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First thing
Second thing
Chakraborty, P., & Suresh, A. S. A Study of Factors of
Consumer Buying Behavior and its Influence on Consumer
Perception: Evidence from Value Fashion Retail in The City of
Bengaluru.
The model you use in the paper, I need this article of your
model, because I can’t find it through the internet.
Third thing
When the model was changed, what other parts were modified?
Methodology
3.1 Introduction
Firstly, the aim and research questions are restated followed by
definition of research and the different types of research.
Secondly, quantitative and qualitative methods are discussed
stating the different type of approaches. Thirdly, research
strategy is discussed and what approach the project will
undertake. This chapter looks at the process of pilot and
sampling strategy and which strategy were employed during the
study. This is then followed by discussion of distribution and
access to participants as well as justification of each sur vey
questions and how they have been influenced by the literature
review. Finally, data analysis, reliability, validity and ethical
issues are explained.
3.2 Aim of this research
The aim is to understand the scale of the global cultural
phenomenon Game of Thrones and why it motivates tourists to
visit Croatia particularly Dubrovnik.
3.3 Research Questions:
· Has TV broadcasting of Game of Thrones influenced fans to
travel to Croatia?
· How has the show changed Dubrovnik’s image?
· What do fans of Game of Thrones hope to achieve and
experience when travelling to the show’s filming location?
· Do fans of the show still have the motivation to travel to
Croatia now that the show has ended?
3.4 What is Research?
According to Blaxter et al (2010), research is a systematic
investigation in finding answers to a problem. Habib et al
(2014) defines research as a scientific and systematic
investigation in establishing facts or collect information on a
subject which is presented in detailed and accurately. According
to Kothari (2004) research is important because it teaches
logical, analytical thinking and organisation. In addition,
Kothari (2004) emphasised that research provides intellectual
satisfaction of knowledge to improve something or perform
better, in other words it is very useful in developing principles
which contributes to understand and generate a solution to a
problem. Research is an important source that provide formal
guidelines to solve different problems. (Kothari, 2004, p.7). The
statement above is further cemented by Habib et al (2014) who
highlighted the importance of research as it expands knowledge,
generating new ideas which are implemented for the benefit of
organisations and industries to develop society.
3.5 Research Philosophy
According to Saunders et al (2019), research philosophy is the
assumptions and beliefs about knowledge development in a
particular field. Saunders et al (2019), highlighted that
individuals make various assumptions at every stage of research
which includes assumptions of realities based on experience,
human knowledge and their own values which could influence
the research process. In addition, assumptions influence how
research questions are understood, use of methods and
interpretation of findings. (Saunders et al, 2019, p.130).
Figure 3.1: Research onion (Saunders et al, 2019).
Saunders et al (2019), illustrates the research onion in
understanding research philosophy. The outer layer consists of
the five philosophies positivism, critical realism, interpretivism
and pragmatism (Saunders et al, 2019). The next layer is the
approach to theory development such as deduction, abduction
and induction this then leads to choices of methods and
strategies and the inner layer is data procedure. (Saunders et al,
2019).
3.6 Application to this Study
Based on the information, the applicable philosophy for this
study is positivism as this study involves measurement of data
through quantitative approach by using online survey, analysis
of findings will be based on participants unbiased responses.
Inductive approach is also applicable as theories were identified
before data collection followed by analysis of findings.
3.7 Research Design for this Project
Descriptive research design is employed for this project as the
study is focusing on Game of Thrones phenomena and the
impact on people’s travel motivations. To help find answers to
research questions, a detailed description is necessary by data
collection using an online questionnaire with structured
questions. Responses from participants will be described which
contributes to the aim of this research and questions.
3.8 Types of Research Design
Hair et al (2011), discussed the three types of research design
such as exploratory, descriptive and casual research. The
authors further explain that exploratory research is used when
researchers have no knowledge about a certain problem, it is
used to develop and gain understanding on a problem and
opportunity which is useful for innovative industries. (Hair et
al, 2011 p.148).
While descriptive research focuses on description of events and
phenomena, it is used to identify information on the
characteristics of a particular problem. It offers a detailed
description of a particular event through interviews,
observations and document reviews. (Habib et al, 2014, p.8).
According to Hair et al (2011), casual research is more complex
as it examines whether an event affects another event which
causes another problem. The cause and effect relationship of
casual research has four conditions these are time sequence,
covariance, nonspurious association and theoretical support.
3.9 Primary Research vs Secondary Research
According to Dawson (2009), primary research is a study of a
particular subject using first-hand observations and your own
data collection. Walliman (2017), stated that methods in
primary research are, questionnaire, interviews, observations
and experiments. Primary research is the chosen method for
data collection, direct responses from participants will be
collected and will be applied for this project.
While secondary research is the collection of information
conducted by other researchers which can be collected through
books and online sources. (Dawson, 2009, p.46). According to
Smith (2008), secondary research is a collection of data already
gathered by another researcher. For this project, no secondary
data will be collected as the project is focused on primary
research.
3.10 Quantitative and Qualitative Research
Quantitative research is empirical which consists of large-scale
sets of data presented as gathering of factual data. (Blaxter et
al, 2010, p.65). Quantitative involves data collection which can
then be converted into numerical form to calculate statistics and
draw conclusion. The authors further stated that quantitative
determines whether predictions of theories are accurate by
testing, measuring with numbers and analysing statistics. (Habib
et al,2014, p.9).
Qualitative research collects and analyse data in non-numeric
forms which involves in depth exploration. (Blaxter et al, 2010.
P.65). Qualitative focuses on individual’s experiences, by
analysing and interpreting data from observation and
exploration based on people’s actions and statements. 3.10.1
Difference of Quantitative and Qualitative Research
Quantitative Research
Qualitative Research
Purpose
Exploratory and no conclusive evidence
Descriptive and conclusive
Sample Size
Large samples
Small samples
Question Type
Structured questions
Broad range of questions
Interpretation
Statistical analysis
Subjective interpretation
Figure 3.2: The differences of Quantitative and Qualitative
study according to (Habib et al, 2014).3.10.2 Justification for
Quantitative
Quantitative research is employed for the research project
because this is the most applicable approach to help achieve the
aim and answer the research questions. This type of study, a
quantitative research is needed to achieve reliable and valid
responses as this study requires answers from a high number of
participants. Responses from a qualitative or interviews are not
suitable for this kind of topic as qualitative relies on face to
face interviews this process is impossible to achieve as the
study requires at least 30 participants. Utilising quantitative
approach will provide the most efficient and convenient way to
obtain responses from participants. Therefore, an online survey
has been created which is easily accessible through Facebook
and can be self-completed by respondents. Quantitative will
also provide statistical data needed for the study.
3.11 Research Strategy
This research will undertake quantitative research through
online questionnaire. A questionnaire is important in
methodology as it is used to extract data from respondents. A
questionnaire also provides consistency and records answers for
data analysis. (Hague et al 2013, p.107) Questionnaires are
written instrument which presents questions to respondents to
which they are to react by selecting or writing answers.
(Dornyei and Tacguchi, 2009, p.3-5).
A structured questionnaire has been created which consist of
closed ended questions. According to Dillman et al (2014)
closed ended questions provides participants a list of options to
choose from and ask respondents to choose the most applicable
answer. The researcher employed closed ended questions in the
survey because they are time efficient which will keep the
respondents engaged and are more likely to continue and
complete the full questionnaire.
The questionnaire is designed with a combination of
behavioural and attitudinal questions based on the research
topic focusing on people’s travel motivation and experiences.
According to Hague et al (2013) behavioural questions are used
to understand and determine people’s actions and decisions. On
the other hand, Attitudinal questions are used to understand
people’s perceptions, opinions and beliefs as emotions have a
high influence on consumer’s behaviour. (Hague et al, 2013,
p.111)
For this study, the survey was created online in Google Forms
as this is the one of most cost effective compared to other
survey tools available online. According to Fogli and
Herkenhoff (2017) a survey is a systematic data collection to
describe, compare or explain the knowledge, attitudes and
behaviour of a particular group. Fogli and Herkenhoff (2017)
added that surveys are used to uncover useful information by
asking questions about their feelings, motivations, plans, beliefs
and personal backgrounds. The online questionnaire is to be
circulated online through social media platform Facebook, so
that respondents can easily access and complete it. It also
reaches a high number of potential participants globally. The
introduction of the survey stated the purpose of the study, the
length to complete it and who is conducting the research.
3.12 Pilot Testing
According to Stopher (2012), Pilot trial is useful to test the
aspects of the questionnaire ensuring that everything works as
planned. Piloting the questionnaire has many purposes such as
assessing response rates, completion rates and a base to improve
a survey. Brace (2008), stated that the two key tests when
piloting a questionnaire are reliability and validity. A
questionnaire can be considered as reliable if it provides
distribution of responses consistently on the other hand validity
measures the intended data. (Brace, 2008, p. 175).
The online questionnaire was initially created for trial to five
participants, this is to ensure that everything worked
accordingly such as functions, correctness and direction. Some
of the participants highlighted that the survey tittle got them
interested to participate, while others highlighted that the
options needed amendments, such as adding a not applicable
option for those who have not participated in GoT Tourism,
allowing respondents to select multiple choices about Croatia’s
image, types of sources when selecting a destination and
changing the age category from 18. The pilot study was very
helpful for the researcher to improve the questionnaire before
circulation.
3.13 Sampling
According to Vanderstoep and Johnston (2009), sampling is the
selection of best suited participants for the study to help
achieve the research objectives. The authors added that a
sample is the set of participants who will participate in the
study. The chosen sampling strategy for this research is
snowball sampling as a small group of people were invited to
participate during the pilot study. (Vanderstoep and Johnston,
2009, p. 27). Convenience sampling is the selection of
participants based on their accessibility and availability
(Vanderstoep and Johnston 2009, p. 27). This strategy is also
being employed in the study as participants are invited through
Facebook initially with friends, colleagues and GoT Facebook
groups using the researcher’s personal Facebook account this is
also helpful in achieving unbiased results as the survey is open
to both non-fans and fans of GoT. The potential problem which
may occur by employing the chosen strategies is that the survey
may not reach many suitable respondents which may have an
impact on the result.
3.14 Distribution and Access to Participants
After improvement of the online questionnaire the researcher
circulated the survey link through Facebook initially with
friends, distribution of the survey was solely on Facebook, no
other social media or communication tools were used. The
researcher also requested to join Game of Thrones Facebook
groups as well as travel and film location groups which were all
accepted. The researcher also contacted the group
administrators for permission of posting, 9 out of 10 GoT
groups accepted and agreed for the online survey to be posted
and shared. 4 travel Facebook groups and 3 film location groups
also agreed on the survey to be posted and share the survey on
their personal Facebook accounts.
Figure 3.3: Questionnaire Distribution to Facebook Groups
3.15 Survey Questions and Justification
Figure 3.4: Justification of Survey Questions
3.16 Data Analysis
According to Punch (2003), the data can be prepared before
analysis by data cleaning and data entry which refers to tidying
up sets of data. Answers need to be proofread by the researcher
before data processing. (Punch, 2003 p.48). In quantitative
study there are three main types of analysis which can be
employed such as summarising and reducing data, descriptive
level analysis and relationships analysis. (Punch, 2003, p.48).
Google Forms is used for the questionnaire which summarises
the results in percentage and provides charts to show responses.
It also shows individual responses through an excel document.
The document for individual responses will be useful if data
tidying is needed.
3.17 Reliability
Reliability is the consistency of measured data, if results are the
same every time, then reliability is assessed. (Abbott and
McKinney, 2012, p.45). The term reliability is described by
Cohen et al (2017) as dependability, consistency and
replicability over time, over instruments and over groups of
participants.
Primary quantitative research is used to increase the reliability
of this study. As quantitative gathers statistic data directly from
respondents. Also, the online questionnaire is open to everyone
aged 18 and over therefore the data collected will be based on
all respondents and not just those fans of Game of Thrones.
Descriptive approach is the chosen method to provide reliable
data gathered from respondents which will contribute to data
being reliable.
3.18 Validity
According to Punch (2003), validity means that data collected
represents accuracy and depends on the respondents’ state of
mind and attitude. It also involves whether the participants are
qualified to answer the questions. (Punch, 2003, p.46). Piloting
the questionnaire helped to assess the questionnaire’s validity.
By testing the questionnaire, the researcher gathered comments
from the small group of participants to improve and correct
mistakes. The online survey was tested before circulation to
improve and ensure validity. Feedback collected from the small
sample was utilised to improve the survey and increase validity.
3.19 Ethical Considerations
According to Vanderstoep and Jonston (2009) research ethics is
concerned on how the participants are treated during the study
and how data are handled after collection. Vogt et al (2012)
highlighted that respondents’ privacy are important and this
should be respected by keeping data anonymous and
confidential. The survey introduction states that all responses
from participants will be kept anonymous and confidential.
The survey is only open to participants at age 18 and over, the
participation of the survey is voluntary therefore it is up to
participants whether they would like to participate or not, they
can withdraw from the survey anytime. Each questions of the
survey have been carefully generated to avoid issues during the
study. An ethics form has been submitted before the
questionnaire has been circulated and collection of data.
(Appendix 2)
3.20 Conclusion
In conclusion, research is important in finding answers to
certain issues as it provides a systematic process to establish
factual and accurate information. When searching for the right
research approach it is crucial to select the appropriate research
design whether exploratory, descriptive and casual research.
Quantitative and qualitative methods are both useful in
research, however they have different approaches. Quantitative
can be utilised in a large-scale research as it provides statistical
analysis and help measure and predict accuracies. While
qualitative method is useful for a small-scale sample and
involves in depth investigation through observation,
interpretation of people’s actions and statements. The chosen
research strategy for this project is quantitative by employing
online questionnaire as an instrument. An online survey is a fast
and efficient way to collect data from respondents, it offers
accessibility and convenience reaching respondents worldwide.
It is an advantage that the survey will require little time and
self-completed by respondents. The survey is created with close
ended questions which is time efficient as respondents are
provided with a list of answers rather than stating their
responses. The survey also consists of behavioural and
attitudinal questions which relates to literature review as the
topic is travel motivation. Behavioural and attitudinal questions
help understand people’s decisions, perceptions, opinions and
beliefs. Pilot testing was beneficial for improvement and
identify mistakes before circulation. Snowball and convenience
sampling were employed as strategy during the research. Social
media specifically Facebook was utilised to distribute the
survey, the researcher approached Game of Thrones Facebook
groups as well as Croatian travel and film location groups to
invite potential participants. Each question is justified
explaining why those questions are being used and how they
relate to literature review. Most questions ask about people’s
awareness of GoT and if the show have influenced them to
travel and participate in tourism activities. Some questions are
also used to measure people’s motivation by rating travel
motivation push and pull factors. It is also useful during data
analysis to summarise, clean and proofread the data collected.
Reliability can be assessed by its consistency overtime, as
quantitative method is employed, data collected will be reliable
as responses are gathered directly from participants. Validity is
important in collecting data to ensure accuracy, the pilot testing
ensured the survey was functional and allowed improvement of
the questionnaire which also contributes to data being valid. As
the survey is open to everyone all responses are from people
who are tourists, fans of GoT and non-fans this helps achieve
unbiased results. It is crucial to consider ethical issues to ensure
all participants are treated fairly, data collected will be kept
confidential and anonymous.
An Investigation into how exhibition advertising affects
customers’ behavior in Chinese clothing industry.
Thank you for taking your time to fill this questionnaire. This
questionnaire will be used for the purpose of completing the
academic requirements of a research project. The research is
about the investigation into how exhibition advertising affects
customers’ behavior in Chinese clothing industry.
1. Please tick your gender [one-choice question] *
○Male
○Female
2. Have you participated in China International Trade Fair?
[one-choice question] *
○Yes
○No
3. Do you agree that the exhibition is a better way to use in the
clothing industry? [one-choice question] *
○Strongly disagree
○Disagree
○Neutral
○Agree
○Strongly agree
4. Have you seen any changes in customer buying behaviors
after the exhibition? [one-choice question] *
○Yes
○No
5. Do you agree that the exhibitions are an effective way of
reaching the consumers in the clothing industry? [one-choice
question] *
○Strongly disagree
○Disagree
○Neutral
○Agree
○Strongly agree
6. What measures are used to determine customer behaviors
after the exhibition? [multiple choice] *
□Buying habits
□Increased inquiries
□Increased sales
□Increased awareness on the brand
□Increased participation in subsequent exhibitions
□Impulse purchases
□Massive or over consumption
7. Do you agree that exhibitions have been more effective in
creating more brand awareness than other methods? [one-choice
question] *
○Strongly disagree
○Disagree
○Neutral
○Agree
○Strongly agree
8. Has there been an increase in purchase of branded clothes
after exhibitions? [one-choice question] *
○Yes
○No
9. What group of customers have increased their purchases after
exhibitions? [one-choice question] *
○Male
○Female
10. What extent these exhibitions influenced the purchasing
habits of the international customers?
11. Please describe the overall benefits with use of exhibitions
in the clothing industry. [填空题] *
_________________________________
The Game of Thrones Effect: An
Investigation into Travel Motivation
and Croatian Tourism
Events Management
BA (Hons)
April 2020
Lili Gilston
University of Huddersfield
Declaration
I declare that this project is the result of my own individual
efforts and that it
conforms to University, Departmental and Course regulations
regarding cheating and
plagiarism. No material contained within this project has been
used in any other
submission, by the author, for an academic award.
Student’s name: Lili Gilston
Signature: LM Gilston
Date: 24th April 2020
2
Abstract
The popularity of Game of Thrones has become a phenomenon
attracting fans
globally, it is worth investigating and exploring the scale of its
popularity and how it
affects peoples travel motivation and the huge impact it had on
Croatia which was
portrayed as King Landing. Data was collected from 90
participants to help identify
people’s familiarity of Game of Thrones and their travel
responses analysed to help
draw a conclusion answering the research questions. This
research project found
that people’s travel motivations are experience, curiosity,
escape and relaxation.
Croatia’s beautiful landscape, history and culture are the
characteristics that makes it
a desirable place to visit, people are drawn to beautiful scenery
and landscapes, the
representation of Croatia in Game of Thrones had made Croatia
an even more
admirable travel destination. It is recommended that when
conducting a research
relating to this topic it is worthwhile to survey tourists on site
by travelling to a filming
location to gain a greater insight on their travel motivation. It is
also useful to focus
on people who are familiar with Game of Throne to measure the
influence the show
has had on people.
3
Acknowledgements
I would like to take this opportunity to express my sincerest
gratitude to everyone
who supported me during the process of completing this
dissertation.
Firstly, I would like to thank my research project supervisor Dr.
