Novelty, conceptualized as the experience of something new and different from the everyday, is widely believed to be what defines tourism experiences and makes them enjoyable. The present study tests the mediating effect of novelty on positive emotions in two longitudinal data sets based on daily psychometric diaries. Findings show that the effect of tourism experience on positive emotions is indeed partly mediated by novelty. The mediation effect is similar for average positive emotions as well as for the emotion of interest, suggesting that novelty sparks positive emotions through goal congruence more than by directly triggering interest. Findings affirm that novelty is indeed fundamental and enjoyable in the tourism experience.
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We designed a wine recommendation robot and deployed it in a small supermarket. In a study aimed to evaluate our design we found that people with no intent to buy wine were interacting with the robot rather than the intended audience of wine-buying customers. Behavioural data, moreover, suggests a very different evaluation of the robot than the surveys that were completed. We also found that groups were interacting more with the robot than individuals, a finding that has been reported more often in the literature. All of these findings taken together suggest that a novelty effect may have been at play. It also suggests that field studies should take this effect more seriously. The main contribution of our work is in identifying and proposing a set of indicators and thresholds that can be used to identify that a novelty effect is present. We argue that it is important to focus more on measuring attitudes towards robots that may explain behaviour due to novelty effects. Our findings also suggest research should focus more on verifying whether real user needs are met.
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Tourism experiences have been recognised for their power to change peoples’ lives. Termed transformational tourist experiences, these life-changing experiences have been conceptualised in terms of changes to individuals’ well-being, values, and goals. Yet, little is known about the potential of tourism experiences to induce changes in personality. Drawing on a nine-year longitudinal panel study in the Netherlands with 3292 responses from 1803 participants, we examined within-individual, between-occasion associations between vacation frequency, duration, and extraversion. More frequent and longer vacations were associated with increases in extraversion, and that this effect was partially mediated by the experience of meeting new people during vacations. These findings offer preliminary longitudinal evidence that vacation experiences can drive personality change, and position interpersonal novelty as a mechanism of transformation, extending theoretical understandings of personality malleability and the transformative potential of tourism.
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Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
The FlexEd project is intended as an extension of the Leisure Choices and Wellbeing (LCW) project which is now very concretely and definitively planned to run from November 2024 through January 2026. The LCW project is facilitated by the Academy for Leisure. The Leisure Choices and Wellbeing, The LCW project will use a weekly longitudinal questionnaire of 200 individuals (final sample after attrition) over 40 weeks to measure leisure activity planning, participation, and wellbeing. The three main aims of the project are to uncover the roles of 1) social interaction during leisure, 2) novelty/change in routine during leisure, and 3) leisure travel duration and frequency, in explaining individuals’ and families’ wellbeing. By measuring changes in these leisure activities week to week, it will be possible to uncover how development in leisure choices accrues to improved well-being over time. Societal issueFlexibility in the education calendar for better vacation impacts in society.Collaborative partnersCELTH, ANVR.
Crowdfunding campaigns have empowered countless innovative projects and made funding accessible to a large pool of makers and citizens. Recently, traditional funding bodies such as foundations, provinces and municipalities have acknowledged the potential of crowdfunding to approximate institutional decision-making to citizens, by engaging with the “crowd’s” preferences and further stimulating public and private funding through matchfunding. Matchfunding – the financial contribution of traditional funding bodies to crowdfunding campaigns – is an emerging form of co-funding that has the potential to foster a more inclusive and democratic society. Yet, given its novelty, little is known about how matchfunding works, and how it can be transformed into an efficacious tool that supports project creators and policymakers to develop impactful projects. Looking at the creative industries, one of the most prolific fields in crowdfunding, this project aims to provide this knowledge by: (1) gaining insight into the democratizing potential and best-practices of matchfunding in the creative industries by comparing analysing the extensive databases of crowdfunding and matchfunding pioneer voordekunst and matchfunding partners Kunstloc Brabant and Gemeente Rotterdam, and by conducting interviews with matchfunding parners to gain insight into their challenges and experiences; (2) deepening and sharing findings in Impact-Driven Workshops, which serve to exchange knowledge with and between matchfunding partners, and gain further insights into their motives and best practices. Based on the outcomes of (1) and (2), we develop (3) an online Matchfunding Toolkit, geared towards matchfunding partners, as well as to creators, freelancers and SMEs (potentially) using matchfunding for their projects. Finally, (4) we will disseminate this knowledge to other funding bodies and organisations within and outside of the creative industries by connecting partners and stakeholders in a Dissemination Event. This results in a lasting knowledge hub and network geared to supporting creators, SMEs and freelancers in search of funding.