Behavioral studies of medical tourists are still limited despite a recent and rapid boom in both the business and academic fields. In 2011, Martin, Ramamonjiarivelo, and Martin proposed their MEDTOUR scale to better understand medical tourists' intention to seek treatment overseas. However, the scale has not been validated through application in a different context to date. The present study aims to fill this gap by examining its reliability and applying it in an extended model with perceived risk and perceived benefit. Based on the results of the data collected from Chinese adults, the MEDTOUR scale achieved an acceptable level of factorial, convergent, and discriminant validity. Support was confirmed for all hypotheses with a relatively weak relation between perceived risk and attitude, as well as perceived behavioral control and behavior intention. This study's findings fully support the prediction of behavior intention to travel to a foreign country for medical treatment and provides some useful findings to help medical tourism marketers and hospitals in developing their strategies.
The application of augmented reality in tourism is flourishing and promising, bringing an emerging body of studies. While virtual reality might be a virtual threat to the travel and tourism as being a potential substitute, augmented reality allows users to interact with the real environment that could potentially enhance visitors’ experience. Distinguishing from reviews that combine studies of augmented reality and virtual reality, this study systematically investigates the current state of augmented reality research exclusively in the tourism literature. The results identify five established and emerging research clusters, with one predominant cluster that focuses on user acceptance of augmented reality, commonly applying the technology acceptance model. A meta-analysis of a subset of four empirical studies reveals that perceived ease of use has an overall influence of 52.79% on perceived usefulness. Lastly, a concept map visually presents the constructs that have been explored across the clusters. Based on our review, future research directions are proposed to advance knowledge in the emerging area of gamification, to explore the potential negative consequences of augmented reality, and to apply more innovative methods and study designs.
This study investigates factors influencing the customers’ decision to use self-service kiosks in quick service restaurants. A model incorporating Technology Acceptance Model and Satisfaction Model was developed to examine the relationships among trust, self-efficacy, perceived ease of use, perceived usefulness, perceived enjoyment, perceived value, satisfaction and behavioural intention toward using these kiosks. The moderating impact of age, gender and past self-service kiosks experience was also examined. An online survey that measured customer perceptions and evaluations of self-service kiosks in McDonald’s garnered 415 responses. Data were analysed using structural equation modelling and multiple regression analyses. Recommendations address the importance of clear, accessible information about kiosk operation; visible security measures; and enhanced features such as menu item nutrient profiles and promotions. These findings and recommendations can be used to promote self-service kiosk usage, thereby addressing the COVID-19 induced prohibitions against direct service in restaurants.
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