How well-being changes over the course of a vacation is unclear. Particular understudied areas include the eudaimonic dimension of well-being, the comparison between eudaimonia and hedonia, and the role of activity type. Using an integrated model, two studies which combined survey and experiment were conducted to examine the change patterns of eudaimonia and hedonia, the difference of change patterns between eudaimonia and hedonia, and the moderating role of activity type. Hedonia and eudaimonia both significantly changed via a ‘first rise then fall’ change tendency over the course of a vacation. Compared to hedonia, eudaimonia has lower change intensity over the course of a vacation; eudaimonia achieved in a challenging (vs. relaxing) activity is more. Theoretical and managerial implications are discussed.
MULTIFILE
Poor well-being amongst older adults poses a serious health concern. Simultaneously, research shows that contact with nature can improve various facets of well-being, including physical, social, and mental well-being. However, nature is not always accessible for older adults due to mobility restrictions and related care needs that come with age. A promising strategy aims at bringing nature inside through pervasive technologies. However, so far, there is little academic understanding of essential nature characteristics, psychological processes involved, and means for implementation in practice. The current study used a three-folded rapid review to assess current understanding and strategies used for improving well-being for older adults through virtual reality representations of nature. Searches were performed across three databases, followed-up by content-based evaluation of abstracts. In total, a set of 25 relevant articles was identified. Only three studies specifically focus on digital nature as an intervention strategy for improving well-being amongst older adults. Although these studies provide useful starting points for the design and (technological) development of such environments, they do not generate understanding of how specific characteristics of virtual nature representations impact social well-being measures in particular, and of the underlying psychological processes involved. We conclude that follow-up research is warranted to close the gap between insights and findings from nature research, gerontology, health research, and human-technology interaction.
The tourism industry thrives on the notion that holiday travel improves well-being. However, scientific evidence that holiday travel is more beneficial than spending free time at home is lacking. Using the Effort-Recovery and the Limited Resources model as theoretical basis, this study investigates whether workers behave, think, and feel differently during travel than during leisure time spent at home. In a five-week longitudinal field study, we followed 24 workers during free evenings after work, a free weekend at home, and on a free weekend of domestic travel. Within-person differences were investigated between these three occasions in behavior, cognition, and emotions. During travel, employees slept more, engaged more in physical and social activities and less in obligatory activities than during free evenings after work. Hedonic well-being was higher and ruminative thinking lower during travel than during free evenings after work. Physical distance from home and work was related to engagement in resource-providing rather than resource-consuming activities and seems to translate into mental distance from everyday worries. Differences between holiday travel and weekends at home were small. Still, the findings suggest that travel may provide feelings of remoteness in places with novel and fascinating qualities, free of chores.
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This project addresses the critical issue of staff shortages and training inefficiencies in the hospitality industry, particularly focusing on the hotel sector. It connects with the urgent need for innovative, and effective training solutions to equip (inexperienced) staff with hospitality skills, thereby improving service quality and sustainable career prospects in the hotel industry. The project develops and tests immersive technologies (augmented and virtual reality, AR/VR) tailored to meet specific training needs of hotels. Traditional training methods such as personal trainings, seminars, and written manuals are proving inadequate in terms of learning effectiveness and job readiness, leading to high working pressure and poor staff well-being. This project aims to break this cycle by co-creating immersive training methods that promise to be more engaging and effective. Hotelschool The Hague has initiated steps in this direction by exploring AR and VR technologies for hotel staff training. This project builds on these efforts, aiming to develop accessible, immersive training tools specifically designed for the hotel sector. Specifically, this project aims to explore the effectiveness of these immersive trainings, an aspect largely overlooked in the rapid development of immersive technology solutions. The central research question is: How do immersive AR and VR training methods impact job readiness and learning effectiveness in the hotel sector? The one-year KIEM project period involves co-creating, implementing, and evaluating immersive training in collaboration with Hotelschool The Hague and Hyatt Andaz Amsterdam Prinsengracht Hotel in real-life settings. The partnership with Warp Industries, a leader in immersive technology, is crucial for the project’s success. Our findings will be co-created and multiplied through relevant sector associations such as House of Hospitality. This project aligns with the MV’s Impact Level 1: Transitions by promoting innovative training strategies that can lead to a fundamental shift in the hospitality industry, thereby enhancing social earning capacities.
Dit project onderzoekt ontwikkelperspectieven voor de krimpende stad door het realiseren van de Degrowth Daily, een themakrant over Degrowth en de krimpende stad. Tot nu toe wordt de ‘krimpende stad’ vooral als probleem neergezet en is er weinig aandacht voor alternatieve ontwikkelingsperspectieven. Twee vragen staan centraal in dit project: in hoeverre biedt Degrowth een ontwikkelperspectief voor de krimpende stad? En in hoeverre is de krimpende stad geschikt als proeftuin voor praktijken van Degrowth? Het startpunt van het project vormt de notie dat zowel Degrowth als de krimpende stad groei als het dominante ontwikkelingsparadigma in onze samenleving bevragen. De één doet dit vanuit economisch en ecologisch perspectief, de ander vanuit stedenbouwkundigperspectief. Het concept Degrowth raakt de laatste jaren steeds meer in zwang, getuige een toenemende stroom aan academische publicaties, conferenties en andersoortige initiatieven. Er is echter nog weinig over Degrowth vanuit stedenbouwkundig perspectief geschreven. Dit project bouwt voort op het concept ‘kleiner groeien’ (Hermans, 2016) en onderzoekt in hoeverre dit concept mogelijkheden biedt te werken aan een perspectief van “environmental sustainability, social justice and well-being”. De twee onderzoeksvragen worden geadresseerd middels een gerichte literatuurstudie De vondsten hieruit worden getoetst doormiddel van actieonderzoek in de “krimpregio” Parkstad-Limburg. Aan de hand van een focusgroep, interviews en een stakeholder engagement workshop brengt dit onderzoek diverse stakeholder perspectieven samen. Deze perspectieven worden aan de hand van diverse vertelvormen gepresenteerd in de themakrant Degrowth Daily. Deze krant beoogt het maatschappelijke en wetenschappelijke debat over perspectieven voor ‘de krimpende stad’ te verbreden.
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.