• Title/Summary/Keyword: e-Tourism

Search Result 249, Processing Time 0.026 seconds

The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information (관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향)

  • Yoon, Dae-Gyun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.15-26
    • /
    • 2020
  • This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
    • /
    • v.3 no.1
    • /
    • pp.9-21
    • /
    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

Theorization and Utilization of Smart Tourism Ecosystems (스마트 관광 생태계의 이론화와 활용)

  • Koo, Chulmo;Kim, Jeong Hyeon;Chung, Namho
    • Information Systems Review
    • /
    • v.16 no.3
    • /
    • pp.69-87
    • /
    • 2014
  • The integration of Tourism and Information Communication Technology (ICT) has been continued based on a drastic progress of ICT in the entire sectors of tourism industry. A variety of terminologies such as eTourism, Virtual Tourism, Smart Tourism have appeared during the last decades, however, tourism with Smartphones created a new paradigm has not discussed yet in tourism industry and academia. By investigating on the previous literature in the role of ICT in tourism, we have classified five major streams in the past such as end user perspective (tourist behaviour), Community, Multimedia and Web, Intelligent System, and Smart Tourism. At a result, we investigated the concept of smart tourism and extended to research on Smart Tourism Ecosystems. We suggest the concept of smart tourism ecosystems, which may create values by interacting among tourism players (tourist, distribution channel, supply channel, government, and local community). We propose the discussion of meaning of 'creating shared value' through 'Smart Tourism Ecosystems'.

Analyses of Business Values from E-Commerce Adoption in SMEs : Public and Private Organizations in Tourism Industry

  • Cho, Nam-Jae;Joun, Hyo-Jae;Oh, Seung-Hee
    • Journal of Information Technology Applications and Management
    • /
    • v.15 no.3
    • /
    • pp.27-41
    • /
    • 2008
  • This paper examines the relationship between IT investment and the improvement of efficiency from the perspective of organizational contingency by the type of organizations and their maturity in IT use in terms of their history of e-commerce use. Organizations are divided into private and public in nature, and into experienced and inexperienced in e-commerce. An analysis was performed on data from 286 organizations in tourism industry. Comparison among the four groups showed differences in competitive and operational efficiency.

  • PDF

Investigating the Role of Memorable Tourism Experience towards Revisit Intention and Electronic Word of Mouth: A Study on Beach Tourists

  • Van Vien VU;Van Hao HOANG;Lan Huong VU
    • Journal of Distribution Science
    • /
    • v.22 no.2
    • /
    • pp.83-93
    • /
    • 2024
  • Purpose: Although many studies have addressed destination marketing concepts, the relationship between beach tourists' memorable tourism experience (MTE), revisit intention and electronic word of mouth (eWOM) remains unknown. To address this issue, the authors established a model to investigate the effects of MTE's dimensions on revisit intention and eWOM. Research design, data and methodology: Drawing on 581 questionnaires from domestic beach tourists in Vietnam, a quantitative study approach was administered to empirically analyze a partial least squares path model in PLS-SEM. Results: The findings revealed that four dimensions of MTE including hedonism, local culture, meaningfulness and involvement have positive influence on beach tourists' revisit intention. Besides, meaningfulness and knowledge directly affect eWOM. It is worth noting that beach tourists' revisit intention significantly and directly influence their eWOM. The findings also confirm the indirect effects of hedonism, local culture, meaningfulness and involvement on eWOM through the mediating role of revisit intention. Conclusions: This study will be important to determine beach tourists' behavior through each dimension of MTE. This study also emphasizes on the direct effect of beach tourists' revisit intention on eWOM, as well as confirms its mediating role in the relation between MTE and eWOM. The findings will assist policymakers and destination marketers with strategies and effective future actions.

A Study on the SMART Tourism Information Utilization in Korea - Focus on Hotel and Residence industries -

  • Kim, Hyo-Kyung;Moon, Jae-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.10
    • /
    • pp.203-207
    • /
    • 2018
  • The purpose of this study is to investigate how smart tourism is applied to hotels and residences using ICT in Korea. Smart tourism is similar often used as a concept such as u-tourism, e-tourism, and digital tourism but the most similar of ubiquitous. This is reflecting to the fact that the recent trend of tourism has been decreasing from the large scale to the individual but the customers demand has been increasing, so we have examined how the hotel and the residence are adapting this situation. As a results, hotels and residences in Korea are reflecting to improve work process and remodeling of customer service.