Adam Dennett for
guiding me in this project and his excellent teaching. I
appreciate all your assistance
and invaluable advice throughout the process.
To all my family, my constant source of support, thank you for
your tireless
dedication and persistently believing in me. For your love and
endless support, I am
forever grateful.
I also have to thank my friends for being there for me, their
encouragement and
helping me execute the pilot study. Thank you all for your
patience and dedication.
I thank all the participants of the online survey for this
dissertation, without their
participation this study would have been impossible to
complete. I appreciate all your
input.
To the events teaching team especially Janna Wood, thank you
for being a source of
inspiration and your tireless work and passionate teaching.
4
Table of Contents
Title
Page…………………………………………….……………………
……….……..1
Declaration……………………………………………………………
…………………..2
Abstract………………………………………………………………
……………………3
Acknowledgment……………………………………………………
……………………4
Table of
Contents………………………………………………………………
………..5
List of
Figures………………………………………………………………
……….……9
Chapter 1:
Introduction……………………………………………………….…
…...11
1.1 Rationale for this
Research…………………………………………….………... 11
1.2
Aim……………………………………………………………………
…….……… 12
1.3 Research
Questions…………………………………………………….………
…12
1.4 Layout of the
Study……………………………………………………….….…….1
2
Chapter 2: Literature
Review……………………………………………….…...….14
2.1
Introduction…………………………………………………………
……...……… 14
2.2
Tourism………………………………………………………...……
………………14
2.3 Film
Tourism……………………………………………………………..
…..……..14
2.4 Travel
Motivation…………………………………………….….………...
………..16
2.5 TV Series as a
Motivator…………………………………………………………..17
2.6 Travel Motivation
Theories………………………………………………….…….17
2.6.1 Push and Pull
Theory……………………………………………………17
2.6.2 The Seeking and Escaping
Theory…………………………………….19
5
2.6.3 Travel Career Ladder & Travel Career
Patterns……….……………. 20
2.6.4 Optimum Arousal Theory by Iso-
Ahola……………………………….. 22
2.7 The Influence of
Film……………………………………………………………….23
2.8 Destination
Image………………………………………………………………….
.24
2.9 Effects of Films on
Destination………...………………………………………….26
2.10 Applicable
Theories……………………………………………………………….
27
2.11
Conclusion……………………………………………………………
……………27
Chapter 3:
Methodology…………………………………………………………
…...29
3.1
Introduction…………………………………………………………
……………….29
3.2 Aim of
Research………………………………………………………………
……29
3.3 Research
Questions……………………………………………………….……
…30
3.4 What is
Research?................................................................................
..........30
3.5 Research
Philosophy……………………………………………………………
…30
3.6 Application to this
Study…………………………………………………………...31
3.7 Research Design for this
Project………………………………………………....32
3.8 Types of Research
Design………………………………………………………...32
3.9 Primary vs Secondary
Research………………………………………………….32
3.10 Quantitative and Qualitative
Research………………………………………….33
3.10.1 Difference of Quantitative and Qualitative
Research……...………..33
3.10.2 Justification for
Quantitative……………………………………………34
3.11 Research
Strategy……………………………………………………………….
..34
6
3.12 Pilot
Testing………………………………………………………….……
……….35
3.13
Sampling………………………………………………………………
…………...36
3.14 Distribution and Access to
Participants…………………………………………36
3.15 Survey Questions and
Justifications…………………………………………….37
3.16 Data
Analysis………………………………………………………………
………40
3.17
Reliability……………………………………………………………
………………40
3.18
Validity………………………………………………………………
………………40
3.19 Ethical
Considerations………………………………………………………
….…41
3.20
Conclusion……………………………………………………………
………….…41
Chapter 4: Findings and
Analysis…………………………………………………..43
4.1
Introduction…………………………………………………………
…………..……43
4.2
Demographics………………………………………………………
….………...….43
4.3 Game of Thrones
Fandom…………………………………………….…………...46
4.4 Choice of Film Location as a Travel
Destination…………………….……...…...47
4.5 Filming
Locations……………………………………………………….……
……...51
4.6 Travel
Motivations…………………………………………………………
……….. 53
4.7 Croatian Tourism and Destination
Image…………………………….…………..54
4.8 Travel Experience and
Satisfaction………………………………….……………57
4.9
Conclusion………………………………………………………….…
……………..60
Chapter 5: Conclusion and
Discussion……………………………………………62
5.1
Introduction…………………………………………………………
………………..62
7
5.2 Answers to Research
Questions…………………………………………………..62
5.3 Key Conclusions from
Findings……………………………………………..……...63
5.4 Research
Limitations……………………………………………………………
…...65
5.5 Recommendations for Future
Research…………………………………..………65
5.6 Contribution to
Knowledge……………………………………………….…….…...6
6
6.0 Reference
List…………………………………………………………………....
…..67
7.0
Appendices……………………………………………………………
…….....……..75
Appendix 1: Online
Questionnaire……………………………………………...75
Appendix 2: Ethical Review
Form………………………………..…….....……84
Appendix 3: Responses to Question
20…………………………..………...…87
Appendix 4: Distribution of Survey to Facebook
Groups……….……...…….90
Appendix 5: Research
Plan……………………………………………………..93
8
List of Figures
Chapter 2
Figure Caption Page Number
2.1 Scope of Tourism 15
2.2 Culture Geography 16
2.3 Types of Film Tourist 18
2.4 3 P’s of Push and Pull
Factors
18
Fig 2.5 The seeking and
escaping model
20
2.6 The concept of Travel
Career Ladder
21
2.7 The three layers of Travel
Career Pattern
22
2.8 Formation of Destination
Image Model
25
2.9 Seven phases of Travel
Experience
26
2.10 The components of
Destination Image
26
Chapter 3
3.1 Research Onion 30
3.2 Difference of Quantitative
vs Qualitative
33
3.3 Distribution of the Online
Questionnaire
37
3.4 Justification of Survey
Questions
39
Chapter 4
4.1 Gender of Respondents 44
4.2 Age Group 45
4.3 Nationalities 45
4.4 Familiarity of Game of
Thrones
46
4.5 Game of Thrones 47
9
Fandom
4.6 Game of Thrones Film
Tourism
47
4.7 Travel Companions 48
4.8 Travel in Film/ TV
locations
49
4.9 Croatia as a Destination
Choice
49
4.10 Croatia as a Travel
Destination
50
4.11 Game of Thrones
Influence
50
4.12 Game of Thrones
Inspired Travel Activities
51
4.13 Influence of Film and TV
Series
51
4.14 Participation in Travel
Activities
52
4.15 Important Factors in
Choosing a Location
52
4.16 Important Factors on
Travel Motivations
54
4.17 GoT inspired Tourism
Recommendation
55
4.18 Croatia’s Destination
Image
55
4.19 Sources of Information 56
4.20 Participants Most
Memorable Experience
58
4.21 Travel Motivation after
Game of Thrones Finale
59
10
Chapter 1: Introduction
1.1 Rationale for this Research
The topic was chosen as it is fascinating how the show Game of
Thrones has
influenced fans to travel and the impact it had on Croatian
tourism; therefore, it is
worthwhile to investigate this issue to understand the situation
as limited study has
been conducted to explore the topic. Game of thrones was a
popular American TV
series which became a phenomenon, attracting millions of fans
globally. According
to Maddeaux (2017) one of the biggest travel trends is the Game
of Thrones inspired
tourism which proved lucrative to many countries who served as
filming locations of
the famous series. Croatian city Dubrovnik portrayed as King’s
Landing have
benefitted from the show’s popularity due to a boost in tourism
and destination
exposure. (Maddeaux, 2017, para 3).
Rodriguez (2015) stated in an article that the TV series has
transformed Croatia into
a Kingdom of Tourism and Set jetting, the Game of Thrones
effect on the country’s
tourism industry is huge. Rodriguez (2015) added that GoT
filming has created more
employment, ignoring the negative effect of disruption in the
capital city Dubrovnik. It
was reported in 2014 by Tourism Competitive Intelligence that
45 million
international tourists chose a particular destination they saw
from a film or TV.
Smith (2019), stated in his article that Game of thrones has had
a massive impact
both on tourists and Croatia, the show has had both positive and
negative effect on
the city of Dubrovnik. Tour guides benefitted from the show’s
popularity while the
local residents criticised it as their home turned into
Disneyland. Croatia’s tourists
board revealed that in 2018 overseas arrivals reached 18.4
million compared to
2010, only 9 million people visited Croatia (Smith, 2019, para
2-4). Judging by the
statistics it is obvious that influx of tourist has doubled since
the production of Game
of Thrones
Radman (2017) noted that American tourists would flock to
Dubrovnik increasing
demand and hype. Many in Croatia such as local businesses
capitalised from the
11
show’s impact on tourism. Radman (2017), said most tourists
who visited Croatia in
year 2017 had said that they were visiting Croatia primarily
because of Game of
Thrones. Radman (2017) described the effect as mass fan-
franchise-following
tourism, the huge impact of the show is unreal as the amount of
tourist arrivals has
outnumbered the population of the country. There were reports
of a shortage of
workers in tourism and service industry, these workers are
crucial to meet high
tourist demands. The negative impact of the popular show on
Croatia is further
highlighted by Foster (2017) she stated the negative impacts are
causing serious
concerns, due to overcrowding, local community disruption and
the risk of losing its
World heritage status. There is a limit to the number of tourists
entering the city to
keep it sustainable. As a result, the city’s Mayor launched a
plan to cap entrants to
8,000 a day, installing cameras to monitor people entering and
leaving the city.
(Foster, 2017).
1.2 Aim
The aim of this research is to understand the scale of the global
cultural
phenomenon Game of Thrones and why it motivates tourists to
visit Croatia
particularly Dubrovnik.
1.3 Research Questions
travel to Croatia?
experience when
travelling to the show’s filming location?
Croatia now that the
show has ended?
1.4 Layout of the Study
Chapter 1: Introduction
12
Chapter 2: Review of Literature
Chapter 3: Research Methodology
Chapter 4: Findings and Analysis
Chapter 5: Conclusion and Discussion
13
Chapter 2: Literature Review
2.1 Introduction
This chapter discusses tourism and definitions of film tourism
by different authors.
This is then followed by discussing travel motivation and what
motivates people to
travel. Thirdly, this chapter will focus on TV series as a
motivator by representing
destinations on screen. Travel motivation theories are discussed
and why they are
relevant in understanding tourist motivation. Next, this chapter
will also focus on the
influence of film in the tourism industry. Lastly, destination
image and concepts are
discussed and what relevant theories this study will apply.
2.2 Tourism
In order to understand film tourism, it is worth exploring what
tourism is, according to
Pender and Sharpley (2005) tourism is an activity which people
participate outside
their normal environment for at least 24 hours for leisure,
business and other
purposes. In addition, Pender and Sharpley (2005), highlighted
that there are three
basic elements in tourism these are tourists, geographical
elements and the tourism
industry. Firms and organisations in the travel industry intends
to provide the specific
needs and wants of travellers. (Pender and Sharpley, 2005, p.
33). Based on the
definition stated, tourists travel for recreation purposes this is
important to highlight
as this study will be focusing on film tourism.
2.3 Film Tourism
According to Beeton (2005), travellers are highly motivated by
the influence and the
power of film and media. Places shown in films and tv series
are recognised, driving
14
tourists to travel to those locations. Beeton (2005) defines film-
induced tourism as
relating to on- location tourism after being portrayed in films
and televisions set in a
certain destination.
Hudson and Ritchie (2006), described the study of film touri sm
as movie induced or
film induced tourism, the authors further stated film tourism is
a tourist visit to a
destination depicted on television, video and cinema. Hudson
and Ritchie (2006),
further explains that film tourism is an increasing phenomenon
in the entertainment
and travel industry.
Another author defines film tourism as a tourist activity which
is induced by viewing
film, television, videos and recorded products. Films and TV
shows creates images
of a place which has an effect on viewers perception. (Connell,
2012, para 11). The
term film tourism has been defined as a visitation of a location
that has been used in
filming a movie or series. (Buchmann et al, 2010, para 13).
Based on the definitions
stated above, all of them are very similar and highlights the
significance of film
tourism both on entertainment and travel industry. It can be
suggested that visual
presentations and images are very powerful in enticing tourists
which contributes to
film tourism.
Fig
ure 2.1: Connell (2012), noted the scope of film tourism.
15
Figure 2.2: Culture Geography based on Connell’s (2012)
article.
2.4 Travel Motivation
According to Snepenger et al (2006), Murray defines motivation
as an internal factor
which arouses, directs and integrates human behaviour.
Snepenger et al (2006)
further stated that many theorists have various definition of
travel motivation, Dann
defines travel motivation as a meaningful state of mind which
drives people to travel.
In addition, Snepenger et al (2006) says that theorists Crompton
and McKay defines
travel motivation as conceptualised dynamic process of internal
psychological
factors. Pearce (2011), describes tourist motivation as a set of
interest in human
behaviour, it is a connection of biological and cultural forces
that give value to travel
choice and experience. All of the definitions stated have similar
meaning, it can be
suggested based on the definitions above that travel motivation
is a psychological
internal factor and have a huge influence on people’s decision
and motivation to
travel.
16
2.5 TV Series as a Motivator
Chang (2015), discussion on travel motivation suggests that
although movies and TV
series are both powerful to entice viewers to travel, televi sion
series have bigger
impact than movies on people. Because television series have
longer filming,
allowing viewers and potential tourist to have longer experience
and immerse
themselves in the storyline and characters. Chang (2015),
highlighted that
consumption of tv series is a form of escapism, which is a factor
of internal
motivation in individuals. Television series convey powerful
messages and can
rebrand a location’s image positively. Chang (2015), noted that
tv series can
stimulate emotional engagement and intimacy with locations
used in the Tv show.
Television productions can be persuasive in influencing
audience travel motivation,
therefore higher exposure and viewing of Tv series can motivate
viewers to travel to
that location. (Chang, 2015, para. 7-8).
To further cement this suggestion, Al Rais et al (2018) stated
that television series
influence the minds of audiences to visit filming locations.
Films and Tv series are
used to promote awareness of a certain destination without great
efforts as tv and
media have become influential in attracting viewers’ attention
through accessible and
reliable visual information. Tv series and film have become
important in motivating
tourists. Al Rais et al (2018), stated that motivation towards a
destination is formed
by empathy, nostalgia, authenticity, familiarity and the
attributes of that destination.
The push and pull factor theory can be linked to the statements
above as the pull
factors are the features portrayed on TV such as scenery and
landscapes are
attracting and motivating people to travel.
2.6 Travel Motivation Theories
2.6.1 Push and Pull Theory
17
Macionis (2004) noted in his article Understanding the Film
Induced Tourist that the
theory of push and pull factor in tourism motivation is the most
applicable concept in
the study of film tourist motivation. Pull factors attract tourist
while push factors
drives tourists to action. In addition, there are diverse range of
push factors related
with visiting film locations, such as fantasy, escape, status,
prestige and search for
self-concept or identity. Pull factors are the features that
attracts tourist to a
destination it may be the weather, landscape or scenery.
Macionis (2004) noted that three types of film tourist have been
categorised.
Figure 2.3: The three types of film tourist and their motivations
(Macionis, 2004)
The concept of 3P’s also discussed by Macionis, which can be
useful when
investigating tourist motivations. Macionis (2004) further
explains the 3P’s, Place
aspects such as location, scenery and picturesque landscapes
which attracts the
viewers or tourists. Next is the performance aspect this could be
the theme, storyline
or plot from the film that draws tourist to that destination. Last
element is the
personality showcasing celebrities, film stars and characters
from the film which can
also be a pull factor in travel motivation.
18
Figure 2.4: The 3P’s in push and pull factors (Macionis, 2004)
To further support Macionis discussion, Garcia et al (2014)
discusses the push and
pull theory, push factors are origin related and intangible
intrinsic desires of a tourist
such as desire for escape, relaxation and adventure while pull
factors are related to
the attractiveness of a destination and consists of tangible
characteristics such as
beaches, recreation facilities and culture. With these factors
people are pushed to
pursue those travel desires and pulled by destination
attractiveness. (Garcia et al,
2014, para. 14). This suggestion by the authors is similar to
Macionis statement
about push and pull factors however, it is slightly different as it
suggests a deeper
explanation of the push factors which were explained as origin
related and intrinsic
desires.
2.6.2 The Seeking and Escaping Theory
According to Singh and Best (2004), Iso-Ahola’s theory of
seeking and escaping
believes that peoples travel behaviour derived from their desire
to escape from daily
personal environment while seeking rewarding experiences.
The escaping factor means leaving their daily routine behind
such as work and other
commitments, while the seeking factor refers to exploring,
recreation, social
interaction and learning from experiences. (Singh and Best,
2004, p-100). This
theory can be linked to film tourism as people travel to film
locations for recreation,
interaction and gaining experience.
19
Figure 2.5: The seeking and escaping model (Singh and Best,
2004).
2.6.3 Travel Career Ladder and Travel Career Patterns
According to Hsu and Huang (2008), two frameworks can be
used to understand
travel motivation the TCL and TCP models which are based on
Maslow’s hierarchy
of needs. The TCL model looks at tourist needs or motivations
which is organised by
the hierarchy, relaxation needs placed at the lowest, which is
then followed by the
safety needs, relationship needs, self-esteem and fulfilment
needs goes at the top of
the ladder. In addition, Hsu and Huang (2008), emphasised that
people’s travel
motivation changes with their travel experiences. The more
experience they get from
travelling, their motivations changes and seeks a higher level of
satisfaction and
needs in their travel career. The idea of TCL model is that
people’s travel motives
moves upward accumulated from their travel experiences. This
theory can be
applicable to film tourism and the types of film tourist because
as people’s travel
career moves upward, they seek a certain destination which may
be seen in a film to
satisfy their needs of fulfilment and development.
20
Figure 2.6: The Concept of Travel Career Ladder (Hsu and
Huang, 2008).
Travel career patterns or TCP has three layers of travel
motivations, Hsu and Wang
(2008) discusses that each layer has different motivations. The
core layer which is
the most important of all three consists novelty, escape, relax
and relationship
enhancement. This is followed by the second layer which
consists of moderate travel
motivations these are self-actualisation, nature and host site
involvement. The third
and last layer consist of nostalgia, isolation and social status
which are less
important motivations in travel. In addition, all pleasure
travellers are influenced by
the most important motives. (Hsu and Wang 2008, p. 18). It is
important to look at
the most important motivations of the TCP as it can be
suggested that it can be
applicable to film tourism as it focuses on novelty and escape,
these two factors
provide film tourists the recreation they seek while exploring a
new environment
away from their daily routine.
