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Article
Publication date: 17 April 2024

Seunghun Shin, Chulmo Koo, Jungkeun Kim and Dogan Gursoy

This paper aims to examine the impact of metaverse experiences on customers’ offline behavioral intentions: How do customers’ visits to a hospitality business’s virtual property…

Abstract

Purpose

This paper aims to examine the impact of metaverse experiences on customers’ offline behavioral intentions: How do customers’ visits to a hospitality business’s virtual property in the metaverse affect their intentions to visit the physical property in the real world?

Design/methodology/approach

Based on the general learning model and social cognitive theory, this research hypothesizes the positive impact of metaverse experiences on customers’ visit intentions and explores two boundary conditions for positive impact: user–avatar resemblance and servicescape similarity. Two experimental studies were conducted.

Findings

Metaverse experience has a significant impact on customers’ visit intentions, and this impact is moderated by user–avatar resemblance and servicescape similarity.

Research limitations/implications

This research addresses the call for empirical studies regarding the effects of metaverse experience on people’s behavioral intentions.

Originality/value

As one of the earliest empirical studies on the marketing effects of the metaverse, this research provides a basis for future metaverse studies in the hospitality field.

Details

International Journal of Contemporary Hospitality Management, vol. 36 no. 12
Type: Research Article
ISSN: 0959-6119

Keywords

Open Access
Article
Publication date: 22 August 2024

Thi Hong Vinh Cao, Dae Seok Chai, Linh Phuong Nguyen, Hanh Thi Hien Nguyen, Caleb Seung-hyun Han and Shinhee Park

This study aimed to examine the impact of learning organization (LO) on job satisfaction and individual performance in Vietnamese enterprises. The study further explores the…

2289

Abstract

Purpose

This study aimed to examine the impact of learning organization (LO) on job satisfaction and individual performance in Vietnamese enterprises. The study further explores the mediating effect of job satisfaction on the relationship between learning organization and employee performance.

Design/methodology/approach

Data were collected from 653 employees from various types of organizations in Vietnam. Structural equation modeling was implemented to test the hypotheses.

Findings

The results revealed that the proposed research model was supported. Results indicated that LOs positively influenced employees’ job satisfaction and the broader range of their individual performance. In addition, employees’ job satisfaction motivated them to achieve higher performance levels. The study also found a mediating effect of job satisfaction on the relationship between LO and employee performance. The results underscore the importance of implementing an LO culture for individual outcomes such as job satisfaction and employee performance in the Vietnamese cultural context, which is based on socialism and Confucianism.

Originality/value

To the best of the authors’ knowledge, this is the first study to examine the relationships among LO, job satisfaction and individual employee performance in the Vietnamese context. The results offer a deeper understanding of the LO concept in the Vietnamese cultural context and highlight the cultural impact on the LO concept and its effects. The results suggest how the LO concept is applied in the Vietnamese context.

Details

The Learning Organization, vol. 32 no. 7
Type: Research Article
ISSN: 0969-6474

Keywords

Article
Publication date: 17 April 2024

Ganghua Chen, Chenyue Zhao and Chaoran Li

This paper aims to review research on mental health and well-being (MHW) in tourism, which the United Nations addresses in Sustainable Development Goal No. 3 (SDG 3). The authors…

Abstract

Purpose

This paper aims to review research on mental health and well-being (MHW) in tourism, which the United Nations addresses in Sustainable Development Goal No. 3 (SDG 3). The authors also pinpoint future directions regarding how tourism can contribute to this goal from theoretical and practical standpoints.

Design/methodology/approach

The authors review the literature on MHW in tourism from the perspectives of tourists, residents and tourism workers.

Findings

Researchers have predominantly analysed tourists’ MHW outcomes through the lenses of positive psychology and tourism therapy; only a small number of studies have focused on MHW-related benefits and challenges in terms of tourism development for residents and tourism workers. Investigations of MHW in tourism require interdisciplinary approaches to reveal how tourism promotes diverse stakeholders’ mental health. Practically, there is an urgent need to incorporate tourism products and services into mental health care, and design tourism experience with positive psychology principles.

Originality/value

This study offers insights into fostering MHW through tourism. It specifically proposes theoretical and practical ways in which tourism might enhance MHW for various industry stakeholders, contributing to SDG 3.

