1,720,983 research outputs found
A construal level view of contemporary heritage tourism
Psychological distance is “a subjective experience that something is close or far away from the self, here, and now” (Trope & Liberman 2010, p. 440). This research investigates heritage tourism from the perspective of Construal Level theory, which postulates that individuals mentally represent objects and events by adopting either low or high construal levels. We show that heritage tourism leads tourists to adopt a higher psychological distance and therefore a higher construal level. In turn, this higher construal negatively affects destination loyalty and perceived uniqueness. However, authenticity and engagement moderate the heritage–construal relationship, counterbalancing the higher psychological distance induced by heritage. We explore these relationships in two studies focusing on contemporary heritage sites. This further allows to compare visitors’ mental representations of the experience, based on their memory type. The paper concludes by addressing implications for theory and practice
It’s Not Just a Game: Virtual Edgework and Subjective Well-Being in E-Sports
The authors investigate subjective well-being in the context of e-sports (competitive video games). They adopt the theoretical lenses of virtual edgework theory, a recent adaptation of edgework theory from physical to digital contexts. Sports have long been used as a tool to improve subjective well-being. The research question is whether e-sports lead to well-being, as their physical sport counterparts do, and through what psychological mechanisms. The authors answer through a conceptual model of moderated mediation tested on hundreds of e-sports players. They also address the role of privacy concerns, as e-sports pose several potential threats to players' privacy that could hinder players' achievement of well-being. Findings suggest that virtual edgework provides a useful theoretical perspective for understanding consumers' behavior in digital environments. They also show that e-sports can lead to well-being by achieving feelings of self-enhancement under the positive moderation of perceived control over the digital environment and the negative moderation of privacy concerns
Generation Z active sports tourism: A conceptual framework and analysis of intention to revisit
Action sports events are part of a multibillion-dollar industry supported by prominent sponsors-such as Red Bull, GoPro, and Samsung, among others-and individuals engaging with these events through various roles. In fact, the International Extreme Sports Festival (FISE) of Montpellier in France attracts around 600,000 spectators, 1800 athletes, and 400,000 digital followers (VoGo [2019]. VoGo at the FISE World Series Montpellier 2019. Retrieved August 30, 2020, from https://www.vogo-group.com/en/at-the-fise-montpellier-2019/). Nowadays, the average age of athletes and spectators is below 25 years for BMX, skateboarding, and wakeboarding events (Statista. (2018). Number of participants in wakeboarding in the United States from 2006 to 2017 (in millions). Retrieved April 29, 2019, from https://www.statista.com/statistics/191,342/participants-in-wakeboarding-in-the-us-since-2006/), thus making Generation Z the key market for action sports events. This chapter will explore what drives Generation Z participation as sport tourists in action sports events. Specifically, based on underpinnings emerging from recent literature of psychology and marketing, this chapter aims at assessing how Generation Z's intention participate in extreme sports event is shaped by their need for intense sensations, desire for mastering skills, and feelings of self-enhancement, together with the image participants hold of a particular event. In doing so, a conceptual model is proposed and tested, and outputs indicate Generation Z participation in an international action-sport event. Results will offer insights into key marketing aspects related to Generation Z's revisit intention to action sport events, and will provide useful managerial implications
This must be the place: A destination-loyalty model for extreme sporting events
This paper tests a moderated sequential mediation model based on hypothesized relationships in extreme sporting events, addressing what drives participants’ destination loyalty. Drawing from edgework theory and sensation-seeking theory, the model accounts for sensation-seeking, event authenticity, self-enhancement, place attachment, and revisit intention. Two opposite paths emerge: a direct, negative relationship between sensation-seeking and destination loyalty, and a positive indirect path mediated by self-enhancement and place attachment. The relationships are explored in two studies: first, Study 1 on 300 individuals attending FISE, the largest freestyle sports event in the world. Then, Study 2, meant to extend the ecological validity of Study 1, based on a panel of 300 attendees of various extreme sporting events in several disciplines. Implications for theory and practice are addressed
