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1 – 10 of 307Akke Folmer, Ali (Tanya) Tengxiage, Hanny Kadijk and Alastair John Wright
The purpose of this paper is to explore domestic experiential travel by Chinese millennials, a group of consumers who will increasingly influence the global travel and tourism…
Abstract
Purpose
The purpose of this paper is to explore domestic experiential travel by Chinese millennials, a group of consumers who will increasingly influence the global travel and tourism industry.
Design/methodology/approach
A qualitative research method was adopted to explore motivations and memorable experiences of Chinese millennials who successfully mountain biked the Qinghai–Tibet Highway in China.
Findings
For Chinese millennial mountain bikers in Tibet, experiential travel motivations and experiences are important. During the trip, they challenged their mental and physical abilities, enjoyed nature, bonded with friends and perceived a warm welcome by Tibetan families. This study adds to existing knowledge on experiential travel, as it was found that transformation was perceived as important outcome of the trip. Participants perceived personal change in attitude and behaviour, which will help them face everyday life challenges.
Research limitations/implications
Further research could focus on gaining insight into other types of Chinese adventure tourists, on comparing wishes and demands of Chinese with other mountain bikers and on developments in transformative travel.
Practical implications
Adventure tourism organisations could adjust their tourism product range to cater more for Chinese millennials who aim to improve their physical and mental skills.
Originality/value
In-depth research into motivations and experiences of Chinese millennials is scarce. The influence of Chinese millennials on the tourism market is already large and will continue to increase.
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Angela Druckman and Birgitta Gatersleben
The purpose of this paper is to address the question: which leisure activities are relatively low carbon and conducive to high levels of subjective wellbeing? Underlying this…
Abstract
Purpose
The purpose of this paper is to address the question: which leisure activities are relatively low carbon and conducive to high levels of subjective wellbeing? Underlying this question is the premise that to combat climate change, carbon emissions must be radically reduced. Technological change alone will not be sufficient: lifestyles must also change. Whereas mainstream strategies generally address the challenge of reducing carbon emissions through reviewing consumption, approaching it through the lens of how we use our time, in particular, leisure time, may be a promising complementary avenue.
Design/methodology/approach
The paper brings together three areas of research that are hitherto largely unlinked: subjective wellbeing/happiness studies, studies on how we use our time and studies on low-carbon lifestyles.
Findings
The paper shows that low-carbon leisure activities conducive to high subjective wellbeing include social activities such as spending time in the home with family and friends, and physical activities that involve challenge such as partaking in sports. However, depending how they are done, some such activities may induce high carbon emissions, especially through travel. Therefore, appropriate local infrastructure, such as local sports and community centres, is required, along with facilities for active travel. Policymaking developed from a time-use perspective would encourage investment to support this.
Originality/value
Win–win opportunities for spending leisure time engaged in activities conducive to high subjective wellbeing in low carbon ways are identified. This is done by bringing three research topics together in a novel way.
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Piotr Zmyslony and Karolina Anna Wędrowicz
The purpose of this paper is to discuss the rise and the future of urban leisure format (ULF), i.e. local seasonal short-lived and repeatable small-scale place-time-based staging…
Abstract
Purpose
The purpose of this paper is to discuss the rise and the future of urban leisure format (ULF), i.e. local seasonal short-lived and repeatable small-scale place-time-based staging urban leisure experiences which become the focus of recreation and tourism development in many cities. It aims to analyse the structure of the ULF by identifying its main features and also to propose the future developments of the concept.
Design/methodology/approach
The study is based on the experience economy principles. It develops the models for structured experiences/experienscape by adding the analogy with television programme formats to propose the general logic of constructing, organising and packetizing urban leisure experiences that are multiplied effectively to other urban time-spaces.
Findings
The ULF’s future potential lies in its ability to adopt local components, i.e. people and urban resources, to global trends using a structured experiences/experience logic which makes the ULF formattable, i.e. with the capacity to get informally standardised, then repeated and adapted to other cities’ contexts.
Research limitations/implications
The paper provides a conceptual framework for formatting the leisure events and places under the framework of the structured experience, will be carefully adapted to the micro-local level, i.e. community activities sphere. The ULF is a theoretical concept and needs empirical research to verify its validity.