21
Figure 2.7 The three layers of Travel Career Pattern model
(Pearce, 2011).
2.6.4 Optimum Arousal Theory by Iso-Ahola
Another travel motivation theory which is useful for this study
is the Optimum Arousal
Theory. According to Prentice (2004), the intrinsic motivation
optimal arousal by Iso-
Ahola defines complexity of motivation. Initiated by superficial
reasons which can
progress into deeper perception of freedom and competence
seeking for optimal
arousal in biological, socialisation and personality. Prentice
(2004) stated that this
theory is of great importance as a reminder that it is difficult to
measure people’s real
motivations. Iso-Ahola model believes that people will seek
environment where they
can experience personal psychological equilibrium, if
overstimulated they will seek
an environment that has lower overwhelming stimuli. However,
if they are under
stimulated tourists will choose a destination to meet their
expectations of excitement.
(Kler, 2009, p.30).
22
Fridgen (1984) stated that the Optimal Arousal theory believes
that individuals seeks
a new satisfying environment and social situations while
escaping daily life’s
pressure and personal environments. Fridgen (1984) the theory
further suggests
that travelling provides optimal experiences to modulate stress
of arousal and gain
psychological satisfactions. This theory is applicable to film
tourism as it states that
people travel to seek excitement while escaping their daily
environment, so it can be
suggested that those fans and film tourist travel to film
destinations to meet their
desires and expectations of a new environment those portrayed
in films and Tv
series to experience exciting activities.
2.7 The Influence of Film
According to Spears et al (2012), discussion on influence of
film in tourism industry,
films and tv viewings has a massive effect on people. Previous
studies reported that
films and TV shows create a motivation to travel. Tv shows and
films affect viewers
choices in destinations. Spears et al (2012), emphasises that one
of the most
powerful tools in publicity is film. Target audience, storyline
and destination image
are connected, people are seeking to explore new locations
escaping their daily
routine. (Spears et al, 2012, para.4).
In addition, Spears et al (2012), noted that people’s perception
of a potential
destination is affected by the storyline, attractive presentations
of destinations can
create a travel inspiration which can increase travel motivation.
Tourist who are a fan
of a certain movie and tv show are more likely to participate in
activities during their
travels. (Spears et al, 2012).
The statement above is further cemented by St-James et al
(2017) where past
research have shown that there is a desire from film tourists to
be close to a film and
destination, allowing them to have a connection associated with
that film and
mythical settings. St-James et al (2017), added that audience
involvement studies
23
suggests that individuals interpretation of their viewing
experience consist of
emotional, cognitive, behavioral and referential. Viewing
experiences can bring a
sense of connection with the storyline and location which
influence people’s motive
and intention to travel to those filming locations. (St-James et
al, 2017, para. 6-7).
Vagionis and Loumioti (2011), stated that tourist tend to choose
a destination based
on what they have seen previously on a popular film or a tv
show. This can happen
voluntarily or involuntarily as well as consciousness and
subconsciousness. Vagionis
and Loumioti (2011) further explains that it is the expectation
of different experiences
which motivates people to travel to a destination. It was noted
that a destination
placement in a film is the most effective product placement.
Film setting is the most
effective marketing and attracting viewers’ attention.
2.8 Destination Image
According to Al Rais et al (2018), destination image is the sum
of beliefs, ideas and
impressions that an individual has on a destination. Images and
perceptions are
formed by tourist organisations, televisions, films and
advertising.
Yen and Croy (2013) described destination image as people’s
impression on
destination. It is a tourist perception of the attributes and
attractions within that
destination. In addition, they highlighted the importance of film
and media when it
comes to image formation. They noted that a glocal approach
which looks at global
and local elements in the process of image formation can be
seen by the influence of
film and potential image it will have on that certain destination.
According to Kim (2012), media represents visual images of
social, cultural activities
and experiences which influences individuals and audiences.
These visual images
forms expectations and imagination of a certain place. Kim
(2012) noted that this
idea is called “place-myths” where people imagine a mixture of
images of that certain
location. Media productions create images of a destination
which draws potential
tourists and influences their destination choices. (Kim, 2010,
para. 6-8).
24
Beerli and Martin (2004), stated in an article that destination
image is formed by
tourist’s idea and emotional interpretation which relates to two
components the
cognitive and perceptive evaluations. Individuals create images
of a certain
destination based on their own knowledge and experiences from
that destination.
Beerli and Martin (2004), added that the two components and
affective evaluation
influence directly on the image as a whole. Based on the
information and the
illustrationprimary sources of destination image plays a big role
in people’s
perception as it is based on their first-hand experience, they are
also influenced by
secondary sources which represents images formed by travel
and entertainment
industries.
Figure 2.8: Model of formation of destination image. (Beerli
and Martin, 2004).
Echtner and Ritchie (1991), explained that the process of image
formation is the
development of a mental construct which is based on
impressions chosen from a
flood of information which comes from advertising, people’s
opinions, media, and
movies. Echtner and Ritchie (1991) added that a destination
image can be highly
influenced and changed by first-hand experiences. This concept
is similar to what
Busby et al (2013), noted in their article where they emphasised
three types of
destination image, the organic, induced and complex. Organic
image is gained
informally through education and media. On the other hand,
induced destination
25
image is gained through films, tv shows, advertising, brochures
and travel agencies.
Complex image is gained from travel experiences and activities.
Figure 2.9:
Gunn’s Seven Phases of the Travel Experience (Echtner &
Ritchie, 1991).
Gunn’s concept of Seven phases explains a step by step stages
of an individual
travel experience, the concept shows how an individual form
their image of a
destination which changes after their own participation and
experiences from that
travel.
Figure 2.10: The components of destination image Echtner &
Ritchie, 1991)
2.9 Effects of Films on Destinations
26
1. Accumulation of mental images about travel experiences
2. Modification of those images by further information
3. Decision to take a trip
4. Travel to a destination
5. Participation at a Destination
6. Return Home
7. Modification of images based on travel experiences
According to Hahm and Wang (2011), films have big influence
on destinations both
positive and negative. Films create a multiplier effect, such as
image enhancement,
increase revenue and tourist influx. Popular films can help raise
awareness of a
destination and increase tourists travel motivations to that
certain destination.
Influence of film on destination image also plays a big role in
consumer’s decision
making. (Hahm and Wang, 2011).
Tuclea and Nistoreanu (2011), discusses the benefits of film
tourism in their article
which looks at all positive impacts’ films can have on
destinations. Most obvious one
is the increase in revenue in tourism industry. As well as
increasing cultural value of
the film site locations gaining publicity and greater awareness.
Tuclea and
Nistoreanu (2001), adds that host cities gain exposure globally
compared to other
destination which have not been featured in films or TV.
Television series are highly
influential because it highlights the beauty of that destination
increasing hype and
desire to travel. However, there are negative effects of a film on
destinations such as
the environmental damage, local disruption and price inflation.
Tuclea and
Nistoreanu, 2011).
2.10 Applicable Theories
This study will refer to various theories mentioned in this
chapter such as the push
and pull theory, seeking and escaping, TCL & TCP models and
optimum arousal
theory. The push and pull factors will be applied in generating
the questionnaire and
help understand people’s travel motivations. By presenting
questions based on the
push and pull factors which are also related to the other theories
mentioned it can be
identified whether the theories are accurate by linking people’s
responses to those
factors mentioned in the theories.
2.11 Conclusion
In conclusion, it is obvious that film tourism is an increasing
phenomenon which is
worth exploring. Media and film are a powerful tool to
influence fans and tourists to
travel. Travel motivation is a set of interest and an internal
factor which drives people
27
to travel. It is important to acknowledge that TV series plays a
big role in motivating
and enticing tourists as they are powerful in representing and
promoting locations.
Travel motivation theories are important to help understand and
identify people’s
travel motivation. Theories such as the push and pull provides a
starting point which
can be linked to the other travel motivation theories the seeking
and escaping theory
looks at seeking experiences while escaping, TCL and TCP
models are of great
importance as they focus on people’s motivations based on their
needs and how
those needs can be linked to film tourism factors. The optimum
arousal is similar to
seeking and escaping but seeks a higher level of satisfaction and
excitement during
travel. Destination image is important in decision making and
travel choices. It
influences motivation and brings both positive and negative
effect which is why it is
important for a destination to possess a positive image. Film
locations benefit from
film and TV as they create awareness of that destination
attracting visitors and
increasing revenue. Films highlight the beauty of that
destination increasing hype
and desire to travel.
28
Chapter 3: Methodology
3.1 Introduction
Firstly, the aim and research questions are restated followed by
definition of
research and the different types of research. Secondly,
quantitative and qualitative
methods are discussed stating the different type of approaches.
Thirdly, research
strategy is discussed and what approach the project will
undertake. This chapter
looks at the process of pilot and sampling strategy and which
strategy were
employed during the study. This is then followed by discussion
of distribution and
access to participants as well as justification of each survey
questions and how they
have been influenced by the literature review. Finally, data
analysis, reliability,
validity and ethical issues are explained.
3.2 Aim of this research
The aim is to understand the scale of the global cultural
phenomenon Game of
Thrones and why it motivates tourists to visit Croatia
particularly Dubrovnik.
3.3 Research Questions:
Thrones influenced fans to
travel to Croatia?
experience when
travelling to the show’s filming location?
29
vation to travel to
Croatia now that the
show has ended?
3.4 What is Research?
According to Blaxter et al (2010), research is a systematic
investigation in finding
answers to a problem. Habib et al (2014) defines research as a
scientific and
systematic investigation in establishing facts or collect
information on a subject which
is presented in detailed and accurately. According to Kothari
(2004) research is
important because it teaches logical, analytical thinking and
organisation. In addition,
Kothari (2004) emphasised that research provides intellectual
satisfaction of
knowledge to improve something or perform better, in other
words it is very useful in
developing principles which contributes to understand and
generate a solution to a
problem. Research is an important source that provide formal
guidelines to solve
different problems. (Kothari, 2004, p.7). The statement above is
further cemented by
Habib et al (2014) who highlighted the importance of research
as it expands
knowledge, generating new ideas which are implemented for the
benefit of
organisations and industries to develop society.
3.5 Research Philosophy
According to Saunders et al (2019), research philosophy is the
assumptions and
beliefs about knowledge development in a particular field.
Saunders et al (2019),
highlighted that individuals make various assumptions at every
stage of research
which includes assumptions of realities based on experience,
human knowledge and
their own values which could influence the research process. In
addition,
30
assumptions influence how research questions are understood,
use of methods and
interpretation of findings. (Saunders et al, 2019, p.130).
Figure 3.1: Research onion (Saunders et al, 2019).
Saunders et al (2019), illustrates the research onion in
understanding research
philosophy. The outer layer consists of the five philosophies
positivism, critical
realism, interpretivism and pragmatism (Saunders et al, 2019).
The next layer is the
approach to theory development such as deduction, abduction
and induction this
then leads to choices of methods and strategies and the inner
layer is data
procedure. (Saunders et al, 2019).
3.6 Application to this Study
Based on the information, the applicable philosophy for this
study is positivism as
this study involves measurement of data through quantitative
approach by using
online survey, analysis of findings will be based on participants
unbiased responses.
Inductive approach is also applicable as theories were identified
before data
collection followed by analysis of findings.
31
3.7 Research Design for this Project
Descriptive research design is employed for this project as the
study is focusing on
Game of Thrones phenomena and the impact on people’s travel
motivations. To help
find answers to research questions, a detailed description is
necessary by data
collection using an online questionnaire with structured
questions. Responses from
participants will be described which contributes to the aim of
this research and
questions.
3.8 Types of Research Design
Hair et al (2011), discussed the three types of research design
such as exploratory,
descriptive and casual research. The authors further explain that
exploratory
research is used when researchers have no knowledge about a
certain problem, it is
used to develop and gain understanding on a problem and
opportunity which is
useful for innovative industries. (Hair et al, 2011 p.148).
While descriptive research focuses on description of events and
phenomena, it is
used to identify information on the characteristics of a
particular problem. It offers a
detailed description of a particular event through interviews,
observations and
document reviews. (Habib et al, 2014, p.8).
According to Hair et al (2011), casual research is more complex
as it examines
whether an event affects another event which causes another
problem. The cause
and effect relationship of casual research has four conditions
these are time
sequence, covariance, nonspurious association and theoretical
support.
3.9 Primary Research vs Secondary Research
32
According to Dawson (2009), primary research is a study of a
particular subject
using first-hand observations and your own data collection.
Walliman (2017), stated
that methods in primary research are, questionnaire, interviews,
observations and
experiments. Primary research is the chosen method for data
collection, direct
responses from participants will be collected and will be applied
for this project.
While secondary research is the collection of information
conducted by other
researchers which can be collected through books and online
sources. (Dawson,
2009, p.46). According to Smith (2008), secondary research is
a collection of data
already gathered by another researcher. For this project, no
secondary data will be
collected as the project is focused on primary research.
3.10 Quantitative and Qualitative Research
Quantitative research is empirical which consists of large-scale
sets of data
presented as gathering of factual data. (Blaxter et al, 2010,
p.65). Quantitative
involves data collection which can then be converted into
numerical form to calculate
statistics and draw conclusion. The authors further stated that
quantitative
determines whether predictions of theories are accurate by
testing, measuring with
numbers and analysing statistics. (Habib et al,2014, p.9).
Qualitative research collects and analyse data in non-numeric
forms which involves
in depth exploration. (Blaxter et al, 2010. P.65). Qualitative
focuses on individual’s
experiences, by analysing and interpreting data from
observation and exploration
based on people’s actions and statements.
3.10.1 Difference of Quantitative and Qualitative Research
Quantitative Research Qualitative Research
Purpose Exploratory and no
conclusive evidence
Descriptive and
conclusive
Sample Size Large samples Small samples
33
Question Type Structured questions Broad range of questions
Interpretation Statistical analysis Subjective interpretation
Figure 3.2: The differences of Quantitative and Qualitative
study according to (Habib
et al, 2014).
3.10.2 Justification for Quantitative
Quantitative research is employed for the research project
because this is the most
applicable approach to help achieve the aim and answer the
research questions.
This type of study, a quantitative research is needed to achieve
reliable and valid
responses as this study requires answers from a high number of
participants.
Responses from a qualitative or interviews are not suitable for
this kind of topic as
qualitative relies on face to face interviews this process is
impossible to achieve as
the study requires at least 30 participants. Utilising quantitative
approach will
provide the most efficient and convenient way to obtain
responses from participants.
Therefore, an online survey has been created which is easily
accessible through
Facebook and can be self-completed by respondents.
Quantitative will also provide
statistical data needed for the study.
3.11 Research Strategy
This research will undertake quantitative research through
online questionnaire. A
questionnaire is important in methodology as it is used to
extract data from
respondents. A questionnaire also provides consistency and
records answers for
data analysis. (Hague et al 2013, p.107) Questionnaires are
written instrument which
presents questions to respondents to which they are to react by
selecting or writing
answers. (Dornyei and Tacguchi, 2009, p.3-5).
A structured questionnaire has been created which consist of
closed ended
questions. According to Dillman et al (2014) closed ended
questions provides
participants a list of options to choose from and ask respondents
to choose the most
34
applicable answer. The researcher employed closed ended
questions in the survey
because they are time efficient which will keep the respondents
engaged and are
more likely to continue and complete the full questionnaire.
The questionnaire is designed with a combination of
behavioural and attitudinal
questions based on the research topic focusing on people’s
travel motivation and
experiences. According to Hague et al (2013) behavioural
questions are used to
understand and determine people’s actions and decisions. On
the other hand,
Attitudinal questions are used to understand people’s
perceptions, opinions and
beliefs as emotions have a high influence on consumer’s
behaviour. (Hague et al,
2013, p.111)
For this study, the survey was created online in Google Forms
as this is the one of
most cost effective compared to other survey tools available
online. According to
Fogli and Herkenhoff (2017) a survey is a systematic data
collection to describe,
compare or explain the knowledge, attitudes and behaviour of a
particular group.
Fogli and Herkenhoff (2017) added that surveys are used to
uncover useful
information by asking questions about their feelings,
motivations, plans, beliefs and
personal backgrounds. The online questionnaire is to be
circulated online through
social media platform Facebook, so that respondents can easily
access and
complete it. It also reaches a high number of potential
participants globally. The
introduction of the survey stated the purpose of the study, the
length to complete it
and who is conducting the research.
3.12 Pilot Testing
According to Stopher (2012), Pilot trial is useful to test the
aspects of the
questionnaire ensuring that everything works as planned.
Piloting the questionnaire
has many purposes such as assessing response rates, completion
rates and a base
to improve a survey. Brace (2008), stated that the two key tests
when piloting a
questionnaire are reliability and validity. A questionnaire can be
considered as
35
reliable if it provides distribution of responses consistently on
the other hand validity
measures the intended data. (Brace, 2008, p. 175).
The online questionnaire was initially created for trial to five
participants, this is to
ensure that everything worked accordingly such as functions,
correctness and
direction. Some of the participants highlighted that the survey
tittle got them
interested to participate, while others highlighted that the
options needed
amendments, such as adding a not applicable option for those
who have not
participated in GoT Tourism, allowing respondents to select
multiple choices about
Croatia’s image, types of sources when selecting a destination
and changing the age
category from 18. The pilot study was very helpful for the
researcher to improve the
questionnaire before circulation.
3.13 Sampling
According to Vanderstoep and Johnston (2009), sampling is the
selection of best
suited participants for the study to help achieve the research
objectives. The authors
added that a sample is the set of participants who will
participate in the study. The
chosen sampling strategy for this research is snowball sampling
as a small group of
people were invited to participate during the pilot study.
(Vanderstoep and Johnston,
2009, p. 27). Convenience sampling is the selection of
participants based on their
accessibility and availability (Vanderstoep and Johnston 2009,
p. 27). This strategy
is also being employed in the study as participants are invited
through Facebook
initially with friends, colleagues and GoT Facebook groups
using the researcher’s
personal Facebook account this is also helpful in achieving
unbiased results as the
survey is open to both non-fans and fans of GoT. The potential
problem which may
occur by employing the chosen strategies is that the survey may
not reach many
suitable respondents which may have an impact on the result.
3.14 Distribution and Access to Participants
After improvement of the online questionnaire the researcher
circulated the survey
link through Facebook initially with friends, distribution of the
survey was solely on
36
Facebook, no other social media or communication tools were
used. The researcher
also requested to join Game of Thrones Facebook groups as well
as travel and film
location groups which were all accepted. The researcher also
contacted the group
administrators for permission of posting, 9 out of 10 GoT
groups accepted and
agreed for the online survey to be posted and shared. 4 travel
Facebook groups and
3 film location groups also agreed on the survey to be posted
and share the survey
on their personal Facebook accounts.