The extraordinary attraction of being ordinary: A moderated mediation model of purchase for prototypical products
Advertising on the edge: appeal effectiveness when advertising in extreme sports
Extreme sports are a solid international industry enjoyed by millions of people, and many brands use extreme sports as contexts for advertising in the US and EU. Interpreting extreme sports through different psychological theories, in two experiments the authors compare the effects on persuasiveness, product attraction and behavioural intention of challenge- and difficulty-focused messages in extreme and traditional sports contexts, for high- and low-involvement brands. They find those appeals to affect ad persuasiveness, product attractiveness, purchase intention and willingness-to-pay positively in extreme sports, but negatively in traditional sports. Qualitative interviews highlight that extreme and traditional sports are perceived as different worlds. Results hold regardless of consumers’ participation type or preferred sport type and are based on hundreds of respondents across the US and different EU countries
Tattoo exhibitions: materialism and push/pull motivations. Evidence from an Italian context
Objectives. This paper investigates tattooing behavior from multiple perspectives. The analysis is developed assuming two important dimensions of tattooing behavior: a more product-related dimension (i.e., more related to the physical product-tattoo), and a more experiential dimension, related to the participation to tattoo-related events (i.e., exhibitions).
Methodology. Text analysis approach is applied. First, the product-related dimension of tattooing is investigated, addressing the role of materialism on tattooing decisions; then, the experiential dimension of tattooing is examined, by applying the push/pull factor motivation framework to the context of tattoo exhibitions.
Findings. The materialistic component in tattoo consumption appears preponderant. On the other hand, visitors’ motivation analysis in tattoo exhibitions shows an equal importance of both inner visitors’ motivations, and motivations related to event features.
Research limits. The methodology employed is highly subjective. In addition, the study is based on a convenience sample. Albeit useful in gathering the required data, this choice could potentially harm the representativeness of the sample. Furthermore, the study considers only Italian events.
Practical implications. Results underline the need, for tattoo retailers, to carefully consider the commercial nature of tattoo. With respect to tattoo exhibitions, it is very likely that, the coexistence (i.e., instead of a clear-cut predominance of a factor category) of push and pull factors has important implications in devising and managing such events.
Originality. The study offers an investigation of a still under researched topic like tattoo consumption, approaching it from a text analysis perspective. Within this context, the study also offers an original application of the push/pull framework, to the context of exhibitions
Explaining the relationship between atmospheric cues and behavior in a Masstige context. The role of income
This paper extends the body of marketing research on the role of “Lipstick Effect” on consumers’ decisions, within a New Luxury context: fast fashion jewellery, as an emblematic example of New Luxury goods.
Originally conceptualized by Silverstein and Fiske (2003), New Luxury (particularly, its masstige goods category) apply marketing techniques traditionally employed by prestige brands (e.g., creating an aura of exclusivity), to commoditized product categories.
Lipstick Effect has not been widely considered by academic research. During hard economic times, people tend to buy less expensive prestige goods. The “Lipstick Effect” (e.g., Nelson, 2001; Jonathan, 2008), first observed in cosmetics, has been noticed in major downturns such as the Great Depression, and the 2008 crisis (Creasey, 2011). Once the answer to more sophisticated and wealthy customers (Silverstein and Fiske, 2002, 2003), after the 2008 recession masstige goods are increasingly considered by lower-income customers as their only alternative for self-indulgence purchases (Chen, 2014).
This paper considers masstige goods as one of the most visible market response to the Lipstick Effect.
To explore the impact of Lipstick Effect, this paper uses income as a moderating variable on consumers’ store perceptions (product quality, staff, and atmospherics) in a New Luxury context. 488 questionnaires have been collected within stores of an Italian jewellery retail chain. Results show that the perception of store atmosphere still appears to be stronger for higher income consumers; lower-income consumers put a greater emphasis on more material attributes of the offering
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