Practical implications
The ULF provides urban managers with a framework for replicating, multiplying and adapting urban leisure events and sites within the structured experiences (SE) designing framework.
Originality/value
The study contributes to the scientific discussion on the experience economy by introducing the ULF concept which can be adapted to various urban conditions.
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Norberto Santos, Claudete Oliveira Moreira and Luís Silveira
Tourism in Coimbra today is influenced by the fact that the Univer(s)city was distinguished as a World Heritage Site in 2013. The number of visits has grown very significantly in…
Abstract
Purpose
Tourism in Coimbra today is influenced by the fact that the Univer(s)city was distinguished as a World Heritage Site in 2013. The number of visits has grown very significantly in recent years, but the diversification of the tourist offer is still weak and unable to take advantage of existing resources. This paper aims to present genealogy tourism as an alternative urban cultural tourism in Coimbra.
Design/methodology/approach
Methodology involved mapping the Jewish culture elements in the city of Coimbra, and a route was outlined and proposed.
Findings
Genealogy tourism resources are identified in the historic centre of the city. These alternative spaces need urban rehabilitation and (re)functionalisation, which allowed the authors to rethink tourism in Coimbra. They are the motivation to visit for all urban cultural tourists, especially Israelis/Jews, and provide contact with places where the experiences of ancestors combine with the history and memory of places, with recent discoveries and the elements of Jewish culture in the city.
Originality/value
It is concluded that the quantity, diversity, authenticity and singularity of the heritage resources that bear witness to the Jewish presence in Coimbra are sufficient assets to create a route, to enrich the tourist experience in the city and to include the destination in the Sephardic routes.
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The purpose of this paper is to elaborate the nature of everyday life as a context of information behaviour by examining how researchers have approached this issue. To this end…
Abstract
Purpose
The purpose of this paper is to elaborate the nature of everyday life as a context of information behaviour by examining how researchers have approached this issue. To this end, particular attention is directed to how they have characterized everyday life as a constellation of work-related and non-work constituents.
Design/methodology/approach
Evolutionary concept analysis was conducted by focussing on 40 studies on the topic. It is examined how the conceptualizations of everyday life and the relationships between work-related and non-work constituents have been evolved since the 1990s. The analysis is based on the comparison of the similarities and differences between the characterizations of the above constituents.
Findings
Early conceptualizations of everyday life as a context of information behaviour were largely based on Savolainen's model for everyday life information seeking. Later studies have proposed a more holistic approach to everyday life in times when the boundaries between work-related and free-time activities have become blurred, due to the growing use of networked information technologies and telecommuting. Since the late 1990s, the understanding about the nature of everyday life as a context of information behaviour has become more nuanced; thanks to a more detailed identification of the overlaps of work-related and non-work constituents.
Research limitations/implications
As the study is based on a sample of studies examining the relationships of work-related and non-work constituents, the findings cannot be generalized to concern the contextual nature of everyday life as a whole.
Originality/value
The study pioneers by offering an in-depth analysis of the nature of everyday life as a context of information behaviour.
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Maarit Kinnunen, Antti Honkanen and Mervi Luonila
The purpose of the study is to compare features of career development and fandom in frequent festival attendance in the context of Finnish music festivals.
Abstract
Purpose
The purpose of the study is to compare features of career development and fandom in frequent festival attendance in the context of Finnish music festivals.
Design/methodology/approach
The study uses a mixed methods research approach and employs two theoretical frameworks: theories of career development and fandom.
Findings
In frequent festival attendance, both festival career development and festival fandom are most clearly present in motivation development and social dimensions.
Practical implications
Strategically, frequent festivalgoers should be considered as crucial stakeholders, who might mobilize the co-creation of a sense of community or festival brand.
Originality/value
Music-related fandom has been previously investigated in relation to artists and specific musical genres, but not so much in relation to music festivals in general. Career studies, on the other hand, concentrate heavily on sports events. There is a scarcity of research scrutinizing both career development and fandom in the festival context within the same study, and festival attendance as part of music tourism is an under-researched area.
