Search results for: gaming tourists
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 530

Search results for: gaming tourists

260 Bicycle Tourism and Sharing Economy (C2C-Tourism): Analysis of the Reciprocity Behavior in the Case of Warmshowers

Authors: Jana Heimel, Franziska Drescher, Lauren Ugur, Graciela Kuchle

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Sharing platforms are a widely investigated field. However, there is a research gap with a lack of focus on ‘real’ (non-profit-orientated) sharing platforms. The research project addresses this gap by conducting an empirical study on a private peer-to-peer (P2P) network to investigate cooperative behavior from a socio-psychological perspective. In recent years the conversion from possession to accessing is increasingly influencing different sectors, particularly the traveling industry. The number of people participating in hospitality exchange platforms like Airbnb, Couchsurfing, and Warmshowers (WS) is rapidly growing. WS is an increasingly popular online community that is linking cycling tourists and locals. It builds on the idea of the “sharing economy” as a not-for-profit hospitality network for bicycle tourists. Hosts not only provide a sleeping berth and warm shower free of charge but also offer additional services to their guests, such as cooking and washing clothes for them. According to previous studies, they are motivated by the idea of promoting cultural experience and forming new friendships. Trust and reciprocity are supposed to play major roles in the success of such platforms. The objective of this research project is to analyze the reciprocity behavior within the WS community. Reciprocity is the act of giving and taking among each other. Individuals feel obligated to return a favor and often expect to increase their own chances of receiving future benefits for themselves. Consequently, the drivers that incite giving and taking, as well as the motivation for hosts and guests, are examined. Thus, the project investigates a particular tourism offer that contributes to sustainable tourism by analyzing P2P resp. cyclist-to-cyclist, C2C) tourism. C2C tourism is characterized by special hospitality and generosity. To find out what motivations drive the hosts and which determinants drive the sharing cycling economy, an empirical study has been conducted globally through an online survey. The data was gathered through the WS community and comprised responses from more than 10,000 cyclists around the globe. Next to general information mostly comprising quantitative data on bicycle tourism (year/tour distance, duration and budget), qualitative information on traveling with WS as well as hosting was collected. The most important motivations for a traveler is to explore the local culture, to save money, and to make friends. The main reasons to host a guest are to promote the use of bicycles and to make friends, but also to give back and pay forward. WS members prefer to stay with/host cyclists. The results indicate that C2C tourists share homogenous characteristics and a similar philosophy, which is crucial for building mutual trust. Members of WS are generally extremely trustful. The study promotes an ecological form of tourism by combining sustainability, regionality, health, experience and the local communities' cultures. The empirical evidence found and analyzed, despite evident limitations, enabled us to shed light, especially on the issue of motivations and social capital, and on the functioning of ‘sharing’ platforms. Final research results are intended to promote C2C tourism around the globe to further replace conventional by sustainable tourism.

Keywords: bicycle tourism, homogeneity, reciprocity, sharing economy, trust

Procedia PDF Downloads 98
259 Empirical Evaluation of Game Components Based on Learning Theory: A Preliminary Study

Authors: Seoi Lee, Dongjoo Chin, Heewon Kim

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Gamification refers to a technique that applies game elements to non-gaming elements, such as education and exercise, to make people more engaged in these behaviors. The purpose of this study was to identify effective elements in gamification for changing human behaviors. In order to accomplish this purpose, a survey based on learning theory was developed, especially for assessing antecedents and consequences of behaviors, and 8 popular and 8 unpopular games were selected for comparison. A total of 407 adult males and females were recruited via crowdsourcing Internet marketplace and completed the survey, which consisted of 19 questions for antecedent and 14 questions for consequences. Results showed no significant differences in consequence questions between popular and unpopular games. For antecedent questions, popular games are superior to unpopular games in character customization, play type selection, a sense of belonging, patch update cycle, and influence or dominance. This study is significant in that it reveals the elements of gamification based on learning theory. Future studies need to empirically validate whether these factors affect behavioral change.

Keywords: gamification, learning theory, antecedent, consequence, behavior change, behaviorism

Procedia PDF Downloads 203
258 The Islamic Grand Tour: The Case of Caravan Hajj Routes

Authors: Akram Atef Rawshdeh

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This research aims to prove the role of Islamic pilgrimage caravans in formulating the concept of the tourism industry and the concept of Grand Tours before that which was found in Europe in the medieval and modern Ages, through its duration and the number of tourists who participated in it and its role in providing tourism services from the establishment of castles and inns that were built To accommodate pilgrims during their travels from different regions of the Islamic world to the holy places in Saudi Arabia, as well as food and beverage services, transportation and support services like tourist security and tourist guide services. This research will depend on the historical method

Keywords: grand tour, hajj caravan routes, tourism services, transportation

Procedia PDF Downloads 140
257 A Review of Serious Games Characteristics: Common and Specific Aspects

Authors: B. Ben Amara, H. Mhiri Sellami

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Serious games adoption is increasing in multiple fields, including health, education, and business. In the same way, many research studied serious games (SGs) for various purposes such as classification, positive impacts, or learning outcomes. Although most of these research examine SG characteristics (SGCs) for conducting their studies, to author’s best knowledge, there is no consensus about features neither in number not in the description. In this paper, we conduct a literature review to collect essential game attributes regardless of the application areas and the study objectives. Firstly, we aimed to define Common SGCs (CSGCs) that characterize the game aspect, by gathering features having the same meanings. Secondly, we tried to identify specific features related to the application area or to the study purpose as a serious aspect. The findings suggest that any type of SG can be defined by a number of CSGCs depicting the gaming side, such as adaptability and rules. In addition, we outlined a number of specific SGCs describing the 'serious' aspect, including specific needs of the domain and indented outcomes. In conclusion, our review showed that it is possible to bridge the research gap due to the lack of consensus by using CSGCs. Moreover, these features facilitate the design and development of successful serious games in any domain and provide a foundation for further research in this area.

