CBR) perspective, this study proposes a serial multiple mediation model to explore the pathways (e.g. cognitive, affective and hybrid) to…
Abstract
Purpose
From a consumer–brand relationship (CBR) perspective, this study proposes a serial multiple mediation model to explore the pathways (e.g. cognitive, affective and hybrid) to increase online celebrity brand equity (OCBE) and follower's hotel booking intentions (FBI).
Design/methodology/approach
Paper-based and online surveys were used to collect data from 443 respondents who had been using TikTok and had followed at least one online celebrity on TikTok, while that online celebrity had reviewed one or more types of accommodation. A serial multiple mediation model was evaluated through covariance-based structural equation modeling.
Findings
The results confirmed the hybrid cognitive–affective and cognitive–affective–conative pathways among antecedents and components of OCBE and FBI.
Originality/value
From a CBR perspective, this study provides a serial multiple mediation model to increase OCBE via hybrid cognitive–affective pathways and to drive FBI via cognitive–affective–conative pathways. These sequential relationships contribute to the human branding literature by defining a mechanism of how online celebrities can efficiently attract followers, thus driving online celebrity brand loyalty and hotel booking intentions.
Research limitations/implications
The results should be validated in other cultural contexts to generalize findings and broaden the range of target respondents to include international followers and those within other nations.
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Ridouan Nejjari and Samira Slaoui
This study examines the impact of customer value creation on hotel performance. Customer value is seen as a multi-phase and multi-party process that combines hotel and tourist…
Abstract
Purpose
This study examines the impact of customer value creation on hotel performance. Customer value is seen as a multi-phase and multi-party process that combines hotel and tourist perspectives while also integrating the participation of frontline employees. The study also investigates financial performance (FP) and customer-based performance (CBP).
Design/methodology/approach
Data were collected from Morocco through multiple-informant design surveys to explore three perspectives related to three actors involved in the process, that is, the managers, the employees and the tourists. The hypotheses were tested with SmartPLS4.
Findings
The findings reveal that customer value positively and significantly impacts not only the FP of hotels but also the CBP. The results highlight a sequential relationship in which each actor drives the subsequent phase to definitively enhance the hotel's performance. The results further show significant mediation effects in the customer value sequence. Moreover, the results show a significant and positive effect of CBP on FP.
Research limitations/implications
Theoretical and managerial implications of the research are discussed and future important researches are drawn from the study limitations.
Practical implications
Managers must be aware that frontline employees and guests are crucial for creating customer value, which enables to improve their performance. The results highlight that hotels should motivate and involve frontline employees in value propositions (VP) development. Furthermore, the guests are the final arbiters of value who drive hotels' performance. Moreover, for additional FP, managers are required both to deliver superior value and create loyal customers.
Originality/value
This study mostly confirms previous findings and highlights a sequential relationship among three phases involving three actors of customer value. However, it reveals more reasonable and robust results in the mediation effect of the value offering (VO) between the VP and the perceived value-in-use (PVI). This study is also the first to provide evidence on the mediation effect of the PVI between the VO and the CBP.
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