From Scrolling to Travelling: How TikTok's Micro-Gamification and Recommendation Cues Shape Destination Visit Intentions Among Nepalese Users
DOI:
https://doi.org/10.54097/d98kgs25Keywords:
TikTok, Recommendation Cues, Flow Experience, Destination Attachment, Travel IntentionAbstract
The rapid proliferation of short-video platforms like TikTok has transformed how individuals discover and select travel destinations, particularly in emerging markets such as Nepal, where tourism is vital for economic growth. This thesis investigates the psychological mechanisms through which TikTok's content influences users' intention to visit destinations. Drawing on the Stimulus–Organism–Response paradigm, the study integrates two rarely combined sets of antecedents: micro-gamification mechanisms (mastery and narratives) and recommendation cues (perceived accuracy and perceived serendipity) for TikTok context. These four stimuli are hypothesized to trigger two parallel psychological states—cognitive flow experience and affective destination attachment—which jointly explain users’ intention to visit a portrayed destination. A survey of 218 active TikTok users was analysed through PLS-SEM. Results show that perceived recommendation serendipity (β = 0.331, p < 0.001) and accuracy (β = 0.319, p < 0.001) are the strongest drivers of destination attachment, while mastery enhances both attachment (β = 0.234, p < 0.01) and flow (β = 0.276, p < 0.01). Narratives exert only marginal influence on flow experience while insignificant for destination attachment. Flow experience (β = 0.416, p < 0.001) and destination attachment (β = 0.312, p < 0.001) significantly predict visit intention, with both partially mediating the stimulus–response chain. Post-hoc multi-group analysis (MGA) indicates no significant gender moderation, suggesting model generalizability across demographics. Control variables like age and income showed negligible influence. The study advances tourism-psychology theory by modeling a complete S-O-R sequence for short-form video platforms and offers evidence-based guidance to destination marketers, content creators, and platform engineers in emerging markets.
Downloads
References
[1] Agarwal, R., & Karahanna, E. (2000). Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1. Management Information Systems Quarterly, 24(4), 665-694. https://doi.org/10.2307/3250951 DOI: https://doi.org/10.2307/3250951
[2] Ainsworth, M. S. (1979). Infant–mother attachment. American Psychologist, 34(10), 932-937. https://doi.org/10.1037/0003-066X.34.10.932 DOI: https://doi.org/10.1037/0003-066X.34.10.932
[3] Ajuhari, Z., Aziz, A., & Bidin, S. (2023). Characteristics of attached visitors in ecotourism destination. Journal of Outdoor Recreation and Tourism, 42, 100608. https://doi.org/https://doi.org/10.1016/j.jort.2023.100608 DOI: https://doi.org/10.1016/j.jort.2023.100608
[4] Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179-211. https://doi.org/https://doi.org/10.1016/0749-5978(91)90020-T DOI: https://doi.org/10.1016/0749-5978(91)90020-T
[5] Ali, A., & Frew, A. J. (2014). Technology innovation and applications in sustainable destination development. Information Technology & Tourism, 14(4), 265-290. https://doi.org/10.1007/s40558-014-0015-7 DOI: https://doi.org/10.1007/s40558-014-0015-7
[6] Amjad, M. F. (2023). Gamification of Micro-Learning: Theoretical Insights and Practical Implementation Using Cultural Knowledge as a Content Study [Master Thesis, Åbo Akademi University]. Turku, Finland. https://www.doria.fi/bitstream/handle/10024/192791/amjad_muhammad_farhan.pdf?sequence=2&isAllowed=y
[7] Bell, E., Bryman, A., & Harley, B. (2019). Business Research Methods (5th ed.). Oxford University Press.
[8] Bowlby, J. (1969). Attachment and loss: Vol. 1. Attachment. Hogarth Press and the Institute of Psycho-Analysis.
[9] Bowlby, J. (1973). Attachment and loss: Vol. 2. Separation, anxiety and anger. Hogarth Press; Institute of Psycho-Analysis.
