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1 – 10 of 165Fangxuan (Sam) Li, Jianan Ma and Yun Tong
This study aims to explore tourism live streamers’ motivations of sharing their travel experiences based on the grounded theory.
Abstract
Purpose
This study aims to explore tourism live streamers’ motivations of sharing their travel experiences based on the grounded theory.
Design/methodology/approach
The use of purposive and snowball sampling methods was used to conduct 22 in-depth semi-structured interviews. The manuscript was analyzed based on the grounded theory.
Findings
This study identifies five tourism live streamers’ motivations of sharing their travel experience, including information sharing, entertainment, self-presentation, monetary incentives and socialization. Information sharing and entertainment are identified as the most important motivations of travel livestreaming (TLS) among the motivations. Monetary incentive is identified as a new motivation for tourism live streamers compared to other social media users.
Research limitations/implications
This study provides valuable suggestions for livestreaming platforms and tourism product providers to attract more tourism live streamers and better serve them.
Originality/value
To the best of the authors’ knowledge, this is one of the first studies to offer empirical findings and discussions on tourism live streamers’ motivations of sharing their travel experiences.
目的
本研究旨在基于扎根理论探讨旅游直播主分享旅游体验的动机。
设计/方法
使用目的性和滚雪球抽样方法进行了22个深入的半结构化访谈。 本研究采用扎根理论对数据进行分析。
发现
本研究发现了五种旅游直播主分享旅游体验的动机, 包括信息共享、娱乐、自我展示、金钱激励和社交。信息共享和娱乐被认为是旅游直播最重要的动机。与其他社交媒体的用户相比, 货币激励被认为是旅游直播的新动机。
研究意义
本研究为直播平台和旅游产品提供商提供有用的建议, 以吸引更多的旅游直播者并更好地为他们服务。
创意/价值
这是对旅游直播主分享旅游体验的动机提供实证研究结果和讨论的首批研究之一。
Propósito
este estudio tiene como objetivo explorar las motivaciones de los transmisores en vivo del turismo para compartir sus experiencias de viaje según la teoría fundamentada.
Diseño/metodología/enfoque
Des méthodes d'échantillonnage raisonné et boule de neige ont été utilisées pour mener 22 entrevues semi-structurées approfondies. Le manuscrit a été analysé sur la base de la théorie ancrée.
Hallazgos
este estudio identifica las motivaciones de cinco transmisores en vivo del turismo para compartir su experiencia de viaje, incluido el intercambio de información, el entretenimiento, la autopresentación, los incentivos monetarios y la socialización. El intercambio de información y el entretenimiento se identifican como las motivaciones más importantes de la transmisión en vivo de viajes (TLS) entre las motivaciones. El incentivo monetario se identifica como una nueva motivación para el transmisor en vivo del turismo en comparación con los usuarios de otras redes sociales.
Limitaciones/implicaciones de la investigación
este estudio proporciona sugerencias útiles para que las plataformas de transmisión en vivo y los proveedores de productos turísticos atraigan a más transmisores turísticos en vivo y les brinden un mejor servicio.
Originalidad/valor
este es uno de los primeros estudios que ofrece hallazgos empíricos y debates sobre las motivaciones de los transmisores en vivo del turismo para compartir sus experiencias de viaje.
Details
Keywords
Xiaojiang Zheng and Shixuan Fu
In tourism live streaming (TLS), streamers strive to capture viewers’ attention by responding quickly to viewers’ requests and providing tourism-related knowledge. However, the…
Abstract
Purpose
In tourism live streaming (TLS), streamers strive to capture viewers’ attention by responding quickly to viewers’ requests and providing tourism-related knowledge. However, the effectiveness of such practices in the TLS context remains unclear. Accordingly, based on flow theory, this study aims to uncover the effects of responsiveness and knowledge spillover on viewers’ travelling intentions.
Design/methodology/approach
The authors collected 319 valid questionnaires to examine the proposed model. Followingly, the authors used a partial least squares structural equation modelling approach using SmartPLS 4 to analyse the survey data.
Findings
The authors found that responsiveness could enhance viewers’ flow experience and destination attachment, fostering travelling intentions. The authors further found that knowledge spillover strengthened the relationship between responsiveness and travelling intentions and responsiveness and flow experience.
Originality/value
This study broadens the scope of extant tourism research by juxtaposing the effects of responsiveness and knowledge spillover on viewers’ travelling intentions in the TLS context. Practically, the findings provide valuable insights for streamers to conduct appropriate viewer–streamer interaction strategies by providing instant responses and tourism-related knowledge to viewers.
