82,042 research outputs found
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A netnography study on branded customer experience: Evidence from the red sea
This study addresses the question of what are the underlying dimensions and messages to self and others that constitute the construct of customer experience. The study uses a netnography method to validate or refute and extend a priori concepts that the literature identifies within the context of resort-hotel brands in a Sharm El Sheikh resort in Egypt. The results identify eight dimensions (comfort, educational, hedonic, novelty, recognition, relational, safety and sense of beauty) and unique configurations of these eight dimensions that extend prior research on customer experience
Recommended from our members
A netnography study to uncover the underlying dimensions of customer experience with resort brands
The interest in customer experience has increased at a phenomenal rate. However, research to capture the true meaning of the concept is limited. This study aims to address the question of what are the underlying dimensions that constitute the construct of customer experience. The netnography method is utilized to validate a priori concepts that have been identified in the literature within the context of resort-hotel brands in a Sharm El Sheikh resort in Egypt. The results identified eight dimensions; comfort, educational, hedonic, novelty, recognition, relational, safety and sense of beauty which are consistent with major studies on experience
BICYCLE TOURING EXPERIENCES AS A SOCIALINCLUSION ACTIVITY FOR VISUALLY DISABLED INDIVIDUALS
Purpose - This study is aimed towards examining the experiences of visually impaired people
participating in tourism and recreational activities with tandem bicycles and to explain the social
integration function of cycling.
Design - The research was conducted using qualitative research methods in an exploratory study.
Methodology - Data were collected through in-depth interviews with a total of six visually impaired
touring cyclists in Turkey.
Approach - An inductive approach was used in the study.
Findings â After the analysis, four themes were identified: âembodied experiences,â âequal
difficulties,â âfriendshipsâ and âsocial inclusion.â First, the analysis revealed that participants
embodied experiences of nature, socialisation, freedom, entertainment, and exploration through
body performance in a multisensory manner. Second, disabled people have similar challenges as
non-disabled people. Third, friendships rather than acquaintances developed between tandem
partners with and without visual impairments, which contributed to long-term social inclusion.
Finally, cycling tours play an important role in the social inclusion of people with disabilities by
facilitating access to the social environment and raising disability awareness
Originality of the research - This study contributes to the expansion of theoretical and practical
knowledge about the cycling experiences of disabled individuals in tourism and leisure
An exploration of flow during Internet use
Several authors have suggested that the concept of flow is useful for understanding consumer behavior in computer mediated environments, (Csikszentmihalyi, 1990; Trevino and Webster, 1992; Hoffman and Novak, 1996)
Mom, Dad Itâs Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study
Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming activities, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (three with adolescents and three with young adults, comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research
BOLLOCKS!! Designing pervasive games that play with the social rules of built environments
We propose that pervasive games designed with mechanics that are specifically in
opposition with, or disruptive of, social rules of the environment in which they are played, have
unique potential to provide interesting, provocative experiences for players. We explore this
concept through the design and evaluation of an experimental game prototype, Shhh!, inspired
by the juvenile game Bollocks, and implemented on Android mobile devices, which challenges
players to make loud noises in libraries. Six participants played the game before engaging in
semi-structured interviews, explored through inductive thematic analysis. Results suggest that
the game provoked in players a heightened awareness of social rules, as well as a complex
social dilemma of whether or not to act. We conclude by presenting a model for designing
games that play with the social, as well as physical, rules of the environments in which they are
set
Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses
Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participantsâ open-ended reviews of either their âmost funâ or âmost meaningfulâ video game experience (N = 575, randomly assigned to either condition). Results demonstrated that âfunâ games were explained in terms of gameplay mechanics, and âmeaningfulâ games were explained in terms of connections with players and in-game characters
The impact of young peopleâs participation in events: Developing a model of social event impact
Purpose: This paper aims to explore the social impact that two events, the Adelaide Fringe Festival and the Clipsal 500, have on young residents (16-19 years old) of Adelaide. The purpose of this paper is to examine how young people participate in these events and how this affects their sense of involvement in the event and contributes to their identity development.
Design/methodology/approach: A mixed methods approach was adopted in which focus groups and questionnaires were conducted with secondary school students. As an exploratory study, focus groups (n=24) were conducted in the first stage of the research. The results of the focus groups were used to develop a questionnaire that resulted in 226 useable responses. The final stage of the research explored one event in further depth in order to determine the influence of different participation levels.
Findings: This study found that young people demonstrated more involvement in the Adelaide Fringe Festival and their identities were more influenced by this event. Further investigation of the Adelaide Fringe Festival also indicated that level of participation affects the social outcomes gained, with those participating to a greater degree achieving higher involvement and increased identity awareness. This is demonstrated through a model which aims to illustrate how an event impact an individual based on their role during the event.
Originality/value: This paper applies two leisure concepts in order to analyse the impact of events. Activity involvement is a concept which examines the importance of the activity in the participant's life. Also of importance to young people is how activities contribute to their identities, especially because they are in a transitional period of their lives
Female Gamers:
International evidence indicates that the number of females involved in video-gaming is increasing. Within the context of this increase, there is a need to explore the experiences of this group of gamers in detail. This study explored female experiences of playing video-games. Data were collected from an online discussion forum dedicated to video-gaming; the sample comprised of posts drawn from 409 discussion threads. Thematic analysis of the discussions suggests that gaming is a key element of the female gamersâ identity, with females discussing the integration of gaming into their daily lives on a number of different levels. Similar to previous research, social elements of gaming is highlighted with simultaneous difficulties with online interaction emphasised. These themes are discussed in relation to relevant research in the area, along with recommendations for future research and consideration of possible explanations for the themes observed
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