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The purpose of this paper is to examine the significance of political and community activism in Toronto’s Chinese Canadian community between 2000 and 2016.
Abstract
Purpose
The purpose of this paper is to examine the significance of political and community activism in Toronto’s Chinese Canadian community between 2000 and 2016.
Design/methodology/approach
Adopting a mixed approach (historical, political and personal), the paper draws from both primary and secondary sources to explore three different cases – SARS in 2003, the Head Tax Redress in 2006 and Maclean’s “Too Asian?” controversy in 2010 – to illustrate discrimination against the Chinese Canadian community in Toronto during the 2000–2016 period while illuminating the importance of safeguarding human rights and dignity in the community.
Findings
The outbreak of SARS in early 2003 traumatized the whole city of Toronto and sparked waves of racial discrimination and bigotry directed at the Chinese Canadian community. Meanwhile, the community’s ongoing struggle to fight for justice and redress for the Chinese Head Tax seized the opportunity in 2006 to successfully challenge the Canadian government and other political parties to recognize and apologize for the racist tax and its long-term negative impact on the community. However, despite constant efforts, discrimination against Asian Canadians rose again, fueling Maclean’s controversial “Too Asian” article in 2010. Notwithstanding Canada’s positive image abroad, racial discrimination still exists. This paper urges that Canadians of all backgrounds must come together in solidarity and work hard to advocate for social and racial justice and human rights.
Originality/value
This paper will be of interest to community activists, journalists and scholars who are interested in the history of political and community activism in Toronto since 2000. Policymakers may also learn that an unexpected public crisis like SARS can ignite racial intolerance and negative attitudes toward Chinese Canadian and other communities.
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Alba García-Milon, Cristina Olarte-Pascual, Emma Juaneda-Ayensa and Jorge Pelegrín-Borondo
In a context where retail stores are closing down and high streets are declining, the purpose of this paper is to analyse on-site shopping by tourists. This work identifies the…
Abstract
Purpose
In a context where retail stores are closing down and high streets are declining, the purpose of this paper is to analyse on-site shopping by tourists. This work identifies the drivers that lead tourists to use digital information sources at the beginning of the shopping process. Understanding these drivers can help destination managers and retailers encourage tourists to shop.
Design/methodology/approach
A personal survey was conducted in a Spanish city noted for its shopping facilities (Logroño), using a sample of 430 tourists with purchase intention. The survey was designed based on the extended unified theory of acceptance and use of technology (UTAUT2) model. A multivariate analysis, based on structural equation modelling, was carried out using partial least squares (PLS), based on variance.
Findings
The study’s finding is that performance expectancy, effort expectancy, social influence, facilitating conditions and habit influence intention to use digital sources of information to make purchases in a destination. Tourists prioritise utilitarian over hedonic motivations in the intention to use digital sources of information in tourist shopping.
Originality/value
It has been recognised that tourists are the perfect target to revitalise on-site shopping and, therefore, destinations must provide attractive shopping experiences from the outset. Prior to purchase, the search for available information is the first stage of the tourist shopping journey. Although many studies have analysed tourist shopping behaviour, none have focused, using the UTAUT2, on the digital information sources tourists consult pre-purchase. This research develops understanding of tourist shopping behaviour in this new technological context. This can help retailers/destinations provide better services and optimise the shopper's experience from the first stage of the process.
研究目的
零售商店陸續倒閉,商業街的經營業務逐漸式微;本文旨在分析遊客在這背景下的現場購物活動。本文擬確定遊客在購物過程的初期驅使他們使用數位資訊來源的誘因;了解這些誘因,將有助目的地管理經理和零售商推動遊客購物活動。
研究設計/方法/理念
研究人員在一個以購物設施馳名的西班牙城市(洛格羅尼奧) 進行個人調查,樣本為430名有意購物的遊客。調查是以整合性科技接受使用理論的延伸模型(UTAUT2)為基礎而設計的。研究人員使用以方差為基礎的偏最小平方,來進行以結構方程模型為基礎的多變數分析。
研究結果
績效期望、付出期望、社群影響、促成條件和習慣均影響遊客為目的地購物而使用數位資訊來源的意慾。而就這意慾而言,功利動機在優先次序上比享樂動機佔更高的位置。
原創性/價值
我們承認,要使現場購物得以復甦,遊客是最適當的目標。因此,旅遊目的地必須從一開始就要給遊客提供愉快的購物體驗。遊客購物前、尋找有關的購物資訊便是這個旅遊購物旅程的第一個階段。分析遊客購物行為的研究為數不少,唯使用第2代整合型科技接受理論(UTAUT2) 、重點探討遊客購物前使用數位資訊來源來尋找資訊的研究則從未見過。本研究讓我們更深入了解遊客在這個新技術背景下的購物行為,這有助零售商/目的地經營者為遊客提供更佳的服務、及優化遊客從購物過程首階段開始的購物體驗。
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Reviews developments in travel and tourism marketing as reflected by articles published in the Journal of Travel and Tourism Marketing over a four‐year period from the journal’s…
Abstract
Reviews developments in travel and tourism marketing as reflected by articles published in the Journal of Travel and Tourism Marketing over a four‐year period from the journal’s inception in 1992‐1995. Identifies five main themes (economic psychology, market segmentation and travel patterns, strategic marketing, technological advances and travel and tourism communications) and related subthemes that portray a pattern of diverse research and development relating to the practice of travel and tourism marketing.
