Switching from hotels to peer-to-peer accommodation: an empirical study

2019 ◽  
Vol 32 (6) ◽  
pp. 1657-1678 ◽  
Author(s):  
Ruihe Yan ◽  
Kem Z.K. Zhang ◽  
Yugang Yu

Purpose Peer-to-peer (P2P) accommodation has become increasingly popular in recent years, and hotels are facing unprecedented impacts. Attracting new consumers and retaining existing ones are critical to the success of P2P accommodation and hotels. The purpose of this paper is to examine three categories of antecedents for hotels consumers’ switching intention: push (i.e. satiation), pull (i.e. perceived value) and mooring (i.e. optimal stimulation level) factors using push–pull–mooring (PPM) model. Design/methodology/approach Airbnb was chosen as the research context. An online survey was conducted to examine the proposed research model and hypotheses. A total of 292 valid data were collected from Airbnb users through a survey. Findings The findings show that the three categories of factors have positive and significant effects on switching intention. Additionally, the mooring factor has a significant moderating effect on the relationship between pull factors and switching intention. Furthermore, the mooring factor affects both pull and push factors. Originality/value First, this is one of the early studies to pay attention to switching intention from hotels to P2P accommodation. Second, to provide a comprehensive understanding of consumers’ switching intention, the authors use PPM model to establish the research framework. This research improves the understanding of consumer’s switching intention by identifying the push and pull factors based on the differences between hotels and P2P accommodation in accordance with optimal stimulation level theory and consumer value theory.

2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Janet E. McDaniel ◽  
Beverlee B. Anderson ◽  
Jennifer Jeffries

PurposeThe purpose of this paper was to explore the experiences of tenured academic retirees and the decision-making process leading to their retirements. The inquiry addressed the research question, What were the factors that most influenced the decision to retire?Design/methodology/approachTwenty retirees from a public university were interviewed. The interview began with a multipart question about the variables that influenced the decision to retire – the positive and negative factors that “pushed against” and “pulled towards” retirement. The researchers coded the interviews, identifying common themes that contributed to responding to the research questions. Data analysis was done using the constant comparative procedure. The analysis interpreted the data to form three propositions to serve as prompts for further study.FindingsThree propositions addressed the participants' “tipping point” where retirement was more attractive than remaining employed, the relative importance of financial vs other factors and the strong role of familial/personal factors pulling toward retirement.Research limitations/implicationsThe study was conducted in a university system with contractual agreements on retirement policies and benefits and therefore might not be generalizable to dissimilar institutions. Three propositions form the basis for further research to validate. The new conception of “push” and “pull” factors can serve as a basis for future research.Practical implicationsDefined Phased Retirement Plans are recommended as a “win-win” for faculty members and the institution.Originality/valueThis paper reconceptualizes the definitions of push and pull factors in the literature on faculty retirement and enriches the understanding of the complex factors influencing the decision to retire.


2021 ◽  
Author(s):  
Yanzhou Xu

<p><b>This thesis discusses the impact of video games on the tourism motivation of Chinese video game players, focusing on the Assassin’s Creed series of games. Four research questions are considered: What is the difference between the travelers’ tourism motivations and non-travelers’ tourism motivations in Chinese Assassin’s Creed players in terms of push and pull factors? What is the relationship between demographic characteristics and tourism motivations? Do gamer typologies have impact on Chinese Assassin’s Creed players’ tourism motivations? What impact does time and frequencies of playing Assassin’s Creed have on players’ tourism motivations in terms of push and pull factors?</b></p> <p>The review of literature focuses on video game players, video games and tourism, popular culture tourism and tourism motivation. The thesis identifies gaps in knowledge about the tourism motivations of Chinese video game players, and the relationship between tourism motivations and player typologies and participation in the game (time and frequency). As non-travelers are included in the data collection, it is found that the tourism motivation of non-travelers is also a knowledge gap through reviewing literature.</p> <p>Motivational push and pull factors as the theoretical basis of this research and the study focuses on the Assassin’s Creed games series. The study uses a quantitative method and collects data through an online survey of Chinese gamers recruited through three Assassin’s Creed online communities. The first stage of data collection focused on those who had travelled to France, Italy or the UK, the locations appearing in four of the Assassin’s Creed games. 29 useable responses were collected. The second stage broadened the sample to include those gamers who had not travelled to these places (termed non-travelers). This generated 131 useable responses, making 160 respondents in total.</p> <p>For Chinese video game players, novelty was the most important push factor motivating travel to the Western European countries appearing in the Assassin’s Creed games. The location attribute was the most important pull factor. There is no difference in the reported tourism motivation of travelers and non-travelers. Comparing tourism motivations by age, sociality and location attributes were not different, however, respondents aged 18 to 25 had higher importance in novelty and game-related push and pull tourism motivation factors than older gamers. There was no significant difference between male and female players' tourism push and pull motivations. Based on gaming motivation, the respondents are divided into two types: hardcore players (having multiple gaming motivations) and casual players (play games for passing time). Hardcore players give higher importance to tourism motivations than casual players. More-involved players give higher importance to tourism push motivations relating to video game than less-involved players. In popular culture tourism research, there are few explorations related to video games. The research on video games and tourism has mainly focused on the gamification of tourism marketing and travel experience. This thesis is one of a few studies of gamers and tourism. Thesis derived the new knowledge for understanding video gamers’ tourism motivations.</p>


