This study investigates how destination social responsibility (DSR) improves resident quality of life (QOL) through the lenses of signaling theory and emotional solidarity theory. The study demonstrates the mediating role of resident emotional solidarity toward the destination and the moderating roles of disclosure tone and visual messages. Three experiments indicate that continuous (vs. one-time) DSR positively affects resident emotional solidarity and QOL, whereas emotional solidarity has a mediating role. Emotional solidarity elicited by continuous (vs. one-time) DSR is significantly higher when the disclosure tone of DSR is vivid (vs. pallid). However, when DSR is disclosed using visual messages, emotional solidarity effects of DSR types are not different in vivid tone but have significant differences in pallid tone. This study expands the application of signaling theory and emotional solidarity theory to resident QOL studies and provides suggestions on improving residents’ QOL through DSR.
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This qualitative study explored emotional responses of two white Dutch student teachers during a Critical Race Theory (CRT) based course. Following Plutchik's (2001) classification of 32 emotions, the analysis of their weekly diaries resulted in the identification of 16 emotions. In both diaries similar emotional responses were identified. However, the analysis did not reveal a straightforward path these students emotionally went through. The number and types of emotional responses, both comfortable and uncomfortable, fluctuated weekly and occurred simultaneously in various combinations. Even when similar emotional responses were identified, students connected differently to the course content. This could be explained by different starting points both students had when entering the course. The findings add to past work by identifying a variety and complexity of emotional responses of white student teachers during a CRT based course and can be used to create course conditions to prepare teachers for contributing to anti-racist education.
In the literature about web survey methodology, significant eorts have been made to understand the role of time-invariant factors (e.g. gender, education and marital status) in (non-)response mechanisms. Time-invariant factors alone, however, cannot account for most variations in (non-)responses, especially fluctuations of response rates over time. This observation inspires us to investigate the counterpart of time-invariant factors, namely time-varying factors and the potential role they play in web survey (non-)response. Specifically, we study the effects of time, weather and societal trends (derived from Google Trends data) on the daily (non-)response patterns of the 2016 and 2017 Dutch Health Surveys. Using discrete-time survival analysis, we find, among others, that weekends, holidays, pleasant weather, disease outbreaks and terrorism salience are associated with fewer responses. Furthermore, we show that using these variables alone achieves satisfactory prediction accuracy of both daily and cumulative response rates when the trained model is applied to future unseen data. This approach has the further benefit of requiring only non-personal contextual information and thus involving no privacy issues. We discuss the implications of the study for survey research and data collection.
Theme parks are looking into extending the life cycle of roller coasters by creating VR environments that are designed for and synchronised with the ride. Riding a coaster with a VR headset that immerses visitors into a virtual environment is therefore a rapidly emerging trend.In this project we compare how visitors experience a roller coaster ride with and without VR add-on.We recorded bodily indices of emotional engagement (skin conductance responses; SCRs) during roller coaster rides with and without Virtual Reality (VR) add-ons, alongside with self-reported evaluations of the two types of rides.Self-reported levels of presence are similar across VR and NVR rides, and VR rides are evaluated more positively. SCR time series correlate meaningfully with the different ride elements and can therefore be used to identify which parts of the ride are, or aren’t, emotionally engaging. SCRs do not significantly predict overall evaluations of the ride, however.Main collaborating partner: Europapark, Germany
We propose to do an experimental study in which we will use 360 video and still photo simulations that portray varying levels of crowding. Simulations will be presented to 25 student participants and 25 older adult participants (65+; a lucrative tourist segment) in an experimental setting while signals of their emotional responses are recorded from their brain (EEG) and body (skin conductivity and heart rate) at our Experience Measurement Lab. A questionnaire will measure their intent to recommend and their willingness to pay for the ‘experiences’ (simulations) they have viewed. Analyses will determine optimal levels of crowding for the quality of the tourist experience, but also for income at the destination, accounting for the fact that a more crowded destination features more potential sources of income (visitors), but each a (possibly) different level of willingness to pay, including potential implications for local tourist taxes. Models will also account for possibly different processes in the two different age groups. Furthermore, modelling word-of-mouth/mouse marketing based on intent to recommend will also make it possible to predict how crowding affects demand long-term. Partner: KU Leuven.
Het gezamenlijk beleven van (top)sportwedstrijden vormt voor kwetsbare volwassenen, met een gering sociaal kapitaal, een platform om de voor hen zo noodzakelijke sociale netwerken op te bouwen en in stand te houden. Wedstrijdbezoek is echter afhankelijk van factoren zoals vitaliteit, lichamelijke en geestelijke gezondheid, en financiële draagkracht. Wanneer deze wegvallen dreigt sociaal isolement en eenzaamheid, met alle persoonlijke en maatschappelijke gevolgen van dien. Digitale innovaties op het gebied van immersieve Augmented Reality (AR) kunnen een oplossing zijn om volwassenen die mentaal, fysiek of financieel niet in staat zijn om sportevenementen zoals ererdivisievoetbal bij te wonen, toch een stadion- en wedstrijdbeleving te bieden. Hiermee kunnen ze toch aansluiting blijven vinden bij hun sociale netwerken. In het beoogde project wordt AR content doorontwikkeld, en geprojecteerd over de glazen van een AR bril, met als doel de stadionbeleving van thuiswedstrijden van BVO PSV zoveel mogelijk op te roepen. AR-layers bestaan onder meer uit een persoonlijke welkomstboodschap van spelers van het eerste elftal van PSV, virtuele looproutes die toegang geven tot het stadion, en gedrag en geluid van virtuele mede-toeschouwers of spelers en artiesten. De mate waarin AR de beleving verrijkt wordt vervolgens getoetst in een experiment, waarbij de beleving van een voetbalwedstrijd met en zonder AR verrijking wordt gemeten in een stadion-setting en in een thuissetting. De beleving wordt gemeten met fysiologische signalen zoals hartslagvariabiliteit en huidgeleiding, die een objectieve maat vormen van emotionele engagement tijdens het stadion- en wedstrijdbezoek. Daarnaast wordt ook een subjectieve belevingsmaat ontwikkeld en gebenchmarkt (de belevingsimpact-score). Zo kan worden vastgesteld of de beleving van een wedstrijd in een thuissetting die verrijkt is met AR dichter in de buurt komt van een daadwerkelijke stadionbeleving.