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Bernhard Fabian Bichler and Mike Peters
Adventure activities have become the core products of many tourism destinations. Hiking, which is known to be a soft adventure activity, represents an especially important product…
Abstract
Purpose
Adventure activities have become the core products of many tourism destinations. Hiking, which is known to be a soft adventure activity, represents an especially important product for many tourism destinations around the globe and in the European Alps. However, little research has explored hikers’ underlying motivation and experiences, which are expected to differ from the hard adventure context, as mountain hiking provides a low risk, but high immersion. This paper aims to determine and explore the underlying dimensions and dynamics of mountain hikers’ soft adventure motivation (SAM).
Design/methodology/approach
A concurrent mixed-method design that builds on a quantitative survey (N = 379) and qualitative interviews (N = 14) was used to explore SAM factors. This study combined exploratory factor analysis and regression analysis with semi-structured interviews and template analysis.
Findings
The quantitative results provide six SAM factors and emphasize that “relaxation,” “socializing” and “discovery” contribute to hiking satisfaction, while “recognition” has adverse effects. By triangulating these findings with hikers’ experiences, this study underlines the associated recreational meaning of hiking and provides an in-depth qualitative discussion of SAM factors and the subordinate role of “recognition.”
Originality/value
The contribution of this paper is a refined understanding of SAM in the hiking context by emphasizing the recreational meaning of mountain hiking. As a result, this study adds an important missing link to previous outdoor tourism and leisure studies by showing the special composition and dynamics of SAM. The findings also support the creation of tailor-made touristic products.
研究目的
探险活动已经成为许多旅游目的地的核心产品。其中徒步旅行被认作为一种“轻松”探险活动并且代表着全球众多旅游目的地及欧洲阿尔卑斯山的重要产品。然而, 很少有研究探索远足者的潜在动机和经验, 由于徒步远足的风险较低, 但参与感高, 因此预计于艰苦的冒险环境有所不同。因此, 本文确定并探索了山地徒步者“轻松”冒险动机的潜在维度和动力。
设计/方法/方法
采用基于定量调查(N = 379)和定性访谈(N = 14)的并行混合方法设计来探索SAM因素。因此, 我们将探索性因子分析和回归分析与半结构化访谈和模板分析相结合。
结果
定量结果提供了6个SAM因素, 并强调“放松”、“社交”和“发现”有助于提升满意度, 而“认知”则有负面影响。通过将这些发现与徒步旅行者的经历进行三角分析, 我们强调了徒步旅行的相关娱乐意义, 并对SAM因素和“识别”的从属作用进行了深入的定性讨论。
原创性/价值
本文的贡献在于通过强调登山的休闲意义, 对徒步情景下的SAM进行了精细化的理解。因此, 我们通过展示SAM的特殊组成和动态, 为之前的户外旅游和休闲研究添加了一个重要的缺失环节。最后, 研究结果支持了定制旅游产品的创造。
关键字
探险旅游, 动机, 软探险, 徒步
文章类型
研究论文
Propósito
Las actividades de aventura se han convertido en uno de los productos principales de muchos destinos turísticos, especialmente el senderismo, una actividad de aventura de baja dificultad que representa un producto importante para muchos destinos turísticos alrededor del mundo y en los Alpes europeos. Sin embargo, pocas investigaciones han estudiado la motivación y las experiencias subyacentes de los excursionistas, las cuales se espera que difieran del contexto de aventura de alta dificultad, ya que el senderismo de montaña proporciona un bajo riesgo pero una alta inmersión. Por lo tanto, este documento determina y examina las dimensiones y dinámicas subyacentes de la motivación de aventura de baja dificultad (SAM, por sus siglas en inglés) de los excursionistas de montaña.
Diseño/metodología/enfoque
Se utilizó un diseño de método mixto concurrente que se basa en una encuesta cuantitativa (N = 379) y entrevistas cualitativas (N = 14) para explorar los factores de SAM. De este modo, se combinó análisis factorial exploratorio y análisis de regresión con entrevistas semiestructuradas y análisis de plantillas.
