Purpose: This study aims to analyse what drives and limits the Dutch population during COVID-19 in their intention to travel for leisure once travel restrictions have been lifted, to gain an insight in the psychological travel barriers following a period of crisis. Design/methodology/approach: The research process involved an online self-administrated method created with one of the leading research and web-based survey tools called Qualtrics. The questionnaire was filled by 402 respondents. Findings: The findings indicate that the impact of COVID-19 on cutting down travel plans, certain personal values and structural constraints have a positive relationship with the leisure travel intention to various destinations. Moreover, risk perceptions and intrapersonal constraints have a positive relationship with domestic leisure travel intentions. However, these factors have a negative connection with the leisure travel intention to some international destinations. Further, decreased perceptions of risks have a negative relationship with the domestic leisure travel intentions. Research limitations/implications: Using questionnaires in the form of online, self-administrated surveys made it impossible to get an insight in and have control over who responded to the questionnaire. Gaining an insight into the factors impacting the leisure travel intentions following a period of crisis will make it possible for the tourism industry to respond adequately to future crises and will make it easier for destination marketers and managers to attract new tourists during the recovery process. Originality/value: To the best of the author’s knowledge, no analysis has been so far published with a focus on the impact of COVID-19 on the Dutch population and their intention to travel. It is crucial for gaining an insight into leisure travel intention and the factors impacting this intention following a period of crisis since travel intention is an under-researched topic of academic tourism literature. This study closes the existing gap in literature.
LINK
This paper seeks to highlight underlying issues of the tourism system that have led to tourism extremes of too much or too little tourism. Five phases are recognized that reflect different ways of dealing with too much tourism over time, after which the impact of a sudden lack of tourism is investigated in light of future renewal processes. This discussion highlights the remarkable capacity of the tourism industry to adjust to rapidly changing circumstances and crises, even when these cause anguish to individuals and within societies at large. The paper thus seeks to contextualize the current discussions regarding the transformation of tourism post COVID-19. It highlights the complexity of changing a tourism that multiple stakeholders depend on or have grown accustomed to. To come to a more balanced tourism, it is necessary to not only come up with alternative visions and strategies, but also to engage with the political economy nature of tourism development. A future research agenda should therefore also discuss facets of entangled power, social exclusion, inequalities and class differences to come to new reference points of what actually constitutes a more inclusive tourism success.
MULTIFILE
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.