PurposeThe purpose of this paper is to clarify the relationship between subjective experience of an event, motivational style for participating and satisfaction afterwards. It proposes that subjective experience of positive affect acts as a mediator between motivation and satisfaction. Design/methodology/approachThe paper opted for a quantitative survey among 285 respondents asking about their motivation to participate in celebrating Queen's Day, a Dutch national event around the birthday of the Queen Mother. Their satisfaction levels and subjective experience of the event were collected after the event. The (mediation) hypotheses were tested through a series of regression analyses. FindingsThe paper provides empirical insights about how subjective experience mediates the effect between motivational style and satisfaction. Originality/valueThis paper fulfils an identified need to study the effects of subjective experience in events.
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Non-professional runners make extensive use of consumer-available wearable devices and smartphone apps to monitor training sessions, health, and physical performance. Despite the popularity of these products, they usually neglect subjective factors, such as psychosocial stress, unexpected daily physical (in)activity, sleep quality perception, and/or previous injuries. Consequently, the implementation of these products may lead to underperformance, reduced motivation, and running-related injuries. This paper investigates how the integration of subjective training, off-training, and contextual factors from a 24/7 perspective might lead to better individual screening and health protection methods for recreational runners. Using an online-based Ecological Momentary Assessment survey, a seven-day cohort study was conducted. Twenty participants answered daily surveys three times a day regarding subjective off-training and contextual data; e.g., health, sleep, stress, training, environment, physiology, and lifestyle factors. The results show that daily habits of people are unstructured, unlikely predictable, and influenced by factors, such as the demands of work, social life, leisure time, or sleep. By merging these factors with sensor-based data, running-related systems would be able to better assess the individual workload of recreational runners and support them to reduce their risk of suffering from running-related injuries
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Leisure research on adolescent females’ holiday experiences, and how these experiences may contribute to their happiness is scarce. Recent work in the area of positive psychology has suggested that novelty within an experience may enhance positive emotions and life satisfaction which together comprise subjective well-being (SWB), a common conceptualization of happiness. The purpose of this paper was to test the direct influence of activity novelty and the mediating influence of emotion balance (the balance between positive and negative emotions) on life satisfaction for a group of adolescent females on a winter holiday. As part of a larger study, participants (n = 74) were German girls aged 12–17 years who completed a diary-based questionnaire for 21 consecutive days (before, during, and after their holiday). A conditional process analysis indicated that activity novelty may have a positive or negative influence on emotion balance depending on pre-vacation activity novelty patterns. Furthermore, while novelty does not have a direct influence on life satisfaction, it has a positive indirect influence through emotion balance. This study provides evidence that holiday experiences can contribute to young women’s SWB and highlights the important role of emotions during such experiences. In addition, results support the use of a positive psychology framework to understand adolescent vacationers’ experiences.
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Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities. The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities.The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.Societal issueThe specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. Benefit to societyWe will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. Collaborative partnersChassé Theater N.V., Parkstad Limburg Theaters N.V.