目标

本文基于联合国可持续发展目标中的第三个目标(SDG 3), 对旅游中的心理健康和幸福感研究进行了回顾, 并就旅游如何助推这一目标的实现指明了未来的研究和实践方向。

设计/方法

本文从游客、居民和旅游从业者的角度对与旅游中的心理健康和幸福感相关的文献进行了回顾和评估。

研究结果

当前研究主要从积极心理学和旅游疗法的视角分析了游客的心理健康和幸福感, 有关旅游业发展对居民和旅游从业者心理健康和幸福感的积极影响及挑战的研究尚不多见。因此, 需采用跨学科进路来揭示旅游业对不同利益相关者心理健康的促进作用。在实践方面, 亟需将旅游产品和服务纳入到心理健康护理体系中, 并依据积极心理学原理来开展旅游体验设计。

原创性/价值

本文为通过旅游发展来促进心理健康与幸福感这一主题提供了见解。本文为旅游业如何提高各利益相关者的心理健康与幸福感提供了理论方面和实践方面的进路, 从而助推联合国可持续发展目标中第三个目标的实现。

Objetivo

Este artículo revisa los estudios y las investigaciones sobre la salud mental y el bienestar en el turismo (MHW por sus siglas en inglés, basándose en el Objetivo de Desarrollo Sostenible 3 (ODS 3) de las Naciones Unidas, y explora las futuras direcciones de investigación y práctica en el impulso del logro de este objetivo a través del turismo.

Diseño/metodología/enfoque

Se revisa la literatura relevante sobre la salud mental y el bienestar en el turismo desde la perspectiva de los turistas, residentes y trabajadores del sector turístico.

Resultados

Actualmente, las investigaciones se centran principalmente en el análisis de la salud mental y el bienestar de los turistas desde la perspectiva de la psicología positiva y la terapia de turismo. Sin embargo, hay una falta de investigación sobre el impacto positivo y los desafíos del desarrollo turístico en la salud mental y el bienestar de los residentes y trabajadores del turismo. Por lo tanto, se requiere un enfoque interdisciplinario para revelar el papel del turismo en la promoción de la salud mental para diferentes partes interesadas. En cuanto a la práctica, se debe explorar activamente la integración de productos y servicios turísticos en el cuidado de la salud mental y diseñar actividades turísticas basadas en los principios de la psicología positiva.

Originalidad/valor

Este estudio ofrece perspectivas sobre el papel del turismo en la promoción de la salud mental y el bienestar. Al proponer rutas teóricas y prácticas para mejorar la salud mental y el bienestar de las partes interesadas en el turismo, este artículo tiene como objetivo contribuir al logro del Objetivo de Desarrollo Sostenible 3 (ODS 3) de las Naciones Unidas.

Article
Publication date: 28 November 2024

Shiva Sadat Mostafavi and Alexis Mavrommatis

This paper aims to offer an integrated framework for branded apps (BAs) that highlights research gaps and points to areas for future research.

Abstract

Purpose

This paper aims to offer an integrated framework for branded apps (BAs) that highlights research gaps and points to areas for future research.

Design/methodology/approach

Using a systematic literature review approach, the authors analyzed more than 100 articles published between 2009 and the present. This research used databases such as SCOPUS, Web of Science, EBSCO and Elsevier’s Science Direct, with a particular focus on articles listed in the 2021 ABS index. The reviewed papers were coded and organized into four categories in terms of themes and concepts: antecedents, mechanisms, outcomes and moderators.

Findings

The study identified four types of antecedents (app benefits, personal traits, brand benefits and others) that influence outcomes via cognitive, affective and a mix of both mechanisms, which is termed multipaths. The authors classified outcomes into five areas (financial gains; app benefits; brand benefits; customer benefits; and others). Moderators were grouped into four types (customer individuality; app features; brand characteristics; and others). The authors concluded by recommending promising directions for future research. Specifically, the authors suggested an inverted U-shaped relationship between escapism and customer responses to BAs.

Originality/value

This paper focused exclusively on BAs, differentiating them from other mobile apps. The authors integrated nearly 100+ studies conducted over two decades. This integrated model serves as a guiding tool for understanding the past, present and future of BAs.

