scholarly journals Mountain Landscape Preferences of Millennials Based on Social Media Data: A Case Study on Western Sichuan

Land ◽  
2021 ◽  
Vol 10 (11) ◽  
pp. 1246
Author(s):  
Keying Ding ◽  
Mian Yang ◽  
Shixian Luo

Mountain area is one of the most important modern tourist attractions, and unique mountain landscapes are highly appealing to millennials. Millennials post their travel photos and comments on social media, and these media messages can positively influence other millennials’ travel motivations. To fully understand the attraction of mountain tourist destinations to millennials, this study analyzed their landscape preferences using images posted on social media. As a case study, we analyzed the landscape resources in Western Sichuan Plateau Mountain Areas (WSPMA). We found that differences in genders, modes of transportation, and travel patterns of the millennials influenced their preferences for mountain landscapes. Our results broaden the current knowledge on mountain tourism from the perspective of millennials through social media data. Moreover, studying the landscape resources in WSPMA can facilitate the analysis of regional advantages. This will ultimately enhance tourism publicity and integrate various resources for tourism management and planning in more targeted and attractive ways.

Author(s):  
Maisarah Abdul Halim ◽  
Noraain Mohamed Saraf ◽  
Nur Idzhainee Hashim ◽  
Abdul Rauf Abdul Rasam ◽  
Ahmad Norhisyam Idris ◽  
...  

Koneksi ◽  
2020 ◽  
Vol 4 (2) ◽  
pp. 372
Author(s):  
Dian Novita Sari Chandra Kusuma ◽  
Roswita Oktavianti

TikTok social media is popular with various groups and age groups. TikTok is an audio visual based social media application that contains short videos that are homemade or made by other people who entertain with interesting features such as the latest music, unique face filters and others. This study uses the Theory of Uses and Gratifications to determine individual satisfaction in using TikTok social media. Social media can shape the self-concept of its users based on internal factors (physical and psychological) and external factors (other people and reference groups). This study aims to find out how the use of audio visual-based social media in shaping the self-concept of users with different age levels. This study uses a qualitative approach with a case study method for users of TikTok social media. Data collection was carried out using observations and interviews with 4 sources of users of TikTok applications who have different age levels. The results of this study indicate differences in the age level of TikTok users affect the duration of using the application also affect the formation of self-concept formed by the speakers. The use of the TikTok application forms the self-concept of the resource person in a positive direction such as increasing the confidence of the resource person to show his identity and negative self-concepts such as lack of time management.Media sosial TikTok digemari oleh berbagai kalangan dan jenjang umur. TikTok adalah aplikasi media sosial berbasis audio visual yang berisikan video-video pendek buatan sendiri maupun buatan orang lain yang menghibur dengan fitur-fitur menarik seperti musik terbaru, filter wajah yang unik dan lain-lain. Penelitian ini menggunakan Teori Uses and Gratifications untuk mengetahui kepuasan individu dalam menggunakan media sosial TikTok. Media sosial dapat membentuk konsep diri dari penggunanya berdasarkan faktor internal (fisik dan psikis) dan faktor eksternal (orang lain dan kelompok rujukan). Penelitian ini bertujuan untuk mengetahui bagaimana penggunaan media sosial berbasis audio visual dalam membentuk konsep diri penggunanya dengan jenjang umur yang berbeda. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus terhadap pengguna media sosial TikTok. Pengumpulan data dilakukan menggunakan observasi dan wawancara kepada 4 narasumber pengguna aplikasi TikTok yang memiliki jenjang umur yang berbeda. Hasil dari penelitian ini menunjukkan perbedaan jenjang umur pengguna TikTok mempengaruhi durasi dalam menggunakan aplikasi juga mempengaruhi pembentukan konsep diri yang dibentuk oleh narasumber. Penggunaan aplikasi TikTok membentuk konsep diri narasumber ke arah positif seperti meningkatkan kepercayaan diri narasumber untuk menunjukkan jati dirinya dan konsep diri negatif seperti kurangnya dalam mengatur waktu.


Author(s):  
Alison Gazzard ◽  
Mark Lochrie ◽  
Adrian Gradinar ◽  
Paul Coulton ◽  
Daniel Burnett ◽  
...  

The boardgame of Monopoly has undergone various iterations since it was first published in 1934. Versions have included location-based varieties of the game, involving mobile media devices that have taken the boardgame to the city streets as a way of engaging players with location in new ways. This article examines a new version of Monopoly, titled Local Property Trader that works with NFC/QR code technologies in order to encourage players to move around the city and interact with local businesses. In doing so, the project hopes to highlight how location-based games can use social media data to update a traditional game into more contemporary contexts. Correspondingly, the differences and similarities of taking a boardgame and reworking it for the city streets are explored through ideas surrounding location, player and map as key points of intersection between the two media forms.


2018 ◽  
Vol 59 (1) ◽  
pp. 90-106 ◽  
Author(s):  
Huy Quan Vu ◽  
Gang Li ◽  
Rob Law

Insights into the activity preferences of specific tourist groups are crucial for tourism practitioners in developing appropriate travel packages that attract tourists and meet their expectations. Tourist activities across different countries often vary depending on what these destinations can offer. Existing attempts to obtain comprehensive information on tourist activities across multiple countries often fail because of the limitations of traditional data collection approaches, which are heavily reliant on surveys and questionnaires. This study proposes to address the challenge by introducing a new type of data called venue-referenced social media data (VR-SMD), which can effectively determine various tourist activities and the temporal preferences for each activity at different destinations. We demonstrate the effectiveness of VR-SMD using a case study that focuses on Malaysian outbound travelers. Their cross-cultural differences from another travel group, namely, Thai outbound travelers, are highlighted through a comparative analysis. Analysis results provide valuable insights for various tourism applications.


Author(s):  
Jiexiong Duan ◽  
Weixin Zhai ◽  
Chengqi Cheng

The Shanghai New Year’s Eve stampede on 31 December 2014, caused 36 deaths and 47 other injuries, generating attention from around the world. This research aims to explore crowd aggregation from the perspective of Sina Weibo check-in data and evaluate the potential of crowd detection based on social media data. We develop a framework using Weibo check-in data in three dimensions: the aggregation level of check-in data, the topic changes in posts and the sentiment fluctuations of citizens. The results show that the numbers of check-ins in all of Shanghai on New Years’ Eve is twice that of other days and that Moran’s I reaches a peak on this date, implying a spatial autocorrelation mode. Additionally, the results of topic modeling indicate that 72.4% of the posts were related to the stampede, reflecting public attitudes and views on this incident from multiple angles. Moreover, sentiment analysis based on Weibo posts illustrates that the proportion of negative posts increased both when the stampede occurred (40.95%) and a few hours afterwards (44.33%). This study demonstrates the potential of using geotagged social media data to analyze population spatiotemporal activities, especially in emergencies.


Sign in / Sign up

Export Citation Format

Share Document