2021 ◽  
Author(s):  
◽  
Yanzhou Xu

<p><b>This thesis discusses the impact of video games on the tourism motivation of Chinese video game players, focusing on the Assassin’s Creed series of games. Four research questions are considered: What is the difference between the travelers’ tourism motivations and non-travelers’ tourism motivations in Chinese Assassin’s Creed players in terms of push and pull factors? What is the relationship between demographic characteristics and tourism motivations? Do gamer typologies have impact on Chinese Assassin’s Creed players’ tourism motivations? What impact does time and frequencies of playing Assassin’s Creed have on players’ tourism motivations in terms of push and pull factors?</b></p> <p>The review of literature focuses on video game players, video games and tourism, popular culture tourism and tourism motivation. The thesis identifies gaps in knowledge about the tourism motivations of Chinese video game players, and the relationship between tourism motivations and player typologies and participation in the game (time and frequency). As non-travelers are included in the data collection, it is found that the tourism motivation of non-travelers is also a knowledge gap through reviewing literature.</p> <p>Motivational push and pull factors as the theoretical basis of this research and the study focuses on the Assassin’s Creed games series. The study uses a quantitative method and collects data through an online survey of Chinese gamers recruited through three Assassin’s Creed online communities. The first stage of data collection focused on those who had travelled to France, Italy or the UK, the locations appearing in four of the Assassin’s Creed games. 29 useable responses were collected. The second stage broadened the sample to include those gamers who had not travelled to these places (termed non-travelers). This generated 131 useable responses, making 160 respondents in total.</p> <p>For Chinese video game players, novelty was the most important push factor motivating travel to the Western European countries appearing in the Assassin’s Creed games. The location attribute was the most important pull factor. There is no difference in the reported tourism motivation of travelers and non-travelers. Comparing tourism motivations by age, sociality and location attributes were not different, however, respondents aged 18 to 25 had higher importance in novelty and game-related push and pull tourism motivation factors than older gamers. There was no significant difference between male and female players' tourism push and pull motivations. Based on gaming motivation, the respondents are divided into two types: hardcore players (having multiple gaming motivations) and casual players (play games for passing time). Hardcore players give higher importance to tourism motivations than casual players. More-involved players give higher importance to tourism push motivations relating to video game than less-involved players. In popular culture tourism research, there are few explorations related to video games. The research on video games and tourism has mainly focused on the gamification of tourism marketing and travel experience. This thesis is one of a few studies of gamers and tourism. Thesis derived the new knowledge for understanding video gamers’ tourism motivations.</p>


Author(s):  
Nguyen Hoang Sinh ◽  
Ngo Thi Phuong Anh

This paper aims to build and test the model of the relationship between push and pull factors and visitors’ loyalty to botanic park, a case of Saigon Zoo and Botanical Gardens in Vietnam. The previous studies were used to build and then test the model in which 185 usable responses from botanic park visitors were analyzed among 200 collected responses. The findings contribute to the current literature of park tourism by indicating that push (β = .246) and pull (β = .619) factors have a direct impact on visitors’ loyalty. The study has its implications in park management that focuses on the motivational factors and the psychological reasons why people visit botanic parks to create suitable marketing programs to target them.


SAGE Open ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 215824402093873
Author(s):  
Xinghua Wang ◽  
James J. Zhang ◽  
Guandong Song ◽  
Xia Wan

The purpose of this study was to examine the push (i.e., socio-motivation) and pull (i.e., ski resort attribute preference) factors influencing the level of participation of leisure skiing in China. Leisure skiers ( N = 300) from a major ski resort in China participated in this study. Based on a comprehensive review of the literature and a test of content validity, a survey questionnaire was formulated to measure push and pull variables, demographic information, and ski resort participation frequency. Conducting multiple regression analyses to discover the relationship between push factors and skiing frequency, the escape factor was found to be influencing the skiing frequency most significantly ( p < .05). Four pull factors including sceneries, condition of slopes and snow, training course feature, and cost showed different demand when the demographic backgrounds of participants were taken into consideration (i.e., gender, age, skiing frequency). Discussions are centered on the theoretical and managerial implications on procedures of pushing and pulling consumers to ski resorts at large and increasing skiing participation in China.


