Xiao-Hua Jin, Sepani Senaratne, Ye Fu and Bashir Tijani
The problem of stress is increasingly gaining attention in the construction industry in recent years. This study is aimed at examining the causes, effects and possible alleviation…
Abstract
Purpose
The problem of stress is increasingly gaining attention in the construction industry in recent years. This study is aimed at examining the causes, effects and possible alleviation of stress of project management (PM) practitioners so that their stress could be appropriately managed and reduced, which would contribute to improved mental health.
Design/methodology/approach
Primary data were collected in an online questionnaire survey via Qualtrics. Questions ranged from PM practitioners’ stressors, stress and performance under stress to stress alleviation tools and techniques. One hundred and five PM practitioners completed the questionnaire. Their responses were compiled and analyzed using descriptive statistics, correlation and regression.
Findings
The results confirmed that the identified stressors tended to increase stress of PM practitioners. All stressors tested in this study were found to have negative impact on the performance of PM practitioners. In particular, the burnout stressors were seen as the key stressors that influence the performance of PM practitioners and have a strong correlation with all the other stressors. It was also found that a number of tools and techniques can reduce the impact of stressors on PM practitioners.
Originality/value
This study has taken a specific focus on stress-related issues of PM practitioners in the construction industry due to their critical role in this project-dominated industry. Using the Job Demand-Resource theory, a holistic examination was not only conducted on stress and stressors but also on alleviation tools and techniques. This study has thus made significant contribution to the ongoing research aimed at finding solutions to mental health-related problems in the project-dominated construction industry, thereby achieving the United Nations’ social sustainability development goals.
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Dongqi Shi, Nimit Soonsan and Panuwat Phakdee-Auksorn
This study aims to explore the determinants of behavioral intentions during the previsit stage by investigating the influence of audience involvement with the audiovisual product…
Abstract
Purpose
This study aims to explore the determinants of behavioral intentions during the previsit stage by investigating the influence of audience involvement with the audiovisual product and the mediating role played by place attachment.
Design/methodology/approach
Structural equation modeling was employed to verify the hypothesized relationships using the AMOS 24.0 program to assess the proposed model. A total of 564 young Chinese audiences who had watched the Thai television (TV) series “I Told Sunset About You” but had not previously visited Phuket, Thailand, were collected using the online survey as participants.
Findings
The findings indicate that audience involvement has a significant positive effect on place attachment and behavioral intentions during the previsit stage. Place attachment significantly influences behavioral intentions. Moreover, the result suggests that place attachment significantly mediates the relationship between audience involvement and behavioral intentions.
Research limitations/implications
This study contributes to film tourism research by revealing the crucial role of audience involvement in enhancing place attachment and fostering behavioral intentions toward depicted destinations among potential tourists.
Practical implications
This study suggests that destination marketers should be aware of the soft power of films and TV series to promote destination and attract prospective tourists.
Originality/value
This study provides a distinctive perspective on the interrelationships between audience involvement, place attachment, and previsit behavioral intentions. Additionally, it sheds light on the underlying mechanisms influencing potential tourists' behaviors in the context of film tourism.
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Miguel Ángel Moliner-Tena, Lucio Hernández-Lobato, Juan Carlos Fandos-Roig and María Magdalena Solís-Radilla
This paper aims to establish the causal relationship between destination image and tourist motivation and engagement.
Abstract
Purpose
This paper aims to establish the causal relationship between destination image and tourist motivation and engagement.
Design/methodology/approach
A causal model with seven hypotheses was tested into a sample of 438 domestic tourists in Acapulco (Mexico).
Findings
Cognitive destination image is the main antecedent of tourist engagement, exerting an important direct and indirect effect through push and pull motivations. Affective image also exerts a direct effect on tourist engagement and an indirect effect through push and pull motivations. Only pull motivations exert an influence on tourist engagement.
Research limitations/implications
The study is based on domestic tourists at a sun and beach destination.
Practical implications
Destination management organisations should invest in the care, improvement and promotion of tourism resources. Online and offline communication campaigns should be based on tourism resources and experiences.
Originality/value
This paper fulfils three research gaps: destination image is associated with tourist engagement; tourist motivations affect tourist engagement; and destination image is associated with tourist motivations.
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The purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.
Abstract
Purpose
The purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.
Design/methodology/approach
In this research, motivation was the independent variable; the virtual community was the mediator; and stickiness was the dependent variable. An online questionnaire survey was conducted, with users of augmented reality (AR) as the research objects. Statistical analysis was carried out using SPSS and AMOS software to verify the research model and research hypotheses, to understand the relation between player motivation and stickiness and to determine whether there were any changes in the virtual community.
