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    Chaang-Iuan Ho

    Local governments worldwide have been making efforts to regulate Airbnb and its negative externalities (NEs), as peer-to-peer (P2P) accommodations have grown exponentially. This study seeks to explore the perceptions of potential guests... more
    Local governments worldwide have been making efforts to regulate Airbnb and its negative externalities (NEs), as peer-to-peer (P2P) accommodations have grown exponentially. This study seeks to explore the perceptions of potential guests regarding the NEs of Airbnb accommodation by using a contextual approach and multiple methodologies to understand the effects of their choice. Through an experiment involving the collection of data on the responses of 296 participants from Taiwan’s post-Millennials and ordered probit model estimations, this study provides a quantitative analysis to distinguish the factors and NEs affecting the likelihood of choosing Airbnb. Under the circumstance where concern for NEs was not included, the results indicated that the accommodation environments and interactive experiences were among the significant Airbnb service features that attracted consumers. However, when NE factors were added a potential effect was identified, with the community environment and ...
    [[abstract]]  Wii Fit係日本任天堂公司所推出的運動健康管理的電玩遊戲,本研究以期望確認理論(Expectation Confirmation Theory, ECT)做為理論基礎,針對Wii Fit其遊戲特性,建構Wii Fit玩家持續使用行為模式,以解釋使用者對於Wii Fit的持續使用意圖,了解影響持續使用意圖的相關因素。本研究以16歲以上、家中擁有Wii... more
    [[abstract]]  Wii Fit係日本任天堂公司所推出的運動健康管理的電玩遊戲,本研究以期望確認理論(Expectation Confirmation Theory, ECT)做為理論基礎,針對Wii Fit其遊戲特性,建構Wii Fit玩家持續使用行為模式,以解釋使用者對於Wii Fit的持續使用意圖,了解影響持續使用意圖的相關因素。本研究以16歲以上、家中擁有Wii Fit並且在三個月內具有使用經驗者作爲研究對象。抽樣方式分為二階段,首先以便利抽樣方式尋找擁有Wii Fit的家戶,再以系統抽樣之方式,由家戶成員中挑選受訪者接受調查。共計獲得231份有效問卷。研究結果顯示:Wii Fit使用者其確認程度對於之認知有用性、認知易用性以及認知玩趣性具有正向顯著的影響;而確認程度與知覺玩趣性對於滿意度有正向顯著的影響。然而,本研究卻未發現認知有用性與認知易用性對於使用者的滿意度具有正向顯著的影響。顯示受訪者雖然認為Wii Fit具有有用性與易用性,但其滿意度卻取決於其娛樂效果;換言之,Wii Fit被視為一種娛樂性質高的運動遊戲軟體。此外,本研究發現ECT無法捕捉遊戲軟體使用者的持續使用意圖,此乃過去研究以資訊系統為研究主體所未曾獲得的研究結果。本研究根據研究結果提出相關建議,供遊戲廠商及後續研究參考。   Wii Fit is a video game developed by the Nintendo Corporation, a company founded in Japan, and has been used for fitness and health administration like physiotherapy rehabilitation. Wii Fit being as a study case, this study investigated the continuance of this exercise entertainment product based on the Expectation Confirmation Theory (ECT). An original model which examined cognitive beliefs and effects that influence a person's intention to continue to use information system was integrated with perceived playfulness and ease of use to theorize an extended ECT model of Wii Fit continuance. The research hypotheses derived from this model were empirically validated using a survey of Wii Fit users. The survey was conducted under a two-staged sampling scheme: firstly, Wii Fit owners were searched by convenient sampling; then their family members were selected by systematic sampling to participant into the study. Respondents were restricted to those who were 16 years old or above and had using experiences on Wii Fit within the last three months. In total, there were 231 valid responses collected. The results indicated that users' satisfaction was influenced by their confirmation of expectation from prior Wii Fit use and perceived playfulness. Post-acceptance perceived usefulness, ease of use and playfulness were influenced by users' confirmation level. However, perceived ease of use and usefulness did not affect users' satisfaction. It implied that Wii Fit has been regarded as a Sports video game with entertainment only instead of a health administrative tool. Finally, the research and managerial implementations were discussed
    Research Interests:
    Previous studies have investigated how customer purchase intention is influenced by live streaming. However, no study has investigated the effect of service marketing mix (7Ps) on consumer shopping behavior from sellers’ perspectives. The... more
    Previous studies have investigated how customer purchase intention is influenced by live streaming. However, no study has investigated the effect of service marketing mix (7Ps) on consumer shopping behavior from sellers’ perspectives. The present study is designed to shed light on the relationships among the 7Ps and the customers’ purchase intention through watching the broadcasters’ show. An integrative marketing-oriented model is proposed and tested using data collected from 330 customers (including 237 shoppers for apparel and 93 customers for seafood) through Facebook live shopping platforms. The research results reveal that promotion, placement, and physical evidence have positive effects on customers’ purchase intention. In addition, the watching intention had a positive effect on purchase intention. It is also found that watching intention has a full mediation effect on the relationship between the 7Ps marketing mix and the purchase intention. The implications of the findings...