Research on tourism intention of esports event spectators based on value-attitude-behavior hierarchy: Focused on Chinese spectators (가치-태도-행동 체계를 적용한 e스포츠 경기 관람객의 관광행동의도에 관한 연구: 중국 관람객을 대상으로)

  • Zhang, Xinyue;yoo, Changsok
    • Journal of Korea Game Society
    • /
    • v.21 no.2
    • /
    • pp.89-98
    • /
    • 2021
  • This study investigated the link between esports spectators and their tourism intention using value-attitude-behaviour hierachy(VAB) and co-branding. We've conducted a survey on Chinese who had a direct spectator experience on esports. Using a total of 311 samples, this study found that the link between the attitude of esports shows a positive effect on the tourism intention of the venue. Also, esports attributes have a positive relationship with the attitude of the venue.

Influencing Factors of Consumption Willingness for E-Sports Products: A Case Study of "King of Glory" Game Players

  • Yang Guo;Jiaqi Dong;Yue Lin
    • Journal of Smart Tourism
    • /
    • v.3 no.4
    • /
    • pp.33-41
    • /
    • 2023
  • This study examines the factors influencing e-sports product consumption among Chinese e-sports game players. We focus on the popular game "King of Glory" and use surveys to collect player data. Our findings show that e-sports product characteristics significantly impact consumption experiences, while incentive factors also influence consumption willingness. External factors have minimal impact. Additionally, souvenir products and festival events are key in driving e-sports consumption. This research explores the consumption willingness of Chinese e-sports players, the world's largest consumer market. Understanding their needs can help companies develop targeted marketing strategies, unlocking the commercial potential of e-sports and promoting industry growth.

An Understanding of Keyword Networks on Research Trends on Jeju Tourism and Sports Tourism (제주관광과 스포츠관광에 관한 연구의 키워드 네트워크에 대한 이해)

  • Joonhyeong Joseph Kim;Sung-Hun Choi
    • Asia-Pacific Journal of Business
    • /
    • v.15 no.1
    • /
    • pp.305-318
    • /
    • 2024
  • Purpose - The purpose of this study was to conduct a preliminary study to identify key trends on research articles indexed in KCI in relation to tourism in Jeju and sports tourism. Design/methodology/approach - Information regarding research articles focused on Jeju tourism and sports tourism indexed in KCI (145 and 120 articles respectively) were collected and finally abstract written in Korean of 100 and 91 articles on sports tourism and Jeju tourism respectively were chosen for the further analysis after removing redundant articles. R program was used to analyze keyword frequencies, co-occurring terms, and degree/betweeness centrality measures and visualize the keyword network results. Findings - Event, marketing, content, program, implication, service, stadium, and tourism destination have been identified as keywords with highest frequencies among research on sport tourism, whereas tourism destination, image, brand, content, data, Chinese, satisfaction, eco-tourism service, place of arrival were highly appearing terms among research on Jeju tourism. Research implications or Originality - This study highlighted that Jeju has been interlinked with a range of terms such as programs influencing Jeju tourism, natural environment, tourism-related resources (e.g., museums, dramas, etc.), whereas sports has been closely related to sports event and vaiours types of sports (e.g., bicycle, staking, and scuber), but not to Jeju-do.

A Study on Activating Blue Tourism by Value Chain Model (가치사슬 모형을 이용한 자원별 어촌관광 활성화 방안에 관한 연구)

  • 김진백
    • The Journal of Fisheries Business Administration
    • /
    • v.34 no.1
    • /
    • pp.87-115
    • /
    • 2003
  • Korean fisheries societies have had many difficulties for economic, social, and living circumstances. The government has tried many projects to improve these circumstances. But the results of the projects did not come up to his expectation. Recently, blue tourism is emerging as an alternative for improving these circumstances. So we applied a tourism value chain model for identifying what value activities and resources needed. According to the tourism value chain model, it was identified that there were six different value activities, i. e. advertising, reserving, moving, experiencing, returning, and after services of blue tourism. To identify which of the resources are sufficient or not in Korean blue tourism, we compared the required resources with actual ones. It was identified that Korean fisheries societies have so sufficient H/W related resources, but not IT related S/W resources, humanware-based resources, some industrial H/W resources and sociocultural resources. Therefore, Korean blue tourism will be activated, we have to concentrate our efforts on supplementing some scant blue tourism resources, i.e. S/W and humanware related resources and developing a variety of tourism programs to H/W resources. Generally, sustainable tourism needs all of S/W, H/W, and humanware resources. So we suggest several policies for the aspects of S/W, H/W, and humanware resources to activate blue tourism. But before carrying these policies out, they should be tested by field studies. And tourism motivations will be also studied because effective tourism marketing is impossible without an understanding of consumers' motivations.

  • PDF