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Article
Publication date: 17 August 2015

Deniz Yüncü

This paper aims to clarify the relationships between virtual destination environment factors and visitors’ satisfaction and loyalty. Virtual destination environment factors are…

Abstract

Purpose

This paper aims to clarify the relationships between virtual destination environment factors and visitors’ satisfaction and loyalty. Virtual destination environment factors are based upon Kaplan and Kaplan’s preference matrix. Kaplan and Kaplan (1982) developed a preference matrix to describe how people use information to satisfy their needs of making sense and exploration in a physical environment. According to the model, while coherence and legibility help one to understand the place, variety and mystery landscape encourage exploration. Each of the factors can be associated with elements of the virtual destination environment.

Design/methodology/approach

The data were collected from 170 users who visited My Destination Barcelona Facebook page. Exploratory and confirmatory factor analyses, as well as structural equation modelling (SEM) were used to analyze the data.

Findings

The study explored the relationships between virtual destination environment, satisfaction and loyalty based on the Kaplan and Kaplan’s preference matrix. According to the findings, when the virtual destination environment includes a variety of visuals and enough information related to the destination, and at the same time, when it includes environmental factors which stimulate curiosity, excitement and entertainment, the virtual destination environment will provide visitors’ satisfaction and loyalty.

Research limitations/implications

Several limitations of the present study should be mentioned. First, data from this study were collected from visitors of only one destination Facebook page (My Destination Barcelona) as a virtual destination environment. Second, although the sample size (N = 170) in the study seems enough for SEM, it is quite low. In addition, the use of a convenience sampling approach could decrease external validity. Thus, future studies should consider developing a systematic design to better represent the population.

Originality/value

This paper examines how online visitors perceive virtual destination environment and how perception directly influences visitors’ satisfaction feelings and indirectly affects their loyalty.

Details

Journal of Hospitality and Tourism Technology, vol. 6 no. 2
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 16 March 2012

Yu‐Chih Huang, Sheila J. Backman and Kenneth F. Backman

The virtual world environment presents new business opportunities for building destination images that allow customers to make an informed decision and initiate travel…

1633

Abstract

Purpose

The virtual world environment presents new business opportunities for building destination images that allow customers to make an informed decision and initiate travel arrangements. The purpose of this study is to investigate the applicability of flow theory and the concept of involvement in understanding the impacts of virtual experiences of Second Life on people's travel intentions.

Design/methodology/approach

Undergraduate college students at Clemson University were chosen as participants and data was collected in April 2009, entailing 42 usable surveys.

Findings

The results validate the notion that flow is a useful and practical instrument to understand users' experiences while navigating the 3D virtual world of Second Life. The achievement of an engaging and pleasant experience in Second Life is influenced by three factors: the skills available to tackle challenging tasks, the perception of interactivity, and the degree of presence sensation perceived by customers. Furthermore, the findings indicated that flow experience mediated the association between involvement and people's behavioral intentions.

Originality/value

This study is a stepping stone on the road to investigating new marketing media, as more systematic research is needed to investigate the virtual experience and its effects on how travelers make decisions.

Details

Journal of Hospitality and Tourism Technology, vol. 3 no. 1
Type: Research Article
ISSN: 1757-9880

Keywords

Book part
Publication date: 12 October 2018

Seyedeh Fatemeh Mostafavi Shirazi

Social network sites are gaining increasing importance in tourism business and marketing. They have become a rich source of information by creating virtual destination environments

Abstract

Social network sites are gaining increasing importance in tourism business and marketing. They have become a rich source of information by creating virtual destination environments that offer pictures, videos, and other opportunities for sharing tourism experiences. These are significant electronic means that affect intentions of potential tourists to visit a destination. This chapter discusses how social network sites provide a great opportunity for individuals to virtually experience destinations prior to their potential journeys. This may, in turn, influence their expectations and satisfaction levels during their actual visits, followed by reinterpretation after the trip.

Details

Quality Services and Experiences in Hospitality and Tourism
Type: Book
ISBN: 978-1-78756-384-1

Keywords

Article
Publication date: 16 April 2024

Neena Sinha, Sanjay Dhingra, Ritu Sehrawat, Varnika Jain and Himanshu Himanshu

The emergence of virtual reality (VR) has the potential to revolutionize various industries, including tourism, as it delivers a simulated environment that closely emulates…

Abstract

Purpose

The emergence of virtual reality (VR) has the potential to revolutionize various industries, including tourism, as it delivers a simulated environment that closely emulates real-life experiences. Therefore, this study aims to explore how the factors, i.e. enjoyment, emotional involvement, flow state, perceived privacy risk, physical risk and cost, influence the customers’ intention to use VR for tourism.

