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Article
Publication date: 29 March 2024

Jitesh J. Thakkar, Rishabh Rathore and Chandrima Chatterjee

Despite the fact that hygiene and sanitation are becoming more critical for improving the present situation in developing nations, the factors that affect them are not well…

Abstract

Purpose

Despite the fact that hygiene and sanitation are becoming more critical for improving the present situation in developing nations, the factors that affect them are not well covered in the present research. This paper investigates the quality of the hygiene and sanitization factors and identifies the interrelations between the identified factors.

Design/methodology/approach

A graph theory-based approach is proposed to assess the factors influencing the practice, and a critical service index (CSI) is used to quantify the same.

Findings

Two Indian villages are used to illustrate the implementation of the suggested approach. This represents the validation of the suggested method, as well as assisting in the development of essential suggestions for increasing the quality of hygiene and sanitization in the Indian context. In spite of the increasing importance of hygiene and sanitation for improving the current situation in developing countries, the factors that influence them are not well-researched.

Research limitations/implications

This study contributes in two ways. First, it provides an organized methodology for quantifying hygiene and sanitation factors and a critical service index that incorporates the findings. The suggested approach may also be used to evaluate and classify other sectors. Second, it shows how the methodology was used to create key recommendations for two Indian villages, which may be considered the first effort in India’s hygiene and sanitation initiatives.

Originality/value

This research discussed improvements in sanitation and hygiene habits among Indian households, which have not been achieved as expected under the Swachh Bharat Mission.

Details

International Journal of Social Economics, vol. 51 no. 12
Type: Research Article
ISSN: 0306-8293

Keywords

Article
Publication date: 5 July 2024

Marlon Mike Toro-Alvarez

This study aims to investigate the dynamics of cyberbullying among minority youths, focusing on its increasing prevalence in the digital realm, which does not necessitate…

Abstract

Purpose

This study aims to investigate the dynamics of cyberbullying among minority youths, focusing on its increasing prevalence in the digital realm, which does not necessitate technical expertise from the offenders. It explores a shift from conventional bully characteristics to individuals assuming new digital personas, merging traditional criminology with flag theory to analyze violent behavior online, specifically in educational environments, and studying the correlation between low self-control, affiliations with delinquent peers and the likelihood of cyberbullying occurrences.

Design/methodology/approach

The research uses structural equation modeling to examine survey data from 237 eleventh-grade students in St. Louis public schools, focusing on the relationships between cyberbullying, low self-control and association with delinquent peers within a comprehensive theoretical framework that includes the flag theory and demographic factors, as well as using multigroup analysis to investigate racial dynamics and confirming indirect effects using bootstrapping techniques.

Findings

The research establishes strong connections between low self-control, delinquent peer involvement, and cyberbullying, supporting the flag theory in digital violence contexts, while also showing that low self-control and peer engagement play a mediating role in cyberbullying incidents among minority youth, with racial composition having no significant impact on these dynamics.

Research limitations/implications

The study is restricted by its focus on a particular geographical area, in conjunction with its reliance on self-reported information obtained exclusively from a specific age group. This specificity raises concerns about the applicability of the findings to diverse populations. Furthermore, the study’s dependence on a three-item assessment for cyberbullying, combined with the challenges encountered in achieving complete scalar invariance during multigroup analysis, emphasizes the need for more precise measurement tools and improved methodological frameworks.

Practical implications

This research discloses actionable insights fundamental to the advancement of cyberbullying prevention strategies. The finding that the connection between race and the effects of peer association and self-control on cyberbullying is minimal suggests that these interventions can be generally applied, transcending racial boundaries. Moreover, identifying self-control as a critical intermediary offers fresh avenues for cybercrime research, shifting the conventional focus from established predictors. By zeroing in on peer influence as a fundamental element, this study provides innovative angles to bolster the understanding of digital violence mitigation in educational settings.

Social implications

This research emphasizes the urgent concern of cyberbullying among minority youths, along with its psychological and academic impacts. By elucidating the interaction between personal traits and social networks, the findings can guide comprehensive strategies aimed at cultivating safer digital spaces and bolstering social wellness within educational frameworks.