    As tourism products are not necessities for people’s livelihood, zero consumption data are usually observed while conducting studies on topics that are relevant to tourism expenditure using cross-sectional research data, and a similar... more
    As tourism products are not necessities for people’s livelihood, zero consumption data are usually observed while conducting studies on topics that are relevant to tourism expenditure using cross-sectional research data, and a similar problem exists in tourist accommodation expenditure. This study adopts a two-stage process to examine the factors influencing tourist accommodation decisions in the domestic market, applying the dependent double-hurdle (DDH) model while using the dataset on Survey of Travel by R.O.C. (Taiwan) Citizens for the years 2014–2018. The findings reveal that, in the two decision-making equations, the social stratum, family life cycle, residential area, tourism behavior, vacation policy, and economic variables have different degrees and directions of influence on the intention to use and expenditure on tourist accommodation. Such information presents the processes involved in deciding to accommodate and how much to spend on accommodation, thereby indicating tha...
    This study proposes a more comprehensive model illustrating how smartphone users search for tourism information. To uncover important dimensions and relationships in TIS behavior, the technique of grounded theory was employed. In total,... more
    This study proposes a more comprehensive model illustrating how smartphone users search for tourism information. To uncover important dimensions and relationships in TIS behavior, the technique of grounded theory was employed. In total, 21 subjects participated in the data collection process to supply the semi-structured in-depth interviewing data and their field observations. Ten tourism information search (TIS) characteristics have been identified and they are not performed in isolation. Further, 20 propositions have been developed for future testing. The results suggest that TIS appears to be an ongoing process with a diversity of search patterns; in addition, it is no longer individual but collaborative behaviour in the context of Web 2.0.
    Knowing the disciplinary compositions of the knowledge bases will enrich the understanding of knowledge creation of tourism and hospitality fields as well as provide a baseline for adjusting curriculum. The references in journal articles... more
    Knowing the disciplinary compositions of the knowledge bases will enrich the understanding of knowledge creation of tourism and hospitality fields as well as provide a baseline for adjusting curriculum. The references in journal articles provide empirical data on examining knowledge bases and flow of tourism and hospitality fields. This study took bibliographic coupling approach to investigate knowledge bases and flows of six leading tourism and hospitality journals. The five most common origins of references were Management, Business, HLST, Sociology/Social Science and Psychology for tourism. The knowledge of Hospitality was mainly based on Business and Management. Furthermore, the climate change, sustainability, and technology have influence on the every perspective of tourism and hospitality industry, while limited attention was paid to Planning/Development, Political Science/Policy and Geography and Computer Science/Technology. Thus, efforts should be made to reconsidering the c...
    This study explores individual and collaborative search strategies used on smartphone platform. Two sample groups (university students and non-students) and three travel products/phases (pre-trip, train/flight ticket and on-site... more
    This study explores individual and collaborative search strategies used on smartphone platform. Two sample groups (university students and non-students) and three travel products/phases (pre-trip, train/flight ticket and on-site information) were designed as six situational conditions to investigate the usage of various mobile search strategies. Traditional paper-based surveys were conducted to collect data. The research results showed that the student group employed the mobile search strategies either individually or collaboratively more often than their counterpart. In addition, they were better than the non-student group at changing their ways to achieve the goals, on the basis of the characteristics of travel products.