[10] Bravo, R., Catalán, S., & Pina, J. M. (2021). Gamification in tourism and hospitality review platforms: How to R.A.M.P. up users’ motivation to create content. International Journal of Hospitality Management, 99, 103064. https://doi.org/https://doi.org/10.1016/j.ijhm.2021.103064 DOI: https://doi.org/10.1016/j.ijhm.2021.103064
[11] Cao, X., Qu, Z., Liu, Y., & Hu, J. (2021). How the destination short video affects the customers' attitude: The role of narrative transportation. Journal of Retailing and Consumer Services, 62, 102672. https://doi.org/https://doi.org/10.1016/j.jretconser.2021.102672 DOI: https://doi.org/10.1016/j.jretconser.2021.102672
[12] Chen, X., Cheng, Z.-f., & Kim, G.-B. (2020). Make It Memorable: Tourism Experience, Fun, Recommendation and Revisit Intentions of Chinese Outbound Tourists. Sustainability, 12(5), 1904. DOI: https://doi.org/10.3390/su12051904
[13] Chen, Y.-M., Hsu, T.-H., & Lu, Y.-J. (2018). Impact of flow on mobile shopping intention. Journal of Retailing and Consumer Services, 41, 281-287. https://doi.org/https://doi.org/10.1016/j.jretconser.2017.04.004 DOI: https://doi.org/10.1016/j.jretconser.2017.04.004
[14] Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum Associates.https://www.routledge.com/Statistical-Power-Analysis-for-the-Behavioral-Sciences/Cohen/p/book/9780805802832
[15] Collins, A. L., Sarkisian, N., & Winner, E. (2009). Flow and Happiness in Later Life: An Investigation into the Role of Daily and Weekly Flow Experiences. Journal of Happiness Studies, 10(6), 703-719. https://doi.org/10.1007/s10902-008-9116-3 DOI: https://doi.org/10.1007/s10902-008-9116-3
[16] Csikszentmihalyi, M. (1988). The flow experience and its significance for human psychology. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal Experience: Psychological Studies of Flow in Consciousness (pp. 15-35). Cambridge University Press. https://doi.org/DOI: 10.1017/CBO9780511621956.002 DOI: https://doi.org/10.1017/CBO9780511621956.002
[17] Csikszentmihalyi, M. (1998). Finding Flow: The Psychology of Engagement With Everyday Life. In (pp. 144).
[18] Csíkszentmihályi, M. (1975). Beyond boredom and anxiety.
[19] Csikszentmihalyi, M., & LeFevre, J. (1989). Optimal Experience in Work and Leisure. Journal of Personality and Social Psychology, 56, 815-822. https://doi.org/10.1037/0022-3514.56.5.815 DOI: https://doi.org/10.1037/0022-3514.56.5.815
[20] Dandotiya, R., & Aggarwal, A. (2022). An examination of tourists’ national identity, place attachment and loyalty at a dark tourist destination. Kybernetes, 52(12), 6063-6077. https://doi.org/10.1108/k-08-2021-0756 DOI: https://doi.org/10.1108/K-08-2021-0756
[21] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification" Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland. https://doi.org/10.1145/2181037.2181040 DOI: https://doi.org/10.1145/2181037.2181040
[22] Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts CHI '11 Extended Abstracts on Human Factors in Computing Systems, Vancouver, BC, Canada. https://doi.org/10.1145/1979742.1979575 DOI: https://doi.org/10.1145/1979742.1979575
[23] Di Pietro, L., Mugion, R. G., & Renzi, M. F. (2014). Cultural technology district: a model for local and regional development. Current Issues in Tourism, 17(7), 640-656. https://doi.org/10.1080/13683500.2013.789006 DOI: https://doi.org/10.1080/13683500.2013.789006
[24] Ding, H.-M., & Hung, K.-P. (2021). The antecedents of visitors' flow experience and its influence on memory and behavioral intentions in the music festival context. Journal of Destination Marketing & Management, 19, 100551. https://doi.org/https://doi.org/10.1016/j.jdmm.2020.100551 DOI: https://doi.org/10.1016/j.jdmm.2020.100551
[25] Donovan, R., & Rossiter, J. (1982). Store Atmosphere: An Environmental Psychology Approach. J Retailing, 58.