Originality/value

This research presents an original and ground-breaking method that combines various theories in criminology specifically in the context of cyberbullying among minority youths. By proposing a new and redefined role for self-control, which is not seen as the common main predictor but rather as a crucial mediator, this study provides fresh insights into the dynamics of cyber aggression. Through the detailed examination of the flag theory framework, the study uncovers the complex reciprocal relationship between self-control and peer engagement, revealing previously overlooked mechanisms in a broader landscape of digital violence.

Details

Journal of Aggression, Conflict and Peace Research, vol. 16 no. 4
Type: Research Article
ISSN: 1759-6599

Keywords

Article
Publication date: 22 October 2024

Xuerong Peng, Lian Zhang, Seoki Lee, Wenhao Song and Keyan Shou

This study aims to identify key contributors, research themes, research gaps, and future directions in hospitality innovation by conducting bibliometric and content analyses of…

Abstract

Purpose

This study aims to identify key contributors, research themes, research gaps, and future directions in hospitality innovation by conducting bibliometric and content analyses of peer-reviewed articles in this field.

Design/methodology/approach

A bibliometric analysis was conducted using VOSviewer software on 2,698 peer-reviewed English-language articles retrieved from the Web of Science database, published between 1995 and 2023. Key contributors were identified based on publication volume, citation, and co-citation analysis. Co-occurrence analysis of index keywords and content analysis of influential articles were used to identify research themes.

Findings

The study identified four distinct research themes in hospitality innovation: (1) digital technology adoption primarily among customers, (2) innovation management within hospitality firms, focusing on knowledge management and eco-innovation, (3) service innovation primarily among employees, and (4) business model innovation involving multiple stakeholders. Additionally, the study determined key contributors, highlighted research gaps, and provided suggestions for future research directions.

Originality/value

This study contributes to the existing literature by providing a systematic and in-depth review of hospitality innovation research. It identifies key contributors, research themes, and potential gaps for future research, offering valuable insights for both industry practitioners and scholars.

Article
Publication date: 4 December 2023

GuangMeng Ji, Siew Imm Ng, Jun-Hwa Cheah and Wei-Chong Choo

Past research often relies on linear relationship assumptions from the perspective of managers when studying the relationship between attribute performance and satisfaction…

Abstract

Purpose

Past research often relies on linear relationship assumptions from the perspective of managers when studying the relationship between attribute performance and satisfaction. However, this study extracts tourists’ online reviews to explore asymmetric relationships and identifies island tourism satisfiers, hybrids and dissatisfiers.

Design/methodology/approach

The research uses 3,523 reviews from Tripadvisor to examine Langkawi Island’s tourist satisfaction. Latent Dirichlet allocation (LDA) machine-learning approach, penalty–reward contrast analysis and asymmetric impact-performance analysis (AIPA) were employed to extract and analyse the data.

Findings

Langkawi’s dissatisfiers included “hotel and restaurant”, “beach leisure”, “water sport”, “snorkelling”, “commanding view”, “waterfall”, “sky bridge walk”, “animal show”, “animal feeding”, “history culture”, “village activity” and “duty-free mall”. Amongst these, five were low performers. Hybrids encompassed “ticket purchasing”, “amenity” “traditional food market” and “gift and souvenir”, all of which were low performers. Only one attribute was categorised as a satisfier: “nature view” which performed exceptionally well.

Practical implications

This study provides recommendations to enhance tourist satisfaction and address tourist dissatisfaction. The elements requiring immediate attention for enhancement are the five low-performance dissatisfiers, as they represent tourists’ fundamental expectations. Conversely, the satisfier or excitement factor (i.e. nature views – mangroves and wildlife) could be prominently featured in promotional materials.

Originality/value

This research constitutes an early endeavour to categorise attributes of island tourism into groups of satisfaction, hybrid or dissatisfaction based on user-generated data. It is underpinned by two-factor and three-factor theories.

Details

Journal of Hospitality and Tourism Insights, vol. 7 no. 5
Type: Research Article
ISSN: 2514-9792

Keywords

Article
Publication date: 28 December 2023

Li-Ling Liu and Hsiu-Yu Teng

Customer engagement has key practical implications for hospitality management. However, little is known about how perceived coolness and wow affect customer engagement. The…

Abstract

Purpose

Customer engagement has key practical implications for hospitality management. However, little is known about how perceived coolness and wow affect customer engagement. The purpose of this research was to investigate the associations among perceived coolness, perceived wow and customer engagement and examine the mediator of self-image congruity (SIC).