    Once a marginal activity undertaken by backpackers, working holiday tourism has now gradually become accepted by young people. This study extends the means-end approach to examine the factors associated with the tourists’ experiences. The... more
    Once a marginal activity undertaken by backpackers, working holiday tourism has now gradually become accepted by young people. This study extends the means-end approach to examine the factors associated with the tourists’ experiences. The main purpose is to learn more about the role and meaning of the benefits from this type of travelling. By using the “laddering” technique, a total of 60 subjects participated in one-on-one in-depth personal interviews and the interviewing data were then analyzed. These outcomes generally referred to positive consequences or benefits. Of these benefits, those involving being independent in personal finances, escapism, experiencing a different culture, developing a range of skills, and making relationships have received the most prior research attention. The subjects provided information regarding the higher-level meanings related to these intermediated-level benefits, such as self-change and being open-minded. The results also highlighted several ke...
    Big data is an important part of modern information management, providing new strategies for Destination Marketing Organizations (DMOs) for DMOs to gather large amount of data from tourists and stakeholders. DMOs that have the domain... more
    Big data is an important part of modern information management, providing new strategies for Destination Marketing Organizations (DMOs) for DMOs to gather large amount of data from tourists and stakeholders. DMOs that have the domain knowledge to analyze these data can take the opportunities presented by Big Data. This work describes the opportunities and challenges presented to DMOs in use of Big Data.
    ABSTRACT Biophilia is humans’ inherited psychological tendency to be attracted to other forms of life and the natural environment. The main purpose of this study was to identify the attributes of horticultural activity as a form of... more
    ABSTRACT Biophilia is humans’ inherited psychological tendency to be attracted to other forms of life and the natural environment. The main purpose of this study was to identify the attributes of horticultural activity as a form of biophilia leisure, which is based on humans’ biophilic tendency to affiliate with life and nature. Confirmatory factor analysis was used to examine the multidimensional structure of horticultural attitudes in understanding biophilia leisure. The results identified a second-order factor structure with four dimensions of horticultural attitudes: leisure belief, increasing positive mood, improving social relationships, and improving the environment. This result suggests a persuasive framework for biophilia leisure, which is beneficial not only for human well-being, but also for preserving the natural environment.
    This study extends the means–end approach to examine the motivating factors associated with the experiences of working holiday–makers, ranging from tangible attributes (i.e., travel characteristics), to the reasons for traveling and... more
    This study extends the means–end approach to examine the motivating factors associated with the experiences of working holiday–makers, ranging from tangible attributes (i.e., travel characteristics), to the reasons for traveling and underlying personal values. By using the “laddering” technique and interviewing 60 subjects from Taiwan who had previously completed their working holidays in Australia or New Zealand, the resulting linkages strengthen the ability to probe outcomes and values and derive cognitive representation of tourist behavior, including how working holiday tourism is related to the enhancement of personal values and to meeting tourists’ needs. The study’s findings have implications for researchers and practitioners interested in working holiday tourism.
    Abstract: This report presents an evaluation of the impacts of telecenters on work performance, job satisfaction, and travel behavior. The data is drawn from four survey instruments: an attitudinal survey, a travel diary, an attendance... more
    Abstract: This report presents an evaluation of the impacts of telecenters on work performance, job satisfaction, and travel behavior. The data is drawn from four survey instruments: an attitudinal survey, a travel diary, an attendance log, and an exit interview. The report provides an analysis and discussion of the travel impacts, telecommuter and manager attitudes, telecommuting retention, and telecommuting patterns associated with telecommuting center use.
