Extent: | Online-Ressource (146 p) |
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Series: | |
Type of publication: | Book / Working Paper |
Language: | English |
Notes: | Description based upon print version of record Foreword; Contents; Contributors; Chapter 1: An Introduction to Consumer Metamorphosis in the Digital Age; 1.1 Evolution of Consumers to Prosumers; 1.1.1 Prosumers of the Digital Age; 1.1.2 Tourism Industry in the Digital Age; 1.2 Digital Transformation; 1.2.1 Social Media; 1.2.2 Mobile Communication and Cloud Computing; 1.2.3 Value; 1.3 Conclusion; References; Chapter 2: Mobile Communication and Applications in Tourism; 2.1 Introduction; 2.2 Characteristics of Mobile Communication; 2.3 Benefits of Mobile Communication; 2.3.1 Advantages for Suppliers; 2.3.2 Advantages for Tourists 2.4 Development of Mobile Communication2.5 Mobile Marketing in Tourism; 2.5.1 Mobile Marketing; 2.5.2 Development of Mobile Marketing; 2.5.3 Characteristics of Mobile Marketing; 2.5.4 Mobile Marketing Tools; 2.5.4.1 Short Message Service (SMS) and Multimedia Message Service (MMS); 2.5.4.2 Mobile Websites; 2.5.4.3 Mobile Coupons; 2.5.4.4 Quick Response QR Codes; 2.5.4.5 Advergaming; 2.6 Mobile Applications in Tourism; 2.6.1 Destination Applications; 2.6.2 Hotel Applications; 2.6.3 Restaurant Applications; 2.6.4 Transportation Applications; 2.6.5 Mobile Applications for Events 2.6.6 Mobile Application for Museums2.6.7 Social Media Applications; 2.7 Future Trends; 2.8 Conclusion; References; Chapter 3: Usage of E-Loyalty Programs in Hospitality Industry; 3.1 Introduction; 3.2 E-Loyalty; 3.3 Antecedents of E-Loyalty; 3.3.1 E-Services Quality; 3.3.2 Perceived Value; 3.3.3 E-Satisfaction; 3.3.4 Trust and E-Loyalty; 3.4 Dimensions of E-Loyalty; 3.5 E-Loyalty Programs; 3.6 Conclusion; References; Chapter 4: New Toy of Marketing Communication in Tourism: Gamification; 4.1 Introduction; 4.2 Marketing Communication in Tourism; 4.2.1 Marketing Communications Mix 4.2.2 Advertising4.2.3 Public Relations; 4.2.4 Sales Promotions; 4.2.5 Personal Selling; 4.2.6 Other Marketing Communications Tools; 4.3 Gamification; 4.4 Elements of Gamification; 4.5 Using Gamification as a Tool for Marketing Communication in Tourism; 4.6 Gamification Applications in Tourism; 4.7 Future Trends; 4.8 Conclusion; References; Chapter 5: The Symbolic Representation of Tourism Destinations: A Semiotic Analysis; 5.1 Introduction; 5.2 Representation of the Tourism Destination; 5.3 A Study on Tourism Representation; 5.3.1 The Semiotics; 5.3.2 The Method 5.3.3 Findings and Discussion5.4 Conclusion; References; Chapter 6: Customer Decisions on Hotel Booking via Mobile Phone and Tablet Applications: A Case Study of Luxury Hotels in Bangkok; 6.1 Introduction; 6.2 The Internet and Digital Technology; 6.3 Digital Customer Behaviour; 6.3.1 Why Digital Marketing Is Important; 6.4 Mobile Devices and Mobile Innovation; 6.4.1 E- and M-Commerce; 6.4.2 PCs to Mobile and Other Devices; 6.4.3 Mobile Applications for Accor Hotels; 6.5 Customer Decisions on Mobile Applications; 6.5.1 A Brief Explanation of Chosen Theory "Five Established Adopter Categories" 6.6 Conclusion |
ISBN: | 978-981-10-0085-0 ; 978-981-10-0087-4 ; 978-981-10-0085-0 |
Source: | ECONIS - Online Catalogue of the ZBW |
Persistent link: https://www.econbiz.de/10014275808