[26] Döringer, S., Uchiyama, Y., Penker, M., & Kohsaka, R. (2020). A meta-analysis of shrinking cities in Europe and Japan. Towards an integrative research agenda. European Planning Studies, 28(9), 1693-1712. https://doi.org/10.1080/09654313.2019.1604635 DOI: https://doi.org/10.1080/09654313.2019.1604635
[27] Du, X., Toni, L., A., S. C., & and Park, J. (2022). ‘I want to record and share my wonderful journey’: Chinese Millennials’ production and sharing of short-form travel videos on TikTok or Douyin. Current Issues in Tourism, 25(21), 3412-3424. https://doi.org/10.1080/13683500.2020.1810212 DOI: https://doi.org/10.1080/13683500.2020.1810212
[28] Eroglu, S. A., Machleit, K. A., & Davis, L. M. (2001). Atmospheric qualities of online retailing: A conceptual model and implications. Journal of Business Research, 54(2), 177-184. https://doi.org/https://doi.org/10.1016/S0148-2963(99)00087-9 DOI: https://doi.org/10.1016/S0148-2963(99)00087-9
[29] Fornell, C., & Larcker, D. F. (1981).Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39–50. https://doi.org/10.2307/3151312 DOI: https://doi.org/10.1177/002224378101800104
[30] Fournier, S. (1998). Consumers and Their Brands: Developing Relationship Theory in Consumer Research. Journal of Consumer Research, 24(4), 343-373. https://doi.org/10.1086/209515 DOI: https://doi.org/10.1086/209515
[31] Gretzel, U., Sigala, M., Xiang, Z., & Koo, C. (2015). Smart tourism: foundations and developments. Electronic Markets, 25(3), 179-188. https://doi.org/10.1007/s12525-015-0196-8 DOI: https://doi.org/10.1007/s12525-015-0196-8
[32] Guleria, A., Joshi, R., & Adil, M. (2023). The impact of memorable tourism experiences on customer-based destination brand equity: the mediating role of destination attachment and overall satisfaction. Journal of Hospitality and Tourism Insights, 7(4), 1994-2013. https://doi.org/10.1108/jhti-03-2023-0220 DOI: https://doi.org/10.1108/JHTI-03-2023-0220
[33] Hair, J., Risher, J., Sarstedt, M., & Ringle, C. (2018). When to use and how to report the results of PLS-SEM. European Business Review, 31. https://doi.org/10.1108/EBR-11-2018-0203 DOI: https://doi.org/10.1108/EBR-11-2018-0203
[34] Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2017). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM) (2nd ed.). SAGE Publications, Inc.
[35] Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2022). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM) (3rd ed.). Sage Publishing. DOI: https://doi.org/10.1007/978-3-030-80519-7
[36] Hair, J. F., Hult, G. T. M., Ringle, C. M., Sarstedt, M., Danks, N. P., & Ray, S. (2022). Evaluation of PLS-SEM results using PLSpredict. Journal of Business Research, 139, 1265–1277. https://doi.org/10.1016/j.jbusres.2021.10.067 DOI: https://doi.org/10.1007/978-3-030-80519-7_7
[37] Henseler, J., Ringle, C. M., & Sarstedt, M. (2015).A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115–135.https://doi.org/10.1007/s11747-014-0403-8 DOI: https://doi.org/10.1007/s11747-014-0403-8
[38] Henseler, J., Ringle, C. M., & Sarstedt, M. (2016). Testing measurement invariance of composites using partial least squares. International Marketing Review, 33(3), 405–431. https://doi.org/10.1108/IMR-09-2014-0304 DOI: https://doi.org/10.1108/IMR-09-2014-0304
[39] Hoffman, D., & Novak, T. (1997). Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations. Journal of Marketing, 60. https://doi.org/10.2307/1251841 DOI: https://doi.org/10.1177/002224299606000304