Keywords: serious game characteristics, serious games common aspects, serious games features, serious games outcomes

Procedia PDF Downloads 110
256 Digital Privacy Legislation Awareness

Authors: Henry Foulds, Magda Huisman, Gunther R. Drevin

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Privacy is regarded as a fundamental human right and it is clear that the study of digital privacy is an important field. Digital privacy is influenced by new and constantly evolving technologies and this continuous change makes it hard to create legislation to protect people’s privacy from being exploited by misuse of these technologies.

This study aims to benefit digital privacy legislation efforts by evaluating the awareness and perceived importance of digital privacy legislation among computer science students. The chosen fixed variables for the population are study year and gamer classification.

The use of location based services in mobile applications and games are a concern for digital privacy. For this reason the study focused on computer science students as they have a high likelihood to use and develop this type of software. Surveys were used to evaluate awareness and perceived importance of digital privacy legislation.

The results of the study show that privacy legislation and awareness of privacy legislation are important to people. The perception of the importance of privacy legislation increases with academic experience. Awareness of privacy legislation increases from non-gamers to pro gamers. 

Keywords: digital privacy, legislation awareness, gaming, privacy legislation

Procedia PDF Downloads 333
255 Winery Owners’ Perceptions of Social Media in Promoting Wine Tourism: Case Study of Langhe, Italy

Authors: Magali Canovi, Francesca Pucciarelli

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Over the past decade Langhe has developed as a wine tourism destination and has become increasingly popular on an international basis. Wine tourism has been recognized as an important business driver for wineries in Langhe and wine owners have taken advantage of this opportunity through developing a variety of tourism-related activities at their wineries, notably winery visits, wine tastings, cellar-door sales, B&Bs and/or restaurants. In order to promote these tourism-related activities and attract an increasing number of wine tourists, wineries have started to engage in social media. While tourism scholars are now well aware of the benefits social media provides to both travellers and service providers, the existing literature on social media from supplier’s perspective remains limited. Accordingly, this paper aims to fill this gap through providing new insights into how service providers, that is winery owners, exploit social media to promote tourism online. The paper explores the importance and the role of social media as part of wineries’ marketing strategies to promote wine tourism online. The focus lies on understanding, which motives drive winery owners to activate and implement social media activities in promoting wine tourism. A case study approach is adopted, using the North Italian wine region of Langhe in Piedmont. Empirical evidence is provided by a sample of 28 winery owners. An interpretivist approach to research is adopted in order to extend current understandings of social media within the context of wine tourism. In line with the interpretivist perspective, this paper uses discourse analysis (DA) as a methodological approach for analyzing and interpreting winery owners’ accounts. Three key findings emerge from this research. First, there is a general understanding among winery owners what social media represents an opportunity in promoting wine tourism – if not even a must have. Second, the majority of interviewed winery owners are currently applying to some extent social media to promote wine tourism online as well as to interact and engage with tourists directly. Lastly, a varying degree of usage of social media amongst wineries is identified, with some wineries not recognizing social media as a crucial tool in marketing communication strategies. On the other extent, some commonalities in strategies and platforms chosen can be detected by these wineries that actively participate in social media. In conclusion, the main contribution of this paper is that it extends current understandings of social media in the wine tourism context by offering valuable insights into how service providers perceive and engage in social media.

Keywords: langhe, promotion, social media, wine tourism

Procedia PDF Downloads 164
254 Lightweight Hybrid Convolutional and Recurrent Neural Networks for Wearable Sensor Based Human Activity Recognition

Authors: Sonia Perez-Gamboa, Qingquan Sun, Yan Zhang

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Non-intrusive sensor-based human activity recognition (HAR) is utilized in a spectrum of applications, including fitness tracking devices, gaming, health care monitoring, and smartphone applications. Deep learning models such as convolutional neural networks (CNNs) and long short term memory (LSTM) recurrent neural networks (RNNs) provide a way to achieve HAR accurately and effectively. In this paper, we design a multi-layer hybrid architecture with CNN and LSTM and explore a variety of multi-layer combinations. Based on the exploration, we present a lightweight, hybrid, and multi-layer model, which can improve the recognition performance by integrating local features and scale-invariant with dependencies of activities. The experimental results demonstrate the efficacy of the proposed model, which can achieve a 94.7% activity recognition rate on a benchmark human activity dataset. This model outperforms traditional machine learning and other deep learning methods. Additionally, our implementation achieves a balance between recognition rate and training time consumption.

