13 research outputs found

    USING STATED PREFERENCE DATA TO EXPLORE THE FACTORS AFFECTING TOURISTS’ CRUISE VACATION PREFERENCES

    Get PDF
    This study aims to identify the factor that affect tourists’ preferences regarding cruising between Taiwan and its minor islands. To some extent, such cruise serve as a hypothetical travel product. A stated preference technique is employed and two-stage surveys are conducted to collect the tourist’s preference data. A binary logit model is then used to determine individuals’ preferences in relation to cruises and to estimate the parameters. The factors found to affect the tourist’s preferences in relation to cruises are the tourists’ perceptions of cruises, as well as the service attributes of the cruises, including self-independence in tour arrangements and the comfort/convenience derived from traveling in this way, the relatively long duration of the journey (4 days), the free or partial-subsidized on-shore excursions and the on-board recreational activities. However, the socio-demographic variables are not found to significantly affect tourist’s preferences for cruises

    A Structural Equation Model for Consumers’ Mobile-based Information Search: A Case of Outbound Chinese Tourists

    Get PDF
    This research responds to the call for more studies to validate a comprehensive model incorporating mobile Internet and other information channels to investigate their effects within the search process. Using 104 Chinese outbound tourists as the sample, this study investigates how they utilize multiple sources for trip planning. The research findings indicate that mobile-based search actions have been undertaken step by step: internal search mobile search preliminary collaborative TIS saving information summarizing information. Two search patterns were identified by using other information sources: 1. mobile Internet advanced collaborative TIS editorial communications; 2. mobile Internet PC Internet editorial communications. In spite of the studys limitations in relation to generalizing the results, this study presents new avenues for further research

    The Application of a Two-Stage Decision Model to Analyze Tourist Behavior in Accommodation

    No full text
    As tourism products are not necessities for people’s livelihood, zero consumption data are usually observed while conducting studies on topics that are relevant to tourism expenditure using cross-sectional research data, and a similar problem exists in tourist accommodation expenditure. This study adopts a two-stage process to examine the factors influencing tourist accommodation decisions in the domestic market, applying the dependent double-hurdle (DDH) model while using the dataset on Survey of Travel by R.O.C. (Taiwan) Citizens for the years 2014–2018. The findings reveal that, in the two decision-making equations, the social stratum, family life cycle, residential area, tourism behavior, vacation policy, and economic variables have different degrees and directions of influence on the intention to use and expenditure on tourist accommodation. Such information presents the processes involved in deciding to accommodate and how much to spend on accommodation, thereby indicating that it is inappropriate to use the single-equation analysis consisting of zero consumption expenditure data and to assume that the same variables influence the participation and consumption decisions

    Factors Influencing Watching and Purchase Intentions on Live Streaming Platforms: From a 7Ps Marketing Mix Perspective

    No full text
    Previous studies have investigated how customer purchase intention is influenced by live streaming. However, no study has investigated the effect of service marketing mix (7Ps) on consumer shopping behavior from sellers’ perspectives. The present study is designed to shed light on the relationships among the 7Ps and the customers’ purchase intention through watching the broadcasters’ show. An integrative marketing-oriented model is proposed and tested using data collected from 330 customers (including 237 shoppers for apparel and 93 customers for seafood) through Facebook live shopping platforms. The research results reveal that promotion, placement, and physical evidence have positive effects on customers’ purchase intention. In addition, the watching intention had a positive effect on purchase intention. It is also found that watching intention has a full mediation effect on the relationship between the 7Ps marketing mix and the purchase intention. The implications of the findings and issues for future research are also discussed

    Factors Influencing Watching and Purchase Intentions on Live Streaming Platforms: From a 7Ps Marketing Mix Perspective

    No full text
    Previous studies have investigated how customer purchase intention is influenced by live streaming. However, no study has investigated the effect of service marketing mix (7Ps) on consumer shopping behavior from sellers’ perspectives. The present study is designed to shed light on the relationships among the 7Ps and the customers’ purchase intention through watching the broadcasters’ show. An integrative marketing-oriented model is proposed and tested using data collected from 330 customers (including 237 shoppers for apparel and 93 customers for seafood) through Facebook live shopping platforms. The research results reveal that promotion, placement, and physical evidence have positive effects on customers’ purchase intention. In addition, the watching intention had a positive effect on purchase intention. It is also found that watching intention has a full mediation effect on the relationship between the 7Ps marketing mix and the purchase intention. The implications of the findings and issues for future research are also discussed

    Duration and Frequency of Telecenter Use: Once a Telecommuter, Always a Telecommuter?