目的
在旅游直播中, 主播常常通过快速响应观众并提供目的地知识, 以吸引观众注意。然而这种策略是否有效地提升了观众的旅游意愿仍需进一步验证。因此, 本研究基于心流理论验证了响应性及知识溢出效应对观众旅游意愿的影响。
设计/方法/途径
我们通过评估319份有效问卷来检验所提出的模型, 采用了SmartPLS软件构建偏最小二乘结构方程模型(PLS-SEM)分析问卷数据。
研究发现
我们发现, 响应性将增强观众的心流体验和目的地依恋感, 从而促进旅游意愿。此外, 知识溢出效应强化了响应性和旅游意愿及响应性和心流体验之间的关系。
原创性/价值
本研究同时关注响应性及知识溢出在旅游直播情境下对观众旅游意愿的影响机制。从实践层面, 本研究为旅游主播提供了高效互动及目的地推广的策略。
Propósito
En las retransmisiones turísticas en directo (TLS), los organizadores se esfuerzan por captar la atención de los espectadores respondiendo de forma rápida a sus peticiones y aportando conocimientos relacionados con el turismo. Sin embargo, la eficacia de estas prácticas en el contexto de la retransmisión turística en directo sigue sin estar clara. Por consiguiente, este estudio, basado en la teoría del flujo, trata de descubrir los efectos de la capacidad de respuesta y la difusión de conocimientos en la intención de viajar de los espectadores.
Diseño/metodología/enfoque
Se recogieron 319 cuestionarios válidos para examinar el modelo propuesto. Seguidamente, se aplicó la técnica de ecuaciones estructurales con mínimos cuadrados parciales (PLS-SEM) mediante el software SmartPLS para analizar los datos de la encuesta.
Resultados
Se concluye que la capacidad de respuesta mejoraría la experiencia de flujo de los espectadores y el apego al destino, fomentando su intención de viajar. Además, se comprueba que la difusión de conocimientos fortalece la relación entre (1) la capacidad de respuesta y la intención de viajar y (2) la capacidad de respuesta y la experiencia de flujo.
Originalidad/valor
La presente investigación amplía el enfoque de los estudios existentes en la investigación turística al aproximar los efectos de la capacidad de respuesta y la difusión de conocimientos sobre la intención de viajar de los espectadores en el contexto de retransmisiones turísticas en directo. Desde el punto de vista práctico, los resultados aportan ideas para que los streamers empleen estrategias de interacción apropiadas con los espectadores, proporcionándoles respuestas instantáneas y transmitiéndoles conocimientos relacionados con el turismo.
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Keywords
Siyu Ji, Bo Pu and Wenyuan Sang
It is unclear what constitutes the tourism live streaming (TLS) servicescape and how it affects users' travel intention (TI). The study aims to explore the composition of the TLS…
Abstract
Purpose
It is unclear what constitutes the tourism live streaming (TLS) servicescape and how it affects users' travel intention (TI). The study aims to explore the composition of the TLS servicescape, the influence mechanism of the TLS servicescape on users' TI and the formation of users' TI.
Design/methodology/approach
Based on stimulus organism response theory (SOR), we develop a mediation model to explore the influence of TLS servicescape on users' TI. This study collected data from 432 Chinese TLS users through an online questionnaire, and we used the structural equation model and the SPSS PROCESS macro to test the proposed model. In addition, we tested the variable relationships using fuzzy-set qualitative comparative analysis (fsQCA).
Findings
TLS servicescape is a second-order variable that can be categorized into physical element (PE), social element (SOE), symbolic element (SYE) and natural element (NE). TLS servicescape influences TI by affecting social presence (SP) and customer engagement (CE). The fsQCA reveals seven combinations of PE, SOE, SYE, NE, SP and CE that form a high TI for TLS users.
Originality/value
Using multiple data analysis methods, the study emphasizes the significance of the TLS servicescape for TLS. It explores how to evoke users' TI in TLS and provides a reference for TLS marketing.
Details
Keywords
Erose Sthapit, Brian Garrod, Dafnis N. Coudounaris, Siamak Seyfi, Ibrahim Cifci and Tan Vo-Thanh
Based on stimulus-organism-response theory, this study aims to develop and tests a model of memorable heritage tourism experience (MHTE). The model proposes that experiencescape…
Abstract
Purpose
Based on stimulus-organism-response theory, this study aims to develop and tests a model of memorable heritage tourism experience (MHTE). The model proposes that experiencescape, experience co-creation, education and photography are important antecedents of MHTE, which is then a driver of place attachment.
Design/methodology/approach
Data for this study were collected using a Web-based questionnaire of people aged 18 years and over who had a heritage tourism experience during the previous three months (February–April 2023). The survey was distributed in May 2023 using Amazon Mechanical Turk (MTurk). A survey link was posted on MTurk, which remained active for the first week of May 2023. Out of the 283 responses received, 272 were valid responses from individuals who met the participation criteria.
