Purpose The purpose of this paper is to provide a comprehensive analysis of dynamic pricing by Airbnb hosts. Design/methodology/approach This study uses attribute and sales information from 39,837 Airbnb listings and hotel data from 1,025 hotels across five markets to test different hypotheses which explore the extent to which Airbnb hosts use dynamic pricing and how their pricing strategies compare to those of hotels. Findings Airbnb is a unique and complex platform in terms of dynamic pricing where hosts make limited use of dynamic pricing strategies, especially as compared to hotels. Notwithstanding their limited use, hosts who own listings in high-demand leisure markets, manage entire places, manage more listings and have more experience vary prices the most. Practical implications This study identified a great need for Airbnb to encourage dynamic pricing among its hosts, but also warned of the potential perils of dynamic pricing in the sharing economy context. The findings also demonstrated challenges for hotel managers interested in actionable information related to Airbnb as a competitor. Originality/value This is the first Airbnb study to use a comprehensive set of data over a continuous period in multiple markets to look at a number of listing and host factors and determine their relation with dynamic pricing strategies.
Without exception, all professional sport teams in North America use social media to communicate with fans. Sport communication professionals use Twitter as one of the strategic tools of engagement, yet there remains a lack of understanding about how users are motivated and gratified in their Twitter use. Drawing on a specific sample from the Twitter followers of the Canadian Football League, the researchers used semistructured in-depth interviews, content analysis, and an online survey to seek an understanding of what motivates and satisfies Twitter followers of professional sport teams, measured through the gratifications sought and the fulfillment of these motives through the perceived gratifications obtained. The results add to the sport communications literature by finding 4 primary gratifications sought by Twitter users: interaction, promotion, live game updates, and news. Professional sport teams can improve strategic fan engagement by better understanding how Twitter followers use and seek gratification in the social-media experience.
Purpose – The purpose of this study is to explore the use and non-use of social media (SM) by North American hotels for human resource (HR) activities. Design/methodology/approach – This exploratory study used an online survey and a sampling frame of 1,711 North American hotels with 300 or more rooms, excluding economy properties. With a response rate of 17.1 per cent and a defined population, data were weighted to reflect the midscale, upscale and luxury market classes. Findings – Slightly more than half of North American hotels use SM for HR activities. Higher service level hotels are related to SM HR use generally; midscale properties report higher usage for internal communication. Use of SM in hotel HR is more focused on marketing versus recruitment activities. Research limitations/implications – The generalizability and, therefore, implications are limited to North American hotels, midscale or higher with 300 or more rooms. Future research should complement this broad-based study by delving more deeply into rationale for HR communication over hiring functions for SM and its overall adoption for HR in the hospitality industry. Practical implications – This study provides an understanding of how SM is being used and its perceived usefulness across a variety of HR activities. The findings will inform the application of SM for hotel HR purposes. Originality/value – This is the first empirical study about SM and HR practices in the North American hotel industry.
Purpose This paper aims to expand the media-related tourism literature in a new domain of application by highlighting a connection between the world of video games and tourism. Design/methodology/approach Through deductive content analysis, this study looks at 137 online comments posted on popular gaming and travel websites that connect two popular video games (Assassin’s Creed II and Assassin’s Creed Unity) and travel motivation. Findings Results establish that video games share similar travel motivation elements with film and should be considered as a driver of tourism. It argues that destinations should consider video games as a platform for motivating tourists before they consider investing in virtual reality. It outlines opportunities for destinations interested in video game-induced tourism and calls for more research and case studies that link video games with destinations. Originality/value This is, to the authors’ knowledge, the first paper to investigate this connection. As such, it outlines untapped opportunities for destinations interested in video game-induced tourism and opens up a new line of research within media-related tourism literature.
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