Findings
The authors found that the relation between players' motivation in AR-based games and the virtual community had a significant positive impact. Ingress had a significant positive impact on the virtual community and stickiness, and Pokémon had a significant positive impact too. The virtual community of the Ingress game played a completely mediating role in motivation and stickiness, but the virtual community in Pokémon did not have a mediating effect.
Originality/value
The novel approach adopted in this study enabled us to determine the causal relation between player motivation, the virtual community and stickiness, on the basis of the theoretical framework formulated, and the latter was used to construct a path analysis model diagram. The correlation between motivation and the virtual community, between the virtual community and stickiness, and the causal relation between all three was verified. The study results and conclusions may help companies understand how to use virtual communities in AR games to improve stickiness and motivate gamers to continue playing.
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Junting Zhang, Mudaser Javaid, Shudi Liao, Myeongcheol Choi and Hann Earl Kim
The present study aimed to examine the relationship between humble leadership (HL) and employee adaptive performance by testing the mediating role of self-determination and the…
Abstract
Purpose
The present study aimed to examine the relationship between humble leadership (HL) and employee adaptive performance by testing the mediating role of self-determination and the moderating role of employee attributions of HL.
Design/methodology/approach
A three-wave, two-source design was used to collect quantitative data from 301 employees and 45 direct supervisors of mainland Chinese enterprises. Testing the hypotheses was conducted through multiple regression analysis and moderated regression analysis.
Findings
Results showed that HL was positively related to employee adaptive performance. Additionally, the relationship between HL and employee adaptive performance was mediated by self-determination. Furthermore, this positive effect of HL on self-determination was minimized among employees who attribute HL to impression management motives but is insignificant for employees who attribute HL to performance improvement motives.
Originality/value
It has been widely concerned that the traditional “top-down” leadership styles are associated with employee adaptive performance; however, the role of bottom-up leadership styles on employee adaptive performance has only been sporadically examined. The present study introduced HL, a typical bottom-up leadership style and developed a moderated mediation model to investigate the potential effect of HL on employee adaptive performance. Moreover, by confirming the mediating role of self-determination, the authors further uncover how HL facilitates employees' adaptive performance. Meanwhile, the moderating role of employee attributions of HL found in this study offers new insights into the understanding of the effectiveness of HL.
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Xing Zhang, Yongtao Cai, Yiwen Li and Yan Zhou
This paper aims to clarify the impact of information asymmetry on users' payment rates and examine the role of perceived uncertainty (PU) and acceptable price (AP) in the…
Abstract
Purpose
This paper aims to clarify the impact of information asymmetry on users' payment rates and examine the role of perceived uncertainty (PU) and acceptable price (AP) in the relationship between information asymmetry and users' payment rates.
Design/methodology/approach
To test the influences of information asymmetry on users' payment rates, this paper collects 18,489 transaction data from the Chinese knowledge payment platform Zhihu with a Python crawler. This paper constructs a mediation model to define the relationship between information asymmetry and users' payment rates by introducing PU and AP as the mediators.
Findings
Information asymmetry negatively affects users' payment rates. In addition, PU and AP mediate the information asymmetry in users' payment rates bond.
Research limitations/implications
This study only explores the mediators of the information asymmetry users’ payment rates bond, ignoring the effect of potential moderators, which would be an important direction for future research.
Practical implications
The findings of this paper suggest that information communication is essential in knowledge market transactions. Knowledge providers, as well as knowledge platforms, should enhance information exchange with consumers in order to increase product sales.
Social implications
This paper provides a new perspective for understanding how information asymmetry affects users' payment rates and helps to guide suppliers to improve product quality. The research framework of this paper is universal to a certain extent.
Originality/value
This paper is one of the first to propose using PU and AP to construct a mediation model to study the information asymmetry between users' payment rates relationship. It provides a new perspective for understanding the channel of information asymmetry in customer behavior.
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Abstract
Graphical abstract
Purpose
The theme park industry has attracted wide attention and visitors’ perceptions are key to improving theme park management. Applying the cognitive-affective theory, this study aims to explore various cognitive attributes and affective attitudes and how they affect the overall theme park image.
Design/methodology/approach
A mixed research method was used to analyze tourists’ cognitive, affective and overall evaluations of theme parks through text mining and logistic regression and to verify their internal relationships.