Findings
Experiencescape, experience co-creation, education and photography were found to be positive drivers of the MHTE, with a positive relationship between MHTE and place attachment.
Originality/value
Many studies linked to memorable tourism experience (MTE) mainly replicate Kim, Ritchie, & McCormick’s (2012) MTE scale, regardless of the specific study context. This study offers an alternative framework through which alternative antecedents and outcomes of tourists’ MTE can be identified.
Details
Keywords
Zahy Ramadan, Maya Farah and Norma Al Rahbany
Following the changes in consumer behavior in the hospitality industry due to the Covid-19 pandemic, Amazon launched “Explore”, an interactive livestreaming customized service…
Abstract
Purpose
Following the changes in consumer behavior in the hospitality industry due to the Covid-19 pandemic, Amazon launched “Explore”, an interactive livestreaming customized service that connects users with hosts worldwide, allowing them to discover a vast array of experiences from the comfort of their homes. This study aims to assess the effects of Explore on the hospitality and tourism industries.
Design/methodology/approach
An exploratory qualitative approach was adopted. Data was collected from 18 expert interviews and 292 online reviews on Explore.
Findings
The findings indicate that the pandemic has altered consumer behavior when it comes to experience-related venues. Within that shift, Explore was shown to have reinvented the travel industry. The major three themes extracted revolved around the following: replica of real-life touristic experiences (having the experience as if consumers were physically present), experience-bound versus output-oriented customers (those who want to explore the real experience by being physically present versus those who seek to discover a certain culture or acquire a new skill even virtually) and post-virtual experience (effects on the hospitality industry).
Originality/value
The study puts forth the coopetition that could emanate from the inter-relationship between the Amazon Explore platform and the hospitality industry if the two were to cooperate even beyond the context of global pandemics. Indeed, Explore has gained awareness and trial and could be a sustainable ongoing business, especially among those with financial and other types of limitations that could hinder their traveling propensity.
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Keywords
Peng Zhu, Zixi Liu, Xiaotong Li, Xu Jiang and Mark Xuefang Zhu
Livestreaming, as a relatively new online marketing model, has generated numerous business opportunities for e-commerce and social commerce. The purpose of this paper is to…
Abstract
Purpose
Livestreaming, as a relatively new online marketing model, has generated numerous business opportunities for e-commerce and social commerce. The purpose of this paper is to investigate to what degree livestreaming content impacts online users' cognitive and emotional reactions and whether their cognitive and emotional responses affect their purchase intention.
Design/methodology/approach
Through the lens of regulatory focus theory (RFT) and stimulus–organism–response (S–O–R) theory, the authors empirically examine the influencing mechanisms of livestreaming on online consumers' purchase intentions. Structural equation models are used to analyze the relationships in the proposed research model.
Findings
The results of this study show that information-task fit positively affects consumers' perceived usefulness of livestreaming. Both visual effects and sociability positively affect consumers' perceived value and social presence. Furthermore, perceived usefulness and perceived joy positively affect consumers' purchase intentions in a livestreaming environment. This study’s results also demonstrate that the regulatory focus of consumers has a moderating effect on the influence of their perceived joy on shopping intentions.
Originality/value
This study contributes to the relevant literature by simultaneously examining the role of e-commerce platform characteristics and online consumer psychology in influencing behavioral intention. With a better understanding of their role, platform operators and sellers can refine their livestreaming marketing tools and strategies. Highlighting the interplays among external stimuli, user reactions and user motivational styles, this study contributes to mobile e-commerce literature and the broader literature on digital marketing and human–computer interaction.
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Keywords
Chin Lung Hsu and Judy Chuan-Chuan Lin
This study combines uses and gratifications theory and flow theory to create an integrated model that predicts continuance intention to use and satisfaction with livestreaming…
Abstract
Purpose
This study combines uses and gratifications theory and flow theory to create an integrated model that predicts continuance intention to use and satisfaction with livestreaming services.
Design/methodology/approach
The proposed model was empirically evaluated using survey data collected from 304 users about their perceptions of livestream services.
Findings
The results indicate that gratifications such as entertainment, informativeness and sociability were all positively related to satisfaction. The authors find that flow mediates the impact of interactivity and telepresence on satisfaction. Notably, sociability gratification and satisfaction had a significant impact on a user's intention to continue to use livestreaming services and accounted for 77% of the variance.
Originality/value
The study adds to the body of knowledge by demonstrating the uses and gratifications theory and flow theory in live stream services. In addition, the findings may provide useful insights for live stream services streamers and marketers.