Figure 3.3: Questionnaire Distribution to Facebook Groups
3.15 Survey Questions and Justification
37
38
Figure 3.4: Justification of Survey Questions
39
3.16 Data Analysis
According to Punch (2003), the data can be prepared before
analysis by data
cleaning and data entry which refers to tidying up sets of data.
Answers need to be
proofread by the researcher before data processing. (Punch,
2003 p.48). In
quantitative study there are three main types of analysis which
can be employed
such as summarising and reducing data, descriptive level
analysis and relationships
analysis. (Punch, 2003, p.48).
Google Forms is used for the questionnaire which summarises
the results in
percentage and provides charts to show responses. It also shows
individual
responses through an excel document. The document for
individual responses will
be useful if data tidying is needed.
3.17 Reliability
Reliability is the consistency of measured data, if results are the
same every time,
then reliability is assessed. (Abbott and McKinney, 2012, p.45).
The term reliability is
described by Cohen et al (2017) as dependability, consistency
and replicability over
time, over instruments and over groups of participants.
Primary quantitative research is used to increase the reliability
of this study. As
quantitative gathers statistic data directly from respondents.
Also, the online
questionnaire is open to everyone aged 18 and over therefore
the data collected will
be based on all respondents and not just those fans of Game of
Thrones. Descriptive
approach is the chosen method to provide reliable data gathered
from respondents
which will contribute to data being reliable.
3.18 Validity
According to Punch (2003), validity means that data collected
represents accuracy
and depends on the respondents’ state of mind and attitude. It
also involves whether
the participants are qualified to answer the questions. (Punch,
2003, p.46). Piloting
the questionnaire helped to assess the questionnaire’s validity.
By testing the
40
questionnaire, the researcher gathered comments from the small
group of
participants to improve and correct mistakes. The online survey
was tested before
circulation to improve and ensure validity. Feedback collected
from the small sample
was utilised to improve the survey and increase validity.
3.19 Ethical Considerations
According to Vanderstoep and Jonston (2009) research ethics is
concerned on how
the participants are treated during the study and how data are
handled after
collection. Vogt et al (2012) highlighted that respondents’
privacy are important and
this should be respected by keeping data anonymous and
confidential. The survey
introduction states that all responses from participants will be
kept anonymous and
confidential.
The survey is only open to participants at age 18 and over, the
participation of the
survey is voluntary therefore it is up to participants whether
they would like to
participate or not, they can withdraw from the survey anytime.
Each questions of the
survey have been carefully generated to avoid issues during the
study. An ethics
form has been submitted before the questionnaire has been
circulated and collection
of data. (Appendix 2)
3.20 Conclusion
In conclusion, research is important in finding answers to
certain issues as it
provides a systematic process to establish factual and accurate
information. When
searching for the right research approach it is crucial to select
the appropriate
research design whether exploratory, descriptive and casual
research. Quantitative
and qualitative methods are both useful in research, however
they have different
approaches. Quantitative can be utilised in a large-scale
research as it provides
statistical analysis and help measure and predict accuracies.
While qualitative
method is useful for a small-scale sample and involves in depth
investigation through
41
observation, interpretation of people’s actions and statements.
The chosen research
strategy for this project is quantitative by employing online
questionnaire as an
instrument. An online survey is a fast and efficient way to
collect data from
respondents, it offers accessibility and convenience reaching
respondents world-
wide. It is an advantage that the survey will require little time
and self-completed by
respondents. The survey is created with close ended questions
which is time
efficient as respondents are provided with a list of answers
rather than stating their
responses. The survey also consists of behavioural and
attitudinal questions which
relates to literature review as the topic is travel motivation.
Behavioural and
attitudinal questions help understand people’s decisions,
perceptions, opinions and
beliefs. Pilot testing was beneficial for improvement and
identify mistakes before
circulation. Snowball and convenience sampling were employed
as strategy during
the research. Social media specifically Facebook was utilised to
distribute the
survey, the researcher approached Game of Thrones Facebook
groups as well as
Croatian travel and film location groups to invite potential
participants. Each question
is justified explaining why those questions are being used and
how they relate to
literature review. Most questions ask about people’s awareness
of GoT and if the
show have influenced them to travel and participate in tourism
activities. Some
questions are also used to measure people’s motivation by
rating travel motivation
push and pull factors. It is also useful during data analysis to
summarise, clean and
proofread the data collected. Reliability can be assessed by its
consistency overtime,
as quantitative method is employed, data collected will be
reliable as responses are
gathered directly from participants. Validity is important in
collecting data to ensure
accuracy, the pilot testing ensured the survey was functional
and allowed
improvement of the questionnaire which also contributes to data
being valid. As the
survey is open to everyone all responses are from people who
are tourists, fans of
GoT and non-fans this helps achieve unbiased results. It is
crucial to consider ethical
issues to ensure all participants are treated fairly, data collected
will be kept
confidential and anonymous.
42
Chapter 4: Findings and analysis
4.1 Introduction
This chapter discuss findings and analysis of the data gathered
by the online survey,
initially, this focuses on participants’ demographics. Secondly
this chapter discusses
the number of fans and non-fans of Game of Thrones and the
participants familiarity
of the show. This then leads to findings on participant’s travel
companion, as well as
investigation on Croatia’s popularity if people would consider
Croatia as a travel
destination. Fourthly, the chapter discuss findings of the
influence of film and tv
series on travel decisions, and types of activities respondents
would participate in
during their travel to Got filming locations. Next the chapter
focuses on travel
motivation findings based on what factors respondents find very
important when
choosing a destination and travelling. This is followed by
results whether participants
will recommend Game of Thrones inspired tourism, as well as
identifying participants
perception of Croatia as a travel destination. This is then
followed by analysing
participants choices of information sources on when choosing a
destination. Lastly,
the chapter discusses the findings based on participants most
memorable
experiences during their travel and whether they are still
motivated to travel to GoT
filming locations after the show has concluded.
The online survey was made live for the duration of two weeks
from 24th of February
2020 to 8th of March 2020, the survey was distributed solely
through the social media
platform Facebook and received a total of 90 responses. To
achieve unbiased
results the online survey was open to both non-fans and fans of
Game of Thrones.
4.2 Demographics
43
The first three questions are focusing on demographics, first
question was to identify
the participants gender, followed by their age group and
nationality.
According to survey results 68 respondents were female and 22
respondents were
male. The majority of responses were from female respondents
which is (75.6%) this
could be due to the survey was communicated through Facebook
and also the
researcher has more female friends than male. According to
Joiner et al (2014)
social networking sites, particularly Facebook have 66 per cent
female active users
than males. In addition, Joiner et al (2014) females spend more
time on Facebook
than males with an average use of 84 minutes daily while males
spend 64 minutes a
day.
Fi
gure 4.1: Gender of Respondents
In the age group category 30 respondents who participated are
aged between 25-39
while 29 respondents are aged between 40-63, 26 respondents
being in the 18-24
age group and 5 respondents are aged 64-79. Majority of the
respondents are from
the age group of 25-39.
As the survey was distributed on Facebook including Game of
Thrones community
groups and travel groups, the survey received responses from a
mixture of different
age groups.
44
Fig
ure 4.2: Age group of Respondents
The respondents represented 20 countries, the results show that
majority are British,
followed by American respondents. 13 out of 30 British
respondents said they are
fans of Game on Thrones. 16 American respondents were all
fans of GoT. While
only 6 out of 13 Filipino respondents said they were fans of
GoT. All Canadian and
Australian respondents were also fans of GoT.
Figure 4.3: Nationalities of Respondents
45
4.3 Game of Thrones Fandom
As the research is focused on travel motivation based on the
influence of Game of
Thrones, it was crucial to identify whether participants have
watched the American
TV series Game of Thrones. The questions were dedicated on
participants’
awareness of GoT, fandom and Game of Thrones inspired
tourism.
The participants were asked if they watched GoT, the result
shows that 61 out of 90
respondents have watched Game of Thrones while 29
respondents said they have
not watched the TV Series. Majority if the respondents are
familiar of GoT while the
respondents who have not watched the show provides data for
non-Game of
Thrones tourists and their motivations.
Figure 4.4: Familiarity of Game of Thrones
Participants were also asked if they consider themselves a fan
of Game of Thrones
54 of the participants responded “yes” while 36 respondents
answered “no”. Out of
the 61 respondents who watched the show only 3 of them would
not consider
themselves a fan.
46
Figure 4.5: Game of Thrones Fandom
The respondents were asked if they have participated in Game
of Thrones film
tourism, the result shows that only 12 of the respondents have
participated in Game
of Thrones film tourism while 78 respondents said they have not
participated in GoT
film tourism. The data is due to the survey being open to
everyone and not just
focusing on Game of Thrones fans to avoid biased result.
Figure 4.6: Game of Thrones film tourism
4.4 Choice of Film Location as a Travel Destination
For this research project, it is important to identify participants
travel experience,
destination choices and their awareness of Croatia as a travel
destination.
47
Participants were asked if they have travelled in the past and
who they were
travelling with, 29 respondents said they travelled with family,
12 respondents
travelled alone while 12 respondents travelled with a partner
and 9 respondents
travelled with a friend. The largest percentage surveyed
travelled with family, this
can be explained by the majority of age group between 25 to 39
who are family
orientated. According to Durko and Petrick (2016) travelling as
a family can build
stronger bond and relationships. The authors added that
travelling is beneficial for
families to create memories and maintain family well-being.
(Durko and Petrick,
2016, para. 4).
Figure 4.7: Participants’ Travel companions
Participants were also asked if they have travelled to
destinations portrayed in a film
or TV, 48 respondents answered “no” while 42 respondents
answered “yes”. This
data suggests that more than half of the respondents have not
travelled to a film
location before. This result may be due to financial limitations,
visa restrictions and
individuals who are not interested in film or Tv series.
48
Figure 4.8: Travel in Film or Tv locations
Participants were asked if they would choose Croatia as a travel
destination, 60
respondents answered “yes” while 26 respondents answered
“maybe” and 3
respondents answered “no”. The survey result suggest that
Croatia is a desirable
destination to visit. Those unsure may not be aware of Croatia
as a holiday
destination and as many respondents are from outside of Europe
it can be
suggested that they are not familiar of Croatia.
Figure 4.9: Croatia as a destination choice
Respondents were asked if they have travelled to Croatia only
18 respondents have
travelled to Croatia before while 72 respondents answered “no”.
A small percentage
of those surveyed had travelled to Croatia which could explain
the 29 percent maybe
responds in the previous chart.
49
Figure 4.10: Croatia as a travel destination
Participants were also asked if Game of Thrones have
influenced them to choose
Croatia as a travel destination. 41 respondents answered “no”
while 29 respondents
answered this was not applicable to them and 22 respondents
answered “yes”. 25
per cent of the responses have been influenced by Game of
Thrones. The 33 per
cent not applicable are the people who have not watched the TV
show.
Figure 4.11: Game of Thrones Influence
Participants were asked if they would participate in Game of
Thrones inspired
activities if they travel to Croatia, 49 respondents answered
“yes” while 41
respondents answered “no”. The majority would like to
participate in GoT inspired
50
activities in Croatia. It is worth considering that 30 per cent of
the respondents have
not seen the show which influenced the result.
Figure 4.12: Game of Thrones inspired travel activities
participation
4.5 Filming Locations
The next questions are to identify whether participants have
been influenced by a
film or Tv series to travel, what activities they would
participate in during their travel
and what their travel motivations are.
Participants were asked if they have been influenced by a film
or TV series to travel
to filming locations, 52 respondents answered “yes” while 38
respondents answered
“no”. The survey result indicates that the greater amount has
been influenced by a
film or Tv series.
51
Figure 4.13: Influence of Film and Tv Series
Participants were asked what activities they plan to do during
their travel to GoT
filming locations. 37 respondents would take a photo of or with
a sign, 34
respondents would go on a GoT tour, 33 respondents would take
a selfie while 31
respondents would buy a souvenir, 25 would take a picture with
the cast, 21
respondents would get an autograph from the cast, 17
respondents would use a
guidebook while 15 respondents would recreate a shot from tv
show, 13 respondents
would meet up with other GoT fans community and 11
participants would dress up
as one of the characters.
The most popular activities are taking a photo with a sign,
selfie, go on a GoT tour
and buying souvenirs. The least popular being dressing up as
one of the characters
and roleplay which are for the hardcore fans.
Figure 4.14: Participation in Travel Activities
52
4.6 Travel Motivations
The next questions are to help identify the important factors
participants consider
when choosing a destination and are focusing on participants
travel motivations
which are based on the push and pull theory.
Participants were asked to rate the following factors based on
their importance when
choosing a GoT filming destination between 1-5. The results
show that 42
respondents say that scenery and landscapes are very important
when choosing a
destination, activities were also rated as important, while
celebrity was rated as not
important at all. Scenery, landscapes and weather were rated the
most important.
Based on the result, these three factors of Place aspect in the
Pull theory which are
scenery, landscape and weather are the most influential factors
in people’s choice of
travel destinations.
Figure 4.15: Important Factors in choosing a filming location
Participants were also asked to rate the following travel
motivations based on their
importance. Experience was the highest and rated by most
respondents as very
important. Most respondents also rated relaxation, curiosity and
escape as very
53
important. Romance, education, novelty and nostalgia were
rated as important travel
motivations, on the other hand ego-enhancement, status,
pilgrimage, self-identity,
self-actualisation and fantasy were rated as not important at all.
Based on the result, experience is a very important travel
motivation among
participants, experience is one of the internal drives of push
factors theory. As the
relaxation, curiosity and escape factors were also rated very
important, this data can
also be related to the seeking and escaping theory which
suggests that people travel
to escape their daily lives while seeking rewarding experiences
such as recreation
and social interaction. (Singh and Best, 2004, p. 100).
Figure 4.16: Important factors on travel motivations
4.7 Croatian Tourism and Destination Image
As this research project is also investigating Croatian tourism it
is necessary to
identify whether individuals would recommend GoT inspired
tourism. As destination
image is discussed in the literature review, it is very important
for this study to
identify people’s perception of Croatia as a destination,
destination image is created
by various sources of information, so the next questions were
employed to
investigate what people use when searching for a travel
destination.
Participants were asked if they would recommend Game of
Thrones inspired
tourism, 55 respondents answered “yes”, and 35 respondents
answered “no”. It is
54
worth considering when looking at the result those who have not
watched the show
(33 per cent) could not recommend Game of Thrones inspired
tourism.
Figure 4.17: Game of Thrones inspired tourism recommendation
Participants were asked on what images they have in mind about
Croatia, 55
respondents answered History and Culture followed by
Croatia’s attractive
landscapes which got 52 responses, 44 respondents also
answered pleasant
weather, while 38 respondents answered beautiful beaches and
only 37 respondents
answered King’s Landing. The result shows an equal image or
perception about
Croatia. This suggests that Croatia is known for their history
and culture, having
attractive landscapes, pleasant weather and beautiful beaches.
The options of
answers are based on the attractiveness of a destination which
draws people’s
attention based on the Place aspect of the 3P’s concept in push
and pull theory.
55
Figure 4.18: Croatia’s destination image
Participants were asked what sources of information they use
when choosing a
destination. Based on the results 74 respondents use the internet
for information
searching, 54 respondents are influenced from word of mouth
from family and
friends, 42 respondents use social media as a source of
information when choosing
a destination while 24 respondents use holiday brochures and
only 22 respondents
uses TV or movie when choosing a travel destination.
According to Yasin et al
(2017), people gather information from various sources during
travel decision,
individuals rely on two internal and external information
sources. Internal sources are
from their own experiences and recommendations from family
or friends while
external information sources are from advertisements,
guidebooks, internet and
travel agencies. Information sources are important before
choosing a destination to
gain knowledge and reduce risks. (Yasin et al, 2017, para 2).
56
Figure 4.19: Sources of Information when choosing a
destination.
4.8 Travel Experience and Satisfaction
To understand people’s satisfaction from their travel
experience, participants were
asked what their most memorable experience during their travel,
by employing an
open-ended question, respondents were able to indicate their
answers based on
their own memorable experiences. It is important to understand
if their memorable
experiences influence their travel motivations. Data from the
result can also be
related to travel motivation theories and factors discussed in the
literature review
such as push and pull theory, seeking and escaping, the travel
career pattern and
optimum arousal theory.
57
The majority of the answers are beautiful scenery, landscapes,
experience and
culture which can be related to push and pull factors. The
second most popular
answers are meeting new people, spending time with family and
loved ones which
can be explained with the travel career pattern in relationship
forming and social
interaction. The other responses such as exploration and unique
travel experiences
can be linked to optimum arousal theory which suggests that
people travel to gain a
high level of excitement by participating in activities.
58
59
Figure 4.20: Participants most memorable experience
One of the research questions is to identify if fans and tourist
are still motivated to
travel to GoT filming locations now that the show has
concluded. 51 respondents
answered they will still travel to GoT film locations, while 23
respondents answered
“maybe”, and 16 respondents answered “no”. From the data it
can be suggested that
people are still motivated to travel to GoT film locations and
those participants who
answered “maybe” and “no” are the respondents who have not
watched GoT and
non-fans of the Tv show.
Figure 4. 21: Travel motivation after Game of Thrones Finale
60
4.9 Conclusion
It is found that the majority were females, this can be explained
as the online survey
was distributed solely on Facebook which research suggest that
there are more
female active users than males. By utilizing Facebook as a tool
for survey circulation
the data shows a mix of age groups from respondents and
majority of those are from
the 25-39 category. The result also suggest that the survey
received responses from
20 countries and majority of respondents are British, however,
majority of Game of
Thrones fans are Americans, Canadians and Australians. The
data presents that 61
out of 90 respondents have watched Game of Thrones and only
29 of them have not
watched the show. Only 3 out of 61 respondents who watched
the show do not
consider themselves as a GoT fan. Only 12 respondents who
travelled to GoT
filming locations, but this result may be due to financial
limitations and visa
restrictions as many respondents are from outside of Europe.
Based on the
responses, most participants have travelled with family which
can be explained as
research suggests that people travel with their family to create
memories and build
stronger relationship. More than half of respondents have not
travelled to a
destination portrayed in film or television before, while 42
respondents have travelled
to filming locations by looking at this result it is worth
considering that there are
people who are not interested in film or Television series. Based
on findings about
Croatia as a destination choice, the result presents that Croatia
is a highly desirable
place to visit, while only 20 per cent of the respondents have
travelled to Croatia
those who have not travelled would consider Croatia as a travel
destination.