[40] Hoffman, D. L., & Novak, T. P. (2009). Flow Online: Lessons Learned and Future Prospects. Journal of Interactive Marketing, 23(1), 23-34. https://doi.org/10.1016/j.intmar.2008.10.003 DOI: https://doi.org/10.1016/j.intmar.2008.10.003
[41] Hummon, D. M. (1992). Community Attachment. In I. Altman & S. M. Low (Eds.), Place Attachment (pp. 253-278). Springer US. https://doi.org/10.1007/978-1-4684-8753-4_12 DOI: https://doi.org/10.1007/978-1-4684-8753-4_12
[42] Ilker, E., Sulaiman Abubakar, M., & Rukayya Sunusi, A. (2015). Comparison of Convenience Sampling and Purposive Sampling. American Journal of Theoretical and Applied Statistics, 5(1), 1-4. https://doi.org/10.11648/j.ajtas.20160501.11 DOI: https://doi.org/10.11648/j.ajtas.20160501.11
[43] Isa, S. M., Ariyanto, H. H., & Kiumarsi, S. (2020). The effect of place attachment on visitors’ revisit intentions: evidence from Batam. Tourism Geographies, 22(1), 51-82. https://doi.org/10.1080/14616688.2019.1618902 DOI: https://doi.org/10.1080/14616688.2019.1618902
[44] Jackson, S. A., & Marsh, H. W. (1996). Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale. Journal of Sport & Exercise Psychology, 18, 17-35. DOI: https://doi.org/10.1123/jsep.18.1.17
[45] Jeon, H., Ok, C., & Choi, J. (2017). Destination marketing organization website visitors’ flow experience: an application of Plog’s model of personality. Journal of Travel & Tourism Marketing, 35, 1-13. https://doi.org/10.1080/10548408.2017.1358234 DOI: https://doi.org/10.1080/10548408.2017.1358234
[46] Jiménez-Valverde, G., Fabre-Mitjans, N., & Guimerà-Ballesta, G. (2025). Narrative-Driven Digital Gamification for Motivation and Presence: Preservice Teachers’ Experiences in a Science Education Course. Computers, 14(9), 384. DOI: https://doi.org/10.3390/computers14090384
[47] Jo, Y., & Shin, H. (2025). Can Gamification and Augmented Reality (AR) Revitalize Declining Destinations? Investigating its Impact on Tourist Attitudes and Behavior. Journal of Travel Research, 0(0), 00472875251332961. https://doi.org/10.1177/00472875251332961 DOI: https://doi.org/10.1177/00472875251332961
[48] Kang, W. C., Lee, J. S., & Song, B. K. (2020). Envy and Pride: How Economic Inequality Deepens Happiness Inequality in South Korea. Social Indicators Research, 150(2), 617-637. https://doi.org/10.1007/s11205-020-02339-2 DOI: https://doi.org/10.1007/s11205-020-02339-2
[49] Kemp, S. (2025). Digital 2025: Nepal. DataReportal. Retrieved April 4 from https://datareportal.com/reports/digital-2025-nepal
[50] Kline, R. B. (2016). Principles and practice of structural equation modeling (4th ed.). Guilford Press. https://www.guilford.com/books/Principles-and-Practice-of-Structural-Equation Modeling/Kline/9781462523344
[51] Kunaver, M., & Požrl, T. (2017). Diversity in recommender systems – A survey. Knowledge-Based Systems, 123, 154-162. https://doi.org/https://doi.org/10.1016/j.knosys.2017.02.009 DOI: https://doi.org/10.1016/j.knosys.2017.02.009
[52] Kyle, G. T., Mowen, A. J., & Tarrant, M. (2004). Linking place preferences with place meaning: An examination of the relationship between place motivation and place attachment. Journal of Environmental Psychology, 24(4), 439-454. https://doi.org/https://doi.org/10.1016/j.jenvp.2004.11.001 DOI: https://doi.org/10.1016/j.jenvp.2004.11.001
[53] Lewicka, M. (2011). Place attachment: How far have we come in the last 40 years? Journal of Environmental Psychology, 31(3), 207-230. https://doi.org/https://doi.org/10.1016/j.jenvp.2010.10.001 DOI: https://doi.org/10.1016/j.jenvp.2010.10.001
