4,504 research outputs found

    Intangible Benefits of Team Identification, and the Factors Which Generate It, toward Intercollegiate Athletic Programs in Students\u27 College Adjustment

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    Intercollegiate athletic programs have been used to facilitate Social interactions between students within the complex nature of the college environment. In particular, many researchers have discussed the benefits of intercollegiate athletic programs in higher education, examining positive aspects of team identification such as the enhancing sense of belonging, personal self- esteem, happiness, and decreasing stress, anxiety, depression, and loneliness in Social life. With the benefits of the program, it is important to scrutinize the benefits of intercollegiate athletic programs in students’ college adjustment in higher education. Therefore, the goal of this dissertation was to provide better understanding of the intercollegiate athletic programs in higher education to academic counselor and administrators. The purpose of two studies designed for this dissertation were as follows: (1) to assist to understand what role intercollegiate athletics have on students’ academic success by considering Social and emotional construct in college life, (2) to identify significant factors that generate team identification toward intercollegiate athletic programs in college environment. Researchers in the field of sport management should have a better knowledge of benefits of intercollegiate athletic programs to directly and indirectly assist students’ Social, emotional, and academic adjustment. Additionally, the predictive factors enhancing the degree of team identification, as resulted in the second study, support sport marketers to positively engage with student fans in a college. It is also evidence why students are highly identified to intercollegiate athletic programs as well as conceptual note that the predictive factors are directly and indirectly associated with the assistance of students’ better life in college environment

    Information and Communication Technologies in Tourism 2022

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    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    Information and Communication Technologies in Tourism 2022

    Get PDF
    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps

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    Producción CientíficaThe smartphone has made gaming more accessible and desirable for a wider market than ever before. Game apps are one of the most consumed and fastest growing products in the world today. Yet, few studies have thus far explored the implications of games apps consumption from a consumer perspective, addressing the transfer of abilities from one technological field to another. The main purpose of this paper is threefold: to ascertain the role of personality as a determinant of self-efficacy, to establish whether there is a transfer process from self-efficacy in video gaming with apps to online shopping and to analyze the impact of self-efficacy on the online purchase of game-related products. Results show that neuroticism, extraversion, and agreeableness determine the gaming self-efficacy that is transferred to online shopping self-efficacy and finally to the online purchase of game-related products. These insights provide interesting managerial implications that could affect video game marketing.Ministerio de Economía y Competitividad (proyecto ECO2017-82107-R)Fondo europeo de desarrollo regional (proyecto VA112P17)Junta de Castilla y León (proyecto VA112P17

    Influencing factors for the motivation of consuming digital media and traditional media in pandemic times

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Statistics and Information Management, specialization in Marketing Research and CRMEste estudo tem como objetivo perceber quais são os fatores que influenciam a motivação para o consumo dos meios digitais (plataformas streaming de música, vídeo jogos e séries/filmes), e dos meios tradicionais (rádio, livros e TV). Os resultados desta pesquisa são apoiados pelas respostas dadas a um questionário online, por respondentes com idade superior a 16 anos. A amostra é constituída por 300 indivíduos, que estão, maioritariamente, em regime de trabalho remoto (46%), 37% estão em regime presencial e 17% em regime híbrido. Apenas 4% dos respondentes são estudantes. A faixa etária mais representativa engloba indivíduos entre 23 e 36 anos (58%). O género mais representado foi o masculino (51%). Os dados utilizados foram recolhidos através de um questionário direcionados a indivíduos espalhados por todo o mundo. Neste estudo, verificou-se que todas as hipóteses foram confirmadas. Verificou-se que a variável latente que melhor explica a "Motivação para consumir os Meios Digitais" e a "Motivação para consumir os Meios Tradicionais" é a "Valorização das características dos Meios" que o individuo atribui ao respetivo meio. Observa-se também que a variável “Influência Social” explica essas duas variáveis dependentes. Além disso, verificou-se que a variável “Influência Social” também explica significativamente a variável “Valorização das características dos Meios”. O conjunto dos resultados possibilita o desenvolvimento de mais análises relevantes com outras variáveis, que auxiliarão a perceber que fatores podem ou não estar associados à motivação para o consumo destes meios digitais e tradicionais, e de realizar uma análise mais detalhada sobre os temas abordados.This study aims to understand the factors that influence the motivation to consume digital media (music streaming platforms, video games and series/films), and traditional media (radio, books, and TV). The results of this survey are supported by the responses given to an online survey for respondents over the age of 16 years. The sample consists of 300 individuals, most of whom are working remotely (46%), 37% are presential and 17% are in a hybrid system. Only 4% of respondents are students. The most representative age group includes individuals between 23 and 36 years old (58%). The most represented gender was male (51%). The data used were collected through a survey directed to individuals spread all over the world. In this study, it was found that all hypotheses were confirmed. It was found that the latent variable that best explains the "Motivation to consume Digital Media" and the "Motivation to consume Traditional Media" is the "Value of Media Characteristics", that the individual attributes to the respective media. It is also observed that the variable “social influence” explains these two dependent variables. Furthermore, it was found that the variable “Social Influence” also significantly explains the variable “Value Media Characteristics”. The set of results enables the development of more relevant analyses with other variables, which will help to understand which factors may or may not be associated with the motivation to consume these digital and traditional media, and to carry out a more detailed analysis of the topics covered

    Developing a Parasocial Relationship with Hotel Brands on Facebook: Will Millennials Differ from GenXers?