    No full text
    The study of temporal patterns of telecommuting is essential in understanding the adoption of telecommuting and, hence, the impacts of telecommuting on the demand for equipment and services as well as the demand for travel. This research examines, in the context of center-based telecommuting, how often individuals telecommute, the duration of their telecommuting participation, and causes of attrition among telecommuters. It also presents related findings from previous studies of home-based telecommuting. Attrition at the telecenters studied was relatively high, with 50% of all telecommuters quitting within the first 9 months. The average telecommuting frequency across the sample was 22% or about 1.1 days per week. Nearly 64% of the participants telecommuted less than 1 day per week on average. The relationship between frequency and duration appears to be complex, with partially counteracting trends. The results suggest that there is a stable segment of the sample (stayers) who are committed higher-frequency telecommuters, but that within the segment having a propensity to quit, there is a slight but statistically significant tendency for higher-frequency telecommuters to quit sooner. The motivations of participants for quitting the program were investigated. The most frequent type of reason given was job-related (cited by more than a third of all quitters). Other important reasons were supervisor-related (16%) and closure of the center (12%). No one cited dissatisfaction with telecommuting as a reason for quitting, and most quitters expressed a desire to continue telecommuting from the center.Telecommuting; Telecommuting center; Transportation demand management; Survival theory;Response bias

    Explaining Wii Fit Continuance Usage: An Expectation Confirmation Model

    No full text
    [[abstract]]  Wii Fit係日本任天堂公司所推出的運動健康管理的電玩遊戲,本研究以期望確認理論(Expectation Confirmation Theory, ECT)做為理論基礎,針對Wii Fit其遊戲特性,建構Wii Fit玩家持續使用行為模式,以解釋使用者對於Wii Fit的持續使用意圖,了解影響持續使用意圖的相關因素。本研究以16歲以上、家中擁有Wii Fit並且在三個月內具有使用經驗者作爲研究對象。抽樣方式分為二階段,首先以便利抽樣方式尋找擁有Wii Fit的家戶,再以系統抽樣之方式,由家戶成員中挑選受訪者接受調查。共計獲得231份有效問卷。研究結果顯示:Wii Fit使用者其確認程度對於之認知有用性、認知易用性以及認知玩趣性具有正向顯著的影響;而確認程度與知覺玩趣性對於滿意度有正向顯著的影響。然而,本研究卻未發現認知有用性與認知易用性對於使用者的滿意度具有正向顯著的影響。顯示受訪者雖然認為Wii Fit具有有用性與易用性,但其滿意度卻取決於其娛樂效果;換言之,Wii Fit被視為一種娛樂性質高的運動遊戲軟體。此外,本研究發現ECT無法捕捉遊戲軟體使用者的持續使用意圖,此乃過去研究以資訊系統為研究主體所未曾獲得的研究結果。本研究根據研究結果提出相關建議,供遊戲廠商及後續研究參考。   Wii Fit is a video game developed by the Nintendo Corporation, a company founded in Japan, and has been used for fitness and health administration like physiotherapy rehabilitation. Wii Fit being as a study case, this study investigated the continuance of this exercise entertainment product based on the Expectation Confirmation Theory (ECT). An original model which examined cognitive beliefs and effects that influence a person's intention to continue to use information system was integrated with perceived playfulness and ease of use to theorize an extended ECT model of Wii Fit continuance. The research hypotheses derived from this model were empirically validated using a survey of Wii Fit users. The survey was conducted under a two-staged sampling scheme: firstly, Wii Fit owners were searched by convenient sampling; then their family members were selected by systematic sampling to participant into the study. Respondents were restricted to those who were 16 years old or above and had using experiences on Wii Fit within the last three months. In total, there were 231 valid responses collected. The results indicated that users' satisfaction was influenced by their confirmation of expectation from prior Wii Fit use and perceived playfulness. Post-acceptance perceived usefulness, ease of use and playfulness were influenced by users' confirmation level. However, perceived ease of use and usefulness did not affect users' satisfaction. It implied that Wii Fit has been regarded as a Sports video game with entertainment only instead of a health administrative tool. Finally, the research and managerial implementations were discussed
    corecore