    This research responds to the call for more studies to validate a comprehensive model incorporating mobile Internet and other information channels to investigate their effects within the search process. Using 104 Chinese outbound tourists... more
    This research responds to the call for more studies to validate a comprehensive model incorporating mobile Internet and other information channels to investigate their effects within the search process. Using 104 Chinese outbound tourists as the sample, this study investigates how they utilize multiple sources for trip planning. The research findings indicate that mobile-based search actions have been undertaken step by step: internal search → mobile search → preliminary collaborative TIS → saving information → summarizing information. Two search patterns were identified by using other information sources: 1. mobile Internet → advanced collaborative TIS → editorial communications; 2. mobile Internet → PC Internet → editorial communications. In spite of the study’s limitations in relation to generalizing the results, this study presents new avenues for further research.
    The rapid growth of the somatosensory video games (SVGs) market has successfully attracted more and more purchasers. In this study, we use Wii Sports games as a case to study an extended technology acceptance model (TAM), which integrates... more
    The rapid growth of the somatosensory video games (SVGs) market has successfully attracted more and more purchasers. In this study, we use Wii Sports games as a case to study an extended technology acceptance model (TAM), which integrates the factors of Game Flow theory to determine their relevance in the playing of the games. The proposed research model is tested empirically based on a sample of 442 gamers by using structural equation modeling (SEM). The research results demonstrate the effects of flow experience (including the factors of autonomy, challenge and social interaction) as being external variables critical to the gamers’ behavioral intentions through perceived ease-of-use, perceived playfulness and attitudes toward play. This study may contribute to proposing a model predicting the gamers’ intention to play SVGs and to providing valuable information regarding the design principles of SVGs and the game marketing strategies.
    The study of temporal patterns of telecommuting is essential in understanding the adoption of telecommuting and, hence, the impacts of telecommuting on the demand for equipment and services as well as the demand for travel. This research... more
    The study of temporal patterns of telecommuting is essential in understanding the adoption of telecommuting and, hence, the impacts of telecommuting on the demand for equipment and services as well as the demand for travel. This research examines, in the context of center-based telecommuting, how often individuals telecommute, the duration of their telecommuting participation, and causes of attrition among telecommuters. It also presents related ®ndings from previous studies of home-based telecommuting. Attrition at the telecenters studied was relatively high, with 50% of all telecommuters quitting within the ®rst 9 months. The average telecommuting frequency across the sample was 22% or about 1.1 days per week. Nearly 64% of the participants telecommuted less than 1 day per week on average. The relationship between frequency and duration appears to be complex, with partially counteracting trends. The results suggest that there is a stable segment of the sample (stayers) who are com...
    Since the launch of Facebook (FB) in 2006, social media participation has grown rapidly during the past decade. Although FB and YouTube (YT) still occupy the most prominent positions in the social media landscape, Instagram (IG) is... more
    Since the launch of Facebook (FB) in 2006, social media participation has grown rapidly during the past decade. Although FB and YouTube (YT) still occupy the most prominent positions in the social media landscape, Instagram (IG) is rapidly gaining ground, and now has a market share of 35%. It is not uncommon for users to have more than one account. New social media platforms have been developed and gained some popularity, some major concerns have been raised. Displacement–reinforcement effects, such as changes in attitude and loyalty, may appear in relation to both new and old media. In addition, age appears to influence the platform usage and preference. These matters led us to our research question: Is the Internet generation more likely than other generations to switch from FB to YT or IG? Keywords: Social media choice, generation gap, niche theory
    The main purpose of this research was to explore individuals' attitudes toward horticultural activities. The research was conducted in two stages. First, open-ended interviews were used to conceptualize attitudes toward horticultural... more
    The main purpose of this research was to explore individuals' attitudes toward horticultural activities. The research was conducted in two stages. First, open-ended interviews were used to conceptualize attitudes toward horticultural activities, and seven themes and several subthemes of attitudes were induced. Based on the results, a questionnaire was then designed and a quantitative survey was conducted to identify the dimensions of attitudes toward horticultural activities and their interrelationships. Five dimensions of attitudes toward horticultural activities were extracted: increasing positive mood, improving the environment, leisure belief, improving social relationships, and escaping. These dimensions of attitudes toward horticultural activities had activity-based attributes that differed to some extent from those of general leisure. The dimension of improving the environment was particularly salient for horticultural activities. Propositions and recommendations to stimu...