Keywords: deep learning, LSTM, CNN, human activity recognition, inertial sensor

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253 Digital Wellbeing: A Multinational Study and Global Index

Authors: Fahad Al Beyahi, Justin Thomas, Md Mamunur Rashid

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Various definitions of digital well-being have emerged in recent years, most of which center on the impacts -beneficial and detrimental- of digital technology on health and well-being (psychological, social, and financial). Other definitions go further, emphasizing the attainment of balance, viewing digital well-being as wholly subjective, the individual’s perception of optimal balance between the benefits and ills associated with online connectivity. Based on this broad conceptualization of digital well-being, we undertook a global survey measuring various dimensions of this emerging construct. The survey was administered across 35 nations and 7 world regions, with 1000 participants within each territory (N= 35000). Along with attitudinal, behavioral, and sociodemographic variables, the survey included measures of depression, anxiety, problematic social media use, gaming disorder, and other relevant metrics. Coupled with nation-level policy audits, these data were used to create a multinational (global) digital well-being index. Nations are ranked based on various dimensions of digital well-being, and predictive models are used to identify resilience and risk factors for problem technology use. In this paper, we will discuss key findings from the survey and the index. This work can inform public policy and shape our responses to the emerging implications of lives increasingly lived online and interconnected with digital technology.

Keywords: technology, health, behavioral addiction, digital wellbeing

Procedia PDF Downloads 50
252 International Tourists’ Motivation to Revisit Bangkok, Thailand

Authors: Kevin Wongleedee

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The objective of this research was to study the level of importance of motivation factors from the perspective of international tourist who visited Bangkok, Thailand. The independent variables included gender, age, levels of education, occupation, and income while the dependent variables were ten motivation factors. A simple random sampling method was utilized to get 200 respondents. The majority of respondents were both male and female in almost the same proportion and most were between 21-40 years old. Most were married and had a graduate degree. The average income of the respondents was between $30,000-50,000. The findings revealed the ranking levels of importance by highest mean to lowest mean as follows: Thai food, nature-beaches, spa, tradition markets, shopping places, museums, festivals, night entertainment, conference/expo, and visiting friends. In addition, the overall means is 4.11 with 0.812 SD.

Keywords: international tourist, motivation, revisit, Thailand

Procedia PDF Downloads 280
251 Unveiling Game Designers’ Designing Practices: Five-Essential-Steps Model

Authors: Mifrah Ahmad

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Game designing processes vary with the intentions of the game. Digital games have versatile starting and finishing processes and these have been reported throughout the literature over decades. However, the need to understand how game designers’ practice in designing games is approached in the industry and how do they approach designing games is yet to be informed and whether they consider existing models or frameworks in their practice to assist their designing process of games. Therefore, this paper discusses 17 game designers’ participants' perspectives on how they approach designing games and how their experience of designing various games influences their practice. This research is conducted in an Australian context, through a phenomenology approach, where semi-structured interviews were designed and grounded by theory of experience by John Dewey. The audio data collected was analyzed using NVivo and interpreted using the interpretivism paradigm to contextualize the essence of game designers’ experiences in their practice and unfold their designing, developing, and iterative methodologies. As a result, a generic game-designing model is proposed that illuminates a sequence of steps that enables game designers’ initiatives toward a successful game design process. A ‘Five-Essential-Steps’ model (5ESM) for designing digital games may potentially assist early career game designers, gaming researchers as well as academics pursuing the designing process of games, educational games, or serious games.

Keywords: game designers practice, experiential design, designing models, game design approaches, designing process, software design, top-down model

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250 Automated Human Balance Assessment Using Contactless Sensors

Authors: Justin Tang

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Balance tests are frequently used to diagnose concussions on the sidelines of sporting events. Manual scoring, however, is labor intensive and subjective, and many concussions go undetected. This study institutes a novel approach to conducting the Balance Error Scoring System (BESS) more quantitatively using Microsoft’s gaming system Kinect, which uses a contactless sensor and several cameras to receive data and estimate body limb positions. Using a machine learning approach, Visual Gesture Builder, and a deterministic approach, MATLAB, we tested whether the Kinect can differentiate between “correct” and erroneous stances of the BESS. We created the two separate solutions by recording test videos to teach the Kinect correct stances and by developing a code using Java. Twenty-two subjects were asked to perform a series of BESS tests while the Kinect was collecting data. The Kinect recorded the subjects and mapped key joints onto their bodies to obtain angles and measurements that are interpreted by the software. Through VGB and MATLAB, the videos are analyzed to enumerate the number of errors committed during testing. The resulting statistics demonstrate a high correlation between manual scoring and the Kinect approaches, indicating the viability of the use of remote tracking devices in conducting concussion tests.

Keywords: automated, concussion detection, contactless sensors, microsoft kinect

Procedia PDF Downloads 300
249 Marketing Strategy Implementation in Developing Sharia Tourism in Indonesia

Authors: Santi Mutiara Asih, Sinta Kemala Asih

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Along with the development of tourism in Indonesia, which is increasingly a lot of domestic and foreign public interest in sharia tourism, the Indonesian government is currently developing the program. It was seen that this program would have a good impact, especially for Indonesian tourism. So it is necessary to develop appropriate marketing strategies. Then to develop tourism prospects sharia government could use such a marketing strategy, for instance, marketing mix and Segmenting, Targeting, and Positioning (STP). The marketing mix is a set of marketing tools used by a state or a company to continue achieving its marketing objectives in target market. STP is the most important initial step in identifying customer value. In such away, it is expected from the use of this strategy could make sharia tourism as a market leader in the field of tourism in Indonesia, it also could attract more tourists to visit and increase economic returns.

