What would Dutch society lose if the Tourism and Recreation sector does not survive and what is needed to preserve its societal value and, preferably even, enhance this value? In this report a combination of methods is used to answer the research question: a literature study, case studies, and a survey among entrepreneurs. A substantial number of scientific articles, advisory reports and conference contributions were analysed in various contexts and for different forms of T&R. In the literature study societal contributions were brought together in a structured manner. The cases reflect the breadth of the sector and serve as good examples of how the sector achieves its societal value, but they also illustrate the challenges. The survey produced several insights. Respondents were asked, for instance, to indicate for each societal value whether they saw a positive, negative or no contribution of the sector. By means of a points system a top 25 was composed and put into a table., this table was used to structure the findings from the study.
This article investigates possible pathways of habitus change by informal tourism entrepreneurs in Thailand. Bourdieu's concept of habitus is depicted as a person's understanding of the world. Do people adapt their worldview in response to only external stimuli? Through ethnographic fieldwork including participant observations and active semi-structured interviews with 53 participants, this paper identifies a classification of four modes of habitus adaptation: (1) Understanding and appreciating the field and its conditions, (2) Challenging core beliefs systems, (3) Applying a practical sense to ‘objective possibilities’, and, (4) Challenging non-reflective dispositions. We argue that charting the modes of habitus adaptation could help policymakers understand the change processes of informal entrepreneurs in the tourism sector and their willingness to change.
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Digitalization is the core component of future development in the 4.0 industrial era. It represents a powerful mechanism for enhancing the sustainable competitiveness of economies worldwide. Diverse triggering effects shape future digitalization trends. Thus, the main research goal in this study is to use sustainable competitiveness pillars (such as social, economic, environmental and energy) to evaluate international digitalization development. The proposed empirical model generates comprehensive knowledge of the sustainable competitiveness-digitalization nexus. For that purpose, a nonlinear regression has been applied on gathered annual data that consist of 33 European countries, ranging from 2010 to 2016. The dataset has been deployed using Bernoulli’s binominal distribution to derive training and testing samples and the entire analysis has been adjusted in that context. The empirical findings of artificial neural networks (ANN) suggest strong effects of the economic and energy use indicators on the digitalization progress. Nonlinear regression and ANN model summary report valuable results with a high degree of coefficient of determination (R2>0.9 for all models). Research findings state that the digitalization process is multidimensional and cannot be evaluated as an isolated phenomenon without incorporating other relevant factors that emerge in the environment. Indicators report the consumption of electrical energy in industry and households and GDP per capita to achieve the strongest effect.
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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.
The Next Tourism Generation Alliance (NTG) is the first European partnership for building and improving a collaborative relationship between education and industry with regard to skills development in the fields of digital, green, and social skills. The NTG Alliance will provide employees, employers, entrepreneurs, teachers, trainers and students with a set of core modules in digital, green and social skills.Project Scope:a) To establish a Blueprint Strategy for Sectoral Skills Development in Tourism to respond to the fast changing and increasing skills gaps in digital, green and social skills sets.b) To define a scalable mechanism and model for sustainable and digital curricula between the industry and education providers at regional, national and European level.c) To create transformative cooperation in five key tourism sub-sectors: hospitality, food and beverage operations, travel agencies and tour operators, visitor attractions and destination management.d) To develop, deliver and test Next Tourism Generation (NTG) Skills Products for professionals, trainers, students, university tourism departments, local authorities, companies to respond to the fast changing and increasing skills gaps in digital, green and social skills sets
The PANTOUR consortium builds on previous knowledge and tools produced by the Blueprint for Sectoral Skills project/NTG Alliance and will develop new tools and methodology to address strategic and sustainable approaches and cooperation between vocational education, training, higher education, enterprises of the tourism sector, looking to boost innovation in Europe (in tourism, leisure and hospitality).Societal IssueThe aim of this project is to map and bridge the existing skills gaps in Green, Social and Digital skills of workforce in tourism, leisure and hospitality.Benefit to societyMaking lifelong learning and mobility a reality, developing innovative learning solutions and promoting inclusiveness and access to education. Promoting active citizenship, building equal opportunities and addressing gender equality, diversity and inclusiveness in targeted actions.The consortium aims especially at designing innovative and cooperative solutions to address skills needs in the tourism ecosystem, with the development of outputs such as: the Sectoral Skills Intelligence Monitor, the Tourism Skills Lab, Resource Books for Trainers, the implementation of the National Skills Groups, a Skills Strategy Plan for 2026-2036, among others. With the exploitation of its outputs, PANTOUR seeks to benefit job seekers, unemployed and employed workers from the industry, employers, SMEs and micro entrepreneurs, dedicating a special attention in reskilling and upskilling the workforce on future skills needs in digital, green and social skills.The number of people benefiting from this proposal will be over 10 million that work across the tourism and leisure sector in Europe.The consortium is a multi-disciplinary partnership which comprises 13 European partners: Industry Partners and Tourism Sector Representatives, Universities and Transnational partners. Project lead is CEHAT (Spain). The other partners are GESTLABOR (Spain), Turismo de Portugal (Portugal), Zangador Research Institute (Bulgaria), Technological University Dublin (Ireland), Federturismo Confindustria (Italy), VIMOSZ (Hungary), European Tourism Association ETOA (Transnational), Satakunta University of Applied Sciences (Finland), Ruraltour (Transnational), Landurlaub (Germany), University of the Aegan (Greece).