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Leisure constraints affecting participation can be divided into intrapersonal, interpersonal, and structural constraints. Only a few studies in the event industry have investigated the role of leisure constraints. These studies show different effects of leisure constraints on participation. The purpose of this article is to examine the influence of leisure constraints on revisit intention regarding music festivals. This study is of quantitative nature and utilizes survey research. A sample of 1,063 respondents was used within the analyses, measuring the influence of perceived constraints on revisit intention. The results show that intrapersonal constraints (a lack of importance and interest) and structural constraints (travel time, a lack of time, costs, and a lack of satisfaction with the festival area) significantly influence revisit intention. In line with results from other leisure industries, intrapersonal constraints show the strongest effects. Interpersonal constraints do not affect revisit intentions. Music festivals should ideally maintain a high level of engagement with the visitors throughout the year to ensure continuous involvement.
MULTIFILE
This study used a trait-state-occasion (TSO) model to isolate stable trait variance, occasion-specific state variance, and shared method related variance in a measure for leisure satisfaction in a Dutch nationally representative nine-year panel study. Findings indicate that satisfaction with leisure time is a consistently stronger indicator of overall leisure satisfaction than satisfaction with leisure activities. About half of the variance in leisure satisfaction is stable trait variance, with the remaining variance being mostly occasion-specific and to a lesser extent attributable to shared method variance and error. However, these findings depend on the age group we consider.Several socio-demographic variables relate directly to the trait aspect of leisure satisfaction. Our study underscores the importance of recognizing that over time leisure satisfaction measurements have considerable stable and more volatile elements and that one should control for shared method effects.
The latest IPCC Report (2022) provided by the UN shows us that, to guarantee a safe future for upcoming generations, we must change how we lead our lives on several levels. However, the increasing urgency to act and behave in a way that is not damaging the climate is bringing many psychological concerns to young generations. Worldwide reports are demonstrating how the issue of eco-anxiety is increasing daily, and how young people are feeling more hopeless than ever. Climate change has become a climate crisis, and individuals are experiencing pressure and fear incessantly (Marks et al., 2021). We, as Climate Streamers, have often found ourselves in this situation as well, but rather than freezing, we decided to take this challenge and think of solutions. Therefore, with the support of Breda University of Applied Sciences, the Performatory community, the BUas Startup Support Team, and outside mentors, we created Climate Streamers Foundation: a new youth-led non-profit organisation and a movement working towards a more inclusive and less polarised climate action. By working with leisure elements and a positive and appreciative approach, we want to give back hope, voice and power to the youth and inspire each other genuinely and sustainably. The purpose of this application is to allow us to elaborate a feasibility study concerning our MVP (minimum viable product), the card game, and boost the overall concept. We intend to implement the researched data to improve the design and sales management. The card game aims to stimulate appreciative conversations by giving space to players to express their opinions and personal stories and it is designed so everyone can play it, regardless of background and knowledge. After giving 200 games in production, we launched the card game in July 2022.
GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.
HTIT-EN (Hospitality, Tourism, Innovation & Technology Experts Network) unites professors and researchers from five leading academies in hospitality and tourism (Hotelschool The Hague, Hotel Management School Maastricht / Zuyd, Breda University of Applied Sciences, Saxion Hogeschool, NHL Stenden). Our primary goal is to coordinate efforts in setting a joint research agenda, focused on the overall question: "How can the Dutch hospitality and tourism sector, which has a profound societal presence and encompasses a diverse range of workers and stakeholders, leverage its transversal character to generate extensive societal impact through the utilization of emerging technological innovations?" Early industry adoption of emerging technologies, including robotics, immersive experiences, and artificial intelligence, make hospitality and tourism ideal contexts to serve as a catalyst for innovation and societal impact. By integrating complementary expertise of the leading professors in areas like strategic foresight, disruptive transformations, technology management, and digital transformation and by engaging in collaboration with external knowledge institutions (MBO, HBO, WO), the Centre of Expertise Leisure, Tourism & Hospitality, business professionals, and industry associations, our vision is to acknowledge the hospitality and tourism industry as a dynamic basis for generating technology-driven, positive societal change. HTIT-EN's ultimate goal is to rise to the status of a globally renowned knowledge platform, specializing in technological innovation within the domain of hospitality and tourism, within the next 5 years. To achieve this aspiration, we are committed to fostering collaboration and aligning expertise across the participating institutions, as well as extending an invitation to additional partners from both the practical and academic fields related to this network. This collaborative effort will enable us to leverage each other’s expertise and resources and fully utilize the transversal characteristics of the Dutch tourism and hospitality industry, developing it to a catalyst for technology-driven innovation with wide and lasting societal implications across the Netherlands.