Resultados
Los resultados cuantitativos aportan seis factores de SAM y enfatizan que la “relajación”, la “socialización” y el “descubrimiento” contribuyen a la satisfacción del senderismo, mientras que el “reconocimiento” tiene efectos adversos. Al relacionar estos hallazgos con las experiencias de los excursionistas se destaca el significado recreativo asociado al senderismo y se brinda una discusión cualitativa profunda de los factores de SAM y el papel subordinado del “reconocimiento”.
Originalidad/valor
La contribución de este artículo es una comprensión refinada de la SAM en el contexto de senderismo al enfatizar el significado recreativo del senderismo de montaña. De este modo, se suma un importante eslabón perdido a los estudios anteriores de turismo al aire libre y de ocio al mostrar la composición y dinámica especial de la SAM. Por último, los resultados respaldan la creación de productos turísticos hechos a la medida de las preferencias de los turistas.
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To elaborate the nature of critique presented in the models and concepts of human information behaviour (HIB) research by identifying the issues to which the critique is directed…
Abstract
Purpose
To elaborate the nature of critique presented in the models and concepts of human information behaviour (HIB) research by identifying the issues to which the critique is directed and the ways in which the critique is conducted.
Design/methodology/approach
Conceptual analysis focusing on 58 key studies on the topic. First, the objects and ways of conducting the critique were identified. Thereafter, three levels of depth at which the critique is conducted were specified. The conceptual analysis is based on the comparison of the similarities and differences between the articulations of critique presented at these levels.
Findings
At the lowest level of depth, critique of HIB research is directed to the lack of research by identifying gaps and complaining the neglect or paucity of studies in a significant domain. At the level of critiquing the shortcomings of existing studies, the attention is focused on the identification and analysis of the inadequacies of concepts and models. Finally, constructive critiques of research approaches dig deeper in that they not only identify weaknesses of existing studies but also propose alternative in which the shortcomings can be avoided, and the conceptualizations of HIB enhanced.
Research limitations/implications
As the study focuses on critiques addressed to HIB models and concepts, the findings cannot be generalized to concern the field of Library and Information Science (LIS) as a whole. Moreover, due to the emphasis of the qualitative research approach, the findings offer only an indicative picture of the frequency of the objects critiqued in HIB research.
Originality/value
The study pioneers by providing an in-depth analysis of the nature of critiques presented in a LIS research domain.
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Andreas Alexiou, Michaéla C. Schippers, Ilan Oshri and Spyros Angelopoulos
This study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning.
Abstract
Purpose
This study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning.
Design/methodology/approach
The authors employ transportation theory to generate a set of antecedents of psychological flow and the theory of flow to connect the gaming experience to positive learning outcomes. The authors investigate the subjective learning experience of players with the use of a psychometric survey, and the authors employ structural equation modelling (SEM) to unearth the direct as well as the indirect effects amongst narrative, aesthetics, flow and learning outcomes.
Findings
The findings of this study demonstrate that narrative and aesthetics in serious games positively influence the perceived learning by facilitating a state of psychological flow.
Research limitations/implications
This study contributes to better understanding and theorizing the role of narrative and aesthetics on learning outcomes in the context of serious games.
Practical implications
The findings of this study bear valuable implications for the design of serious games as they highlight the importance of elements often disregarded as not directly related to the learning process and are typically absent from the design of serious games.
Originality/value
Prior studies have identified aesthetics and narratives as design elements that contribute to the perceived enjoyment of a game; this study empirically investigates the role of narratives and aesthetics in enhancing perceived learning through psychological flow.
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The purpose of this paper is to discuss the relevance of popular culture in a tourism context, highlighting how it can impact the future of tourism.
Abstract
Purpose
The purpose of this paper is to discuss the relevance of popular culture in a tourism context, highlighting how it can impact the future of tourism.
Design/methodology/approach
Drawing upon existing research, the popularity of popular culture is discussed, and future developments are transferred to the field of tourism.
Findings
It is expected that the demand for popular culture related tourism activities and experiences will continue to increase, providing opportunities for destinations for visitor dispersal, the distribution of economic benefits across regions, and the tackling of industry-based challenges.
Originality/value
The paper draws attention to the potential of popular culture in positive and tourism development that reduces negative impacts.
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