82 research outputs found

    Strip cultures: finding America in Las Vegas

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    Gamification design:toward developing image perception scales for generation Z consumers

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    Purpose – Drawing from the Personal Construct Theory, this research study analyzes the impact of employing gamified apps on user behavior by investigating the service-related images and individual preferences of Generation Z (GenZ) consumers, as these emerge from gamified applications in a tourism context. Design/methodology/approach – The Repertory Grid Analysis (RGA) elicited the top elements that reflect GenZer perceptions in tourism from empirical studies in the United Kingdom and Greece. Generalized Procrustes Analysis (GPA) was used to investigate the structure of the data for the creation of representative Consensus Biplots of the most important conceptual constructs to advance consumer decision-making modelling via gamification. Findings – As per different gamified app best-practices considered, we extract common perceptual elements (e.g. place informative aspects, exploration, lodgings, food/catering), but also different image components (e.g. virtual/interactive, business vs. commercial traveling, entertainment, heritage/cultural informative aspects) from comparing UK with Greek GenZers’ responses. These extracted attributes are then presented in two dimensional charts, respectively, towards creating tourist perception scales. Research limitations/implications – Notwithstanding the wide availability of gamified apps, research on gamification design in tourism and hospitality is still in the early phase. This study demonstrates the need to identify and optimize the formation of different images among GenZers. It also highlights the advantageous nature of the proposed combination of Procrustes analysis with the RGA.Originality/value – This research is among the first empirical ones towards creating scales for measuring tourist perceptions of GenZers coming from different consumer markets. It responds to scholars’ recent calls for better informing gamification design and improving contemporary consumer experience.<br/

    Identifying capabilities and constraints in utilizing blockchain technology in hospitality and tourism

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    PurposeThe purpose of this study synthesises the body of research revolving around blockchain technology (BCT) whilst drawing on the technology-organization-environment framework, resource-based theory and theory of constraints, to conceptualize capabilities (enablers) and constraints (barriers) of BCT in the hospitality and tourism (H&amp;T) industry.Design/methodology/approachA systematic literature review of BCT in the hotel and tourism industry has been achieved through two databases, i.e. Scopus and Web of Science. From 544 articles selected between the years 2008 and 2023 (first quarter), a sample of 49 articles was used to structure existing research on this subject.FindingsThe findings of this systematic literature review of BCT in the H&amp;T literature establish a solid groundwork for assessing the evolution of this research area over time. Findings are classified into two groups: capabilities (enablers) and constraints (barriers) of BCT based on publication year, different research methods, theoretical underpinnings and applicable contexts.Originality/valueTo the best of the authors’ knowledge, this is one of the first attempts to synthesize studies related to BCT in H&amp;T research by combining three theoretical approaches. It serves as a foundation to evaluate the development of BCT studies in this field

    3D printing, makerspaces and innovation:a bricolage perspective

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    The aim of this research is to understand how 3D printing is used by independent innovators, in the context of makerspaces, to generate innovations. 3D printing refers to digital fabrication technologies that are increasingly affordable and accessible. Makerspaces allow communities of individuals to share access to such technologies, learn to use them and to develop their social capital. The objectives of the research are 1) to understand the motivations of innovators who use 3D printing and makerspaces; and 2) to explain the role that 3D printing and makerspaces can play in commercial innovation. The study presents case research involving individual innovators who were identified through ethnographic fieldwork in a number of makerspaces. The research draws on theory in the area of bricolage – an approach to innovation that emphasises experimentation, improvisation and networking to overcome resource-constraints. We find evidence that makerspace users adopt such an approach, for example accessing technologies and knowledge. And we demonstrate how 3D printing is used to produce non-standard parts that are combined with available components, when required resources are out of reach. This research contributes to knowledge and practice, by showing that 3D printing is used to fill gaps, by creating non-standard or otherwise unobtainable parts, in combination with other available resources. Makerspaces help innovators to overcome their resource constraints, but also play a crucial role in sharing knowledge, to help individuals innovate. The implications for practice centre on the innovative potential for product innovation to follow the approaches that are now standard in software development – the research therefore illuminates the changing role of innovation in the digital age

    The affective impact of sightseeing bus tour experiences:using Affective Events Theory (AET) to examine length-of-stay and electronic word-of-mouth

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    This study investigates the key components and influences of positive affect and electronic word-of-mouth (eWOM) on tourist visits at two developing urban destinations, namely Birmingham,United Kingdom and Valencia, Spain. These two data collection sites yielded evidence gatheredfrom 615 and 627 sightseeing bus tourists, respectively. Through the analytic lens of AffectiveEvents Theory (AET), data were examined, and results verify the significant mediating role ofaffect in two regards: (1) tourists’decision to extend their visits and (2) eWOM of sightseeingbus tour experiences. The moderating role of past sightseeing experiences in theserelationships was also supported by the data analysis. This paper further strengthens the role ofaffect in tourism management scholarship as well as expands AET from the work-setting intothe tourism context thus marking a new research trail. Practical implications for tourismdestination management organizations (DMOs) are also discussed
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