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Xinyu Ma, Eugene Cheng-Xi Aw and Raffaele Filieri
The recent livestreaming commerce has magnified the role of influencer marketing, where the influencers are partnering with brands for product promotion. This study examines the…
Abstract
Purpose
The recent livestreaming commerce has magnified the role of influencer marketing, where the influencers are partnering with brands for product promotion. This study examines the impact of influencer attributes, interaction strategies and parasocial relationships on impulsive buying in livestreaming commerce.
Design/methodology/approach
A survey with 368 livestreaming commerce users was analyzed using the symmetric-thinking approach – partial least squares structural equation modeling (PLS-SEM) and asymmetric thinking approach – fuzzy set qualitative comparative analysis (fsQCA).
Findings
The results of PLS-SEM indicate that influencer trustworthiness, influencer interactivity and self-disclosure determine parasocial relationships, which in turn influence impulsive buying. The fsQCA finding returned three configurations with various combinations of the causal conditions (i.e. influencer attributes, interaction strategies, parasocial relationships, perceived fit uncertainty and perceived quality uncertainty) explaining the formation of impulsive buying.
Originality/value
These findings provide unique linear and nonlinear insights to explain the combinatory effects of influencer attributes, interaction strategies, parasocial relationships, perceived fit uncertainty and perceived quality uncertainty on impulsive buying in livestreaming commerce.
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Cheng Yu, Jun-Hwa Cheah and Yide Liu
In China, the practice of livestreaming while shopping has evolved from a form of entertainment into a new business strategy. In recent years, the gastronomy industry has also…
Abstract
Purpose
In China, the practice of livestreaming while shopping has evolved from a form of entertainment into a new business strategy. In recent years, the gastronomy industry has also adopted livestreaming as a means of online promotion. Based on the stimulus–organism–response theoretical model, this study aims to investigate the effects of gastronomy livestreaming on viewers’ impulsive consumption by considering gamification, perceived professionalism and telepresence as causative factors.
Design/methodology/approach
This study conducted a survey of gastronomy livestreaming viewers that received 1,093 responses. The effects of gamification, perceived professionalism and telepresence were then analyzed using partial least squares-path modeling and necessary condition analysis.
Findings
This study finds that gamification, perceived professionalism and telepresence are sufficient conditions for explaining impulsive consumption. Innovativeness mediates the relationships between these factors and impulsive consumption. Furthermore, gamification and innovativeness represent necessary conditions for impulsive consumption.
Practical implications
The findings of this study contribute to an enhanced understanding of livestreaming in the gastronomy industry. Based on these findings, managers in the gastronomy industry can use more interactive gamification activities and enhance telepresence to increase viewers’ impulsive consumption during livestreaming sessions.
Originality/value
This study identifies the modalities through which gastronomy livestreaming can stimulate impulsive consumption. This is an early study to investigate the effect of experiences of gamification, perceived professionalism and telepresence on viewers’ impulsive consumption in the context of gastronomy livestreaming. In addition, this early study investigates the effect of gastronomy livestreaming innovativeness on impulsive consumption.
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Harper Kohls, Jacob L. Hiler and Laurel Aynne Cook
This study aims to examine vicarious consumption (VC) via the video-game streaming platform Twitch. The authors posit that watching someone play can offer the same enjoyment…
Abstract
Purpose
This study aims to examine vicarious consumption (VC) via the video-game streaming platform Twitch. The authors posit that watching someone play can offer the same enjoyment (measured through emotional experience, mood and joy) as playing.
Design/methodology/approach
A mixed-methods approach was used. A qualitative phase involving semistructured qualitative interviews, naturalistic inquiry and netnography generated testable hypotheses, which were tested using a two-condition, between-subjects field experiment.
Findings
This research advances the understanding of vicarious and experiential consumption by finding evidence that VC can produce the same levels of emotional experience, mood, attitude toward the product, joy, brand community loyalty and positive word of mouth. It also demonstrates the moderating effect of familiarity on mood change.
Research limitations/implications
This research demonstrates evidence that VC can offer outcomes similar to active consumption (AC). The authors advance research on VC in a new context (video-game livestreaming vs esports and other contexts) and from a new perspective (viewing motivations vs consumer-oriented outcomes). This research thus presents opportunities to explore these and other affective, behavior and cognitive outcomes in other contexts.
Practical implications
To reach Twitch users, marketers must understand how and why media consumers watch. This research provides insight into the community necessary to create effective advertising.
Originality/value
Building upon Sjöblom and Hamari, focusing on motivations for VC of esports and other related works, the authors expand the context to video-game livestreaming as a whole and examine affective, behavioral and cognitive outcomes compared with AC. Though VC has been researched and conceptualized theoretically, empirical testing is rare. This research offers empirical evidence that VC can offer the same levels of enjoyment as AC.
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