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This paper examines the effect of personality disorders, namely loneliness and shyness, on the family business successors' attitude towards social networking services (SNS).
Abstract
Purpose
This paper examines the effect of personality disorders, namely loneliness and shyness, on the family business successors' attitude towards social networking services (SNS).
Design/methodology/approach
In this study the personality disorder and attitude towards using WhatsApp are analysed in a sample of 511 family business successors, aged 18 and up to more than 50 years. Participants completed questionnaires designed for the purposes of the study specifically using for loneliness factor the UCLA Loneliness Scale (Russell et al., 1978) and for shyness the Sociability Scale (Cheek and Buss, 1981). We use two statistical methods: the first statistical technique is an exploratory factor analysis to show that shyness can be measured down into two dimensions (1) lack of confidence and (2) hesitancy, while loneliness also can be measured into the two dimensions: (1) amiability and (2) abandonment. The second statistical method uses structural equation modelling (SEM) to fit the data to the proposed model.
Findings
The results indicate that neither a lack of confidence nor amiability has a significant effect on the attitude towards instant messaging, while hesitancy and abandonment both have significant effects on attitude. Moreover, abandonment has a stronger effect on attitude than hesitancy.
Research limitations/implications
In this study were not included other related social disorders that other scholars normally study in such projects. For example, narcissism, addiction and socially anxious are very important and have results that conflict with ours.
Originality/value
The causal relations between the two independent factors of shyness and loneliness and the dependent factor of attitude towards using an Internet and SNS in family businesses from the Arab world have not yet been clearly and fully explored. This study aims to fill this gap through studying the impact of personality disorder (loneliness and shyness) on attitude to use SNS by the successors of family businesses.
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Rohit Trivedi, Thorsten Teichert and Dirk Hardeck
Despite quick response (QR) codes’ prominence, little is known about their embedding in pull-based communications. This study aims to measure QR code effects in print advertising…
Abstract
Purpose
Despite quick response (QR) codes’ prominence, little is known about their embedding in pull-based communications. This study aims to measure QR code effects in print advertising along five different stages of consumer decision making, using advertisement appeals with moderating effects of product category involvement.
Design/methodology/approach
Data were derived from a German market research initiative with 326,212 consumer evaluations for 792 real print advertisements from 26 product categories. Multinomial logit models were used to investigate the effects of QR code presence on consumer reactions.
Findings
QR codes steer purchase intention in a low-involvement product category if used alongside an emotional appeal. Advertisements for high-involvement products benefit if QR codes are combined with an overall informational appeal. QR codes do not enhance the persuasive effects of advertisements’ informational appeals in a low-involvement product category.
Research limitations/implications
The effects of QR codes on consumers’ responses cannot be analysed in isolation but depend on advertisement context. They interact with advertisements’ informational and emotional appeals and product category involvement.
Practical implications
Marketers should not use QR codes indiscriminately but should carefully consider advertisement context. QR codes should be used alongside an emotional appeal if the marketer’s objective is to induce purchase intention in low-involvement settings. Advertisements for high-involvement products need to combine QR codes with an informational appeal.
Originality/value
This study highlights the interplay of effects in print advertisements, which are typically considered push-based when they are combined with QR codes as pull-based communications in the digital marketing area.