Details

Journal of Product & Brand Management, vol. 34 no. 1
Type: Research Article
ISSN: 1061-0421

Keywords

Article
Publication date: 27 March 2023

Antoine Millet, Audrey Abi Akle and Jérémy Legardeur

Regarding industrial sports products, there is sometimes a dual sport and health meaning intended by designers. Appearances of sport products are often quite opposite to health…

Abstract

Purpose

Regarding industrial sports products, there is sometimes a dual sport and health meaning intended by designers. Appearances of sport products are often quite opposite to health products. Design choices made by designers can thus be misunderstood by users. This paper aims to deeper understand the perception gap between designers and users within earlier stages of the design process to limit this confusion and help designers.

Design/methodology/approach

The authors propose an approach to help designers defining the perception of a new dual and hybrid product field. The first step is to collect designers’ perception through interviews combined with card sorting. The second step is to compare the perception of designers with that of users. Comparisons are based on an agreement measure.

Findings

The approach provides a first step to evaluate the perception of a dual hybrid product field. It allows designers to extract trends and perceptions to be considered for the design of products, to consolidate and confirm their intuitions regarding the intended dual meaning.

Originality/value

The main contribution of this paper is to evaluate the perception of a new and non-defined hybrid product field presenting a duality in appearance. This approach can be used by designers either to identify trends to be considered, reinforce the intended meaning, or validate their intuitions while designing products with dual meanings before.

Details

Journal of Engineering, Design and Technology, vol. 22 no. 6
Type: Research Article
ISSN: 1726-0531

Keywords

Article
Publication date: 18 September 2023

Abeer F. Alkhwaldi

The Metaverse is an immersive virtual world where individuals interact with each other using an avatar. The Metaverse is promised to offer several potentials for different…

Abstract

Purpose

The Metaverse is an immersive virtual world where individuals interact with each other using an avatar. The Metaverse is promised to offer several potentials for different sectors. While the Metaverse promotes innovative interaction between individuals (e.g. learners), there is a scarcity of knowledge on what influences its acceptance and use in higher educational institutions (HEIs), particularly in developing countries. Thus, this paper aims to identify the factors that affect the users' intentions toward Metaverse technology for educational purposes in the HEIs in Jordan.

Design/methodology/approach

A study model was created by incorporating variables from the unified theory of acceptance and use of technology (UTAUT) (performance expectancy, PE; effort expectancy, EE; social influence, SI; and facilitating conditions, FC) and information system success (ISS) model (user satisfaction, SAT; system quality, SQ; service quality, SVQ and information quality, IQ) with perceived curiosity (PC) and hedonic gratification (HG) constructs. Both PC and HG were added as context-related factors that could contribute to improving the applicability of UTAUT and ISS to a wide range of technology use contexts. Data were gathered from 441 Jordanian university students using an online questionnaire.

Findings

The analysis of the structural model revealed that users' behavioural intentions toward using Metaverse were significantly affected by user satisfaction (SAT), performance expectancy (PE), facilitating conditions (FC) and hedonic gratification (HG). Also, information quality (IQ) and services quality (SVQ) were revealed to have a significant influence on user satisfaction. Likewise, the results illustrated a significant impact of systems quality (SQ), information quality (IQ) and service quality (SVQ) on PE. Lastly, a significant effect of PC on the EE factor was found.

Practical implications

This study will shed light on a number of practical implications for developers, designers, service providers and decision-makers supporting the acceptance and adoption of the Metaverse technology in the educational context. Also, it will contribute to developing the right strategies, and Metaverse content which will draw the attention of learners.

Originality/value

As per the surveyed literature and the researcher's prior knowledge, this is one of the first studies that integrate the UTAUT model, ISS model and two contextual factors (PC and HG) besides testing the proposed model in a developing country (Jordan). This paper is one of the few in which the individuals' acceptance behaviour of Metaverse technology was examined in the HEIs context.

Details

Kybernetes, vol. 53 no. 12
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 30 December 2024

Mohammed Ali and Fawad Ahmed

Despite the acknowledged potential of enterprise resource planning (ERP) systems, existing literature falls short in providing a detailed analysis of the impact these systems may…

Abstract

Purpose

Despite the acknowledged potential of enterprise resource planning (ERP) systems, existing literature falls short in providing a detailed analysis of the impact these systems may have on user performance. Consequently, this research undertakes a nuanced examination, probing into the dynamics of ERP system utilization. This study posits that elevating employee and organizational performance mandates a dual commitment—ensuring the inherent quality of ERP systems while concurrently fostering user satisfaction and optimizing system usage.