    Thesis (Ph. D.)--University of California, Davis, 1997. Degree granted in Civil and Environmental Engineering.
    The rapid growth of the somatosensory video games (SVGs) market has successfully attracted more and more purchasers. In this study, we use Wii Sports games as a case to study an extended technology acceptance model (TAM), which integrates... more
    The rapid growth of the somatosensory video games (SVGs) market has successfully attracted more and more purchasers. In this study, we use Wii Sports games as a case to study an extended technology acceptance model (TAM), which integrates the factors of Game Flow theory to determine their relevance in the playing of the games. The proposed research model is tested empirically based on a sample of 442 gamers by using structural equation modeling (SEM). The research results demonstrate the effects of flow experience (including the factors of autonomy, challenge and social interaction) as being external variables critical to the gamers’ behavioral intentions through perceived ease-of-use, perceived playfulness and attitudes toward play. This study may contribute to proposing a model predicting the gamers’ intention to play SVGs and to providing valuable information regarding the design principles of SVGs and the game marketing strategies.
    This study aims to identify the factors that affect tourists’ preferences regarding cruising between Taiwan and its minor islands. To some extent, such cruse serves as a hypothetical product. A stated preference technique is employed and... more
    This study aims to identify the factors that affect tourists’ preferences regarding cruising between Taiwan and its minor islands. To some extent, such cruse serves as a hypothetical product. A stated preference technique is employed and two-staged surveys are conducted to collect the tourist’s preference data. A binary logit model is then used to determine individuals’ preferences in relation to cruise and to estimate the parameters. The factors found to affect the tourist’s preferences in relation to cruise are the tourists’ perceptions of cruises, as well as the service attributes of the cruises, including self-independence in tour arrangements and the comfort/convenience derived from travelling in this way, the relatively long duration of the journey (4 days), the free or partial-subsidized on-shore excursions and the on-board recreational activities. However, the socio-demographic variables are not found to significantly affect tourist’s preferences for cruises.
    By revisiting the traditional EKB model (Engel, Kollat and Blackwell 1968) and examining the underlying assumptions in the mobile Internet context, we propose a consumer decision-making process model in terms of restaurant selection and... more
    By revisiting the traditional EKB model (Engel, Kollat and Blackwell 1968) and examining the underlying assumptions in the mobile Internet context, we propose a consumer decision-making process model in terms of restaurant selection and explore its validity. The model is empirically assessed by 210 valid samples using partial least square (PLS) technique. A survey was implemented and the respondents comprised students from 2 universities in Taiwan. One of the major contributions to this research is to explicitly identify some intrinsic elements such as the cognitive load (memory storage) and information processing and their effects on consumer decision-making. It appears that restaurant consumers via the platform of smartphones do not always go through the traditional elaborate sequence and make decision faster than they being in the old business environment. The research results demonstrate that both social search and individual mobile search have direct positive associations with the purchase behavior; furthermore, the new construct - social search has greater impact than individual search on purchasing. The implications of the research results are discussed and the suggestions for future research are also proposed.
    Research Interests:
    Research Interests:
    This study developed a comprehensive model of how smartphone users search for pre-trip tourism information. Important dimensions and relationships in tourism information search (TIS) behavior were studied in 21 subjects. The data... more
    This study developed a comprehensive model of how smartphone users search for pre-trip tourism information. Important dimensions and relationships in tourism information search (TIS) behavior were studied in 21 subjects. The data collection process included semi-structured in-depth interviewing data and field observation data. The analysis revealed 10 activities characteristic of TIS behavior: internal searches, mobile searches, saving information in the smartphones, preliminary collaborative TIS, barriers to TIS, bringing mobile search to an end, summarizing information, PC Internet search, advanced collaborative TIS, and searches via editorial communications. Such data collection was not performed in isolation. Further, 20 propositions have been developed for future testing. The results suggest that pre-trip TIS appears to consist in a diversity of search patterns with the usage of multiple information sources; in addition, it is no longer individual but collaborative behavior in the context of Web 2.0. Finally, the theoretical and practical implications of the research work are discussed, and directions for future work are suggested.
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