The objective of this study is to analyse the impact of perceived risk on intention to travel in the Covid-19 pandemic situation. Applying the Theory of Planned Behaviour, the study addresses the modulating effects of risk on the antecedents of intention; additionally, the resulting model includes the impact of this intention on the willingness to pay (WTP) more to benefit from additional safety measures at the destination. Furthermore, this paper addresses respondents belonging to an at-risk group for Covid-19 as a source of heterogeneity that may exert an effect on the results of the model. The model is tested using PLS-SEM, and the empirical results can contribute to the development of safety measures in tourism services and the design of effective actions to restore tourism.
Previous literature has found underlying differences in purchasing behaviors, consumption habits, and Internet and social media usage between Generation X and Millennials. The activities and how users engage with consumer advice made by popular social media personalities can differ according to their age. Recent studies have shown that trust in the message transmitted by influencers is a critical factor in explaining the impact of consumer recommendations on their followers. However, so far there is little evidence of the possible variation according to the generational cohort to which they belong. This paper attempts to fill this gap by reviewing theoretical contributions on the relationships between perceived trustworthiness, perceived risk, product involvement, and purchase intention. Next, we proposed an exploratory model that analyzes the differences through partial least squares structural equation modeling (PLS-SEM) with multigroup analysis. The resulting hypotheses were tested on a sample of 116 Millennial and 135 Generation X influencer followers. The results confirmed moderating effects of the generational cohort on message credibility and purchase intention, as well as on Millennials’ risk perception. Additionally, social norm and gender were analyzed, and heterogeneity was found according to the level of social norm of the followers.
5 November 2010 in Equality, Diversity and Inclusion: An International Journal
Purpose – The main objective of this article is to analyse, in depth, the role of gender differences among potential entrepreneurs, their psycho-sociological traits and the incentives and principal obstacles women encounter when initiating a business activity. Design/methodology/approach – The approach adopted in this study focuses on university students as a fundamental source of potential future entrepreneurs. The fieldwork is based on a sample of 1,400 students at the University of Córdoba (Spain). Findings – The results suggest that women are less prone to initiate entrepreneurial activity and that fear of failure is a major obstacle to setting up a company. Furthermore, gender attributes were correlated to a higher probability of embarking on a venture of this type in the future. Practical implications – The Organization for Economic Co-operation and Development (OECD) considers research in this area to be crucial for understanding the economic and social phenomenon of growing female entrepreneurship due to its enormous potential for innovation and job creation. Programmes to promote entrepreneurial activity must take into account differences between men and women in terms of their perceptions and entrepreneurial culture. Originality/value – Research into the gender perspective of entrepreneurial intention is key to gaining deeper insight into the economic and social phenomenon of female entrepreneurship. This study focuses on education, namely the elements that influence the entrepreneurial attitudes and culture of young people and the differences in perception between women and men.
A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player.
In recent years, interest in video game live streaming services has increased as a new communication instrument, social network, source of leisure, and entertainment platform for millions of users. The rise in this type of service has been accompanied by an increase in research on these platforms. As an emerging domain of research focused on this novel phenomenon takes shape, it is necessary to delve into its nature and antecedents. The main objective of this research is to provide a comprehensive reference that allows future analyses to be addressed with greater rigor and theoretical depth. In this work, we developed a meta-review of the literature supported by a bibliometric performance and network analysis (BPNA). We used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) protocol to obtain a representative sample of 111 published documents since 2012 and indexed in the Web of Science. Additionally, we exposed the main research topics developed to date, which allowed us to detect future research challenges and trends. The findings revealed four specializations or subdomains: studies focused on the transmitter or streamer; the receiver or the audience; the channel or platform; and the transmission process. These four specializations add to the accumulated knowledge through the development of six core themes that emerge: motivations, behaviors, monetization of activities, quality of experience, use of social networks and media, and gender issues.