[54] Li, H., Bibi, S., Kanwel, S., Khan, A., & Hussain, B. (2025). Understanding of cultural heritage tourists' emotional experiences: How place attachment and satisfaction determine behavioral intentions. Acta Psychologica, 259, 105429. https://doi.org/https://doi.org/10.1016/j.actpsy.2025.105429 DOI: https://doi.org/10.1016/j.actpsy.2025.105429
[55] Li, M., Sun, X., & Qiu, H. (2025). Do Preferences Come First? The Impact of Smart Recommendations on Tourists’ Purchase Intentions. Cornell Hospitality Quarterly, 66(4), 510-526. https://doi.org/10.1177/19389655251346384 DOI: https://doi.org/10.1177/19389655251346384
[56] Li, M. W., Kim, Y. R., Liu, A., Scarles, C., & Chen, J. L. (2025). Storytelling in Travel Vlogs: Scale Development, Validation, and Application. Journal of Travel Research, 0(0), 00472875241312178. https://doi.org/10.1177/00472875241312178 DOI: https://doi.org/10.1177/00472875241312178
[57] Li, Y., & Peng, Y. (2021). What Drives Gift-giving Intention in Live Streaming? The Perspectives of Emotional Attachment and Flow Experience. International Journal of Human–Computer Interaction, 37(14), 1317-1329. https://doi.org/10.1080/10447318.2021.1885224 DOI: https://doi.org/10.1080/10447318.2021.1885224
[58] Liu, C.-R., Wang, Y.-C., Huang, W.-S., & Tang, W.-C. (2019). Festival gamification: Conceptualization and scale development. Tourism Management, 74, 370-381. https://doi.org/https://doi.org/10.1016/j.tourman.2019.04.005 DOI: https://doi.org/10.1016/j.tourman.2019.04.005
[59] Liu, C., Jiang, M., & Muhammad, Z. A. (2024). The impact of TikTok short video factors on tourists' behavioral intention among Generation Z and Millennials: The role of flow experience. Plos One, 19(12), e0315140. https://doi.org/10.1371/journal.pone.0315140 DOI: https://doi.org/10.1371/journal.pone.0315140
[60] Liu, J., Wang, Y., & Chang, L. (2023). How do short videos influence users’ tourism intention? A study of key factors [Original Research]. Frontiers in Psychology, Volume 13 - 2022. https://doi.org/10.3389/fpsyg.2022.1036570 DOI: https://doi.org/10.3389/fpsyg.2022.1036570
[61] Liu, X., Zhang, L., & Chen, Q. (2022). The effects of tourism e-commerce live streaming features on consumer purchase intention: The mediating roles of flow experience and trust [Original Research]. Frontiers in Psychology, Volume 13 - 2022. https://doi.org/10.3389/fpsyg.2022.995129 DOI: https://doi.org/10.3389/fpsyg.2022.995129
[62] Llorente-Cejudo, C. (2024). Relationship and variation of dimensions in gamified experiences associated with the predictive model using GAMEX. Journal of New Approaches in Educational Research, 13(1), 1. https://doi.org/10.1007/s44322-023-00002-5 DOI: https://doi.org/10.1007/s44322-023-00002-5
[63] Loureiro, S. M. C., & Roschk, H. (2014). Differential effects of atmospheric cues on emotions and loyalty intention with respect to age under online/offline environment. Journal of Retailing and Consumer Services, 21(2), 211-219. https://doi.org/https://doi.org/10.1016/j.jretconser.2013.09.001 DOI: https://doi.org/10.1016/j.jretconser.2013.09.001
[64] Low, S. M., & Altman, I. (1992). Place Attachment. In I. Altman & S. M. Low (Eds.), Place Attachment (pp. 1-12). Springer US. https://doi.org/10.1007/978-1-4684-8753-4_1 DOI: https://doi.org/10.1007/978-1-4684-8753-4_1
[65] Lu, A. S. (2014). Narrative in Exergames: Thoughts on Procedure, Mechanism, and Others. Games for Health Journal, 4(1), 19-24. https://doi.org/10.1089/g4h.2014.0090 DOI: https://doi.org/10.1089/g4h.2014.0090