Design/methodology/approach

Survey questionnaire was used to collect data and to empirically validate the proposed model. There were total 406 respondents as users of ERP systems within the manufacturing sector in Sudan. SmartPLS SEM was used to analyze data.

Findings

The results confirm the hypothesized relationships underscoring the pivotal role of system usage and user satisfaction as predictive indicators of individual performance and that the quality of information and service are influential determinants not only of ERP system utilization but also of user satisfaction.

Originality/value

Addressing UN SDGs, this paper charts a course for comprehending and optimizing the interplay between ERP systems and performance within manufacturing firms in Republic of the Sudan and fills knowledge gap from North African region enterprises.

Details

International Journal of Emerging Markets, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1746-8809

Keywords

Book part
Publication date: 9 December 2024

Lingam Naveen, Rabi N. Subudhi, Dhananjay Beura and Shilpi Sarna

The retail industry is experiencing a marketing transformation through the use of augmented reality (AR), particularly in beauty products. Customer engagement and integration with…

Abstract

The retail industry is experiencing a marketing transformation through the use of augmented reality (AR), particularly in beauty products. Customer engagement and integration with digital tools are critical tools to enhance positive predisposition toward their platform leading to better visibility. This study explores how user experience (UX) and interactivity (INT) influence attitudes toward AR applications, with a focus on the moderating role of cognitive enjoyment (CGE). Data were collected through online platforms from 310 young female students and professionals familiar with AR technology in online shopping. The analysis was performed using partial least squares structural equation modeling (PLS-SEM), with constructs adapted from established scales to fit the study's needs. Results indicate that positive UXs and high levels of interaction significantly enhance attitudes toward AR apps. Furthermore, CGE was found to be a significant moderator, amplifying the effects of UX and interaction on user attitudes. These findings extend existing theories of technological acceptance to the use of AR in retail, suggesting that enhancing UX and interactivity, while emphasizing the enjoyable aspects of AR, can foster more positive attitudes and potentially increase adoption rates. This study contributes valuable insights into the strategic use of AR technology in retail environments, offering implications for designers and marketers aiming to enhance consumer engagement through innovative digital tools.

Details

Augmenting Retail Reality, Part B: Blockchain, AR, VR, and AI
Type: Book
ISBN: 978-1-83608-708-3

Keywords

Open Access
Article
Publication date: 26 January 2024

Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…

6341

Abstract

Purpose

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.

Design/methodology/approach

This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.

Findings

Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.

Originality/value

This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

Details

Internet Research, vol. 34 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Book part
Publication date: 25 November 2024

James Hawdon and Donna Sedgwick

This chapter weaves the finding from the previous chapters together to explain how perceptions of and responses to a pandemic are not static but change over the course of the…

Abstract

This chapter weaves the finding from the previous chapters together to explain how perceptions of and responses to a pandemic are not static but change over the course of the pandemic and in between the governance and social welfare structures of the nations they affect. We consider the cross-national differences in outcomes and relate these to a variety of strategies used to curb the pandemic’s spread. We then conduct a series of analyses that examine our underlying arguments using data collected in November 2023, approximately 6 months after the pandemic was declared to be over. We find that compliance with health-protective recommendations is correlated with positive health outcomes. Specifically, we investigate how compliance correlates with the number of times an individual became ill with COVID-19. We then use variables discussed throughout the book to investigate how these factors correlate with complying with protective health measures, including being vaccinated and wearing face coverings during the pandemic. We find that collaborative factors are good predictors of compliance with health-protective recommendations. We then investigate how factors such as planned behavioral changes to mitigate the pandemic’s effect, attitudes toward government spending, media consumption, political party, and exposure to hate materials relate to the compliance factors. Ultimately, we demonstrate how the behavior of elites and the perceptions and attitudes of citizens during the initial stages of the pandemic shaped the pandemic’s long-term consequences. The chapter concludes by summarizing the findings from the previous chapters to set the stage for the concluding chapter.

Details

Perceptions of a Pandemic: A Cross-Continental Comparison of Citizen Perceptions, Attitudes, and Behaviors During Covid-19
Type: Book
ISBN: 978-1-83608-625-3

Keywords

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