Although only 25 per cent of the respondents indicated that they
have been
influenced by GoT to choose Croatia it is worth considering that
33 per cent have not
watched the show. Majority of the respondents would like to
participate in GoT
inspired activities if they travel to Croatia most popular
activities are taking photos
with a sign, selfies, go on GoT tour and buying souvenir. 52
respondents say they
have been influenced by a Film or Tv series to travel.
According to findings on
important factors in destination choices respondents rated
scenery, landscapes and
weather as very important which are the three factors of Place
in the 3P’s concept in
pull theory. Data suggests that these factors are most influential
and when choosing
61
a film destination. Experience, curiosity and escape were rated
by most respondents
as very important travel motivations. These results can be
linked to push theory of
travel motivation and the seeking and escaping theory which
suggest that people
travel for recreation while escaping their daily stressors.
Croatia’s image to
participants shows an equal result with history and culture being
the highest,
followed by attractive landscape, pleasant weather, beautiful
beaches and Kings’
Landing being last, this result indicates that Croatia has a
positive image not due to
GoT but because of its natural beautiful characteristics. The
findings present that
people rely on internet and recommendations from friends and
family when
information searching on destination choices. In contribution to
travel motivation
study, participants were asked their memorable travel
experiences, they were
identified as scenery, landscape, experience and culture which
relates to push and
pull factors. Social interaction, relationship forming can be
linked to the TCP model.
Exploration and travel activities participation can be related to
optimum arousal
theory. The last question was to identify if people are still
motivated to travel after the
GoT finale, results suggest that majority of respondents
indicated that they are still
motivated to travel to GoT film locations even after the show
has ended.
62
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First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St
First thingSecond thingChakraborty, P., & Suresh, A. S. A St

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First thingSecond thingChakraborty, P., & Suresh, A. S. A St

  • 1. First thing Second thing Chakraborty, P., & Suresh, A. S. A Study of Factors of Consumer Buying Behavior and its Influence on Consumer Perception: Evidence from Value Fashion Retail in The City of Bengaluru. The model you use in the paper, I need this article of your model, because I can’t find it through the internet. Third thing When the model was changed, what other parts were modified? Methodology 3.1 Introduction Firstly, the aim and research questions are restated followed by definition of research and the different types of research. Secondly, quantitative and qualitative methods are discussed stating the different type of approaches. Thirdly, research strategy is discussed and what approach the project will undertake. This chapter looks at the process of pilot and sampling strategy and which strategy were employed during the study. This is then followed by discussion of distribution and access to participants as well as justification of each sur vey questions and how they have been influenced by the literature review. Finally, data analysis, reliability, validity and ethical issues are explained. 3.2 Aim of this research The aim is to understand the scale of the global cultural
  • 2. phenomenon Game of Thrones and why it motivates tourists to visit Croatia particularly Dubrovnik. 3.3 Research Questions: · Has TV broadcasting of Game of Thrones influenced fans to travel to Croatia? · How has the show changed Dubrovnik’s image? · What do fans of Game of Thrones hope to achieve and experience when travelling to the show’s filming location? · Do fans of the show still have the motivation to travel to Croatia now that the show has ended? 3.4 What is Research? According to Blaxter et al (2010), research is a systematic investigation in finding answers to a problem. Habib et al (2014) defines research as a scientific and systematic investigation in establishing facts or collect information on a subject which is presented in detailed and accurately. According to Kothari (2004) research is important because it teaches logical, analytical thinking and organisation. In addition, Kothari (2004) emphasised that research provides intellectual satisfaction of knowledge to improve something or perform better, in other words it is very useful in developing principles which contributes to understand and generate a solution to a problem. Research is an important source that provide formal guidelines to solve different problems. (Kothari, 2004, p.7). The statement above is further cemented by Habib et al (2014) who highlighted the importance of research as it expands knowledge, generating new ideas which are implemented for the benefit of organisations and industries to develop society. 3.5 Research Philosophy According to Saunders et al (2019), research philosophy is the assumptions and beliefs about knowledge development in a particular field. Saunders et al (2019), highlighted that individuals make various assumptions at every stage of research which includes assumptions of realities based on experience, human knowledge and their own values which could influence
  • 3. the research process. In addition, assumptions influence how research questions are understood, use of methods and interpretation of findings. (Saunders et al, 2019, p.130). Figure 3.1: Research onion (Saunders et al, 2019). Saunders et al (2019), illustrates the research onion in understanding research philosophy. The outer layer consists of the five philosophies positivism, critical realism, interpretivism and pragmatism (Saunders et al, 2019). The next layer is the approach to theory development such as deduction, abduction and induction this then leads to choices of methods and strategies and the inner layer is data procedure. (Saunders et al, 2019). 3.6 Application to this Study Based on the information, the applicable philosophy for this study is positivism as this study involves measurement of data through quantitative approach by using online survey, analysis of findings will be based on participants unbiased responses. Inductive approach is also applicable as theories were identified before data collection followed by analysis of findings. 3.7 Research Design for this Project Descriptive research design is employed for this project as the study is focusing on Game of Thrones phenomena and the impact on people’s travel motivations. To help find answers to research questions, a detailed description is necessary by data collection using an online questionnaire with structured questions. Responses from participants will be described which contributes to the aim of this research and questions. 3.8 Types of Research Design Hair et al (2011), discussed the three types of research design such as exploratory, descriptive and casual research. The authors further explain that exploratory research is used when researchers have no knowledge about a certain problem, it is
  • 4. used to develop and gain understanding on a problem and opportunity which is useful for innovative industries. (Hair et al, 2011 p.148). While descriptive research focuses on description of events and phenomena, it is used to identify information on the characteristics of a particular problem. It offers a detailed description of a particular event through interviews, observations and document reviews. (Habib et al, 2014, p.8). According to Hair et al (2011), casual research is more complex as it examines whether an event affects another event which causes another problem. The cause and effect relationship of casual research has four conditions these are time sequence, covariance, nonspurious association and theoretical support. 3.9 Primary Research vs Secondary Research According to Dawson (2009), primary research is a study of a particular subject using first-hand observations and your own data collection. Walliman (2017), stated that methods in primary research are, questionnaire, interviews, observations and experiments. Primary research is the chosen method for data collection, direct responses from participants will be collected and will be applied for this project. While secondary research is the collection of information conducted by other researchers which can be collected through books and online sources. (Dawson, 2009, p.46). According to Smith (2008), secondary research is a collection of data already gathered by another researcher. For this project, no secondary data will be collected as the project is focused on primary research. 3.10 Quantitative and Qualitative Research Quantitative research is empirical which consists of large-scale sets of data presented as gathering of factual data. (Blaxter et al, 2010, p.65). Quantitative involves data collection which can then be converted into numerical form to calculate statistics and draw conclusion. The authors further stated that quantitative
  • 5. determines whether predictions of theories are accurate by testing, measuring with numbers and analysing statistics. (Habib et al,2014, p.9). Qualitative research collects and analyse data in non-numeric forms which involves in depth exploration. (Blaxter et al, 2010. P.65). Qualitative focuses on individual’s experiences, by analysing and interpreting data from observation and exploration based on people’s actions and statements. 3.10.1 Difference of Quantitative and Qualitative Research Quantitative Research Qualitative Research Purpose Exploratory and no conclusive evidence Descriptive and conclusive Sample Size Large samples Small samples Question Type Structured questions Broad range of questions Interpretation Statistical analysis Subjective interpretation Figure 3.2: The differences of Quantitative and Qualitative study according to (Habib et al, 2014).3.10.2 Justification for Quantitative Quantitative research is employed for the research project because this is the most applicable approach to help achieve the aim and answer the research questions. This type of study, a quantitative research is needed to achieve reliable and valid responses as this study requires answers from a high number of participants. Responses from a qualitative or interviews are not
  • 6. suitable for this kind of topic as qualitative relies on face to face interviews this process is impossible to achieve as the study requires at least 30 participants. Utilising quantitative approach will provide the most efficient and convenient way to obtain responses from participants. Therefore, an online survey has been created which is easily accessible through Facebook and can be self-completed by respondents. Quantitative will also provide statistical data needed for the study. 3.11 Research Strategy This research will undertake quantitative research through online questionnaire. A questionnaire is important in methodology as it is used to extract data from respondents. A questionnaire also provides consistency and records answers for data analysis. (Hague et al 2013, p.107) Questionnaires are written instrument which presents questions to respondents to which they are to react by selecting or writing answers. (Dornyei and Tacguchi, 2009, p.3-5). A structured questionnaire has been created which consist of closed ended questions. According to Dillman et al (2014) closed ended questions provides participants a list of options to choose from and ask respondents to choose the most applicable answer. The researcher employed closed ended questions in the survey because they are time efficient which will keep the respondents engaged and are more likely to continue and complete the full questionnaire. The questionnaire is designed with a combination of behavioural and attitudinal questions based on the research topic focusing on people’s travel motivation and experiences. According to Hague et al (2013) behavioural questions are used to understand and determine people’s actions and decisions. On the other hand, Attitudinal questions are used to understand people’s perceptions, opinions and beliefs as emotions have a high influence on consumer’s behaviour. (Hague et al, 2013, p.111) For this study, the survey was created online in Google Forms
  • 7. as this is the one of most cost effective compared to other survey tools available online. According to Fogli and Herkenhoff (2017) a survey is a systematic data collection to describe, compare or explain the knowledge, attitudes and behaviour of a particular group. Fogli and Herkenhoff (2017) added that surveys are used to uncover useful information by asking questions about their feelings, motivations, plans, beliefs and personal backgrounds. The online questionnaire is to be circulated online through social media platform Facebook, so that respondents can easily access and complete it. It also reaches a high number of potential participants globally. The introduction of the survey stated the purpose of the study, the length to complete it and who is conducting the research. 3.12 Pilot Testing According to Stopher (2012), Pilot trial is useful to test the aspects of the questionnaire ensuring that everything works as planned. Piloting the questionnaire has many purposes such as assessing response rates, completion rates and a base to improve a survey. Brace (2008), stated that the two key tests when piloting a questionnaire are reliability and validity. A questionnaire can be considered as reliable if it provides distribution of responses consistently on the other hand validity measures the intended data. (Brace, 2008, p. 175). The online questionnaire was initially created for trial to five participants, this is to ensure that everything worked accordingly such as functions, correctness and direction. Some of the participants highlighted that the survey tittle got them interested to participate, while others highlighted that the options needed amendments, such as adding a not applicable option for those who have not participated in GoT Tourism, allowing respondents to select multiple choices about Croatia’s image, types of sources when selecting a destination and changing the age category from 18. The pilot study was very helpful for the researcher to improve the questionnaire before circulation.
  • 8. 3.13 Sampling According to Vanderstoep and Johnston (2009), sampling is the selection of best suited participants for the study to help achieve the research objectives. The authors added that a sample is the set of participants who will participate in the study. The chosen sampling strategy for this research is snowball sampling as a small group of people were invited to participate during the pilot study. (Vanderstoep and Johnston, 2009, p. 27). Convenience sampling is the selection of participants based on their accessibility and availability (Vanderstoep and Johnston 2009, p. 27). This strategy is also being employed in the study as participants are invited through Facebook initially with friends, colleagues and GoT Facebook groups using the researcher’s personal Facebook account this is also helpful in achieving unbiased results as the survey is open to both non-fans and fans of GoT. The potential problem which may occur by employing the chosen strategies is that the survey may not reach many suitable respondents which may have an impact on the result. 3.14 Distribution and Access to Participants After improvement of the online questionnaire the researcher circulated the survey link through Facebook initially with friends, distribution of the survey was solely on Facebook, no other social media or communication tools were used. The researcher also requested to join Game of Thrones Facebook groups as well as travel and film location groups which were all accepted. The researcher also contacted the group administrators for permission of posting, 9 out of 10 GoT groups accepted and agreed for the online survey to be posted and shared. 4 travel Facebook groups and 3 film location groups also agreed on the survey to be posted and share the survey on their personal Facebook accounts. Figure 3.3: Questionnaire Distribution to Facebook Groups
  • 9. 3.15 Survey Questions and Justification Figure 3.4: Justification of Survey Questions 3.16 Data Analysis According to Punch (2003), the data can be prepared before analysis by data cleaning and data entry which refers to tidying up sets of data. Answers need to be proofread by the researcher before data processing. (Punch, 2003 p.48). In quantitative study there are three main types of analysis which can be employed such as summarising and reducing data, descriptive level analysis and relationships analysis. (Punch, 2003, p.48). Google Forms is used for the questionnaire which summarises the results in percentage and provides charts to show responses. It also shows individual responses through an excel document. The document for individual responses will be useful if data tidying is needed. 3.17 Reliability Reliability is the consistency of measured data, if results are the same every time, then reliability is assessed. (Abbott and McKinney, 2012, p.45). The term reliability is described by Cohen et al (2017) as dependability, consistency and replicability over time, over instruments and over groups of participants. Primary quantitative research is used to increase the reliability of this study. As quantitative gathers statistic data directly from respondents. Also, the online questionnaire is open to everyone aged 18 and over therefore the data collected will be based on all respondents and not just those fans of Game of Thrones. Descriptive approach is the chosen method to provide reliable data gathered from respondents which will contribute to data being reliable.
  • 10. 3.18 Validity According to Punch (2003), validity means that data collected represents accuracy and depends on the respondents’ state of mind and attitude. It also involves whether the participants are qualified to answer the questions. (Punch, 2003, p.46). Piloting the questionnaire helped to assess the questionnaire’s validity. By testing the questionnaire, the researcher gathered comments from the small group of participants to improve and correct mistakes. The online survey was tested before circulation to improve and ensure validity. Feedback collected from the small sample was utilised to improve the survey and increase validity. 3.19 Ethical Considerations According to Vanderstoep and Jonston (2009) research ethics is concerned on how the participants are treated during the study and how data are handled after collection. Vogt et al (2012) highlighted that respondents’ privacy are important and this should be respected by keeping data anonymous and confidential. The survey introduction states that all responses from participants will be kept anonymous and confidential. The survey is only open to participants at age 18 and over, the participation of the survey is voluntary therefore it is up to participants whether they would like to participate or not, they can withdraw from the survey anytime. Each questions of the survey have been carefully generated to avoid issues during the study. An ethics form has been submitted before the questionnaire has been circulated and collection of data. (Appendix 2) 3.20 Conclusion In conclusion, research is important in finding answers to certain issues as it provides a systematic process to establish factual and accurate information. When searching for the right research approach it is crucial to select the appropriate research design whether exploratory, descriptive and casual research.