Design/methodology/approach

Survey data were collected from 406 restaurant customers in Taiwan, and structural equation modeling was adopted to examine the hypotheses. Furthermore, a replica model was produced for another sample of 412 hotel customers.

Findings

The results indicate that perceived coolness positively affects customer engagement and SIC and that perceived wow positively affects SIC. SIC positively affects customer engagement. Moreover, SIC mediates the associations of perceived coolness and wow with customer engagement. The relationships between the variables did not significantly differ between restaurant customers and hotel customers.

Practical implications

Hospitality businesses can create environments in which customers interact with service providers through innovative technology, thereby encouraging engagement. Coolness and the wow factor must be prioritized in servicescapes, meal and room design, the service process and creative marketing.

Originality/value

The findings contribute knowledge on hospitality, factors affecting customer engagement and the mediating mechanism of SIC. Hospitality managers can use the results to formulate strategies for servicescape design, brand management and customer experience.

Details

Journal of Hospitality and Tourism Insights, vol. 7 no. 5
Type: Research Article
ISSN: 2514-9792

Keywords

Open Access
Article
Publication date: 1 March 2024

Alshaimaa Bahgat Alanadoly and Suha Fouad Salem

The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game…

1738

Abstract

Purpose

The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game theory as a theoretical framework to analyse immersive branding strategies and gain a deeper understanding of fashion consumers’ decision-making process in gaming environments. Gender, as a significant factor affecting gamers, has been studied as a moderator that impacts the overall proposed framework.

Design/methodology/approach

A quantitative method was used to assess the significance of relationships within the proposed model empirically. The partial least squares structural equation modelling technique was implemented to assess the relationships of the framework with a sample size of 160 active Malaysian gamers.

Findings

The findings indicate that brand equity is positively associated with perceived brand coolness. Furthermore, of the three core values of online games, perceived enjoyment is most strongly associated with perceived brand coolness, ahead of the values of self-expression and perceived emotional challenge. The results of the multigroup analysis further suggest that in the fashion industry, building brand equity through online games is strongly related to perceived brand coolness among female respondents, the role of perceived brand coolness being weaker among male respondents.

Originality/value

The study contributes to the existing literature by providing a deeper understanding of the impact of immersive gaming branding practices on the overall equity of the fashion brand. The results provide insight for fashion brand managers into the significant effect on consumer behaviour outcomes of fashion-gaming collaborations.

研究目的

本研究擬探討身歷其境的遊戲體驗在品牌酷感和品牌資產上所扮演的角色; 研究特別強調裝扮遊戲的合作。研究人員以博弈論作為研究的理論框架,來分析沉浸品牌策略、和對時裝消費者在遊戲的環境中如何作出決策取得更深入的瞭解。研究人員探討了性別作為影響遊戲參與者的重要因素,這因素被視為為整個被提出的框架帶來調節的影響和作用。

研究設計/方法/理念

研究人員採用定量方法進行研究,目的為於被提出的模型內之各種關聯的意義進行以經驗為依據的評估。研究人員採用了基於偏最小平方法的結構方程模型研究法,來對一個包含160名活躍的馬來西亞遊戲參與者的樣本進行框架的各個聯繫的評估研究。

研究結果

研究結果顯示,品牌資產與品牌酷感成正相關; 而且,在網絡遊戲的三個核心價值中,感知享受與品牌酷感之間的聯繫最為強烈和密切,超過自我表現和感知情感挑戰兩者的價值; 多群組的分析結果更暗示了在時裝產業裡,透過網絡遊戲去建立品牌資產在女性回應者中是與品牌酷感有強烈密切的關係; 而在男性回應者中,品牌酷感所扮演的角色則較弱。

研究的原創性/價值

本研究使我們能更深入認識沉浸遊戲品牌的慣常做法如何影響時裝品牌的整體資產。研究結果為時裝品牌經理提供了啟示,使他們明瞭時裝遊戲的合作會給消費者行為產生重要的影響。

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