2014 ◽  
Vol 16 (2) ◽  
pp. 140-154 ◽  
Author(s):  
Hilde Remøy ◽  
Theo J.M. van der Voordt

Purpose – When current accommodation is unsatisfactory, office organisations consider relocating to new accommodation that optimally facilitates their main processes and supports image and financial yield. However, due to high vacancy levels, public opinion and governmental awareness oppose new office construction. Reusing existing buildings could be the egg of Columbus. This paper aims at answering the questions: which property characteristics are important push and pull factors for relocation? What does this mean for the decision: stay or go? Design/methodology/approach – A literature review of factors determining organisations' accommodation choices was conducted. Interviews were held with large-scale office organisations and creative organisations, discussing relocation drivers. Henceforth, a survey was held among creative organisations, collecting data about property characteristics important for their preferences. Finally, office user preferences were compared with characteristics of structurally vacant buildings. Findings – Traditional push factors like car accessibility, extension need, and location and building image remain important. Nowadays sustainability issues like reducing energy consumption and better public transportation accessibility are highly prioritised pull factors as well. Regarding the creative industries, bike- and public transportation accessibility, multi-tenancy, and ICT and meeting facilities are most important. Practical implications – Knowing office users' preferences is important to attract and retain stable tenants. If office space supply is highly aligned to end-users' demands and easily adaptable to changing needs, probably more organisations will decide to stay instead of go, leaving behind empty offices. Originality/value – This study combines data about push and pull factors with relocation decision-making, innovatively focussing on the creative industries. The data can be used to explore opportunities and risks of adaptive re-use of the existing building stock.


Author(s):  
Aymeric Punel ◽  
Alireza Ermagun ◽  
Amanda Stathopoulos

This study explores push and pull factors affecting the adoption of crowdsourced delivery or crowd-shipping systems using a structural equation method. The core data used in this study are obtained from an online survey distributed among 800 individuals in June 2016 in the United States (U.S.) Analyzing the answers of 533 respondents, the direct and indirect effects of the personal attitudes, socio-demographic, and built-environment variables on the likelihood to be a crowd-shipper are looked at. The model suggests that crowd-shipping is more likely for men, full time employed, younger respondents, and for areas of higher population density yet lower density of employment opportunities. Concerning attitudinal motivations, the results suggest that financially motivated users are less likely to become crowd-shipping users, while community orientation and viewing the platform as a platform for helping relationships has only indirect effects on use. This leads to the observation that the early adopters appear to hold quite distinct, more critical, views of the ability of the new shipping platforms to deliver affordable and community-building service.


2017 ◽  
Vol 34 (1) ◽  
pp. 29-45 ◽  
Author(s):  
Melih Madanoglu ◽  
Ilan Alon ◽  
Amir Shoham

Purpose Using munificence, real options and ambidexterity theories, the purpose of this paper is to demonstrate how the differential between home and host market environmental conditions affects US international franchising expansion. Design/methodology/approach The authors used firm-level panel data for 151 US-based franchising firms, from Bond’s Guide for Franchise Opportunities, for the years 1994-2008 plus macroeconomic data on the environment, to explain the probability of franchising. Findings The paper finds that the differential in economic growth and economic uncertainty impacts franchisors’ desire to expand abroad on a continual basis. Research limitations/implications Researchers in international franchising should not only focus on host market environmental variables (pull factors), but also on conditions in the home market (push factors). Originality/value The paper adds to environmental explanations of international franchising by focusing on the differential in munificence and uncertainty between home and host countries.


Author(s):  
John Boudreau ◽  
Wayne Cascio

Purpose While human capital analytics (HCA) recently has developed enormous interest, most organizations still find themselves struggling to move from operational reporting to analytics. The purpose of this paper is to explore why that is the case and can be done to change that. Design/methodology/approach Referring to the “LAMP” model, the authors stress four elements as potential reasons why HCA are not sufficiently being “pushed” toward their audience, namely, logic, analytics, measures, and process. Similarly, they name five conditions why the wider use of HCA is not “pulled” in by the analytics user. Findings The authors investigations show that these “push” and “pull” factors behind the lack of greater use of HCA represent fertile ground for future research and implications for practitioners on both ends. Practical implications These “push” and “pull” factors behind the lack of greater use of HCA represent fertile ground for future research and implications for practitioners on both ends. Originality/value These “push” and “pull” factors behind the lack of greater use of HCA represent fertile ground for future research and implications for practitioners on both ends.


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