Keywords: STP, marketing mix, market leader, sharia tourism

Procedia PDF Downloads 738
248 Integration of Technology for Enhanced Learning among Generation Y and Z Nursing Students

Authors: Tarandeep Kaur

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Generation Y and Z nursing students have a much higher need for technology-based stimulation than previous generations, as they may find traditional methods of education boring and disinterested. These generations prefer experiential learning and the use of advanced technology for enhanced learning. Therefore, nursing educators must acquire knowledge to make better use of technology and technological tools for instruction. Millennials and generation are digital natives, optimistic, assertive, want engagement, instant feedback, and collaborative approach. The integration of technology and the efficacy of its use can be challenging for nursing educators. The SAMR (substitution, augmentation, modification, and redefinition) model designed and developed by Dr. Ruben Puentedura can help nursing educators to engage their students in different levels of technology integration for effective learning. Nursing educators should understand that technology use in the classroom must be purposeful. The influx of technology in nursing education is ever-changing; therefore, nursing educators have to constantly enhance and develop technical skills to keep up with the emerging technology in the schools as well as hospitals. In the Saskatchewan Collaborative Bachelor of Nursing (SCBSCN) program at Saskatchewan polytechnic, we use technology at various levels using the SAMR model in our program, including low and high-fidelity simulation labs. We are also exploring futuristic options of using virtual reality and gaming in our classrooms as an innovative way to motivate, increase critical thinking, create active learning, provide immediate feedback, improve student retention and create collaboration.

Keywords: generations, nursing, SAMR, technology

Procedia PDF Downloads 89
247 Interest Rate of Managers and Tourism Officials over E-Tourism Development: Case Study of Lenjan City

Authors: Akram Shahriyari, Reza Mokhtari Malek Abadi

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E-tourism is among the issues that have recently been entered into the field of tourism. In order to achieve this type of tourism, Information and Communications Technology (or ICT) infrastructures as well as Co-governmental organizations and tourism resources are important. In this study, the opinions of managers and tourism officials about the e-tourism in Lenjan city were measured; it also surveyed the impact of level of digital literacy of managers and tourism officials on attracting tourists in Lenjan city. This study was conducted in Lenjan, one of the environs of the Esfahan province. This study is a documentary – survey and the sources include library resources and also questionnaires. The results obtained indicate that if managers use ICT, it may help e-tourism to be developed in the region, and increasing managers’ beliefs on e-tourism and upgrading their level of digital literacy may affect e-tourism development.

Keywords: ICT, e-tourism, opinion of managers and officials, Lejnan

Procedia PDF Downloads 407
246 Decision Support System for Tourism in Northern Part of Thailand

Authors: Katejarinporn Chaiya, Thawit Janbanklong

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The purposes of this study were to design and find users’ satisfaction after using the decision support system for tourism in the Northern part of Thailand, which can provide tourists with touristic information and plan their personal voyage. Such information can be retrieved systematically based on personal budget and provinces. The samples of this study were five experts and users: 30 "white collars" in Bangkok. This decision support system was designed via ASP.NET. Its database was developed by using MySQL, for administrators to effectively manage the database. The application outcome revealed that the innovation works properly as sought in objectives. Specialists and white collars in Bangkok have evaluated the decision support system; the result was satisfactorily positive.

Keywords: decision Support System, ASP.NET, MySQL, white collars

Procedia PDF Downloads 337
245 Preliminary Result on the Impact of Anthropogenic Noise on Understory Bird Population in Primary Forest of Gaya Island

Authors: Emily A. Gilbert, Jephte Sompud, Andy R. Mojiol, Cynthia B. Sompud, Alim Biun

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Gaya Island of Sabah is known for its wildlife and marine biodiversity. It has marks itself as one of the hot destinations of tourists from all around the world. Gaya Island tourism activities have contributed to Sabah’s economy revenue with the high number of tourists visiting the island. However, it has led to the increased anthropogenic noise derived from tourism activities. This may greatly interfere with the animals such as understory birds that rely on acoustic signals as a tool for communication. Many studies in other parts of the regions reveal that anthropogenic noise does decrease species richness of avian community. However, in Malaysia, published research regarding the impact of anthropogenic noise on the understory birds is still very lacking. This study was conducted in order to fill up this gap. This study aims to investigate the anthropogenic noise’s impact towards understory bird population. There were three sites within the Primary forest of Gaya Island that were chosen to sample the level of anthropogenic noise in relation to the understory bird population. Noise mapping method was used to measure the anthropogenic noise level and identify the zone with high anthropogenic noise level (> 60dB) and zone with low anthropogenic noise level (< 60dB) based on the standard threshold of noise level. The methods that were used for this study was solely mist netting and ring banding. This method was chosen as it can determine the diversity of the understory bird population in Gaya Island. The preliminary study was conducted from 15th to 26th April and 5th to 10th May 2015 whereby there were 2 mist nets that were set up at each of the zones within the selected site. The data was analyzed by using the descriptive analysis, presence and absence analysis, diversity indices and diversity t-test. Meanwhile, PAST software was used to analyze the obtain data. The results from this study present a total of 60 individuals that consisted of 12 species from 7 families of understory birds were recorded in three of the sites in Gaya Island. The Shannon-Wiener index shows that diversity of species in high anthropogenic noise zone and low anthropogenic noise zone were 1.573 and 2.009, respectively. However, the statistical analysis shows that there was no significant difference between these zones. Nevertheless, based on the presence and absence analysis, it shows that the species at the low anthropogenic noise zone was higher as compared to the high anthropogenic noise zone. Thus, this result indicates that there is an impact of anthropogenic noise on the population diversity of understory birds. There is still an urgent need to conduct an in-depth study by increasing the sample size in the selected sites in order to fully understand the impact of anthropogenic noise towards the understory birds population so that it can then be in cooperated into the wildlife management for a sustainable environment in Gaya Island.

