Carmen Camarero
Biographic Data
| ID | 1653955 |
|---|---|
| NAME | Carmen Camarero |
| GIVEN NAMES | Carmen |
| FAMILY NAME | Camarero |
| SIGNATURE | CAMARERO C |
| AFFILIATIONS | Universidad de Valladolid |
| VERIFIED | No |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 71 |
| WORKS AS AUTHOR | 7 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2008 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 3 |
Serious play
In the context of increasing environmental degradation and climate change, promoting environmental awareness through innovative communication approaches is critical. This study examines the role of serious games in enhancing environmental information dissemination and in promoting continued engagement. Through two studies, the research investigates how different game content – knowledge-based versus leisure-focused – can impact user experience, e…
Drivers for video games perceived addiction among console and smartphone users
Purpose. This study aims to determine whether perceived addiction to video games is affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework of motivation, a structural model is proposed that considers three drivers (self-efficacy, challenge, and need for escapism) and an inhibitor (subjective norms) to explain the time spent on video games …
Exploring the experience value of museum visitors as a co-creation process
Museums’ visitors can play an active role both during and after the visit that will allow them to shape a significant experience. The present work explores this role of the visitor as co-creator of experiences. Prior knowledge and interest enable visitors to participate and interact during the visit, all of which basically allows them to build a more intense experience in those areas that require their involvement. It is these more active experie…
Towards a new approach of destination loyalty drivers
This study explores the linear and non-linear effects of previous experiences in a tourist destination (satisfaction and visit intensity) on the intention to return and to make a positive recommendation to others. We also consider the external drivers or the appeal of the destination as well as individuals' internal drivers as moderating factors in intensity–loyalty and satisfaction–loyalty relations. The analysis conducted on a sample of 687 tou…
Achieving effective visitor orientation in European museums. Innovation versus custodial
Components of art exhibition brand equity for internal and external visitors
Visitors’ experience, mood and satisfaction in a heritage context
Visitors’ experience, mood and satisfaction in a heritage context
Components of art exhibition brand equity for internal and external visitors
Achieving effective visitor orientation in European museums. Innovation versus custodial
Towards a new approach of destination loyalty drivers
This study explores the linear and non-linear effects of previous experiences in a tourist destination (satisfaction and visit intensity) on the intention to return and to make a positive recommendation to others. We also consider the external drivers or the appeal of the destination as well as individuals' internal drivers as moderating factors in intensity–loyalty and satisfaction–loyalty relations. The analysis conducted on a sample of 687 tou…
Exploring the experience value of museum visitors as a co-creation process
Museums’ visitors can play an active role both during and after the visit that will allow them to shape a significant experience. The present work explores this role of the visitor as co-creator of experiences. Prior knowledge and interest enable visitors to participate and interact during the visit, all of which basically allows them to build a more intense experience in those areas that require their involvement. It is these more active experie…
Serious play
In the context of increasing environmental degradation and climate change, promoting environmental awareness through innovative communication approaches is critical. This study examines the role of serious games in enhancing environmental information dissemination and in promoting continued engagement. Through two studies, the research investigates how different game content – knowledge-based versus leisure-focused – can impact user experience, e…
Drivers for video games perceived addiction among console and smartphone users
Purpose. This study aims to determine whether perceived addiction to video games is affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework of motivation, a structural model is proposed that considers three drivers (self-efficacy, challenge, and need for escapism) and an inhibitor (subjective norms) to explain the time spent on video games …
Business (5 works) · Computer Science (5 works) · Diverse Aspects of Tourism Research (5 works) · Geography (5 works) · Digital Marketing and Social Media (4 works) · Psychology (4 works) · Tourism (4 works) · Advertising (3 works) · Political science (3 works) · Consumer Behavior in Brand Consumption and Identification (2 works)