Findings
Study 1 confirms the impact of six features of theme parks, including food and beverage consumption, merchandising, spatiality, immersive technologies, interactive performances and thematization. Study 2 reveals that finer-grained emotions such as goodness, sadness, disgust, surprise, fear, joy and anger are present in visitor reviews. Study 3 confirms the significant influence of cognitive characteristics and emotions related to theme parks on the overall image through regression analysis. The findings carry meaningful implications for theme park managers, offering guidance on customer needs, perceived negative attributes and how to improve visitor experiences.
Originality/value
This study explores the attribute characteristics of cognitive and affective images of theme parks and their influence on the overall image, thereby enriching the research on the connotations of cognitive-affective theory. In particular, this study introduces and quantitatively analyses the concept of theme parks for the first time through a large-scale data analysis, which empirically reconciles the contradictions of previous reviews of different definitions of theme parks.
图形摘要
主题公园评论:文本挖掘的认知特征和情感如何决定主题公园形象
摘要
目的
主题公园行业备受关注, 而游客的看法是改进主题公园管理的关键所在。本研究运用认知-情感理论, 旨在探索游客评论的认知属性与情感态度, 以及它们如何影响主题公园的整体形象。
设计/方法/途径
采用混合研究方法, 通过文本挖掘和逻辑回归分析游客对主题公园的认知、情感及总体评价, 并验证它们之间的内在关系。
发现
研究1证实了主题公园的六个特征所产生的影响, 包括餐饮消费、商品销售、空间性、沉浸式技术、互动表演和主题化。研究2表明, 游客评价中存在更细化的情感, 如好感、悲伤、厌恶、惊讶、恐惧、喜悦和愤怒。研究3通过回归分析证实了与主题公园相关的认知和情感特征对整体形象具有显著影响。这些研究结果对主题公园管理者具有重要意义, 为了解客户需求、识别负面属性以及如何改善游客体验提供了指导。
原创性
本研究对主题公园认知和情感形象的属性特征及其对整体形象的影响进行了探索, 从而丰富了认知-情感理论内涵。特别是本研究首次通过引入大规模数据并量化分析了主题公园的概念, 从实证角度调和了以往针对主题公园不同定义的相关评论中存在的矛盾。
Resumen gráfico
Reseñas de parques temáticos: cómo la minería de textos de las características cognitivas y las emociones pueden determinar la imagen del parque temático
Resumen
Propósito
El sector de los parques temáticos ha atraído una gran atención y las percepciones de los visitantes son clave para mejorar su gestión. Aplicando la teoría cognitivo-afectiva, este estudio pretende explorar diversos atributos cognitivos y actitudes afectivas, y cómo afectan a la imagen global del parque temático.
Diseño/metodología/enfoque
Se adoptó un enfoque de investigación de métodos mixtos para analizar las evaluaciones cognitivas, afectivas y globales de los turistas sobre los parques temáticos mediante minería de textos y regresión logística, y para validar la relación intrínseca entre ellas.
Conclusiones
El estudio 1 confirmó el impacto de seis características de los parques temáticos, como el consumo de alimentos y bebidas, el merchandising, la espacialidad, las tecnologías inmersivas, los espectáculos interactivos y la tematización. El estudio 2 reveló la presencia de emociones más sutiles en las evaluaciones de los visitantes, como la bondad, la tristeza, el asco, la sorpresa, el miedo, la alegría y la ira. El estudio 3 confirmó, mediante un análisis de regresión, que las características cognitivas y las emociones asociadas a los parques temáticos tienen un efecto significativo en la imagen global. Estas conclusiones tienen importantes implicaciones para los gestores de los parques temáticos, ya que proporcionan orientación para comprender las necesidades de los clientes, identificar los atributos negativos percibidos y saber cómo mejorar las experiencias de los visitantes.
Originalidad
Este estudio explora las características de los atributos de las imágenes cognitivas y afectivas de los parques temáticos y su impacto en la imagen global, enriqueciendo así la investigación sobre las connotaciones de la teoría cognitivo-afectiva. En particular, este estudio introduce y analiza cuantitativamente por primera vez el concepto de parque temático mediante un análisis de datos a gran escala, que concilia empíricamente las contradicciones que existían en revisiones anteriores de las distintas definiciones de parque temático.
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Qixing Yang, Quan Chen, Jingan Wang and Ruiqiu Ou
This study has two objectives: to explore the factors that influence student self-efficacy regarding engagement and learning outcomes in a business simulation game course and to…
Abstract
Purpose
This study has two objectives: to explore the factors that influence student self-efficacy regarding engagement and learning outcomes in a business simulation game course and to compare the difference between hierarchical and general teaching methods.
Design/methodology/approach
From September 2021 to May 2022, a questionnaire was administered to 126 students in a business simulation game course at the Zhongshan Institute, University of Electronic Science and Technology of China. Data were analyzed using nonparametric paired samples tests and linear regression.