Keywords: anthropogenic noise, biodiversity, Gaya Island, understory bird

Procedia PDF Downloads 339
244 Prevalence and the Results of the Czech Nationwide Survey and Personality Traits of Adolescence Playing Computer Games

Authors: Jaroslava Sucha, Martin Dolejs, Helena Pipova, Panajotis Cakirpaloglu

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The paper introduces the research project which is focused on evaluating the level of pathological relation towards computer or video games playing (including any games played by using a screen such as a mobile or a tablet). The study involves representative sample of the Czech adolescents between ages 11 and 19. This poster presents the psychometric indicators of the new psychologic assessment method (mean, standard deviation, reliability, validity) which will be able to detect an acceptable level of games’ playing and at the same time will detect and describe the level of gaming which might be potentially risky. The prevalence of risky computer game playing at Czech adolescents in age 11 to 19 will be mentioned. The research study also aims to describe the personality profile of the problematic players with respect to the digital games. The research area will encompass risky behaviour, aggression, the level of self-esteem, impulsivity, anxiety and depression. The contribution will introduce a new test method for the assessment of pathological playing computer games. The research will give the first screening information of playing computer games in the Czech Republic by adolescents between 11-19 years. The results clarify what relationship exists between playing computer games and selected personality characteristics (it will describe personality of the gamer, who is in the category of ‘pathological playing computer games’).

Keywords: adolescence, computer games, personality traits, risk behaviour

Procedia PDF Downloads 212
243 Analyzing Strategic Alliances of Museums: The Case of Girona (Spain)

Authors: Raquel Camprubí

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Cultural tourism has been postulated as relevant motivation for tourist over the world during the last decades. In this context, museums are the main attraction for cultural tourists who are seeking to connect with the history and culture of the visited place. From the point of view of an urban destination, museums and other cultural resources are essential to have a strong tourist supply at the destination, in order to be capable of catching attention and interest of cultural tourists. In particular, museums’ challenge is to be prepared to offer the best experience to their visitors without to forget their mission-based mainly on protection of its collection and other social goals. Thus, museums individually want to be competitive and have good positioning to achieve their strategic goals. The life cycle of the destination and the level of maturity of its tourism product influence the need of tourism agents to cooperate and collaborate among them, in order to rejuvenate their product and become more competitive as a destination. Additionally, prior studies have considered an approach of different models of a public and private partnership, and collaborative and cooperative relations developed among the agents of a tourism destination. However, there are no studies that pay special attention to museums and the strategic alliances developed to obtain mutual benefits. Considering this background, the purpose of this study is to analyze in what extent museums of a given urban destination have established strategic links and relations among them, in order to improve their competitive position at both individual and destination level. In order to achieve the aim of this study, the city of Girona (Spain) and the museums located in this city are taken as a case study. Data collection was conducted using in-depth interviews, in order to collect all the qualitative data related to nature, strengthen and purpose of the relational ties established among the museums of the city or other relevant tourism agents of the city. To conduct data analysis, a Social Network Analysis (SNA) approach was taken using UCINET software. Position of the agents in the network and structure of the network was analyzed, and qualitative data from interviews were used to interpret SNA results. Finding reveals the existence of strong ties among some of the museums of the city, particularly to create and promote joint products. Nevertheless, there were detected outsiders who have an individual strategy, without collaboration and cooperation with other museums or agents of the city. Results also show that some relational ties have an institutional origin, while others are the result of a long process of cooperation with common projects. Conclusions put in evidence that collaboration and cooperation of museums had been positive to increase the attractiveness of the museum and the city as a cultural destination. Future research and managerial implications are also mentioned.

Keywords: cultural tourism, competitiveness, museums, Social Network analysis

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242 Air Access Liberalisation and Tourism Trade Evidence from a Sids

Authors: Seetanah Boopen, R. V. Sannassee

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The objective of the present study is two-fold. Firstly, to assess the impact of air access liberalization on tourism demand for Mauritius and secondly to analyses the dual impact of the interplay between air access liberalization and marketing promotion efforts on tourism demand. Using an Autoregressive Distributed Lag model, the results suggest that air access liberalization is an important ingredient, albeit to a lesser extent as compared to other classical explanatory variables, of tourism demand. The results also highlight the fact that Mauritius is perceived as a luxurious destination and tourists are deemed price sensitive. Moreover, our dynamic approach interestingly confirms the presence of repeat tourism in the island. Finally, the findings also uncover the positive impact of the interplay between air access liberalization and marketing promotion efforts on fostering tourism demand.