Design/methodology/approach

This study integrates the technology acceptance model, hedonic consumption theory with other factors, including cognitive response, authenticity, perceived privacy risk, perceived physical risk, perceived cost and perceived presence. Partial least squares structural equation modelling approach was used to test the proposed research model.

Findings

The finding based on the sample of 252 respondents revealed that authenticity is the most influential factor impacting behavior intention followed by perceived cost, attitude, cognitive response and enjoyment. Also, the study supported the moderating impact of personal innovativeness between attitude and behavioral intention to use VR for tourism.

Practical implications

The findings of the study offers practical implications for service providers, site managers, destination marketers, tourist organizations and policymaker to develop more effective strategies for offering VR services for tourism.

Originality/value

This study enriches the current understanding of VR adoption in context of tourism with empirical evidences.

Article
Publication date: 21 November 2023

Salfarina Abdul Gapor, Chee Hua Chin, Ek Tee Ngian, Winnie Poh Ming Wong, Jiet Ping Kiew and Ting Ling Toh

The purpose of this paper is to examine the hard and soft measures of service quality and visitors' satisfaction, which ultimately contribute to visitor loyalty to the destination

Abstract

Purpose

The purpose of this paper is to examine the hard and soft measures of service quality and visitors' satisfaction, which ultimately contribute to visitor loyalty to the destination, specifically in the context of the Borneo Cultural Festival (BCF) in Sibu, Sarawak (Malaysia).

Design/methodology/approach

The study uses a quantitative research approach with 427 valid responses from domestic and international tourists of BCF and employs the cognitive-affective-conative theory to examine how the festival impacts visitor loyalty.

Findings

The findings indicate that both hard and soft measures significantly contribute to the service quality and visitor satisfaction at the BCF. Additionally, service quality and visitor satisfaction were found to positively influence destination loyalty, while the relationship between legibility and visitor satisfaction was not significant.

Practical implications

The findings encourage the ministry and event organisers to adopt a destination event strategy that positions Sibu as an attractive event destination capable of attracting domestic and international tourists.

Originality/value

The findings of this study contribute to the existing body of knowledge on event tourism and destination loyalty by applying the cognitive-affective-conative theory. This study marks the first of its kind, analysing both the tangible (hard) and intangible (soft) measures of service quality and their impact on visitor satisfaction, ultimately influencing visitor loyalty to the destination, particularly in the context of the BCF in Sibu, Sarawak.

Details

International Journal of Event and Festival Management, vol. 15 no. 2
Type: Research Article
ISSN: 1758-2954

Keywords

Article
Publication date: 14 August 2018

Deepak S. Kumar and Keyoor Purani

Prior research in tourism and hospitality domain calls for closer attention to model specification when using partial least square-structural equation modeling (PLS-SEM)…

1969

Abstract

Purpose

Prior research in tourism and hospitality domain calls for closer attention to model specification when using partial least square-structural equation modeling (PLS-SEM), including the choice of software and algorithm for PLS model estimation. This paper aims to illustrate the significance of choosing appropriate algorithms for testing the nature of relationships by comparing findings using two different PLS-SEM software packages.

Design/methodology/approach

Using a field experiment, relationships between visual servicescape aesthetics and affective responses are conceptualized based on literature in environmental psychology and marketing domains. With photographic surrogates as stimuli in two different hospitality service contexts – spa and upscale restaurant – data are collected from 350 respondents.

Findings

By comparing results of SmartPLS 3.2 and WarpPLS 5.0 software and theoretical understanding from environmental psychology literature, it is illustrated that the results and their interpretations may not be in line with theory if model specifications are not correctly implemented and are not addressed through usage of software with a relevant algorithm to test them.

Originality/value

The study highlights the implications for model specification issues such as type of variables and nature of relationships that tourism and hospitality researchers often face and also how use of appropriate algorithms can overcome limitations of model testing for complex models and provide empirical rigor to support theory.

