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Analysis of the cavebath of Miskolctapolca’s brand elements and guests satisfaction
155-160Views:290In the region of Northern Hungary the unique Cavebath of Miskolcatapolca is one of the leading health tourism service positioning itself on national and international market with its developing supply items and 4 star qualifications. It has a unique natural background all over in Europe; this uniqueness gives an opportunity to develop brand, which is a determinative item of competitiveness. Because of the competition between destinations and the ever-changing nature of tourists’ expectations and behavior tourism destinations need to be managed as other commercial brands. The aim of our research was to analyze the role and possibilities of product development which is based on the unique natural factors, and to help to expand the domestic health tourism supply. We examined how the possibility of branding and brand equity change based on brand elements; how satisfied are guests with the services; how often guests visit the bath; what kind of period guests arrive in the bath; what kind of services do guests try; how do guests arrive in the bath with. In summer of 2014 we asked 210 Hungarian customers to fill the questionnaire in the Cavebath. The choosing of guests happened randomly. 199 questionnaires were correctly filled.
JEL CODE: Z32
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Development of leisure and sports consumption and sports motivation among children with disabilities
Views:251The number of studies on the leisure and sporting habits of people with disabilities as well as the background of sports motivation is far from the focus of research on intact research. Thus, the assessment of physical habits and sports motivation factors determining the quality of life of persons with disabilities can be considered as a less researched deficit area in Hungary and internationally.
In our research, we examine the recreational and sporting habits of the 8-18 year-olds, as well as the motivational background, and the results of this research are presented in this paper. The importance of this issue is confirmed by the fact that, according to a UN survey, 650 million people have some kind of disability, 50 million of them in Europe and nearly half a million in Hungary, 5% of the population. The questionnaire (N = 639) was filled by children with disabilities living in the North Great Plain region with the help of a teacher. We used both closed and open questions in the questionnaire, and we helped and orient children with response categories for some questions.
Data were processed using SPSS software, averaged, standard deviation, median, mode, and Chi2 probe was used to examine relationships in addition to basic statistics.
Our results showed that it is a problem for young people with disabilities that they prefer passive leisure activities, which is similar to the results of studies on intact research. Boys and girls have different sports, boys are more active than girls.
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A survey on tourism experiences by Hungarian travellers: towards guest satisfaction
73-76Views:153In the 21st century experiences got great significance in the every-day life and in tourism as well. Human popularity can achieve very good and happy moments e.g. by shopping (complex experience in shopping centres) by common spare time activities in the nature and in towns, also by having vacation at a special destination. Animation/entertainment is a sphere of hotel services that is to help the guests sparing their free time on holidays in a good atmosphere, by providing experienceful programs. Good memories of a tourism service can make guests satisfied and build a returning clientele sphere. That is why it is awaited to map the (potential) guests’ expectations and observations of services. This paper discusses Hungarian tourists’ experiences conducted in Hungary aiming to reveal the need for professional services focusing on the not-so-spread area, Animation. The experiential dimensions of every-day life and tourism was studied by an own-edited questionnaire (N = 1000) in the half-year period of 1st August 2010 – 31st January 2011. This study was extended by quality of life since summer 2011 and I am going to compare the results of these two surveys with the aim of development suggestions in order to achieve a main level of guest satisfaction and a loyal sphere of clientele.
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The analysis of costumer satisfaction in recreational tourism
57-61Views:229Due to increased health awareness and the growing amount of assistance to boost it, health tourism research has gained significance in our days. The present study focuses on the analysis of customer needs for recreational tourism and their habits; moreover, it interviews the guests of 15 Hungarian wellness hotels through a questionnaire survey. Next we attempt to explore the rate of guest satisfaction with healthpreservation services. The study presents the findings of this research activity until now, whereas the results of further data processing will be published in the future.
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Caves, as touristic attractions in Hungary: Adventure, health, culture, ecotourism
51-58Views:218Hungary offers abundant opportunities for discovering the mysterious world of caves. In Hungary there are around 4100 caves; although only a small number of them are open to the public, they offer a variety of attractions. As they are an important part of tourism, switching them, exploring them and making them accessible for a wider audience generates interest for visitors from different parts of the country. The adrenaline releasing sports offers us new ways of coping with stress, and has had an increasing importance in our lives in the 21st century. Discovering these underground miracles presents a new challenge for travelers. The interest in caves exploded in the 20th century, when ecotourism, longing to get back to nature, and the goal of improving one’s health became leading motivations for travelling. The present research is aimed at surveying, to what extent students of the recreation department are familiar with the opportunities provided by cave tourism and how up-to-date their related knowledge is. The following work introduces opportunities in cave tourism and intends to expose upon gaps in the related marketing strategy. The research questions are the following: Are students familiar with opportunities of cave tourism? What services do the caves they know offer? Are they up-to-date in cave-related news? On what forums do cave tourism appear?
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How Digital Technologies Are Changing Sport?
89-96Views:962Sports is considered to be an outstanding sector of industry all over the world and can be defined in various fields from business point of view: for example competitive sports, recreation, fitness and entertainment (running commentary). All of these areas have been remarkably transformed by digital technology. Over the past three decades, the discipline sport informatics has become a growing discipline. In today’s connected world, the use of wearable technology, big data analytics, social media and sensor technology have revolutionized the way sports are played, analyzed and improved. Through various modern advances and apps, pro athletes can gain greater insight into their performance, improve training methods and elevate their skills. In addition to these, fans looking for mobile-friendly apps to give them the latest stats on the favorite players; real-time, behind the scenes content coupled with the instant reaction, from athletes and fellow fans alike. They want the highs, the lows, the remix replays, seeking a connection beyond the game and looking to share the experience with like-minded fans in the moment (WESTON, 2018). The aim of this present study, on the one hand, is to determine the interlocks of sports and information technology, on the other hand, to show how to increase fan experience with digital technologies under-propping them with practical examples. According to international literatures, there are 4 macro areas which show the linking between sport and informatics: athletic performance, sport club, event management, fan experience. Mobil fan experience, augmented (AR) and virtual reality (VR), big data, social media are those technologies which even popular are these days in order to enhance fan experience in sport.
JEL Classification: L83