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Tourism Marketing: On Both Sides of the Counter is the fourth successful publication by the team that runs the bi-annual Advances in Tourism Marketing Conference, following its foundation by Prof. Metin Kozak. The current volume contains a selection of the best papers presented at the conference in Maribor, Slovenia, in September 2011. As that year’s conference title indicates, it comprises research important for tourism management, by focusing on tourist behaviour with relevance to managerial strategies and operational practices, as well as on business operations, vision and goals, and their impact on tourist experiences. Contributions are clearly arranged into five parts covering topical consumption issues: image, satisfaction, and social and environmental research results. The last two sections cover timely and managerially relevant contributions on tourism ITC, innovation and competitiveness research. The contributions reflect the vibrancy of ATMC and the high calibre of researchers the conference attracts. The book offers itself as a reader for researchers and students of tourism as well as a compelling update on topical research issues in tourism marketing.
From smart gates and drone patrols to e-visas and mobile GPS apps, digital technologies are becoming a ubiquitous feature of state borders and travel. The embedding of digital technologies into bordering and travel processes is reshaping the ways people move around the world, as well as the means sovereign states use to control and facilitate that movement. Digital Mobilities studies these changes and examines how ‘digitisation’ is remaking the very fabric of state sovereignty, territory, and borders. Some of the core bordering and travel transitions prompted by digitisation that are examined in Digital Mobilities include the spatial and temporal reorganisation of borders; the algorithmi...
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a playerâ€...
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