研究目的

本论文使用两种不同的PLS-SEM处理软件来测试理论模型。通过解析模型设定参数问题, 特别是通过结构关系本性分析, 本论文指出选择合适的软件测试模型在酒店旅游领域的PLS研究中是非常关键的。

研究设计/方法/途径

本论文借助图像拍摄手段采用实验的采样方式, 在两个不同的酒店服务场所—按摩和高档餐厅—搜集350份数据。本论文采用Smart PLS 3.2 和Warp PLS 5.0 软件来测试PLS-SEM。 这两款软件支持线性和非线性理论关系的比较。

研究结果

通过Smart PLS 3.2 和Warp PLS 5.0 软件得出的报告结果分析, 不同软件处理PLS得出的结果可能有偏差, 而且会不符合理论设定。如果模型设定参数不正确, 通过使用合适的PLS-SEM软件和相关的数据分析加以辅助, 可能会解决参数不正确的问题。

研究实践意义

本论文的比较分析结果可能会帮助到酒店和旅游领域的研究者们, 在做对有关PLS-SEM软件选择的时候, 哪些软件可以更加合适的测试模型有着参考意义。

研究原创性/价值

本论文重点指出了模型设定参数的相关问题, 比如旅游酒店领域常见的变量种类和关系属性等。本论文还研究了如何选择合适的数据分析方法来克服测试复杂模型时的限制, 并且提供实践结果来支撑理论。

Details

Journal of Hospitality and Tourism Technology, vol. 9 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 7 March 2023

Clare D′Souza, Pam Kappelides, Nkosinathi Sithole, Mei Tai Chu, Mehdi Taghian and Richard Tay

The post-pandemic recognises changes are required; universities need to rethink their e-servicescapes strategies by offering different approaches to enhance students’ learning…

Abstract

Purpose

The post-pandemic recognises changes are required; universities need to rethink their e-servicescapes strategies by offering different approaches to enhance students’ learning. This study aims to draw on learning self-efficacy trajectories and propose a conceptual model for exploring the predictive validity of satisfaction. In addition, it explores the mediating role of e-servicescapes and the moderating relationship effect of mature and younger students.

Design/methodology/approach

Learning self-efficacies is incorporated into the design of the model in an attempt to understand student cognition. The influences of e-servicescape on adopting online preferences and satisfaction are also examined. The model was empirically validated by surveying 266 respondents. Structural equation modelling and multi-group analysis were used to analyse the data.

Findings

The results of this study show learning self-efficacies has no significant influence on satisfaction. Yet, they showed a significant influence on e-servicescapes. E-servicescapes positively influenced satisfaction and preference for adopting online learning. E-servicescapes also had a mediating effect between self-efficacy to complete a course and satisfaction, as well as self-efficacy to interact with instructors and satisfaction. It had a negative suppressed effect on social interaction.

Originality/value

The research makes the following contributions. Firstly, the conceptualised model identifies an association between learning self-efficacies and e-servicescapes, suggesting universities as service providers can maximise the value offerings of their customer assets. Secondly, e-servicescapes demonstrate a full mediating effect between self-efficacies and satisfaction, indicating that if universities are to compete successfully in dynamic markets, they should co-create value in their e-servicescapes domain to increase satisfaction. Thirdly, the study recognises the need for a hybrid system of both face-to-face and online delivery because the multi-group analysis shows mature age preference for online learning is required to make this transformation successful.

Article
Publication date: 10 January 2022

Halim Budi Santoso, Jyun-Cheng Wang and Nila Armelia Windasari

The use of extended reality (XR) to create memorable experiences has attracted considerable attention, especially in tourism. Multisensory XR offers a new way of virtually…

1847

Abstract

Purpose

The use of extended reality (XR) to create memorable experiences has attracted considerable attention, especially in tourism. Multisensory XR offers a new way of virtually previewing a destination before physical holidays. This study aims to explore how multisensory XR can be used at each stage of the tourism experience journey. This study established a model for how destination-image formation is affected by multisensory XR in each phase of tourism experience.

Design/methodology/approach

The authors followed the preferred reporting items for systematic reviews and meta-analyses guidelines to review studies published between 2013 and 2020, gathered from four research databases. The authors identified the predominant XR technology and sensory stimuli based on the characteristics of various tourism domains. The authors synthesized the previous studies to explain destination-image formation by using multisensory XR.

Findings

This study summarized the XR study distribution among the three stages of the tourism experience journey. The authors identified the predominant sensory stimuli and dominant XR application and developed a destination-image formation model by using multisensory XR.