[66] Lu, H.-P., & Cheng, Y.-H. (2020). Sustainability in Online Video Hosting Services: The Effects of Serendipity and Flow Experience on Prolonged Usage Time. Sustainability, 12(3), 1271. DOI: https://doi.org/10.3390/su12031271
[67] Luong, T.-B. (2024). The moderating role of e-word of mouth in the relationships between destination source credibility, awareness, attachment, travel motivation, and travel intention: A case study of Vietnamese film tourism. International Journal of Tourism Research, 26(4), e2729. https://doi.org/https://doi.org/10.1002/jtr.2729 DOI: https://doi.org/10.1002/jtr.2729
[68] Ma, Y., Cao, Y., Li, L., Zhang, J., & Clement, A. P. (2021). Following the Flow: Exploring the Impact of Mobile Technology Environment on User s Virtual Experience and Behavioral Response. Journal of theoretical and applied electronic commerce research, 16, 170-187. DOI: https://doi.org/10.4067/S0718-18762021000200113
[69] Marques, L., & Borba, C. (2017). Co-creating the city: Digital technology and creative tourism. Tourism Management Perspectives, 24, 86-93. https://doi.org/https://doi.org/10.1016/j.tmp.2017.07.007 DOI: https://doi.org/10.1016/j.tmp.2017.07.007
[70] Mehrabian, A., & Russell, J. A. (1974). An approach to environmental psychology. The MIT Press.
[71] Metwally, A. H. S., Yousef, A. M. F., & Wang, Y. (2020). Gamifying Learning Assignments with Micro Design Approach. CSEDU (1), DOI: https://doi.org/10.5220/0009818707100717
[72] Mollen, A., & Wilson, H. (2010). Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives. Journal of Business Research, 63(9), 919-925. https://doi.org/https://doi.org/10.1016/j.jbusres.2009.05.014 DOI: https://doi.org/10.1016/j.jbusres.2009.05.014
[73] Mullins, J. K., & Sabherwal, R. (2020). Gamification: A cognitive-emotional view. Journal of Business Research, 106, 304-314. https://doi.org/https://doi.org/10.1016/j.jbusres.2018.09.023 DOI: https://doi.org/10.1016/j.jbusres.2018.09.023
[74] Norman, D. A. (1988). The psychology of everyday things. Basic books.
[75] Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the Customer Experience in Online Environments: A Structural Modeling Approach. Marketing Science, 19, 22-42. DOI: https://doi.org/10.1287/mksc.19.1.22.15184
[76] Oleksy, T., & Wnuk, A. (2017). Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations. Computers in Human Behavior, 76, 3-8. https://doi.org/https://doi.org/10.1016/j.chb.2017.06.008 DOI: https://doi.org/10.1016/j.chb.2017.06.008
[77] Park, C. W., Macinnis, D. J., Priester, J., Eisingerich, A. B., & Iacobucci, D. (2010). Brand Attachment and Brand Attitude Strength: Conceptual and Empirical Differentiation of Two Critical Brand Equity Drivers. Journal of Marketing, 74(6), 1-17. https://doi.org/10.1509/jmkg.74.6.1 DOI: https://doi.org/10.1509/jmkg.74.6.1
[78] Patwardhan, V., Ribeiro, M. A., Woosnam, K. M., Payini, V., & Mallya, J. (2020). Visitors' loyalty to religious tourism destinations: Considering place attachment, emotional experience and religious affiliation. Tourism Management Perspectives, 36, 100737. https://doi.org/https://doi.org/10.1016/j.tmp.2020.100737 DOI: https://doi.org/10.1016/j.tmp.2020.100737
[79] Pearlin, L. I., & Schooler, C. (1978). The Structure of Coping. Journal of Health and Social Behavior, 19(1), 2-21. https://doi.org/10.2307/2136319 DOI: https://doi.org/10.2307/2136319
[80] Polkinghorne, D. (1988). Narrative knowing and the human sciences. Suny Press.
