PurposeThe purpose of this study is to examine the theoretical relationship between experience quality (EXQ), satisfaction and the behavioral intentions (BI) of Motocross World Championship spectators.Design/methodology/approachThe research data were collected from spectators who participated in the World Motocross Championship race held in Afyon, Turkey in 2018. The structural equation model (SEM) was used to test the relationship among the research variables.FindingsThe results showed EXQ had significant and direct effects on satisfaction and BI. In addition to this, satisfaction had a partial mediating effect between EXQ and BI.Originality/valueTo date there has been no empirical study examining the consumer behaviors of motocross event spectators. Consequently, this research provides important contributions to the literature and informs event organizers about the role of EXQ in terms of understanding the behavior of motocross event spectators.
Resource theory assesses the features of resources changed between individuals, change patterns and change rules. In this resource, it was aimed to adapt Organizers’ Perceived Resource Investments (OPRI) and Participants’ Reported Resource Investments (PRRI) developed based on resource theory and evaluating resource investment of activity organizer and participant in terms of the point of view of the participant into Turkish language and culture.303 people selected with convenience sampling method participating into 5 th Eskişehir Dance Festival participated into the resource. Data was collected by means of questionnaire using face-to-face interviewing technique. Exploratory Factor Analysis (EFA) and Confirmative Factor Analysis (CFA) were used for structural validity of the scales. Internal consistency, test - retest and total item correlation analyses were utilized for reliability.AFA and DFA results support OPRI structure of 6 factors and 18 items and PRRI structure of 5 factors and 15 items. It was detected that reliability in all items and dimensions were within the acceptance level. The resource conclusion has revealed that OPRI and PRRI have structural features that can be used for the assessment of resource investments of participants of leisure time sport activities. Moreover, it was concluded that the participants of leisure time sport activities in Turkey evaluates resource investment with different dimensions compared to other cultures. Extended English summary is in the end of Full Text PDF (TURKISH) file.ÖzetKaynak teorisi bireyler arasında değiştirilen kaynakların özelliklerini, değişim kalıplarını ve değişim kurallarını değerlendirmektedir. Bu araştırmada kaynak teorisi temel alınarak geliştirilen, katılımcının bakış açısına göre etkinlik organizatörünün ve katılımcının kaynak yatırımını değerlendiren Organizatörün Algılanan Kaynak Yatırım Ölçeği (OAKYÖ) ve Katılımcı Kaynak Yatırımı Ölçeğin (KKYÖ)’nin Türk dil ve kültürüne uyarlanması amaçlanmıştır. Araştırmaya 5. Eskişehir Dans Festivaline katılan kolayda örnekleme yöntemi ile seçilen 303 kişi katılmıştır. Veriler yüz yüze görüşme tekniği kullanılarak anket aracılığı ile toplanmıştır. Ölçeklerin yapı geçerliliği için Açımlayıcı Faktör Analizi (AFA) ve Doğrulayıcı Faktör Analizi (DFA) kullanılmıştır. Güvenirlik için ise iç tutarlılık, madde toplam korelasyonu ve test tekrar test analizlerinden yararlanılmıştır. AFA ve DFA sonuçları OAKYÖ’nün 6 faktörlü 18 madde, KKYÖ’nün ise 5 faktörlü 15 maddeden oluşan yapısını desteklemektedir. Ölçeklerdeki tüm maddelerin ve boyutların güvenirliliğinin kabul düzeyinde olduğu tespit edilmiştir. Araştırma sonucu OAKYÖ ve KKYÖ’nün boş zaman spor etkinlik katılımcılarının kaynak yatırımlarının değerlendirilmesinde kullanılabilecek yapısal özelliklere sahip olduğunu ortaya koymuştur. Ayrıca Türkiye’de boş zaman spor etkinlik katılımcılarının kaynak yatırımını diğer kültürlere göre farklı boyutlar ile değerlendirdiği sonucuna ulaşılmıştır.
Recreation experts are employed in public institutions at a very limited level. Employment limitations in the public institutions direct the graduates of the recreation department to the private sector. This situation necessitates that the qualifications of the recreation department graduates must coincide with the characteristics that the private sector sought in the recreation expert. In line with this requirement, the aim of the research is to determine the basic characteristics required of the recreation department graduates to be employed in the recreation industry in Turkey. In the study, semi-structured interviews were conducted with the 9 participants who were determined by the criterion sampling method. The research group consists of senior managers of businesses that provide sports recreation, tourism recreation, shopping recreation, park recreation, adventure recreation and outdoor recreation services with a high number of employment. Content analysis, one of the qualitative data analysis methods, was conducted on the data obtained as a result of the interviews. When the research findings are examined, it is seen that the characteristics sought in recreation graduates are gathered under five sub-themes. The resulting features can be used as a guide in the recomposition of training programs and in the employment processes. In this study, suggestions are presented on the basic characteristics of recreation department graduates needed in industry and the development of recreation department education programs.
In parallel with the constantly developing and changing technology, there is an increase in the consumption of digital games and a change in the way of use. About 30 million people in Turkey are interested in digital games and spend their free time in this way. Considering the Z generation, a significant portion of these users are high school and university students. There are even high school and university students who continue their professional careers as e-athletes. Determining why the Z generation prefers digital games and sports as a career or an important tool to evaluate their spare time can contribute to the e-sports literature. In this context, the aim of the research is to understand the motivations of generation Z to play digital games and to contribute to the e-sports literature. In the research, 335 digital game users were reached on the internet with the convenience sampling technique. In obtaining the data; Demir and Hazar (2018); Digital game playing motivation scale developed by the company was used. In the analysis of the data, the scale dimensions were compared according to the demographic characteristics of the sample (gender, education, age and income, daily and annual playing times) using variance analysis and significant differences were determined. As a result of the analysis, it has been determined that men have a higher motivation to play digital games than women, those with a high school education level are more motivated to play digital games than those with a university education level, and there is no significant difference in the motivation of playing digital games in the age group from other age groups. As a result, the motivations of the Z generation to play digital games were examined and suggestions were made to the e-sports industry and literature as a result of the differences in demographic characteristics. However, much more can be done to help us understand the underlying psychological processes involved in the motivation of young players, particularly in terms of passion and flow experiences.
The objective of this study was to compare the views of spectators concerning the quality perception of the World Indoor Athletics Championships. The study group consisted of 568 spectators who watched the events. A measurement scale of event quality in spectator sports (SEQSS) developed by Ko et al. (2011) was used as a data collection tool in the study. In order to determine the views of the spectators concerning the quality of the Indoor Athletics Championships, the dimensions constituting the scale were compared according to the demographic features of the sample group. As a consequence, important differences in most of the dimensions of the scale were revealed with respect to the demographic data of the subjects. The most relevant finding of the study is that the dimension of “physical environment quality”, which is one of the dimensions constituting the event quality, differed significantly in all comparisons that were made according to demographic features.
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