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DC FieldValueLanguage
dc.contributorSchool of Hotel and Tourism Managementen_US
dc.contributor.advisorWoo, Linda (SHTM)en_US
dc.creatorLiu, Jiacheng-
dc.identifier.urihttps://theses.lib.polyu.edu.hk/handle/200/13460-
dc.languageEnglishen_US
dc.publisherHong Kong Polytechnic Universityen_US
dc.rightsAll rights reserveden_US
dc.titleE-sports lodging consumers : exploring the push and pull motivation of choosing and staying in E-sports hotels in Chinaen_US
dcterms.abstractE-sports hotels have been growing in an exponential growth in mainland China since 2018 (Travel, 2021). Nevertheless, what intrinsic motivations push them to stay in E-sports hotel and what extrinsic attributes attract them to choose one over another remain scant. Furthermore, little is known if serious E-sports players (SEPs) and causal E-sports players (CEPs) would show any significant discrepancies for staying and choosing in E-sports hotels. With a lack of comprehensive understanding of E-sports hotel consumers, this study aims to fill the research gaps by exploring motivations of E-sports hotel consumers and identifying and validating a quality motivational scale in the context of E-sports hotels under the theoretical framework of push and pull theory. Furthermore, this study also attempts to investigate if there are any significant differences between SEPs and CEPs groups regarding their push and pull related motivations.en_US
dcterms.abstractThis paper adopted a mixed research method and is consisted of two studies. Study 1 concentrated on identifying and validating a push and pull related motivational quality scale. After following the rigid item development process recommended by Churchill Jr (1979), this paper generated a six-dimensional motivation model with 33 measuring items, indicating hedonism and relationship enhancement (HRE), symbolic and status enhancement (SSE), and escapism (ESC) as three push related dimensions whereas hotel room related attributes (HRA), E-sports related facilities and equipment attributes (EFEA), and hotel intangible attributes (HIA) as three pull related dimensions. The result of MANOVA in study 2 revealed that SEPs and CEPs groups exhibited significant differences in terms of push and pull related motivation factors. Overall, this paper contributes to knowledge of E-sports hotel consumers and provides theoretical and practical implications that relevant stakeholders could benefit from.en_US
dcterms.extentviii, 213 pages : color illustrationsen_US
dcterms.isPartOfPolyU Electronic Thesesen_US
dcterms.issued2024en_US
dcterms.educationalLevelDHTMen_US
dcterms.educationalLevelAll Doctorateen_US
dcterms.LCSHVideo games -- Economic aspects -- Chinaen_US
dcterms.LCSHHotels -- Chinaen_US
dcterms.LCSHConsumer behavioren_US
dcterms.LCSHHong Kong Polytechnic University -- Dissertationsen_US
dcterms.accessRightsrestricted accessen_US

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Please use this identifier to cite or link to this item: https://theses.lib.polyu.edu.hk/handle/200/13460