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Article
Publication date: 17 March 2023

Lidia Aguiar-Castillo, Shivani Rajendra-Teli and Rafael Perez-Jimenez

This study aims to demonstrate that gamification applied to an environmental behavior can create a habit. For this, it is necessary to determine the connection between traveler…

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Abstract

Purpose

This study aims to demonstrate that gamification applied to an environmental behavior can create a habit. For this, it is necessary to determine the connection between traveler satisfaction and the different kinds of stimulus (extrinsic, intrinsic and internalized extrinsic).

Design/methodology/approach

Survey data was gathered from gamers invited to answer a questionnaire after using an app in field experimentation in pilot cities in France, Spain and Portugal designated by the UrbanWaste committee (European Project). All data were studied using path equation modeling in AMOS software to test the study's dimensions and proposed research model.

Findings

This study showed that, although gamification tools may be necessary to generate a habit in the first phase, these tools are superfluous when this habit is internalized.

Originality/value

This study's originality lies in the relationship between traveler satisfaction with gamification and the generation of an environmental practice that also contributes to forming a positive image of the host destination.

研究目的

本研究旨在证明游戏化在环境行为中的应用可促使环保习惯的形成。因此, 了解游客满意度和不同种类刺激 (外在的、内在的和内化的外在的)的关系十分重要。

研究设计/方法/途径

在UrbanWaste委员会(欧洲项目)指定的法国、西班牙和葡萄牙的试点城市进行现场实验后, 研究小组从受邀答题的玩家中收集调查数据。所有数据都使用Amos软件中的路径方程建模进行研究, 以此来测试研究的维度和先前提出的研究模型。

研究发现

本研究表明, 尽管游戏化工具可能在第一阶段是形成环保习惯所必需的, 但当这种习惯被内化时, 这些游戏化工具是多余的。

研究原创性/价值

本研究的独创性在于了解游客游戏化满意度与环保行为产生的关系。这种环保行为同时有助于景区建立正面积极的形象。

Details

Journal of Hospitality and Tourism Technology, vol. 14 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

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Article
Publication date: 19 November 2024

Hang Jun Zhang, Wilco Wai Hung Chan, Hanqin Qiu and Sharif Shams Imon

There is a void in systematically assessing obstructive factors as antecedents in the technology acceptance model (TAM). Three obstructive factors are investigated, namely…

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Abstract

Purpose

There is a void in systematically assessing obstructive factors as antecedents in the technology acceptance model (TAM). Three obstructive factors are investigated, namely, discomfort, insecurity and risk. Besides, this study aims to propose the moderator – personal capability (PC) and tested its effects on the relationship between perceived usefulness (PU) and perceived ease of use (PEU) and behavioral intention (BI).

Design/methodology/approach

Quantitative data analysis was used to verify the adapted model by using Smart PLS4. The data from 327 valid respondents are analyzed.

Findings

Discomfort is a significant antecedent impacting both PU and PEU. Insecurity and risk are inhibitors of PEU and PU, respectively. This study contributes to the scarce literature on the moderating effects of PC that moderates the influence between PU and BI positively.

Originality/value

This study contributes a new TAM extension by incorporating obstructive factors and exploring the moderating role of personal capability about AR Glasses. This research also enables innovation companies to enhance the design of their products and services via users’ feedback.

研究目的

系统评估阻碍因素作为技术接受模型(TAM)的先驱方面存在一定的空白。本研究调查了三个阻碍因素, 即不适感, 不安全感和风险。此外, 本研究提出了调节变量 - 个人能力(PC), 并测试其对感知有用性(PU); 感知易用性(PEU)和行为意图(BI)之间关系的影响。

研究方法

使用量化数据分析验证了通过Smart PLS4使用的调整模型。对327名有效受访者的数据进行了分析。

研究发现

不适感是影响PU和PEU的显著先驱因素。不安全感和风险分别是PEU和PU的抑制因素。本研究在稀缺文献中贡献了个人能力的调节效应, 积极调节PU和BI之间影响的研究。

研究创新

本研究通过纳入阻碍因素并探索个人能力在AR眼镜方面的调节作用, 为TAM提供了一种新的拓展。此外, 该研究还使创新公司能够通过用户的反馈来增强其产品和服务的设计。

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