Keywords: air access liberalization, ARDL, SIDS, time series

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241 Health Care Delivery Services at Subdistrict Health Promoting Hospitals on The Islands in Thailand

Authors: Tassana Boontong, Vilaivan Thongcharoen, Orapan Thosingha, Suphamon Chansakul, Anorut Jenwitheesuk, Chanin Chakkrapopyodhin, Isara Phiwchai, Mattika Chaichan, Rungnapha Khiewchaum

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According to Thailand health policy, subdistrict health promoting hospitals (SHPHs) serve as forefront facilities for inclusive health care service. Those services include health promotion, disease prevention, primary medical care and rehabilitation. However, SHPHs residing in some distant area, such as SHPHs residing on the islands, would deliver different services relevant to health needs of the local people and the tourists. This research aimed to study health care delivery services at SHPHs on the islands in Thailand. Data were collected using questionnaires. The result revealed that in Thailand, there are 58 SHPHs on the islands. During data collection process, the researchers were not allowed to collect data in 5 SHPHs in the southern part due to Covid-19 pandemic. The report is based on 53 SHPHs on the islands. Numbers of health care personnel were 201, 72.14 % were female, with the ages ranged from 22 to 60 years (mean = 35.56 years). About 53% were community health personnel, while 26.08% were professional nurses. In regard to work experiences, the range of year varied from less than 1 year to 30 years, with the mean of 8.36 years. The majority of their responsibilities focused on providing primary medical care (86.34%), caring of people with chronic illnesses (85.30%) and providing medical care procedures for patients with chronic illnesses at home (84.36%). Nurses were main health care personnel in performing primary medical care. Due to difficulty transportation from the islands to the mainland, nurses had to provide prompt emergency medical care while the patients arrived with emergency and critical illnesses such as severe head trauma, stroke or coronary artery disease. Although some medical procedures were complex and not covered by nursing and midwifery license, they decided to protect patients from life- threatening conditions and make them stable before transportation. In SHPHs, the workload exceeded manpower, health care personnel had to work overtime almost every day. In the famous tourist islands, health care personnel had to carry 3-4 folds of their workload during the holidays because of the large crowds of foreign and Thai tourists. It is recommended that SHPHs on the islands should scale up the level of services to cover advanced medical care. Health care personnel, in particular, professional nurses, should be equipped with emergency and critical care skills. The expected outcomes of the services should emphasize on rescuing patients with emergency and life-threatening illnesses and providing comprehensive care for people living on or visiting the islands.

Keywords: distant area, islands, sub district health promoting hospital, heath care services, Thailand

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240 A Comparative Semantic Network Study between Chinese and Western Festivals

Authors: Jianwei Qian, Rob Law

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With the expansion of globalization and the increment of market competition, the festival, especially the traditional one, has demonstrated its vitality under the new context. As a new tourist attraction, festivals play a critically important role in promoting the tourism economy, because the organization of a festival can engage more tourists, generate more revenues and win a wider media concern. However, in the current stage of China, traditional festivals as a way to disseminate national culture are undergoing the challenge of foreign festivals and the related culture. Different from those special events created solely for developing economy, traditional festivals have their own culture and connotation. Therefore, it is necessary to conduct a study on not only protecting the tradition, but promoting its development as well. This study conducts a comparative study of the development of China’s Valentine’s Day and Western Valentine’s Day under the Chinese context and centers on newspaper reports in China from 2000 to 2016. Based on the literature, two main research focuses can be established: one is concerned about the festival’s impact and the other is about tourists’ motivation to engage in a festival. Newspaper reports serve as the research discourse and can help cover the two focal points. With the assistance of content mining techniques, semantic networks for both Days are constructed separately to help depict the status quo of these two festivals in China. Based on the networks, two models are established to show the key component system of traditional festivals in the hope of perfecting the positive role festival tourism plays in the promotion of economy and culture. According to the semantic networks, newspaper reports on both festivals have similarities and differences. The difference is mainly reflected in its cultural connotation, because westerners and Chinese may show their love in different ways. Nevertheless, they share more common points in terms of economy, tourism, and society. They also have a similar living environment and stakeholders. Thus, they can be promoted together to revitalize some traditions in China. Three strategies are proposed to realize the aforementioned aim. Firstly, localize international festivals to suit the Chinese context to make it function better. Secondly, facilitate the internationalization process of traditional Chinese festivals to receive more recognition worldwide. Finally, allow traditional festivals to compete with foreign ones to help them learn from each other and elucidate the development of other festivals. It is believed that if all these can be realized, not only the traditional Chinese festivals can obtain a more promising future, but foreign ones are the same as well. Accordingly, the paper can contribute to the theoretical construction of festival images by the presentation of the semantic network. Meanwhile, the identified features and issues of festivals from two different cultures can enlighten the organization and marketing of festivals as a vital tourism activity. In the long run, the study can enhance the festival as a key attraction to keep the sustainable development of both the economy and the society.

Keywords: Chinese context, comparative study, festival tourism, semantic network analysis, valentine’s day

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239 Bilingual Gaming Kit to Teach English Language through Collaborative Learning

Authors: Sarayu Agarwal

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This paper aims to teach English (secondary language) by bridging the understanding between the Regional language (primary language) and the English Language (secondary language). Here primary language is the one a person has learned from birth or within the critical period, while secondary language would be any other language one learns or speaks. The paper also focuses on evolving old teaching methods to a contemporary participatory model of learning and teaching. Pilot studies were conducted to gauge an understanding of student’s knowledge of the English language. Teachers and students were interviewed and their academic curriculum was assessed as a part of the initial study. Extensive literature study and design thinking principles were used to devise a solution to the problem. The objective is met using a holistic learning kit/card game to teach children word recognition, word pronunciation, word spelling and writing words. Implication of the paper is a noticeable improvement in the understanding and grasping of English language. With increasing usage and applicability of English as a second language (ESL) world over, the paper becomes relevant due to its easy replicability to any other primary or secondary language. Future scope of this paper would be transforming the idea of participatory learning into self-regulated learning methods. With the upcoming govt. learning centres in rural areas and provision of smart devices such as tablets, the development of the card games into digital applications seems very feasible.

