The Effect of Push-pull Factors on Behavioral Intentions in Chinese Rural Tourism Motivation.

2021 ◽  
Vol 25 (3) ◽  
pp. 505-521
Author(s):  
Zhonghai Zheng ◽  
◽  
Younghyun Kim
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>


2021 ◽  
Vol 12 (22) ◽  
pp. 1-22
Author(s):  
Oyunchimeg Luvsandavaajav ◽  
Gantuya Narantuya

Domestic tourism plays an essential role in the tourism industry and contributes to the overall economic development. This study aims to investigate the relationship between push and pull travel motivations of domestic tourists, their behavioral intentions, a direct influence of travel motivations on perceived benefit and perceived value of domestic tourists. The paper applies the concept of push and pull factors of travel motivation, perceived benefit, perceived value, and behavioral intention. The study implies a quantitative research method - questionnaire survey targeting domestic tourists in Mongolia between July to September 2019. A total of 1068 returned questionnaires were analyzed using factor analysis, reliability test, regression, path analysis, and SEM. The research result suggests that travel motivations (push and pull factors) were significant constructs of behavioral intentions. Moreover, the research results are significant for tourism practitioners, researchers, and destination managers to understand the motivational factors of domestic tourists, their perceived benefit and value, and behavioral intention. The study outcomes could assist destination planners to develop new products and services or to enhance destination offer and tourist experiences by improving pull factors that include better service quality, various travel activities,  ease of accessibility, reasonable pricing, and attractive environment; which latter lead to increase domestic tourist numbers and overall competitiveness of the destination.


2020 ◽  
Vol 12 (9) ◽  
pp. 3614 ◽  
Author(s):  
Xiaoting Chi ◽  
Seul Ki Lee ◽  
Young-joo Ahn ◽  
Kiattipoom Kiatkawsin

The growing interest in ruralism among Chinese people has been observed as China’s population in urban areas has exceeded its rural population. Rural tourism has become one of the leading tourism sectors in China, in large part because many of China’s popular tourist attractions are surrounded by rural communities. This study identified 12 dimensions of tourist-perceived quality. In addition, perceived value and satisfaction were used as mediators to explain the relationships between perceived quality and three dimensions of behavioral intentions (i.e., revisitation intention, positive word-of-mouth, and willingness to pay for special rural products). Furthermore, the moderating impact of urban versus rural residence was tested. A total sample of 495 was used for data analysis. Four tourist-perceived quality dimensions (i.e., tourism infrastructure and transportation, hospitality and learning, handicrafts and culture, and rural environment) were found. The results of this study demonstrated the empirical evidence of the relationship between perceived quality, perceived value, satisfaction, and behavioral intentions. Finally, the results showed a moderating effect. The findings of this study can contribute to increasing various behavioral intentions and sustainable rural tourism in China.


Methodology ◽  
2019 ◽  
Vol 15 (1) ◽  
pp. 19-30 ◽  
Author(s):  
Knut Petzold ◽  
Tobias Wolbring

Abstract. Factorial survey experiments are increasingly used in the social sciences to investigate behavioral intentions. The measurement of self-reported behavioral intentions with factorial survey experiments frequently assumes that the determinants of intended behavior affect actual behavior in a similar way. We critically investigate this fundamental assumption using the misdirected email technique. Student participants of a survey were randomly assigned to a field experiment or a survey experiment. The email informs the recipient about the reception of a scholarship with varying stakes (full-time vs. book) and recipient’s names (German vs. Arabic). In the survey experiment, respondents saw an image of the same email. This validation design ensured a high level of correspondence between units, settings, and treatments across both studies. Results reveal that while the frequencies of self-reported intentions and actual behavior deviate, treatments show similar relative effects. Hence, although further research on this topic is needed, this study suggests that determinants of behavior might be inferred from behavioral intentions measured with survey experiments.


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