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Wilson K.S. Leung, Man Kit Chang, Man Lai Cheung and Si Shi
Virtual reality (VR) technology is a potential tool for tourism marketers to maintain the attractiveness of their destinations and recover from the COVID-19 pandemic. However, the…
Abstract
Purpose
Virtual reality (VR) technology is a potential tool for tourism marketers to maintain the attractiveness of their destinations and recover from the COVID-19 pandemic. However, the effectiveness of VR technology in motivating potential tourists' visit intention under lockdown conditions remains unknown. An integrated model based on the experience economy framework and mood management theory was, therefore, used to explain how tourists' VR experiences affect their mood management processes and subsequent behaviors. This research also examined how perceived travel risk influenced the relationship between mood management processes and future decisions.
Design/methodology/approach
This study used a cross-sectional design based on a sample collected from a Chinese survey company, Sojump. The author surveyed 285 respondents who had experienced VR tourism activities during the COVID-19 pandemic. The research model was tested using partial least squares–structural equation modeling.
Findings
The results demonstrated that the four dimensions of VR experiences differently affected mood management processes, while perceived travel risk differently moderated the influence of mood management processes on visit intention and VR stickiness. This provides insights for tourism marketers to adapt to the current tourism environment and develop recovery strategies.
Originality/value
In response to gaps in the literature, this research examined the effectiveness of VR technology in driving tourists' visit intention during the COVID-19 pandemic, providing insights for tourism marketers to successfully implement VR tourism and plan timely recovery strategies.
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Sung-Byung Yang, Sunyoung Hlee, Jimin Lee and Chulmo Koo
The purpose of this study is to explore the effect of two types of presentation formats (textual and imagery) involving online restaurant reviews (ORRs). The study examines ORRs…
Abstract
Purpose
The purpose of this study is to explore the effect of two types of presentation formats (textual and imagery) involving online restaurant reviews (ORRs). The study examines ORRs on the basis of review usefulness and review enjoyment; the study investigates the effects of the two presentation formats on review usefulness and review enjoyment.
Design/methodology/approach
Data from 1,776 reviews were collected from Yelp.com using a Web data-harvesting technique. Hypothesized relations in the model were tested by Tobit regression analysis.
Findings
Empirical results show that different formats of ORRs affect review usefulness and review enjoyment in different manners; whereas both attributes of textual format (review length and readability) affect review usefulness, both aspects of imagery format (physical environment images and food and beverage images) are positively related to review enjoyment. However, review length and food and beverage images are the most important factors affecting both review usefulness and review enjoyment. In particular, the relation between the two formats of ORRs and review usefulness is mediated by review enjoyment.
Research limitations/implications
The focus of this study is the two formats of ORRs in terms of dual coding theory and the mediating role of review enjoyment. The findings help online review website organizers manage the operation of various review formats in a proper manner. Managers can effectively select those formats that would achieve the desired effect.
Originality/value
Unlike previous studies on the relation of attributes to online reviews, this study examines the perceptions of ORRs’ usefulness and enjoyment. In addition, this study encompasses diverse ORR factors (review length, review readability, physical environment images, food and beverage images) for a more comprehensive interpretation of ORRs.
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Víctor Martínez-Molés, Timothy Hyungsoo Jung, Carmen Pérez-Cabañero and Amparo Cervera-Taulet
This study aims to apply theory on consumer learning in virtual experiences to compare how media technologies (i.e. virtual reality [VR] and standard websites) and users’ gender…
Abstract
Purpose
This study aims to apply theory on consumer learning in virtual experiences to compare how media technologies (i.e. virtual reality [VR] and standard websites) and users’ gender influence the ways in which tourists gather pre-purchase information.
Design/methodology/approach
A laboratory experiment with fully immersive VR was conducted to examine consumers’ behavior in gathering pre-purchase information. The sample comprised 128 consumers who had taken a cruise vacation or who were considering purchasing a cruise package in the near future.
Findings
The results generally reveal the central role of the feeling of presence, which, in turn, positively impacts users’ enjoyment and aspects of consumer learning (i.e. brand attitude, product knowledge and purchase intent). In particular, the results suggest that compared with standard websites, VR facilitated the tourists’ learning as consumers, especially among women, who tend to dominate the information-gathering stage of planning family vacations.
Practical implications
The results imply that travel agencies and tourism centers working with cruise vacation companies should incorporate VR to make their offers more attractive, especially to women.
Originality/value
The study was the first to apply theory on consumer learning in the cruise tourism industry, specifically to compare fully immersive VR devices versus standard websites and gauge the effect of gender.
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