Keywords: English as a second language, vocabulary-building card games, learning through gamification, rural education

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238 'English in Tourism' in the Project 'English for Community'

Authors: Nguyen Duc An

Abstract:

To the movement towards learning community, creating friendly, positive and appropriate learning environments which best suit the local features is the most salient and decisive factor of the development and success of that learning society. With the aim at building such an English language learning community for the inhabitants in Moc Chau - the national tourist zone, Tay Bac University has successfully designed and deployed the program ‘English in Tourism’ in the project ‘English for Community’. With the strong attachment to the local reality and close knit to the certain communicative situations, this program which was carefully designed and compiled with interesting and practical activities, has greatly helped the locals confidently introduce and popularize the natural beauty, unique culture and specific characteristics of Moc Chau to the foreign tourists; in addition, reinforce awareness of the native culture of the local people as well as improve the professional development in tourism and service.

Keywords: English for community, learning society, learning community, English in tourism

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237 The “Bright Side” of COVID-19: Effects of Livestream Affordances on Consumer Purchase Willingness: Explicit IT Affordances Perspective

Authors: Isaac Owusu Asante, Yushi Jiang, Hailin Tao

Abstract:

Live streaming marketing, the new electronic commerce element, became an optional marketing channel following the COVID-19 pandemic. Many sellers have leveraged the features presented by live streaming to increase sales. Studies on live streaming have focused on gaming and consumers’ loyalty to brands through live streaming, using interview questionnaires. This study, however, was conducted to measure real-time observable interactions between consumers and sellers. Based on the affordance theory, this study conceptualized constructs representing the interactive features and examined how they drive consumers’ purchase willingness during live streaming sessions using 1238 datasets from Amazon Live, following the manual observation of transaction records. Using structural equation modeling, the ordinary least square regression suggests that live viewers, new followers, live chats, and likes positively affect purchase willingness. The Sobel and Monte Carlo tests show that new followers, live chats, and likes significantly mediate the relationship between live viewers and purchase willingness. The study introduces a new way of measuring interactions in live streaming commerce and proposes a way to manually gather data on consumer behaviors in live streaming platforms when the application programming interface (API) of such platforms does not support data mining algorithms.

Keywords: livestreaming marketing, live chats, live viewers, likes, new followers, purchase willingness

Procedia PDF Downloads 50
236 Arboretum: Community Mixed Reality Nature Environment

Authors: Radek Richtr, Petr Paus

Abstract:

The connection to the primal environment, living and growing nature is disappearing for most of the residents in urban core areas nowadays. Most of the residents perceive scattered green mass like more technical objects than sentient living organisms. The Arboretum is a type of application from the 'serious games' genre -it is a research experiment masked as a gaming environment. In used virtual and augmented reality environments, every city district is represented by central objects; Pillars created as a result of resident’s consensus. Every player can furthermore plant and grow virtual organic seeds everywhere he wants. Seeds sprout, and their form is determined by both players’ choice and nearest pillar. Every house, private rooms, and even workspace get their new living virtual avatar-connected 'residents' growing from player-planted seeds. Every room or workspace is transformed into (calming) nature scene, reflecting in some way both players and community spirit and together create a vicinity environment. The conceptual design phase of the project is crucial and allows for the identification of the fundamental problems through abstraction. The project that centers on wide community usage needs a clear and accessible interface. Simultaneously the conceptual design allows early sharing of project ideas and creating public concern. The paper discusses the current conceptual model of an Arboretum project (which is part of a whole widespread project) and its validation.

Keywords: augmented reality, conceptual design, mixed reality, social engineering

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235 Pueblos Mágicos in Mexico: The Loss of Intangible Cultural Heritage and Cultural Tourism

Authors: Claudia Rodriguez-Espinosa, Erika Elizabeth Pérez Múzquiz

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Since the creation of the “Pueblos Mágicos” program in 2001, a series of social and cultural events had directly affected the heritage conservation of the 121 registered localities until 2018, when the federal government terminated the program. Many studies have been carried out that seek to analyze from different perspectives and disciplines the consequences that these appointments have generated in the “Pueblos Mágicos.” Multidisciplinary groups such as the one headed by Carmen Valverde and Liliana López Levi, have brought together specialists from all over the Mexican Republic to create a set of diagnoses of most of these settlements, and although each one has unique specificities, there is a constant in most of them that has to do with the loss of cultural heritage and that is related to transculturality. There are several factors identified that have fostered a cultural loss, as a direct reflection of the economic crisis that prevails in Mexico. It is important to remember that the origin of this program had as its main objective to promote the growth and development of local economies since one of the conditions for entering the program is that they have less than 20,000 inhabitants. With this goal in mind, one of the first actions that many “Pueblos Mágicos” carried out was to improve or create an infrastructure to receive both national and foreign tourists since this was practically non-existent. Creating hotels, restaurants, cafes, training certified tour guides, among other actions, have led to one of the great problems they face: globalization. Although by itself it is not bad, its impact in many cases has been negative for heritage conservation. The entry into and contact with new cultures has led to the undervaluation of cultural traditions, their transformation and even their total loss. This work seeks to present specific cases of transformation and loss of cultural heritage, as well as to reflect on the problem and propose scenarios in which the negative effects can be reversed. For this text, 36 “Pueblos Mágicos” have been selected for study, based on those settlements that are cited in volumes I and IV (the first and last of the collection) of the series produced by the multidisciplinary group led by Carmen Valverde and Liliana López Levi (researchers from UNAM and UAM Xochimilco respectively) in the project supported by CONACyT entitled “Pueblos Mágicos. An interdisciplinary vision”, of which we are part. This sample is considered representative since it forms 30% of the total of 121 “Pueblos Mágicos” existing at that moment. With this information, the elements of its intangible heritage loss or transformation have been identified in every chapter based on the texts written by the participants of that project. Finally, this text shows an analysis of the effects that this federal program, as a public policy applied to 132 populations, has had on the conservation or transformation of the intangible cultural heritage of the “Pueblos Mágicos.” Transculturality, globalization, the creation of identities and the desire to increase the flow of tourists have impacted the changes that traditions (main intangible cultural heritage) have had in the 18 years that the federal program lasted.