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    Facebook, particularly its brand page, is becoming one of the most powerful tool for relationship building and customer engagement for hospitality companies. As the social media marketing practices evolve in the hospitality industry, the industry starts to realize the importance of customer participation behaviors based on relationship quality rather than quantity of interactions and the rising significance of the Millennials generation. To respond to this trend, this study pursues an empirical investigation of the antecedents for consumer-hotel brand relationship on Facebook, and the potential differences between Millennials and non-Millennials, particularly the GenXers. It also examines the potential varying relational consequences on consumers\u27 online participation behaviors and brand loyalty between these two groups. More specifically, this study positions Facebook as an innovative communication medium, and applies the “parasocial relationship” framework in mediated communication literature as an overarching theoretical guide. Five social-media related factors are included to explain the psychological mechanisms of consumer’s parasocial relationship with brands: utilitarian benefits, hedonic benefits, perceived self-disclosure, perceived interactivity, and perceived information overload. This study also investigates the effects of parasocial relationship on Facebook users’ online participation behaviors with brands and their offline brand loyalty. The hypothesized model is tested with multi-group SEM modelling. Practical and theoretical implications are also discussed in the study

    Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective

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    This study develops and tests an integrated model of the social impact and customer value theories to understand how gamification of mobile money payment could generate customer value through its social impact. Cross-sectional data were collected from 567 mobile money payment users in Ghana to test twelve hypotheses using structural equation modelling (SEM). The study showed a positive and significant relationship between the gamified mobile money payment (Gmmp) and the social impact theory constructs, and consequently with the customer value propositions. The Gmmp was found to have a significantly positive relationship with all three social impact constructs of internalisation, compliance, and identification. However, compliance was significantly predictive of all the customer value constructs (customer engagement, satisfaction, and loyalty); identification was significantly predictive of satisfaction and loyalty; internalisation was not significantly predictive of any of the customer value outcomes. The results show that Gmmp could create a substantial social impact on users to generate value for the customer and all service providers within the mobile money ecosystem. The results have implications for technology innovations, particularly the potential use of gamification at all customer touchpoints in the mobile money and financial technology services delivery value chain

    Behavioral and psychological involvement of online video gamers: Building blocks or building walls to socialization?

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    Video gaming has often been associated with negative outcomes such as aggression and social isolation, particularly for those who spend significant amounts of time playing. However, advances in video game technology have enabled online, multi-player experiences which may facilitate social relationships. Recent literature suggests that meanings ascribed to video gaming may be more important in determining social outcomes than gaming behaviors alone. This study examined the relationship of both behavioral and psychological involvement in video gaming to perceived friend-based social support among a sample of multi-player, first-person shooter gamers. Results indicated that behavioral involvement (e.g., time spent playing, dollars spent) was unrelated to perceived social support. Enduring (i.e., psychological) involvement with video games had varied relationships with the measure of social support. Gamers who perceived video gaming to be a forum for social bonding were more likely to perceive higher levels of social support, while gamers who appeared to centralize their lifestyle around gaming were less likely to report positive social support levels

    Social isolation and social anxiety as drivers of generation Z's willingness to share personal information on social media

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    Generation Z's (gen z) sharing of personal information on social media is a growing phenomenon with significant ramifications. Existing research, however, focuses on examining the role of social and/or psychological factors and fails to consider how and when social, psychological, and organizational factors affect gen z's willingness to share personal information on social media. To fill this gap, we propose a conceptual model based on the tenets of sociometer theory, to understand the dynamics of gen z's willingness to share personal information while considering its process and boundary conditions. Using a sequential multi-study design, we conducted an experiment followed by a survey to test our hypotheses using data collected from gen z in India. Our findings show that when gen z feels socially isolated/anxious, they are more likely to share personal information on social media. The effect of social isolation on sharing of personal information increases when gen z fear that they are missing out on the rewarding experiences others are having, are engaged in repetitive negative thoughts and perceive their firm's privacy policy as transparent and ethical. Our findings provide a better understanding of why, how, and when gen z's are willing to share personal information on social media. We extend existing limited research on the psychological aspects of digital natives' interaction with modern technologies. Our results equip social media marketing and brand managers with the knowledge they need to increase gen z's willingness to share personal information

    Relationships to Video Game Streamers: Examining Gratifications, Parasocial Relationships, Fandom, and Community Affiliation Online

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    Advances in media consumption and viewership have expanded the use of virtual communities such as streaming platforms (e.g., Twitch,tv, Azubu.tv, YouTube Gaming, AfreecaTV) and the ways individuals satisfy individual and social gratifications within these communities. Further, the connection viewers make with streamers as both fans and parasocially (i.e., a perceived friendship with media figure) has a number of implications for the communities that support them. This dissertation tested fandom and parasocial relationships (PSR) as mediators of the relationship between sense of community (SOC) and gratifications. Users of streaming platforms (N = 624) were surveyed regarding the gratifications they seek from streaming platforms, their fandom and PSR with their favorite streamer, and their sense of community on the site. Mediation analysis showed that PSR and fandom mediated the relationships between SOC and the gratifications of relaxing entertainment, expressive information sharing, and escapism. In other words, viewers for whom these gratifications were more salient reported higher PSR and fandom, and higher PSR and fandom predicted higher SOC. Unlike PSR, fandom mediated the relationship between SOC and the gratifications of cool and new trend and companionship. There are a number of theoretical and practical implications of PSR and fandom as they relate to gratifications and SOC. Specifically, the social nature of streaming platforms provide new opportunities for media consumers to satisfy individual and social gratifications. Additionally, the swings in popularity of microcelebrities on streaming platforms aligns well with traditional celebrity worship research (i.e., popularity dictates who receives special promotion). Streaming platforms provide opportunities for the building and maintenance of relationships comparable to previous research on streaming platforms. Ultimately, the streamer acts as the mechanism that enables to relationship between gratifications and SOC for stream viewers
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