  • 11. Quantitative and qualitative methods are both useful in research, however they have different approaches. Quantitative can be utilised in a large-scale research as it provides statistical analysis and help measure and predict accuracies. While qualitative method is useful for a small-scale sample and involves in depth investigation through observation, interpretation of people’s actions and statements. The chosen research strategy for this project is quantitative by employing online questionnaire as an instrument. An online survey is a fast and efficient way to collect data from respondents, it offers accessibility and convenience reaching respondents worldwide. It is an advantage that the survey will require little time and self-completed by respondents. The survey is created with close ended questions which is time efficient as respondents are provided with a list of answers rather than stating their responses. The survey also consists of behavioural and attitudinal questions which relates to literature review as the topic is travel motivation. Behavioural and attitudinal questions help understand people’s decisions, perceptions, opinions and beliefs. Pilot testing was beneficial for improvement and identify mistakes before circulation. Snowball and convenience sampling were employed as strategy during the research. Social media specifically Facebook was utilised to distribute the survey, the researcher approached Game of Thrones Facebook groups as well as Croatian travel and film location groups to invite potential participants. Each question is justified explaining why those questions are being used and how they relate to literature review. Most questions ask about people’s awareness of GoT and if the show have influenced them to travel and participate in tourism activities. Some questions are also used to measure people’s motivation by rating travel motivation push and pull factors. It is also useful during data analysis to summarise, clean and proofread the data collected. Reliability can be assessed by its consistency overtime, as quantitative method is employed, data collected will be reliable as responses are gathered directly from participants. Validity is
  • 12. important in collecting data to ensure accuracy, the pilot testing ensured the survey was functional and allowed improvement of the questionnaire which also contributes to data being valid. As the survey is open to everyone all responses are from people who are tourists, fans of GoT and non-fans this helps achieve unbiased results. It is crucial to consider ethical issues to ensure all participants are treated fairly, data collected will be kept confidential and anonymous. An Investigation into how exhibition advertising affects customers’ behavior in Chinese clothing industry. Thank you for taking your time to fill this questionnaire. This questionnaire will be used for the purpose of completing the academic requirements of a research project. The research is about the investigation into how exhibition advertising affects customers’ behavior in Chinese clothing industry. 1. Please tick your gender [one-choice question] * ○Male ○Female 2. Have you participated in China International Trade Fair? [one-choice question] * ○Yes ○No 3. Do you agree that the exhibition is a better way to use in the clothing industry? [one-choice question] * ○Strongly disagree ○Disagree ○Neutral ○Agree ○Strongly agree
  • 13. 4. Have you seen any changes in customer buying behaviors after the exhibition? [one-choice question] * ○Yes ○No 5. Do you agree that the exhibitions are an effective way of reaching the consumers in the clothing industry? [one-choice question] * ○Strongly disagree ○Disagree ○Neutral ○Agree ○Strongly agree 6. What measures are used to determine customer behaviors after the exhibition? [multiple choice] * □Buying habits □Increased inquiries □Increased sales □Increased awareness on the brand □Increased participation in subsequent exhibitions □Impulse purchases □Massive or over consumption 7. Do you agree that exhibitions have been more effective in creating more brand awareness than other methods? [one-choice question] * ○Strongly disagree ○Disagree ○Neutral ○Agree ○Strongly agree 8. Has there been an increase in purchase of branded clothes after exhibitions? [one-choice question] *
  • 14. ○Yes ○No 9. What group of customers have increased their purchases after exhibitions? [one-choice question] * ○Male ○Female 10. What extent these exhibitions influenced the purchasing habits of the international customers? 11. Please describe the overall benefits with use of exhibitions in the clothing industry. [填空题] * _________________________________ The Game of Thrones Effect: An Investigation into Travel Motivation and Croatian Tourism Events Management BA (Hons) April 2020 Lili Gilston University of Huddersfield
  • 15. Declaration I declare that this project is the result of my own individual efforts and that it conforms to University, Departmental and Course regulations regarding cheating and plagiarism. No material contained within this project has been used in any other submission, by the author, for an academic award. Student’s name: Lili Gilston Signature: LM Gilston Date: 24th April 2020 2 Abstract The popularity of Game of Thrones has become a phenomenon attracting fans globally, it is worth investigating and exploring the scale of its popularity and how it affects peoples travel motivation and the huge impact it had on Croatia which was portrayed as King Landing. Data was collected from 90 participants to help identify
  • 16. people’s familiarity of Game of Thrones and their travel responses analysed to help draw a conclusion answering the research questions. This research project found that people’s travel motivations are experience, curiosity, escape and relaxation. Croatia’s beautiful landscape, history and culture are the characteristics that makes it a desirable place to visit, people are drawn to beautiful scenery and landscapes, the representation of Croatia in Game of Thrones had made Croatia an even more admirable travel destination. It is recommended that when conducting a research relating to this topic it is worthwhile to survey tourists on site by travelling to a filming location to gain a greater insight on their travel motivation. It is also useful to focus on people who are familiar with Game of Throne to measure the influence the show has had on people. 3
  • 17. Acknowledgements I would like to take this opportunity to express my sincerest gratitude to everyone who supported me during the process of completing this dissertation. Firstly, I would like to thank my research project supervisor Dr. Adam Dennett for guiding me in this project and his excellent teaching. I appreciate all your assistance and invaluable advice throughout the process. To all my family, my constant source of support, thank you for your tireless dedication and persistently believing in me. For your love and endless support, I am forever grateful. I also have to thank my friends for being there for me, their encouragement and helping me execute the pilot study. Thank you all for your patience and dedication. I thank all the participants of the online survey for this dissertation, without their participation this study would have been impossible to complete. I appreciate all your
  • 18. input. To the events teaching team especially Janna Wood, thank you for being a source of inspiration and your tireless work and passionate teaching. 4 Table of Contents Title Page…………………………………………….…………………… ……….……..1 Declaration…………………………………………………………… …………………..2 Abstract……………………………………………………………… ……………………3 Acknowledgment…………………………………………………… ……………………4 Table of Contents……………………………………………………………… ………..5 List of Figures……………………………………………………………… ……….……9 Chapter 1:
  • 19. Introduction……………………………………………………….… …...11 1.1 Rationale for this Research…………………………………………….………... 11 1.2 Aim…………………………………………………………………… …….……… 12 1.3 Research Questions…………………………………………………….……… …12 1.4 Layout of the Study……………………………………………………….….…….1 2 Chapter 2: Literature Review……………………………………………….…...….14 2.1 Introduction………………………………………………………… ……...……… 14 2.2 Tourism………………………………………………………...…… ………………14 2.3 Film Tourism…………………………………………………………….. …..……..14 2.4 Travel Motivation…………………………………………….….………... ………..16
  • 20. 2.5 TV Series as a Motivator…………………………………………………………..17 2.6 Travel Motivation Theories………………………………………………….…….17 2.6.1 Push and Pull Theory……………………………………………………17 2.6.2 The Seeking and Escaping Theory…………………………………….19 5 2.6.3 Travel Career Ladder & Travel Career Patterns……….……………. 20 2.6.4 Optimum Arousal Theory by Iso- Ahola……………………………….. 22 2.7 The Influence of Film……………………………………………………………….23 2.8 Destination Image…………………………………………………………………. .24 2.9 Effects of Films on Destination………...………………………………………….26 2.10 Applicable Theories………………………………………………………………. 27
  • 21. 2.11 Conclusion…………………………………………………………… ……………27 Chapter 3: Methodology………………………………………………………… …...29 3.1 Introduction………………………………………………………… ……………….29 3.2 Aim of Research……………………………………………………………… ……29 3.3 Research Questions……………………………………………………….…… …30 3.4 What is Research?................................................................................ ..........30 3.5 Research Philosophy…………………………………………………………… …30 3.6 Application to this Study…………………………………………………………...31 3.7 Research Design for this Project………………………………………………....32 3.8 Types of Research
  • 22. Design………………………………………………………...32 3.9 Primary vs Secondary Research………………………………………………….32 3.10 Quantitative and Qualitative Research………………………………………….33 3.10.1 Difference of Quantitative and Qualitative Research……...………..33 3.10.2 Justification for Quantitative……………………………………………34 3.11 Research Strategy………………………………………………………………. ..34 6 3.12 Pilot Testing………………………………………………………….…… ……….35 3.13 Sampling……………………………………………………………… …………...36 3.14 Distribution and Access to Participants…………………………………………36 3.15 Survey Questions and Justifications…………………………………………….37
  • 23. 3.16 Data Analysis……………………………………………………………… ………40 3.17 Reliability…………………………………………………………… ………………40 3.18 Validity……………………………………………………………… ………………40 3.19 Ethical Considerations……………………………………………………… ….…41 3.20 Conclusion…………………………………………………………… ………….…41 Chapter 4: Findings and Analysis…………………………………………………..43 4.1 Introduction………………………………………………………… …………..……43 4.2 Demographics……………………………………………………… ….………...….43 4.3 Game of Thrones Fandom…………………………………………….…………...46 4.4 Choice of Film Location as a Travel Destination…………………….……...…...47
  • 24. 4.5 Filming Locations……………………………………………………….…… ……...51 4.6 Travel Motivations………………………………………………………… ……….. 53 4.7 Croatian Tourism and Destination Image…………………………….…………..54 4.8 Travel Experience and Satisfaction………………………………….……………57 4.9 Conclusion………………………………………………………….… ……………..60 Chapter 5: Conclusion and Discussion……………………………………………62 5.1 Introduction………………………………………………………… ………………..62 7 5.2 Answers to Research Questions…………………………………………………..62 5.3 Key Conclusions from Findings……………………………………………..……...63
  • 25. 5.4 Research Limitations…………………………………………………………… …...65 5.5 Recommendations for Future Research…………………………………..………65 5.6 Contribution to Knowledge……………………………………………….…….…...6 6 6.0 Reference List………………………………………………………………….... …..67 7.0 Appendices…………………………………………………………… …….....……..75 Appendix 1: Online Questionnaire……………………………………………...75 Appendix 2: Ethical Review Form………………………………..…….....……84 Appendix 3: Responses to Question 20…………………………..………...…87 Appendix 4: Distribution of Survey to Facebook Groups……….……...…….90 Appendix 5: Research Plan……………………………………………………..93 8
  • 26. List of Figures Chapter 2 Figure Caption Page Number 2.1 Scope of Tourism 15 2.2 Culture Geography 16 2.3 Types of Film Tourist 18 2.4 3 P’s of Push and Pull Factors 18 Fig 2.5 The seeking and escaping model 20 2.6 The concept of Travel Career Ladder 21 2.7 The three layers of Travel Career Pattern 22 2.8 Formation of Destination Image Model
  • 27. 25 2.9 Seven phases of Travel Experience 26 2.10 The components of Destination Image 26 Chapter 3 3.1 Research Onion 30 3.2 Difference of Quantitative vs Qualitative 33 3.3 Distribution of the Online Questionnaire 37 3.4 Justification of Survey Questions 39 Chapter 4 4.1 Gender of Respondents 44 4.2 Age Group 45
  • 28. 4.3 Nationalities 45 4.4 Familiarity of Game of Thrones 46 4.5 Game of Thrones 47 9 Fandom 4.6 Game of Thrones Film Tourism 47 4.7 Travel Companions 48 4.8 Travel in Film/ TV locations 49 4.9 Croatia as a Destination Choice 49 4.10 Croatia as a Travel Destination 50
  • 29. 4.11 Game of Thrones Influence 50 4.12 Game of Thrones Inspired Travel Activities 51 4.13 Influence of Film and TV Series 51 4.14 Participation in Travel Activities 52 4.15 Important Factors in Choosing a Location 52 4.16 Important Factors on Travel Motivations 54 4.17 GoT inspired Tourism Recommendation 55 4.18 Croatia’s Destination
  • 30. Image 55 4.19 Sources of Information 56 4.20 Participants Most Memorable Experience 58 4.21 Travel Motivation after Game of Thrones Finale 59 10 Chapter 1: Introduction 1.1 Rationale for this Research The topic was chosen as it is fascinating how the show Game of Thrones has influenced fans to travel and the impact it had on Croatian tourism; therefore, it is worthwhile to investigate this issue to understand the situation as limited study has been conducted to explore the topic. Game of thrones was a popular American TV
  • 31. series which became a phenomenon, attracting millions of fans globally. According to Maddeaux (2017) one of the biggest travel trends is the Game of Thrones inspired tourism which proved lucrative to many countries who served as filming locations of the famous series. Croatian city Dubrovnik portrayed as King’s Landing have benefitted from the show’s popularity due to a boost in tourism and destination exposure. (Maddeaux, 2017, para 3). Rodriguez (2015) stated in an article that the TV series has transformed Croatia into a Kingdom of Tourism and Set jetting, the Game of Thrones effect on the country’s tourism industry is huge. Rodriguez (2015) added that GoT filming has created more employment, ignoring the negative effect of disruption in the capital city Dubrovnik. It was reported in 2014 by Tourism Competitive Intelligence that 45 million international tourists chose a particular destination they saw from a film or TV. Smith (2019), stated in his article that Game of thrones has had
  • 32. a massive impact both on tourists and Croatia, the show has had both positive and negative effect on the city of Dubrovnik. Tour guides benefitted from the show’s popularity while the local residents criticised it as their home turned into Disneyland. Croatia’s tourists board revealed that in 2018 overseas arrivals reached 18.4 million compared to 2010, only 9 million people visited Croatia (Smith, 2019, para 2-4). Judging by the statistics it is obvious that influx of tourist has doubled since the production of Game of Thrones Radman (2017) noted that American tourists would flock to Dubrovnik increasing demand and hype. Many in Croatia such as local businesses capitalised from the 11 show’s impact on tourism. Radman (2017), said most tourists who visited Croatia in year 2017 had said that they were visiting Croatia primarily
  • 33. because of Game of Thrones. Radman (2017) described the effect as mass fan- franchise-following tourism, the huge impact of the show is unreal as the amount of tourist arrivals has outnumbered the population of the country. There were reports of a shortage of workers in tourism and service industry, these workers are crucial to meet high tourist demands. The negative impact of the popular show on Croatia is further highlighted by Foster (2017) she stated the negative impacts are causing serious concerns, due to overcrowding, local community disruption and the risk of losing its World heritage status. There is a limit to the number of tourists entering the city to keep it sustainable. As a result, the city’s Mayor launched a plan to cap entrants to 8,000 a day, installing cameras to monitor people entering and leaving the city. (Foster, 2017). 1.2 Aim
  • 34. The aim of this research is to understand the scale of the global cultural phenomenon Game of Thrones and why it motivates tourists to visit Croatia particularly Dubrovnik. 1.3 Research Questions travel to Croatia? experience when travelling to the show’s filming location? Croatia now that the show has ended? 1.4 Layout of the Study Chapter 1: Introduction 12
  • 35. Chapter 2: Review of Literature Chapter 3: Research Methodology Chapter 4: Findings and Analysis Chapter 5: Conclusion and Discussion 13 Chapter 2: Literature Review 2.1 Introduction This chapter discusses tourism and definitions of film tourism by different authors.
  • 36. This is then followed by discussing travel motivation and what motivates people to travel. Thirdly, this chapter will focus on TV series as a motivator by representing destinations on screen. Travel motivation theories are discussed and why they are relevant in understanding tourist motivation. Next, this chapter will also focus on the influence of film in the tourism industry. Lastly, destination image and concepts are discussed and what relevant theories this study will apply. 2.2 Tourism In order to understand film tourism, it is worth exploring what tourism is, according to Pender and Sharpley (2005) tourism is an activity which people participate outside their normal environment for at least 24 hours for leisure, business and other purposes. In addition, Pender and Sharpley (2005), highlighted that there are three basic elements in tourism these are tourists, geographical elements and the tourism industry. Firms and organisations in the travel industry intends to provide the specific
  • 37. needs and wants of travellers. (Pender and Sharpley, 2005, p. 33). Based on the definition stated, tourists travel for recreation purposes this is important to highlight as this study will be focusing on film tourism. 2.3 Film Tourism According to Beeton (2005), travellers are highly motivated by the influence and the power of film and media. Places shown in films and tv series are recognised, driving 14 tourists to travel to those locations. Beeton (2005) defines film- induced tourism as relating to on- location tourism after being portrayed in films and televisions set in a certain destination. Hudson and Ritchie (2006), described the study of film touri sm as movie induced or film induced tourism, the authors further stated film tourism is a tourist visit to a destination depicted on television, video and cinema. Hudson
  • 38. and Ritchie (2006), further explains that film tourism is an increasing phenomenon in the entertainment and travel industry. Another author defines film tourism as a tourist activity which is induced by viewing film, television, videos and recorded products. Films and TV shows creates images of a place which has an effect on viewers perception. (Connell, 2012, para 11). The term film tourism has been defined as a visitation of a location that has been used in filming a movie or series. (Buchmann et al, 2010, para 13). Based on the definitions stated above, all of them are very similar and highlights the significance of film tourism both on entertainment and travel industry. It can be suggested that visual presentations and images are very powerful in enticing tourists which contributes to film tourism. Fig ure 2.1: Connell (2012), noted the scope of film tourism.
  • 39. 15 Figure 2.2: Culture Geography based on Connell’s (2012) article. 2.4 Travel Motivation According to Snepenger et al (2006), Murray defines motivation as an internal factor which arouses, directs and integrates human behaviour. Snepenger et al (2006) further stated that many theorists have various definition of travel motivation, Dann defines travel motivation as a meaningful state of mind which drives people to travel. In addition, Snepenger et al (2006) says that theorists Crompton and McKay defines travel motivation as conceptualised dynamic process of internal psychological factors. Pearce (2011), describes tourist motivation as a set of interest in human behaviour, it is a connection of biological and cultural forces that give value to travel choice and experience. All of the definitions stated have similar meaning, it can be
  • 40. suggested based on the definitions above that travel motivation is a psychological internal factor and have a huge influence on people’s decision and motivation to travel. 16 2.5 TV Series as a Motivator Chang (2015), discussion on travel motivation suggests that although movies and TV series are both powerful to entice viewers to travel, televi sion series have bigger impact than movies on people. Because television series have longer filming, allowing viewers and potential tourist to have longer experience and immerse themselves in the storyline and characters. Chang (2015), highlighted that consumption of tv series is a form of escapism, which is a factor of internal motivation in individuals. Television series convey powerful messages and can
  • 41. rebrand a location’s image positively. Chang (2015), noted that tv series can stimulate emotional engagement and intimacy with locations used in the Tv show. Television productions can be persuasive in influencing audience travel motivation, therefore higher exposure and viewing of Tv series can motivate viewers to travel to that location. (Chang, 2015, para. 7-8). To further cement this suggestion, Al Rais et al (2018) stated that television series influence the minds of audiences to visit filming locations. Films and Tv series are used to promote awareness of a certain destination without great efforts as tv and media have become influential in attracting viewers’ attention through accessible and reliable visual information. Tv series and film have become important in motivating tourists. Al Rais et al (2018), stated that motivation towards a destination is formed by empathy, nostalgia, authenticity, familiarity and the attributes of that destination. The push and pull factor theory can be linked to the statements
  • 42. above as the pull factors are the features portrayed on TV such as scenery and landscapes are attracting and motivating people to travel. 2.6 Travel Motivation Theories 2.6.1 Push and Pull Theory 17 Macionis (2004) noted in his article Understanding the Film Induced Tourist that the theory of push and pull factor in tourism motivation is the most applicable concept in the study of film tourist motivation. Pull factors attract tourist while push factors drives tourists to action. In addition, there are diverse range of push factors related with visiting film locations, such as fantasy, escape, status, prestige and search for self-concept or identity. Pull factors are the features that attracts tourist to a destination it may be the weather, landscape or scenery. Macionis (2004) noted that three types of film tourist have been
  • 43. categorised. Figure 2.3: The three types of film tourist and their motivations (Macionis, 2004) The concept of 3P’s also discussed by Macionis, which can be useful when investigating tourist motivations. Macionis (2004) further explains the 3P’s, Place aspects such as location, scenery and picturesque landscapes which attracts the viewers or tourists. Next is the performance aspect this could be the theme, storyline or plot from the film that draws tourist to that destination. Last element is the personality showcasing celebrities, film stars and characters from the film which can also be a pull factor in travel motivation. 18 Figure 2.4: The 3P’s in push and pull factors (Macionis, 2004) To further support Macionis discussion, Garcia et al (2014) discusses the push and pull theory, push factors are origin related and intangible intrinsic desires of a tourist
  • 44. such as desire for escape, relaxation and adventure while pull factors are related to the attractiveness of a destination and consists of tangible characteristics such as beaches, recreation facilities and culture. With these factors people are pushed to pursue those travel desires and pulled by destination attractiveness. (Garcia et al, 2014, para. 14). This suggestion by the authors is similar to Macionis statement about push and pull factors however, it is slightly different as it suggests a deeper explanation of the push factors which were explained as origin related and intrinsic desires. 2.6.2 The Seeking and Escaping Theory According to Singh and Best (2004), Iso-Ahola’s theory of seeking and escaping believes that peoples travel behaviour derived from their desire to escape from daily personal environment while seeking rewarding experiences. The escaping factor means leaving their daily routine behind such as work and other
  • 45. commitments, while the seeking factor refers to exploring, recreation, social interaction and learning from experiences. (Singh and Best, 2004, p-100). This theory can be linked to film tourism as people travel to film locations for recreation, interaction and gaining experience. 19 Figure 2.5: The seeking and escaping model (Singh and Best, 2004). 2.6.3 Travel Career Ladder and Travel Career Patterns According to Hsu and Huang (2008), two frameworks can be used to understand travel motivation the TCL and TCP models which are based on Maslow’s hierarchy of needs. The TCL model looks at tourist needs or motivations which is organised by the hierarchy, relaxation needs placed at the lowest, which is then followed by the safety needs, relationship needs, self-esteem and fulfilment needs goes at the top of
  • 46. the ladder. In addition, Hsu and Huang (2008), emphasised that people’s travel motivation changes with their travel experiences. The more experience they get from travelling, their motivations changes and seeks a higher level of satisfaction and needs in their travel career. The idea of TCL model is that people’s travel motives moves upward accumulated from their travel experiences. This theory can be applicable to film tourism and the types of film tourist because as people’s travel career moves upward, they seek a certain destination which may be seen in a film to satisfy their needs of fulfilment and development. 20 Figure 2.6: The Concept of Travel Career Ladder (Hsu and Huang, 2008). Travel career patterns or TCP has three layers of travel motivations, Hsu and Wang (2008) discusses that each layer has different motivations. The core layer which is
  • 47. the most important of all three consists novelty, escape, relax and relationship enhancement. This is followed by the second layer which consists of moderate travel motivations these are self-actualisation, nature and host site involvement. The third and last layer consist of nostalgia, isolation and social status which are less important motivations in travel. In addition, all pleasure travellers are influenced by the most important motives. (Hsu and Wang 2008, p. 18). It is important to look at the most important motivations of the TCP as it can be suggested that it can be applicable to film tourism as it focuses on novelty and escape, these two factors provide film tourists the recreation they seek while exploring a new environment away from their daily routine. 21 Figure 2.7 The three layers of Travel Career Pattern model (Pearce, 2011).