Originality/value

This study highlights the holistic approach of multisensory XR in the tourism experience journey in relation to various tourism domains. It also contributes to destination-image formation in the virtual environment by providing multisensory experiences of predominant sensory stimuli at each stage.

多感官扩展现实对旅游体验的影响

研究目的

运用扩展现实(XR)来创造令人印象深刻的体验在旅游领域得到了瞩目。多感官XR提供了用虚拟方式预览景区的新途径。本研究探讨了多感官XR是怎样在旅游体验的各个阶段进行运用。我们建立了一个关于目的地形象行程是怎样收到多感知XR在每一个旅游体验阶段影响模型。

方法

本研究遵循了系统评价的首选的报告项目对由四份数据库综合提取的2013 到2020 年间发表的文章用系统文献综述和荟萃分析方法进行了梳理。基于不同旅游领域我们发现了首要的XR技术和感官刺激因素。本研究综合了之前文章用多感官XR来解释目的地形象的产生的文章。

研究结果

我们总结了XR 基于旅游体验三个阶段的研究的分布. 我们确定了主导的感官刺激因素和主导的XR应用技术并且用多元感知XR研发了目的地形象形成的模型。

研究原创性/价值

本研究突出了多元感官XR在旅游体验跨越多层旅游领域的整体性方式。本研究并且通过提供每阶段的主打感官刺激元素在多感官体验过程中对虚拟环境下的目的地形象产生做出了贡献。

Book part
Publication date: 9 December 2009

Martin Yongho Hyun and Liping A. Cai

As more destinations jump on the bandwagon of branding, their marketing organizations increasingly employ the Internet as a convenient medium for promotion. This chapter argues…

Abstract

As more destinations jump on the bandwagon of branding, their marketing organizations increasingly employ the Internet as a convenient medium for promotion. This chapter argues that instead of extending their brand communications to the Web by simply digitizing the logos, taglines, and other elements, destinations can build brands virtually in an internet-mediated environment where virtual experience takes place. The study examines how branding can be achieved through building virtualized destination image. It adopts the concepts of telepresence, virtual experience, and integrated informational response and explains how online and offline communication stimuli can affect various components of virtualized image. This expands and modifies the conventional image constructs by specifying information sources as antecedents through telepresence and integrated behavioral responses as consequences. The relationships between the image, its antecedents, and consequences, and among the image constructs are illustrated through 14 propositions. The chapter concludes with a discussion of the net community in which residents and other stakeholders of communities actively participate in virtually building a strong destination brand.

Details

Tourism Branding: Communities in Action
Type: Book
ISBN: 978-1-84950-720-2

Keywords

Article
Publication date: 22 March 2011

Eleonora Pantano and Rocco Servidio

The aim of this research is to investigate how virtual reality, with emphasis on pervasive environments, might affect tourism choice of a destination, in order to exploit it as a…

1821

Abstract

Purpose

The aim of this research is to investigate how virtual reality, with emphasis on pervasive environments, might affect tourism choice of a destination, in order to exploit it as a marketing tool to promote tourism destination in a global perspective. In particular, the paper analyzes the case of Calabrian territory (Southern Italy), due to the high archaeological value, heritage of the ancient Magna Graecia culture (VIII cent. B.D.‐I cent. A.D.). Despite this heritage, Calabria has been not fully exploited its resources in a tourism perspective.

Design/methodology/approach

The research methodology is based on a qualitative approach, focused on a questionnaire promoted along with tourists. In particular, the authors asked them to explore the pervasive environments which reproduce some Calabrian scenarios, and answer some specific questions related to the experience. The interviews have been processed with the MaxQDA software for the content analysis.

Findings

Two aspects of the results emerge from a theoretical standpoint: the role of pervasive environments for improving tourism contents communication; and the influence of pervasive environments on the tourists' destination choice. Furthermore, the use of pervasive environments is efficient especially for the territories with a high archaeological value.

Originality/value

The increasing competition among territories forces the tourism industry to develop new strategies for enhancing competitive advantages. This paper studies how pervasive environments might have an impact on the promotion of tourism destinations, which have not been yet fully appraised by the current literature.

Details

Journal of Hospitality and Tourism Technology, vol. 2 no. 1
Type: Research Article
ISSN: 1757-9880

Keywords

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