scholarly journals Video Games and Tourism – Tourism Motivations of Chinese Video Game Players

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 ◽  
pp. e20200012
Author(s):  
Heidi Rautalahti

The article examines player narratives on meaningful encounters with video games by using an argumentative qualitative interview method. Data gathered among Finnish adult video game players represents narratives of important connections in personal lives, affinities that the article analyzes as further producing three distinctive themes on meaningful encounters. Utilizing a study-of-religion framework, the article discusses meaning making and emerging ways of meaningfulness connected to the larger discussion on the “big questions” that are asked, explored, and answered in popular culture today. Non-religious players talk about intricate and profound contemplations in relation to game memories, highlighting how accidental self-reflections in mundane game worlds frame a continuing search for self.


Author(s):  
Usman Adekunle Ojedokun ◽  
Adeyinka Abideen Aderinto

Street begging in Nigeria has traditionally been dominated by indigenous beggars. However, a growing trend in the phenomenon in recent times is the involvement of migrant beggars in streets. Against this background, this paper examined the push and pull factors of transnational street begging in South Western Nigeria. The study was exploratory and cross-sectional in design. Anomie-strain theory was adopted as conceptual framework. Convenience and purposive sampling techniques were employed to select 395 respondents. Survey questionnaire and in-depth interview were the methods of data collection. Transnational street beggars attributed their involvement in street begging to different socio-economic and environmental challenges in their home-countries. Most of them (53.4%) migrated to Nigeria for better opportunity. The Federal Government of Nigeria is urged to put in place a mechanism through which refugees who are genuinely in need can be helped and/or distinguished from migrants who have permanently taken to street begging as their means of livelihood.


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.


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.


2016 ◽  
Vol 13 (3) ◽  
pp. 443-454
Author(s):  
Piras Romano

The great majority of empirical studies on internal migration across Italian regions either ignores the long-run perspective of the phenomenon or do not consider push and pull factors separately. In addition, Centre-North to South flows, intra-South and intra-Centre-North migration have not been studied. We aim to fill this gap and tackle interregional migration flows from different geographical perspectives. We apply four panel data estimators with different statistical assumptions and show that long-run migration flows from the Mezzogiorno towards Centre-Northern regions are well explained by a gravity model in which per capita GDP, unemployment and population play a major role. On the contrary, migration flows from Centre-North to South has probably much to do with other social and demographic factors. Finally, intra Centre-North and intra South migration flows roughly obey to the gravity model, though not all explicative variables are relevant.


Patan Pragya ◽  
2019 ◽  
Vol 5 (1) ◽  
pp. 122-132
Author(s):  
Laxman Singh Kunwer

This paper examines the history and current situation of foreign labour migration in Nepal, which is in increasing trend. This paper highlights on some major push and pull factors, impacts of labour migration and remittances. The role and impacts of remittances in Nepal are also another key issue of this paper. The objective of paper is to discuss historical aspects and highlights the role of remittances in Nepal. The paper is developed with the help of secondary sources of information and discussed only on Nepalese foreign labours. The existing exploitative working environment in destinations of Nepalese migrations labpurs, lack of skills and trainings among labour migrants including government to government agreement between labour sending (Nepal) and labour receiving countries to protect rights of labour migrants also has been discussed. This paper also highlights the need of effective foreign labour policies based on scientific research. There is need of reliable and proper environment of investment of remittances in productive sectors as well as use of migrant's skills and knowledge to achieve prosperity of nation.


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