[81] Qin, Y., Omar, B., & Musetti, A. (2022). The addiction behavior of short-form video app TikTok: The information quality and system quality perspective [Original Research]. Frontiers in Psychology, Volume 13 - 2022. https://doi.org/10.3389/fpsyg.2022.932805 DOI: https://doi.org/10.3389/fpsyg.2022.932805
[82] Qiu, L., Li, X., & Choi, S.-h. (2024). Exploring the influence of short video platforms on tourist attitudes and travel intention: A social–technical perspective. Journal of Destination Marketing & Management, 31, 100826. https://doi.org/https://doi.org/10.1016/j.jdmm.2023.100826 DOI: https://doi.org/10.1016/j.jdmm.2023.100826
[83] Ramkissoon, H., Graham Smith, L. D., & Weiler, B. (2013). Testing the dimensionality of place attachment and its relationships with place satisfaction and pro-environmental behaviours: A structural equation modelling approach. Tourism Management, 36, 552-566. https://doi.org/https://doi.org/10.1016/j.tourman.2012.09.003 DOI: https://doi.org/10.1016/j.tourman.2012.09.003
[84] Roh, C. G., & Kim, J. (2022). What Are More Efficient Transportation Services in a Rural Area? A Case Study in Yangsan City, South Korea. Int J Environ Res Public Health, 19(18). https://doi.org/10.3390/ijerph191811263 DOI: https://doi.org/10.3390/ijerph191811263
[85] Rozaq, M., Dianita, I. A., Wisudawaty, H., & Adim, A. K. (2025). Affordances of short video platforms and SME digital communication innovation: the mediating role of the innovation-decision process [Original Research]. Frontiers in Communication, Volume 10 - 2025. https://doi.org/10.3389/fcomm.2025.1660358 DOI: https://doi.org/10.3389/fcomm.2025.1660358
[86] Saunders, M., Lewis, P., Thornhill, A., & Bristow, A. (2019). "Research Methods for Business Students" Chapter 4: Understanding research philosophy and approaches to theory development. In (pp. 144).
[87] Scharlach, R., & Hallinan, B. (2023). The value affordances of social media engagement features. Journal of Computer-Mediated Communication, 28(6). https://doi.org/10.1093/jcmc/zmad040 DOI: https://doi.org/10.1093/jcmc/zmad040
[88] Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. https://doi.org/https://doi.org/10.1016/j.ijhcs.2014.09.006 DOI: https://doi.org/10.1016/j.ijhcs.2014.09.006
[89] Sherman, E., Mathur, A., & Smith, R. B. (1997). Store environment and consumer purchase behavior: Mediating role of consumer emotions. Psychology & Marketing, 14(4), 361-378. https://doi.org/https://doi.org/10.1002/(SICI)1520-6793(199707)14:4<361::AID-MAR4>3.0.CO;2-7 DOI: https://doi.org/10.1002/(SICI)1520-6793(199707)14:4<361::AID-MAR4>3.0.CO;2-7
[90] Song, Z., Daryanto, A., & Soopramanien, D. (2019). Place attachment, trust and mobility: Three-way interaction effect on urban residents' environmental citizenship behaviour. Journal of Business Research, 105, 168-177. https://doi.org/https://doi.org/10.1016/j.jbusres.2019.08.001 DOI: https://doi.org/10.1016/j.jbusres.2019.08.001
[91] Sreejesh, S., Ghosh, T., & Dwivedi, Y. K. (2021). Moving beyond the content: The role of contextual cues in the effectiveness of gamification of advertising. Journal of Business Research, 132, 88-101. https://doi.org/https://doi.org/10.1016/j.jbusres.2021.04.007 DOI: https://doi.org/10.1016/j.jbusres.2021.04.007
[92] Starc Peceny, U., Urbancic, J., Kuralt, V., & Mokorel, S. (2019). Tourism 4.0: Challenges in Marketing a Paradigm Shift. In. https://doi.org/10.5772/intechopen.84762 DOI: https://doi.org/10.5772/intechopen.84762
[93] Start.io. (2024, 11-2024). Tiktok Users in Nepal. Start.io. Retrieved April 4 from https://www.start.io/audience/tiktok-users-in-nepal
[94] Suh, A., Cheung, C., Ahuja, M., & Wagner, C. (2017). Gamification in the Workplace: The Central Role of the Aesthetic Experience. Journal of Management Information Systems, 34, 268-305. https://doi.org/10.1080/07421222.2017.1297642 DOI: https://doi.org/10.1080/07421222.2017.1297642
[95] Triberti, S., Di Natale, A. F., & Gaggioli, A. (2021). Flowing Technologies: The Role of Flow and Related Constructs in Human-Computer Interaction. In (pp. 393-416). https://doi.org/10.1007/978-3-030-53468-4_15 DOI: https://doi.org/10.1007/978-3-030-53468-4_15
[96] Tuan, Y.-F. (1977). Space and place: The perspective of experience. University of Minnesota Press.