Keywords: public policies, cultural tourism, heritage preservation, pueblos mágicos program

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234 Transformation of the Postindustrial City - The Conversion of a Smelter in Restaurant with a Panoramic Views

Authors: Martina Perinkova, Lenka Kolarcikova, Marketa Twrda

Abstract:

In Ostrava there are a lot of former post-industrial areas and areas that have gradually through conversions and their subsequent reuse. One of the largest is the national cultural monument Lower Vítkovice area where there is a large complex transformation of the former iron production. Industrial heritage today visited by tourists for entertainment, culture, history, sports and other activities. This is a unique example of reuse of technical monuments and introduction of new life into the historic area. The main task of not only find the right function and use, in terms of re integration into city life and finding a balance between history and current lifestyle, looking at the history of the area and its technical condition before reconstruction. It is not only very expensive but also time consuming. Transformations industrial monument is the result of a dialogue architect, the idea of the investor and expert opinion heritage institute.

Keywords: post-industrial area, cultural monument, conversions

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233 Relationship between Hofstede’s Cultural Dimensions and Tourism Product Satisfaction

Authors: Thanawit Buafai, Siyathorn Khunon

Abstract:

This paper aims to explore the satisfaction levels of tourism product components on the island of Samui by studying the cultural dimension relationships of Hofsted’s classic theory. Both the six Hofsted cultural dimensions and tourism production satisfaction measures have been of interest worldwide. Therefore, the challenge of this study is to re-confirm previous research results in the ever-changing current contexts of the modern globalized business era. Self-rated questionnaires were employed to collect data from six nationalities of tourists in Samui, totaling 386 samples. The reliability of this research methodology was 0.967. Correlation was applied to analyze the relationships. The results indicate that Masculinity is significantly related to tourism destination satisfaction for every factor, while the other five cultural dimensions are related to some factors of tourism satisfaction. Surprisingly, tourist satisfaction toward the bar/restaurant factor is significantly correlated with all six cultural dimensions.

Keywords: cultural dimensions, tourism products, Samui, Thailand

Procedia PDF Downloads 319
232 The Effects of Turkish Soap Operas on the Image of Turkey in the Middle Europe

Authors: Yakup Uslu

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The purpose of this study is to reveal how the Turkish soap operas effect the image of Turkey in the Middle Europe. In last decades, Turkish soap operas have been shown on TV in the middle European countries. A research based on face to face questioning was done in February and June 2014 in Slovakia and the Czech Republic. The participants were seven women and six men from the Czech Republic, 8 women and 6 men from Slovakia. According to results of the research, the Turkish image has been changed substantially after broadcasting the soap operas. In general, the Turkish soap operas have had positive effects on the image of Turkey. The other result of the study shows that most of the people in Slovakia and Czech Republic want to come to Turkey as tourists and want to visit the places where the soap operas have been shooted.

Keywords: Turkish soap operas, image of Turkey, Slovakia, Czech Republic

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231 Escape Room Pedagogy: Using Gamification to Promote Engagement, Encourage Connections, and Facilitate Skill Development in Undergraduate Students

Authors: Scott McCutcheon, Karen Schreder

Abstract:

Higher education is facing a new reality. Student connection with coursework, instructor, and peers competes with online gaming, screen time, and instant gratification. Pedagogical methods that align student connection and critical thinking in a content-rich environment are important in supporting student learning, a sense of community, and emotional health. This mixed methods study focuses on exploring how the use of educational escape rooms (EERs) can support student learning and learning retention while fostering engagement with each other, the instructor, and the coursework. EERs are content-specific, cooperative, team-based learning activities designed to be completed within a short segment of a typical class. Data for the study was collected over three semesters and includes results from the implementation of EERs in science-based and liberal studies courses taught by different instructors. Twenty-seven students were surveyed regarding their learning experiences with this pedagogy, and interviews with four student volunteers were conducted to add depth to the survey data. A key finding from this research indicates that students felt more connected to each other and the course content after participating in the escape room activity. Additional findings point to increased engagement and comprehension of the class material. Data indicates that the use of an EER pedagogy supports student engagement, well-being, subject comprehension, and student-student and student-instructor connection.

Keywords: gamification, innovative pedagogy, student engagement, student emotional well being

Procedia PDF Downloads 33