This paper reviews the impact of the Covid-19 crisis on the global travel industry, drawing on a survey of businesses in the youth travel sector. It reviews the current and likely future impact of the crisis on different sectors of youth travel, and assesses the prospects for recovery
Despite limited empirical support, vacations are marketed as beneficial for romantic partners. Using the self-expansion model as a foundation, we tested how self-expanding (e.g., novel, interesting, challenging) vacation experiences are associated with passion, physical intimacy, and relationship satisfaction. Study 1 (n = 238 partners) found that higher individual self-expanding experiences on vacations predicted higher post-vacation romantic passion and relationship satisfaction for couples traveling with their partners, but not those that did not travel together. Study 2 examined 102 romantic dyads that traveled together and found that higher self-expanding experiences on vacations predicted more post-vacation physical intimacy. Our findings advance self-expansion research and provide evidence for the tourism industry to design and promote self-expanding vacation experiences for couples seeking improved relationships and meaningful vacations.
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Travel-related attitudes and dissonance between attitudes and the characteristics of the residential built environment are believed to play an important role in the effectiveness of land use policies that aim to influence travel behaviour. To date, research on the nature and directions of causality of the links between these variables has been hindered by the lack of longitudinal approaches. This paper takes such an approach by exploring how people across different population groups adjust their residential environments and attitudes over time. Two latent class transition models are used to segment a population into consonant and dissonant classes to reveal differences in their adjustment process. Interactions between (1) the distance to railway stations and travel-mode-related attitudes and (2) the distance to shopping centres and the importance of satisfaction with these distances are modelled. The models reveal mixed patterns in consonant and dissonant classes at different distances from these destinations. These patterns remain relatively stable over time. People in more dissonant classes generally do not have a higher probability of switching to more consonant classes. People adjust their built environments as well as their attitudes over time and these processes differ between classes. Implications for policies are discussed.
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E-cycling intelligence is a research project directly connected to the PhD-research of Joost de Kruijf at the Utrecht University. Within the program the effects of the introduction of e-bikes in daily commuting are being investigated. Using a large-scale incentive program targeting on behavioral change among car-oriented commuters the next four specific components are being :- Modal shift to e-cycling- Well-being and travel satisfaction of e-bikes vs. car- Weather circumstances and e-cycling- Behavioral intention to e-bike vs. actual behavior Using a combination of three surveys (baseline, one month and half a year) and continuous GPS-measurement on the behavior of more than 800 participants makes this research unique. In collaboration with the TU/e the GPS-dataset is being translated into relevant information on modal shift on different trip purposes offering a new range of possibilities to analyses behavioral change. Knowledge on every of the four topics in the project is translated scientific paper. The expected end of the project is July 2021.With the research not new insights are being gained, the Breda University of Applied Sciences also develops a scientific network of cycling related researchers together with a network of cycling engaged road authorities.
i-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance by: enhancing specific skills and competences in game-based tourism; designing an i-DEMO course "Game-based Tourism"; creating an i-DEMO toolkit to apply gamification to tourism; enhancing the application and replicability potential of innovative game-based solutions.Societal IssueThe tourism and hospitality industry has rapidly evolved with technological advancements, especially through ICT and the rise of the sharing economy. Digital platforms, social media, and mobile technologies have popularized gamification in tourism, creating engaging experiences and enhancing consumer loyalty. Gamification immerses tourists in simulated travel worlds, improving satisfaction, behavior, and involvement. Benefits include increased visitor engagement, loyalty, improved marketing, and support for sustainable tourism. However, despite its potential, gamification adoption remains limited in tourism. To address this, initiatives like i-DEMO aim to enhance skills and competences, improving employability in the evolving tourism market.Benefit to societyThe benefits that gamification can offer in the travel and tourism industry are: 1: More Engaged Visitors: we must not underestimate the immersion level that games can offer to travelers; 2: Increased Visitor Loyalty: when somebody is truly satisfied with their experience, they are much more likely to come back; 3: Improved Marketing for Hospitality and Tourism: tourism and hospitality have been the biggest ones impacted by all of the lockdown restrictions; consequently they are using all kinds of marketing methods to motivate people to start travelling; 4: Sustainability: gamification could help promote more environmentally, socially and culturally sustainable forms of tourism, supporting the twin green and digital transition.