  • 48. 2.6.4 Optimum Arousal Theory by Iso-Ahola Another travel motivation theory which is useful for this study is the Optimum Arousal Theory. According to Prentice (2004), the intrinsic motivation optimal arousal by Iso- Ahola defines complexity of motivation. Initiated by superficial reasons which can progress into deeper perception of freedom and competence seeking for optimal arousal in biological, socialisation and personality. Prentice (2004) stated that this theory is of great importance as a reminder that it is difficult to measure people’s real motivations. Iso-Ahola model believes that people will seek environment where they can experience personal psychological equilibrium, if overstimulated they will seek an environment that has lower overwhelming stimuli. However, if they are under stimulated tourists will choose a destination to meet their expectations of excitement. (Kler, 2009, p.30). 22
  • 49. Fridgen (1984) stated that the Optimal Arousal theory believes that individuals seeks a new satisfying environment and social situations while escaping daily life’s pressure and personal environments. Fridgen (1984) the theory further suggests that travelling provides optimal experiences to modulate stress of arousal and gain psychological satisfactions. This theory is applicable to film tourism as it states that people travel to seek excitement while escaping their daily environment, so it can be suggested that those fans and film tourist travel to film destinations to meet their desires and expectations of a new environment those portrayed in films and Tv series to experience exciting activities. 2.7 The Influence of Film According to Spears et al (2012), discussion on influence of film in tourism industry, films and tv viewings has a massive effect on people. Previous studies reported that
  • 50. films and TV shows create a motivation to travel. Tv shows and films affect viewers choices in destinations. Spears et al (2012), emphasises that one of the most powerful tools in publicity is film. Target audience, storyline and destination image are connected, people are seeking to explore new locations escaping their daily routine. (Spears et al, 2012, para.4). In addition, Spears et al (2012), noted that people’s perception of a potential destination is affected by the storyline, attractive presentations of destinations can create a travel inspiration which can increase travel motivation. Tourist who are a fan of a certain movie and tv show are more likely to participate in activities during their travels. (Spears et al, 2012). The statement above is further cemented by St-James et al (2017) where past research have shown that there is a desire from film tourists to be close to a film and destination, allowing them to have a connection associated with
  • 51. that film and mythical settings. St-James et al (2017), added that audience involvement studies 23 suggests that individuals interpretation of their viewing experience consist of emotional, cognitive, behavioral and referential. Viewing experiences can bring a sense of connection with the storyline and location which influence people’s motive and intention to travel to those filming locations. (St-James et al, 2017, para. 6-7). Vagionis and Loumioti (2011), stated that tourist tend to choose a destination based on what they have seen previously on a popular film or a tv show. This can happen voluntarily or involuntarily as well as consciousness and subconsciousness. Vagionis and Loumioti (2011) further explains that it is the expectation of different experiences which motivates people to travel to a destination. It was noted that a destination
  • 52. placement in a film is the most effective product placement. Film setting is the most effective marketing and attracting viewers’ attention. 2.8 Destination Image According to Al Rais et al (2018), destination image is the sum of beliefs, ideas and impressions that an individual has on a destination. Images and perceptions are formed by tourist organisations, televisions, films and advertising. Yen and Croy (2013) described destination image as people’s impression on destination. It is a tourist perception of the attributes and attractions within that destination. In addition, they highlighted the importance of film and media when it comes to image formation. They noted that a glocal approach which looks at global and local elements in the process of image formation can be seen by the influence of film and potential image it will have on that certain destination. According to Kim (2012), media represents visual images of social, cultural activities
  • 53. and experiences which influences individuals and audiences. These visual images forms expectations and imagination of a certain place. Kim (2012) noted that this idea is called “place-myths” where people imagine a mixture of images of that certain location. Media productions create images of a destination which draws potential tourists and influences their destination choices. (Kim, 2010, para. 6-8). 24 Beerli and Martin (2004), stated in an article that destination image is formed by tourist’s idea and emotional interpretation which relates to two components the cognitive and perceptive evaluations. Individuals create images of a certain destination based on their own knowledge and experiences from that destination. Beerli and Martin (2004), added that the two components and affective evaluation influence directly on the image as a whole. Based on the information and the
  • 54. illustrationprimary sources of destination image plays a big role in people’s perception as it is based on their first-hand experience, they are also influenced by secondary sources which represents images formed by travel and entertainment industries. Figure 2.8: Model of formation of destination image. (Beerli and Martin, 2004). Echtner and Ritchie (1991), explained that the process of image formation is the development of a mental construct which is based on impressions chosen from a flood of information which comes from advertising, people’s opinions, media, and movies. Echtner and Ritchie (1991) added that a destination image can be highly influenced and changed by first-hand experiences. This concept is similar to what Busby et al (2013), noted in their article where they emphasised three types of destination image, the organic, induced and complex. Organic image is gained
  • 55. informally through education and media. On the other hand, induced destination 25 image is gained through films, tv shows, advertising, brochures and travel agencies. Complex image is gained from travel experiences and activities. Figure 2.9: Gunn’s Seven Phases of the Travel Experience (Echtner & Ritchie, 1991). Gunn’s concept of Seven phases explains a step by step stages of an individual travel experience, the concept shows how an individual form their image of a destination which changes after their own participation and experiences from that travel. Figure 2.10: The components of destination image Echtner & Ritchie, 1991) 2.9 Effects of Films on Destinations 26 1. Accumulation of mental images about travel experiences
  • 56. 2. Modification of those images by further information 3. Decision to take a trip 4. Travel to a destination 5. Participation at a Destination 6. Return Home 7. Modification of images based on travel experiences According to Hahm and Wang (2011), films have big influence on destinations both positive and negative. Films create a multiplier effect, such as image enhancement, increase revenue and tourist influx. Popular films can help raise awareness of a destination and increase tourists travel motivations to that certain destination. Influence of film on destination image also plays a big role in consumer’s decision making. (Hahm and Wang, 2011). Tuclea and Nistoreanu (2011), discusses the benefits of film tourism in their article which looks at all positive impacts’ films can have on
  • 57. destinations. Most obvious one is the increase in revenue in tourism industry. As well as increasing cultural value of the film site locations gaining publicity and greater awareness. Tuclea and Nistoreanu (2001), adds that host cities gain exposure globally compared to other destination which have not been featured in films or TV. Television series are highly influential because it highlights the beauty of that destination increasing hype and desire to travel. However, there are negative effects of a film on destinations such as the environmental damage, local disruption and price inflation. Tuclea and Nistoreanu, 2011). 2.10 Applicable Theories This study will refer to various theories mentioned in this chapter such as the push and pull theory, seeking and escaping, TCL & TCP models and optimum arousal theory. The push and pull factors will be applied in generating the questionnaire and
  • 58. help understand people’s travel motivations. By presenting questions based on the push and pull factors which are also related to the other theories mentioned it can be identified whether the theories are accurate by linking people’s responses to those factors mentioned in the theories. 2.11 Conclusion In conclusion, it is obvious that film tourism is an increasing phenomenon which is worth exploring. Media and film are a powerful tool to influence fans and tourists to travel. Travel motivation is a set of interest and an internal factor which drives people 27 to travel. It is important to acknowledge that TV series plays a big role in motivating and enticing tourists as they are powerful in representing and promoting locations. Travel motivation theories are important to help understand and identify people’s travel motivation. Theories such as the push and pull provides a
  • 59. starting point which can be linked to the other travel motivation theories the seeking and escaping theory looks at seeking experiences while escaping, TCL and TCP models are of great importance as they focus on people’s motivations based on their needs and how those needs can be linked to film tourism factors. The optimum arousal is similar to seeking and escaping but seeks a higher level of satisfaction and excitement during travel. Destination image is important in decision making and travel choices. It influences motivation and brings both positive and negative effect which is why it is important for a destination to possess a positive image. Film locations benefit from film and TV as they create awareness of that destination attracting visitors and increasing revenue. Films highlight the beauty of that destination increasing hype and desire to travel. 28
  • 60. Chapter 3: Methodology 3.1 Introduction Firstly, the aim and research questions are restated followed by definition of research and the different types of research. Secondly, quantitative and qualitative methods are discussed stating the different type of approaches. Thirdly, research strategy is discussed and what approach the project will undertake. This chapter looks at the process of pilot and sampling strategy and which strategy were employed during the study. This is then followed by discussion of distribution and access to participants as well as justification of each survey questions and how they have been influenced by the literature review. Finally, data analysis, reliability, validity and ethical issues are explained. 3.2 Aim of this research The aim is to understand the scale of the global cultural phenomenon Game of
  • 61. Thrones and why it motivates tourists to visit Croatia particularly Dubrovnik. 3.3 Research Questions: Thrones influenced fans to travel to Croatia? experience when travelling to the show’s filming location? 29 vation to travel to Croatia now that the show has ended? 3.4 What is Research? According to Blaxter et al (2010), research is a systematic investigation in finding answers to a problem. Habib et al (2014) defines research as a scientific and systematic investigation in establishing facts or collect information on a subject which is presented in detailed and accurately. According to Kothari (2004) research is
  • 62. important because it teaches logical, analytical thinking and organisation. In addition, Kothari (2004) emphasised that research provides intellectual satisfaction of knowledge to improve something or perform better, in other words it is very useful in developing principles which contributes to understand and generate a solution to a problem. Research is an important source that provide formal guidelines to solve different problems. (Kothari, 2004, p.7). The statement above is further cemented by Habib et al (2014) who highlighted the importance of research as it expands knowledge, generating new ideas which are implemented for the benefit of organisations and industries to develop society. 3.5 Research Philosophy According to Saunders et al (2019), research philosophy is the assumptions and beliefs about knowledge development in a particular field. Saunders et al (2019), highlighted that individuals make various assumptions at every
  • 63. stage of research which includes assumptions of realities based on experience, human knowledge and their own values which could influence the research process. In addition, 30 assumptions influence how research questions are understood, use of methods and interpretation of findings. (Saunders et al, 2019, p.130). Figure 3.1: Research onion (Saunders et al, 2019). Saunders et al (2019), illustrates the research onion in understanding research philosophy. The outer layer consists of the five philosophies positivism, critical realism, interpretivism and pragmatism (Saunders et al, 2019). The next layer is the approach to theory development such as deduction, abduction and induction this then leads to choices of methods and strategies and the inner layer is data procedure. (Saunders et al, 2019).
  • 64. 3.6 Application to this Study Based on the information, the applicable philosophy for this study is positivism as this study involves measurement of data through quantitative approach by using online survey, analysis of findings will be based on participants unbiased responses. Inductive approach is also applicable as theories were identified before data collection followed by analysis of findings. 31 3.7 Research Design for this Project Descriptive research design is employed for this project as the study is focusing on Game of Thrones phenomena and the impact on people’s travel motivations. To help find answers to research questions, a detailed description is necessary by data collection using an online questionnaire with structured questions. Responses from participants will be described which contributes to the aim of this research and
  • 65. questions. 3.8 Types of Research Design Hair et al (2011), discussed the three types of research design such as exploratory, descriptive and casual research. The authors further explain that exploratory research is used when researchers have no knowledge about a certain problem, it is used to develop and gain understanding on a problem and opportunity which is useful for innovative industries. (Hair et al, 2011 p.148). While descriptive research focuses on description of events and phenomena, it is used to identify information on the characteristics of a particular problem. It offers a detailed description of a particular event through interviews, observations and document reviews. (Habib et al, 2014, p.8). According to Hair et al (2011), casual research is more complex as it examines whether an event affects another event which causes another problem. The cause
  • 66. and effect relationship of casual research has four conditions these are time sequence, covariance, nonspurious association and theoretical support. 3.9 Primary Research vs Secondary Research 32 According to Dawson (2009), primary research is a study of a particular subject using first-hand observations and your own data collection. Walliman (2017), stated that methods in primary research are, questionnaire, interviews, observations and experiments. Primary research is the chosen method for data collection, direct responses from participants will be collected and will be applied for this project. While secondary research is the collection of information conducted by other researchers which can be collected through books and online sources. (Dawson, 2009, p.46). According to Smith (2008), secondary research is a collection of data
  • 67. already gathered by another researcher. For this project, no secondary data will be collected as the project is focused on primary research. 3.10 Quantitative and Qualitative Research Quantitative research is empirical which consists of large-scale sets of data presented as gathering of factual data. (Blaxter et al, 2010, p.65). Quantitative involves data collection which can then be converted into numerical form to calculate statistics and draw conclusion. The authors further stated that quantitative determines whether predictions of theories are accurate by testing, measuring with numbers and analysing statistics. (Habib et al,2014, p.9). Qualitative research collects and analyse data in non-numeric forms which involves in depth exploration. (Blaxter et al, 2010. P.65). Qualitative focuses on individual’s experiences, by analysing and interpreting data from observation and exploration based on people’s actions and statements. 3.10.1 Difference of Quantitative and Qualitative Research
  • 68. Quantitative Research Qualitative Research Purpose Exploratory and no conclusive evidence Descriptive and conclusive Sample Size Large samples Small samples 33 Question Type Structured questions Broad range of questions Interpretation Statistical analysis Subjective interpretation Figure 3.2: The differences of Quantitative and Qualitative study according to (Habib et al, 2014). 3.10.2 Justification for Quantitative Quantitative research is employed for the research project because this is the most applicable approach to help achieve the aim and answer the research questions. This type of study, a quantitative research is needed to achieve reliable and valid responses as this study requires answers from a high number of participants.