Findings
The results showed that student self-efficacy, engagement and learning outcomes were significantly higher with the hierarchical teaching method than with the general teaching method. There were also differences in the factors that influenced self-efficacy regarding learning outcomes between the two teaching methods. With the general teaching method, student self-efficacy did not directly affect learning outcomes, but did so indirectly by mediating the effect of engagement. However, with the hierarchical teaching method, self-efficacy directly and significantly affected learning outcomes, in addition to indirectly affecting learning outcomes through student engagement.
Research limitations/implications
Compared with the control group experimental research method, the quasi-experimental research method can eliminate the influence of sample heterogeneity itself, but the state of the same sample may change at different times, which is not necessarily caused by the hierarchical teaching design.
Practical implications
Based on the results of this study, teachers can apply hierarchical teaching according to student ability levels when integrating business simulation games. The results of this study can inspire teachers to protect student self-confidence and make teaching objectives and specific requirements clear in the beginning of the course, and also provide an important practical suggestion for students on how to improve their course performance.
Social implications
The research results can be extended to other courses. Teachers can improve students' self-efficacy through hierarchical teaching design, thus improving students' learning performance and also provide reference value for students to improve their learning performance.
Originality/value
This study built a model based on self-system model of motivational development (SSMMD) theory, comparing factors that affect student self-efficacy regarding learning outcomes under different teaching methods. The model enriches the literature on SSMMD theory as applied to business simulation game courses and adds to our understanding of hierarchical teaching methods in this field. The results provide a valuable reference for teachers that can improve teaching methods and learning outcomes.
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Xiaozhong Chen and Rongli Chen
This study aims to examine the effects of iPad distribution on all teachers in a university and its application in teaching and student learning at home via wireless network…
Abstract
Purpose
This study aims to examine the effects of iPad distribution on all teachers in a university and its application in teaching and student learning at home via wireless network during the coronavirus (COVID-19) pandemic. The attitude towards the use of iPads, behavioural intentions and the impact on the quality of teaching were evaluated.
Design/methodology/approach
This study used the technology acceptance model to explore the use of iPad smart mobile devices in multimedia teaching applications by university teachers. Furthermore, it used the structural equation modelling (SEM) for data analysis to explore the causal relationship between model variables, and it aimed to examine the causal relationship between variables to verify the theory. The SEM analysis included the following two stages: measurement model analysis and structural model analysis.
Findings
The “Internet information environment” had a significant positive impact on “perceived usefulness” and “perceived ease of use”. Amongst them, perceived usefulness had a significant positive effect on the use attitude, and use attitude had a significant positive effect on behaviour intention.
Originality/value
The findings confirmed that a good information network environment will directly and positively affect the perceived usefulness and the ease of use of iPad smart devices, of which the perceived usefulness will further positively affect teachers' perception of iPad smart devices. The attitude and behaviour of using such devices will in turn positively affect the quality of teaching. The results of the quality performance evaluation can be referenced further by manufacturers and scholars regarding the use of iPad smart devices for work at home during the COVID-19 pandemic.
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Islam Elbayoumi Salem, Rehab El Gamil, Osman Ahmed El-Said and Marwa Youssif
Hotel management and academia are increasingly interested in corporate social responsibility (CSR) and charismatic leadership. In this context, the present study examines how…
Abstract
Purpose
Hotel management and academia are increasingly interested in corporate social responsibility (CSR) and charismatic leadership. In this context, the present study examines how charismatic leaders affect employee quality of life through CSR practices in hotels.
Design/methodology/approach
The survey encompassed employees working at either three-star or five-star hotels in Oman. The model was tested using data gathered from 396 hotel employees.
Findings
Results showed that charismatic leadership positively affects CSR-induced intrinsic and extrinsic attributions. CSR positively affected task significance and intrinsic quality and negatively affected turnover intention. Quality of life predictors had a considerable impact, with intrinsic quality and turnover intention standing out. There was no significant effect of task significance on quality of life. The relationship between charismatic leadership and CSR was stronger for employees in five-star hotels and weaker for employees in three-star hotels. The CSR role mediates the relationship between charismatic leadership and quality of life.
Practical implications
The results indicate that charismatic leaders exert a substantial impact on employees’ attributions of CSR. Upper-level management must emphasize fostering the cultivation of charismatic leadership attributes among non-charismatic leaders as a means to enhance employees’ perceptions of CSR.
Originality/value
Few studies have focused on analyzing employees’ perceptions of CSR activities on a micro level. Investigating CSR phenomena in the context of internal stakeholders, especially employees, is very rare.