[97] Vada, S., Prentice, C., & Hsiao, A. (2019). The influence of tourism experience and well-being on place attachment. Journal of Retailing and Consumer Services, 47, 322-330. https://doi.org/https://doi.org/10.1016/j.jretconser.2018.12.007 DOI: https://doi.org/10.1016/j.jretconser.2018.12.007
[98] Wang, C., Cui, W., Zhang, Y., & Shen, H. (2022). Exploring short video apps users’ travel behavior intention: Empirical analysis based on SVA-TAM model [Original Research]. Frontiers in Psychology, Volume 13 - 2022. https://doi.org/10.3389/fpsyg.2022.912177 DOI: https://doi.org/10.3389/fpsyg.2022.912177
[99] Wang, Y.-C., Liu, C.-R., Huang, W.-S., & Chen, S.-P. (2020). Destination Fascination and Destination Loyalty: Subjective Well-Being and Destination Attachment as Mediators. Journal of Travel Research, 59, 496 - 511. DOI: https://doi.org/10.1177/0047287519839777
[100] Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9(4), 411-426. https://doi.org/https://doi.org/10.1016/0747-5632(93)90032-N DOI: https://doi.org/10.1016/0747-5632(93)90032-N
[101] Williams, D. R., & Vaske, J. J. (2003). The Measurement of Place Attachment: Validity and Generalizability of a Psychometric Approach. Forest Science, 49(6), 830-840. https://doi.org/10.1093/forestscience/49.6.830 DOI: https://doi.org/10.1093/forestscience/49.6.830
[102] Xiao, X., Li, C., Wang, X., & Zeng, A. (2025). Personalized tourism recommendation model based on temporal multilayer sequential neural network. Scientific Reports, 15(1), 382. https://doi.org/10.1038/s41598-024-84581-z DOI: https://doi.org/10.1038/s41598-024-84581-z
[103] Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256. https://doi.org/https://doi.org/10.1016/j.tourman.2016.11.020 DOI: https://doi.org/10.1016/j.tourman.2016.11.020
[104] Xu, F., Weber, J., & Buhalis, D. (2013, 2013//). Gamification in Tourism. Information and Communication Technologies in Tourism 2014, Cham. DOI: https://doi.org/10.1007/978-3-319-03973-2_38
[105] Yang, C., Yan, S., Wang, J., & Xue, Y. (2022). Flow Experiences and Virtual Tourism: The Role of Technological Acceptance and Technological Readiness. Sustainability, 14(9), 5361. DOI: https://doi.org/10.3390/su14095361
[106] Yuksel, A., Yuksel, F., & Bilim, Y. (2010). Destination attachment: Effects on customer satisfaction and cognitive, affective and conative loyalty. Tourism Management, 31(2), 274-284. https://doi.org/https://doi.org/10.1016/j.tourman.2009.03.007 DOI: https://doi.org/10.1016/j.tourman.2009.03.007
[107] Zhao, H., & Wagner, C. (2022). How TikTok leads users to flow experience: investigating the effects of technology affordances with user experience level and video length as moderators. Internet Research, 33(2), 820-849. https://doi.org/10.1108/intr-08-2021-0595 DOI: https://doi.org/10.1108/INTR-08-2021-0595
Downloads
Published
Issue
Section
License
Copyright (c) 2026 International Journal of World Economic Research

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.