  • 69. Responses from a qualitative or interviews are not suitable for this kind of topic as qualitative relies on face to face interviews this process is impossible to achieve as the study requires at least 30 participants. Utilising quantitative approach will provide the most efficient and convenient way to obtain responses from participants. Therefore, an online survey has been created which is easily accessible through Facebook and can be self-completed by respondents. Quantitative will also provide statistical data needed for the study. 3.11 Research Strategy This research will undertake quantitative research through online questionnaire. A questionnaire is important in methodology as it is used to extract data from respondents. A questionnaire also provides consistency and records answers for data analysis. (Hague et al 2013, p.107) Questionnaires are written instrument which presents questions to respondents to which they are to react by selecting or writing
  • 70. answers. (Dornyei and Tacguchi, 2009, p.3-5). A structured questionnaire has been created which consist of closed ended questions. According to Dillman et al (2014) closed ended questions provides participants a list of options to choose from and ask respondents to choose the most 34 applicable answer. The researcher employed closed ended questions in the survey because they are time efficient which will keep the respondents engaged and are more likely to continue and complete the full questionnaire. The questionnaire is designed with a combination of behavioural and attitudinal questions based on the research topic focusing on people’s travel motivation and experiences. According to Hague et al (2013) behavioural questions are used to understand and determine people’s actions and decisions. On the other hand,
  • 71. Attitudinal questions are used to understand people’s perceptions, opinions and beliefs as emotions have a high influence on consumer’s behaviour. (Hague et al, 2013, p.111) For this study, the survey was created online in Google Forms as this is the one of most cost effective compared to other survey tools available online. According to Fogli and Herkenhoff (2017) a survey is a systematic data collection to describe, compare or explain the knowledge, attitudes and behaviour of a particular group. Fogli and Herkenhoff (2017) added that surveys are used to uncover useful information by asking questions about their feelings, motivations, plans, beliefs and personal backgrounds. The online questionnaire is to be circulated online through social media platform Facebook, so that respondents can easily access and complete it. It also reaches a high number of potential participants globally. The introduction of the survey stated the purpose of the study, the
  • 72. length to complete it and who is conducting the research. 3.12 Pilot Testing According to Stopher (2012), Pilot trial is useful to test the aspects of the questionnaire ensuring that everything works as planned. Piloting the questionnaire has many purposes such as assessing response rates, completion rates and a base to improve a survey. Brace (2008), stated that the two key tests when piloting a questionnaire are reliability and validity. A questionnaire can be considered as 35 reliable if it provides distribution of responses consistently on the other hand validity measures the intended data. (Brace, 2008, p. 175). The online questionnaire was initially created for trial to five participants, this is to ensure that everything worked accordingly such as functions, correctness and
  • 73. direction. Some of the participants highlighted that the survey tittle got them interested to participate, while others highlighted that the options needed amendments, such as adding a not applicable option for those who have not participated in GoT Tourism, allowing respondents to select multiple choices about Croatia’s image, types of sources when selecting a destination and changing the age category from 18. The pilot study was very helpful for the researcher to improve the questionnaire before circulation. 3.13 Sampling According to Vanderstoep and Johnston (2009), sampling is the selection of best suited participants for the study to help achieve the research objectives. The authors added that a sample is the set of participants who will participate in the study. The chosen sampling strategy for this research is snowball sampling as a small group of people were invited to participate during the pilot study. (Vanderstoep and Johnston,
  • 74. 2009, p. 27). Convenience sampling is the selection of participants based on their accessibility and availability (Vanderstoep and Johnston 2009, p. 27). This strategy is also being employed in the study as participants are invited through Facebook initially with friends, colleagues and GoT Facebook groups using the researcher’s personal Facebook account this is also helpful in achieving unbiased results as the survey is open to both non-fans and fans of GoT. The potential problem which may occur by employing the chosen strategies is that the survey may not reach many suitable respondents which may have an impact on the result. 3.14 Distribution and Access to Participants After improvement of the online questionnaire the researcher circulated the survey link through Facebook initially with friends, distribution of the survey was solely on 36
  • 75. Facebook, no other social media or communication tools were used. The researcher also requested to join Game of Thrones Facebook groups as well as travel and film location groups which were all accepted. The researcher also contacted the group administrators for permission of posting, 9 out of 10 GoT groups accepted and agreed for the online survey to be posted and shared. 4 travel Facebook groups and 3 film location groups also agreed on the survey to be posted and share the survey on their personal Facebook accounts. Figure 3.3: Questionnaire Distribution to Facebook Groups 3.15 Survey Questions and Justification 37 38 Figure 3.4: Justification of Survey Questions 39
  • 76. 3.16 Data Analysis According to Punch (2003), the data can be prepared before analysis by data cleaning and data entry which refers to tidying up sets of data. Answers need to be proofread by the researcher before data processing. (Punch, 2003 p.48). In quantitative study there are three main types of analysis which can be employed such as summarising and reducing data, descriptive level analysis and relationships analysis. (Punch, 2003, p.48). Google Forms is used for the questionnaire which summarises the results in percentage and provides charts to show responses. It also shows individual responses through an excel document. The document for individual responses will be useful if data tidying is needed. 3.17 Reliability Reliability is the consistency of measured data, if results are the
  • 77. same every time, then reliability is assessed. (Abbott and McKinney, 2012, p.45). The term reliability is described by Cohen et al (2017) as dependability, consistency and replicability over time, over instruments and over groups of participants. Primary quantitative research is used to increase the reliability of this study. As quantitative gathers statistic data directly from respondents. Also, the online questionnaire is open to everyone aged 18 and over therefore the data collected will be based on all respondents and not just those fans of Game of Thrones. Descriptive approach is the chosen method to provide reliable data gathered from respondents which will contribute to data being reliable. 3.18 Validity According to Punch (2003), validity means that data collected represents accuracy and depends on the respondents’ state of mind and attitude. It also involves whether the participants are qualified to answer the questions. (Punch,
  • 78. 2003, p.46). Piloting the questionnaire helped to assess the questionnaire’s validity. By testing the 40 questionnaire, the researcher gathered comments from the small group of participants to improve and correct mistakes. The online survey was tested before circulation to improve and ensure validity. Feedback collected from the small sample was utilised to improve the survey and increase validity. 3.19 Ethical Considerations According to Vanderstoep and Jonston (2009) research ethics is concerned on how the participants are treated during the study and how data are handled after collection. Vogt et al (2012) highlighted that respondents’ privacy are important and this should be respected by keeping data anonymous and confidential. The survey introduction states that all responses from participants will be kept anonymous and
  • 79. confidential. The survey is only open to participants at age 18 and over, the participation of the survey is voluntary therefore it is up to participants whether they would like to participate or not, they can withdraw from the survey anytime. Each questions of the survey have been carefully generated to avoid issues during the study. An ethics form has been submitted before the questionnaire has been circulated and collection of data. (Appendix 2) 3.20 Conclusion In conclusion, research is important in finding answers to certain issues as it provides a systematic process to establish factual and accurate information. When searching for the right research approach it is crucial to select the appropriate research design whether exploratory, descriptive and casual research. Quantitative and qualitative methods are both useful in research, however they have different
  • 80. approaches. Quantitative can be utilised in a large-scale research as it provides statistical analysis and help measure and predict accuracies. While qualitative method is useful for a small-scale sample and involves in depth investigation through 41 observation, interpretation of people’s actions and statements. The chosen research strategy for this project is quantitative by employing online questionnaire as an instrument. An online survey is a fast and efficient way to collect data from respondents, it offers accessibility and convenience reaching respondents world- wide. It is an advantage that the survey will require little time and self-completed by respondents. The survey is created with close ended questions which is time efficient as respondents are provided with a list of answers rather than stating their responses. The survey also consists of behavioural and
  • 81. attitudinal questions which relates to literature review as the topic is travel motivation. Behavioural and attitudinal questions help understand people’s decisions, perceptions, opinions and beliefs. Pilot testing was beneficial for improvement and identify mistakes before circulation. Snowball and convenience sampling were employed as strategy during the research. Social media specifically Facebook was utilised to distribute the survey, the researcher approached Game of Thrones Facebook groups as well as Croatian travel and film location groups to invite potential participants. Each question is justified explaining why those questions are being used and how they relate to literature review. Most questions ask about people’s awareness of GoT and if the show have influenced them to travel and participate in tourism activities. Some questions are also used to measure people’s motivation by rating travel motivation push and pull factors. It is also useful during data analysis to
  • 82. summarise, clean and proofread the data collected. Reliability can be assessed by its consistency overtime, as quantitative method is employed, data collected will be reliable as responses are gathered directly from participants. Validity is important in collecting data to ensure accuracy, the pilot testing ensured the survey was functional and allowed improvement of the questionnaire which also contributes to data being valid. As the survey is open to everyone all responses are from people who are tourists, fans of GoT and non-fans this helps achieve unbiased results. It is crucial to consider ethical issues to ensure all participants are treated fairly, data collected will be kept confidential and anonymous. 42 Chapter 4: Findings and analysis 4.1 Introduction
  • 83. This chapter discuss findings and analysis of the data gathered by the online survey, initially, this focuses on participants’ demographics. Secondly this chapter discusses the number of fans and non-fans of Game of Thrones and the participants familiarity of the show. This then leads to findings on participant’s travel companion, as well as investigation on Croatia’s popularity if people would consider Croatia as a travel destination. Fourthly, the chapter discuss findings of the influence of film and tv series on travel decisions, and types of activities respondents would participate in during their travel to Got filming locations. Next the chapter focuses on travel motivation findings based on what factors respondents find very important when choosing a destination and travelling. This is followed by results whether participants will recommend Game of Thrones inspired tourism, as well as identifying participants perception of Croatia as a travel destination. This is then followed by analysing
  • 84. participants choices of information sources on when choosing a destination. Lastly, the chapter discusses the findings based on participants most memorable experiences during their travel and whether they are still motivated to travel to GoT filming locations after the show has concluded. The online survey was made live for the duration of two weeks from 24th of February 2020 to 8th of March 2020, the survey was distributed solely through the social media platform Facebook and received a total of 90 responses. To achieve unbiased results the online survey was open to both non-fans and fans of Game of Thrones. 4.2 Demographics 43 The first three questions are focusing on demographics, first question was to identify the participants gender, followed by their age group and nationality. According to survey results 68 respondents were female and 22
  • 85. respondents were male. The majority of responses were from female respondents which is (75.6%) this could be due to the survey was communicated through Facebook and also the researcher has more female friends than male. According to Joiner et al (2014) social networking sites, particularly Facebook have 66 per cent female active users than males. In addition, Joiner et al (2014) females spend more time on Facebook than males with an average use of 84 minutes daily while males spend 64 minutes a day. Fi gure 4.1: Gender of Respondents In the age group category 30 respondents who participated are aged between 25-39 while 29 respondents are aged between 40-63, 26 respondents being in the 18-24 age group and 5 respondents are aged 64-79. Majority of the respondents are from the age group of 25-39.
  • 86. As the survey was distributed on Facebook including Game of Thrones community groups and travel groups, the survey received responses from a mixture of different age groups. 44 Fig ure 4.2: Age group of Respondents The respondents represented 20 countries, the results show that majority are British, followed by American respondents. 13 out of 30 British respondents said they are fans of Game on Thrones. 16 American respondents were all fans of GoT. While only 6 out of 13 Filipino respondents said they were fans of GoT. All Canadian and Australian respondents were also fans of GoT. Figure 4.3: Nationalities of Respondents 45
  • 87. 4.3 Game of Thrones Fandom As the research is focused on travel motivation based on the influence of Game of Thrones, it was crucial to identify whether participants have watched the American TV series Game of Thrones. The questions were dedicated on participants’ awareness of GoT, fandom and Game of Thrones inspired tourism. The participants were asked if they watched GoT, the result shows that 61 out of 90 respondents have watched Game of Thrones while 29 respondents said they have not watched the TV Series. Majority if the respondents are familiar of GoT while the respondents who have not watched the show provides data for non-Game of Thrones tourists and their motivations. Figure 4.4: Familiarity of Game of Thrones Participants were also asked if they consider themselves a fan of Game of Thrones 54 of the participants responded “yes” while 36 respondents answered “no”. Out of
  • 88. the 61 respondents who watched the show only 3 of them would not consider themselves a fan. 46 Figure 4.5: Game of Thrones Fandom The respondents were asked if they have participated in Game of Thrones film tourism, the result shows that only 12 of the respondents have participated in Game of Thrones film tourism while 78 respondents said they have not participated in GoT film tourism. The data is due to the survey being open to everyone and not just focusing on Game of Thrones fans to avoid biased result. Figure 4.6: Game of Thrones film tourism 4.4 Choice of Film Location as a Travel Destination For this research project, it is important to identify participants travel experience, destination choices and their awareness of Croatia as a travel destination.
  • 89. 47 Participants were asked if they have travelled in the past and who they were travelling with, 29 respondents said they travelled with family, 12 respondents travelled alone while 12 respondents travelled with a partner and 9 respondents travelled with a friend. The largest percentage surveyed travelled with family, this can be explained by the majority of age group between 25 to 39 who are family orientated. According to Durko and Petrick (2016) travelling as a family can build stronger bond and relationships. The authors added that travelling is beneficial for families to create memories and maintain family well-being. (Durko and Petrick, 2016, para. 4). Figure 4.7: Participants’ Travel companions Participants were also asked if they have travelled to destinations portrayed in a film or TV, 48 respondents answered “no” while 42 respondents
  • 90. answered “yes”. This data suggests that more than half of the respondents have not travelled to a film location before. This result may be due to financial limitations, visa restrictions and individuals who are not interested in film or Tv series. 48 Figure 4.8: Travel in Film or Tv locations Participants were asked if they would choose Croatia as a travel destination, 60 respondents answered “yes” while 26 respondents answered “maybe” and 3 respondents answered “no”. The survey result suggest that Croatia is a desirable destination to visit. Those unsure may not be aware of Croatia as a holiday destination and as many respondents are from outside of Europe it can be suggested that they are not familiar of Croatia. Figure 4.9: Croatia as a destination choice Respondents were asked if they have travelled to Croatia only
  • 91. 18 respondents have travelled to Croatia before while 72 respondents answered “no”. A small percentage of those surveyed had travelled to Croatia which could explain the 29 percent maybe responds in the previous chart. 49 Figure 4.10: Croatia as a travel destination Participants were also asked if Game of Thrones have influenced them to choose Croatia as a travel destination. 41 respondents answered “no” while 29 respondents answered this was not applicable to them and 22 respondents answered “yes”. 25 per cent of the responses have been influenced by Game of Thrones. The 33 per cent not applicable are the people who have not watched the TV show. Figure 4.11: Game of Thrones Influence Participants were asked if they would participate in Game of Thrones inspired
  • 92. activities if they travel to Croatia, 49 respondents answered “yes” while 41 respondents answered “no”. The majority would like to participate in GoT inspired 50 activities in Croatia. It is worth considering that 30 per cent of the respondents have not seen the show which influenced the result. Figure 4.12: Game of Thrones inspired travel activities participation 4.5 Filming Locations The next questions are to identify whether participants have been influenced by a film or Tv series to travel, what activities they would participate in during their travel and what their travel motivations are. Participants were asked if they have been influenced by a film or TV series to travel to filming locations, 52 respondents answered “yes” while 38 respondents answered “no”. The survey result indicates that the greater amount has been influenced by a
  • 93. film or Tv series. 51 Figure 4.13: Influence of Film and Tv Series Participants were asked what activities they plan to do during their travel to GoT filming locations. 37 respondents would take a photo of or with a sign, 34 respondents would go on a GoT tour, 33 respondents would take a selfie while 31 respondents would buy a souvenir, 25 would take a picture with the cast, 21 respondents would get an autograph from the cast, 17 respondents would use a guidebook while 15 respondents would recreate a shot from tv show, 13 respondents would meet up with other GoT fans community and 11 participants would dress up as one of the characters. The most popular activities are taking a photo with a sign, selfie, go on a GoT tour and buying souvenirs. The least popular being dressing up as
  • 94. one of the characters and roleplay which are for the hardcore fans. Figure 4.14: Participation in Travel Activities 52 4.6 Travel Motivations The next questions are to help identify the important factors participants consider when choosing a destination and are focusing on participants travel motivations which are based on the push and pull theory. Participants were asked to rate the following factors based on their importance when choosing a GoT filming destination between 1-5. The results show that 42 respondents say that scenery and landscapes are very important when choosing a destination, activities were also rated as important, while celebrity was rated as not important at all. Scenery, landscapes and weather were rated the most important. Based on the result, these three factors of Place aspect in the
  • 95. Pull theory which are scenery, landscape and weather are the most influential factors in people’s choice of travel destinations. Figure 4.15: Important Factors in choosing a filming location Participants were also asked to rate the following travel motivations based on their importance. Experience was the highest and rated by most respondents as very important. Most respondents also rated relaxation, curiosity and escape as very 53 important. Romance, education, novelty and nostalgia were rated as important travel motivations, on the other hand ego-enhancement, status, pilgrimage, self-identity, self-actualisation and fantasy were rated as not important at all. Based on the result, experience is a very important travel motivation among participants, experience is one of the internal drives of push factors theory. As the
  • 96. relaxation, curiosity and escape factors were also rated very important, this data can also be related to the seeking and escaping theory which suggests that people travel to escape their daily lives while seeking rewarding experiences such as recreation and social interaction. (Singh and Best, 2004, p. 100). Figure 4.16: Important factors on travel motivations 4.7 Croatian Tourism and Destination Image As this research project is also investigating Croatian tourism it is necessary to identify whether individuals would recommend GoT inspired tourism. As destination image is discussed in the literature review, it is very important for this study to identify people’s perception of Croatia as a destination, destination image is created by various sources of information, so the next questions were employed to investigate what people use when searching for a travel destination. Participants were asked if they would recommend Game of Thrones inspired
  • 97. tourism, 55 respondents answered “yes”, and 35 respondents answered “no”. It is 54 worth considering when looking at the result those who have not watched the show (33 per cent) could not recommend Game of Thrones inspired tourism. Figure 4.17: Game of Thrones inspired tourism recommendation Participants were asked on what images they have in mind about Croatia, 55 respondents answered History and Culture followed by Croatia’s attractive landscapes which got 52 responses, 44 respondents also answered pleasant weather, while 38 respondents answered beautiful beaches and only 37 respondents answered King’s Landing. The result shows an equal image or perception about Croatia. This suggests that Croatia is known for their history and culture, having attractive landscapes, pleasant weather and beautiful beaches. The options of
  • 98. answers are based on the attractiveness of a destination which draws people’s attention based on the Place aspect of the 3P’s concept in push and pull theory. 55 Figure 4.18: Croatia’s destination image Participants were asked what sources of information they use when choosing a destination. Based on the results 74 respondents use the internet for information searching, 54 respondents are influenced from word of mouth from family and friends, 42 respondents use social media as a source of information when choosing a destination while 24 respondents use holiday brochures and only 22 respondents uses TV or movie when choosing a travel destination. According to Yasin et al (2017), people gather information from various sources during travel decision, individuals rely on two internal and external information sources. Internal sources are
  • 99. from their own experiences and recommendations from family or friends while external information sources are from advertisements, guidebooks, internet and travel agencies. Information sources are important before choosing a destination to gain knowledge and reduce risks. (Yasin et al, 2017, para 2). 56 Figure 4.19: Sources of Information when choosing a destination. 4.8 Travel Experience and Satisfaction To understand people’s satisfaction from their travel experience, participants were asked what their most memorable experience during their travel, by employing an open-ended question, respondents were able to indicate their answers based on their own memorable experiences. It is important to understand if their memorable experiences influence their travel motivations. Data from the result can also be
  • 100. related to travel motivation theories and factors discussed in the literature review such as push and pull theory, seeking and escaping, the travel career pattern and optimum arousal theory. 57 The majority of the answers are beautiful scenery, landscapes, experience and culture which can be related to push and pull factors. The second most popular answers are meeting new people, spending time with family and loved ones which can be explained with the travel career pattern in relationship forming and social interaction. The other responses such as exploration and unique travel experiences can be linked to optimum arousal theory which suggests that people travel to gain a high level of excitement by participating in activities. 58
  • 101. 59 Figure 4.20: Participants most memorable experience One of the research questions is to identify if fans and tourist are still motivated to travel to GoT filming locations now that the show has concluded. 51 respondents answered they will still travel to GoT film locations, while 23 respondents answered “maybe”, and 16 respondents answered “no”. From the data it can be suggested that people are still motivated to travel to GoT film locations and those participants who answered “maybe” and “no” are the respondents who have not watched GoT and non-fans of the Tv show. Figure 4. 21: Travel motivation after Game of Thrones Finale 60 4.9 Conclusion It is found that the majority were females, this can be explained as the online survey
  • 102. was distributed solely on Facebook which research suggest that there are more female active users than males. By utilizing Facebook as a tool for survey circulation the data shows a mix of age groups from respondents and majority of those are from the 25-39 category. The result also suggest that the survey received responses from 20 countries and majority of respondents are British, however, majority of Game of Thrones fans are Americans, Canadians and Australians. The data presents that 61 out of 90 respondents have watched Game of Thrones and only 29 of them have not watched the show. Only 3 out of 61 respondents who watched the show do not consider themselves as a GoT fan. Only 12 respondents who travelled to GoT filming locations, but this result may be due to financial limitations and visa restrictions as many respondents are from outside of Europe. Based on the responses, most participants have travelled with family which can be explained as
  • 103. research suggests that people travel with their family to create memories and build stronger relationship. More than half of respondents have not travelled to a destination portrayed in film or television before, while 42 respondents have travelled to filming locations by looking at this result it is worth considering that there are people who are not interested in film or Television series. Based on findings about Croatia as a destination choice, the result presents that Croatia is a highly desirable place to visit, while only 20 per cent of the respondents have travelled to Croatia those who have not travelled would consider Croatia as a travel destination. Although only 25 per cent of the respondents indicated that they have been influenced by GoT to choose Croatia it is worth considering that 33 per cent have not watched the show. Majority of the respondents would like to participate in GoT inspired activities if they travel to Croatia most popular activities are taking photos
  • 104. with a sign, selfies, go on GoT tour and buying souvenir. 52 respondents say they have been influenced by a Film or Tv series to travel. According to findings on important factors in destination choices respondents rated scenery, landscapes and weather as very important which are the three factors of Place in the 3P’s concept in pull theory. Data suggests that these factors are most influential and when choosing 61 a film destination. Experience, curiosity and escape were rated by most respondents as very important travel motivations. These results can be linked to push theory of travel motivation and the seeking and escaping theory which suggest that people travel for recreation while escaping their daily stressors. Croatia’s image to participants shows an equal result with history and culture being the highest, followed by attractive landscape, pleasant weather, beautiful
  • 105. beaches and Kings’ Landing being last, this result indicates that Croatia has a positive image not due to GoT but because of its natural beautiful characteristics. The findings present that people rely on internet and recommendations from friends and family when information searching on destination choices. In contribution to travel motivation study, participants were asked their memorable travel experiences, they were identified as scenery, landscape, experience and culture which relates to push and pull factors. Social interaction, relationship forming can be linked to the TCP model. Exploration and travel activities participation can be related to optimum arousal theory. The last question was to identify if people are still motivated to travel after the GoT finale, results suggest that majority of respondents indicated that they are still motivated to travel to GoT film locations even after the show has ended. 62