Nianqi Deng
Biographic Data
| ID | 4465929 |
|---|---|
| NAME | Nianqi Deng |
| GIVEN NAMES | Nianqi |
| FAMILY NAME | Deng |
| SIGNATURE | DENG N |
| AFFILIATIONS | Shanghai University |
| ORCID | 0000-0001-5941-2999 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 28 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Creating existential authenticity experience by combining technology capability with gamification in the metaverse
Understanding the configurational causes of traveler's moral ambiguity in the sharing economy
Although the sharing economy in tourism has garnered much positive attention, perennial ethical gray areas have been ignored. Drawing upon the ecological systems theory, we investigate the influence of different systemic factors, classified as individual differences and environmental context, on the ethical behavior of travelers (i.e., reporting malfunctions in a bike‐sharing context and saving water/electricity in a peer‐to‐peer accommodation co…
Understanding the core technological features of virtual and augmented reality in tourism
As virtual tourism and service automation grow, immersive technologies, including virtual reality (VR) and augmented reality (AR), are widely being used in tourism to attain the aspirational tourism experience. To identify the effectiveness of AR and VR applications in the tourism experience, several technological features have been proposed. However, these features are fragmented and inherently confusing in terms of conceptualizations, internal …
Factors Affecting the Effectiveness of Cause-Related Marketing
Immersive technology
Does role conflict influence discontinuous usage intentions? Privacy concerns, social media fatigue and self-esteem
Purpose Using WeChat moments as an example, this article explores the impact of user role conflict on privacy concerns, social media fatigue and the three dimensions of discontinuous usage intention: control activities, short breaks and suspend usage intentions. Moreover, the moderating function of self-esteem in this process is examined. Design/methodology/approach The conceptual model includes role conflict, privacy concerns, social media fatig…
Does role conflict influence discontinuous usage intentions? Privacy concerns, social media fatigue and self-esteem
Purpose Using WeChat moments as an example, this article explores the impact of user role conflict on privacy concerns, social media fatigue and the three dimensions of discontinuous usage intention: control activities, short breaks and suspend usage intentions. Moreover, the moderating function of self-esteem in this process is examined. Design/methodology/approach The conceptual model includes role conflict, privacy concerns, social media fatig…
Factors Affecting the Effectiveness of Cause-Related Marketing
Immersive technology
Understanding the core technological features of virtual and augmented reality in tourism
As virtual tourism and service automation grow, immersive technologies, including virtual reality (VR) and augmented reality (AR), are widely being used in tourism to attain the aspirational tourism experience. To identify the effectiveness of AR and VR applications in the tourism experience, several technological features have been proposed. However, these features are fragmented and inherently confusing in terms of conceptualizations, internal …
Understanding the configurational causes of traveler's moral ambiguity in the sharing economy
Although the sharing economy in tourism has garnered much positive attention, perennial ethical gray areas have been ignored. Drawing upon the ecological systems theory, we investigate the influence of different systemic factors, classified as individual differences and environmental context, on the ethical behavior of travelers (i.e., reporting malfunctions in a bike‐sharing context and saving water/electricity in a peer‐to‐peer accommodation co…
Creating existential authenticity experience by combining technology capability with gamification in the metaverse
Computer Science (5 works) · Psychology (5 works) · Human–computer interaction (3 works) · Virtual reality (3 works) · Virtual Reality Applications and Impacts (3 works) · Augmented reality (2 works) · Augmented Reality Applications (2 works) · Business (2 works) · Digital Marketing and Social Media (2 works) · Economics (2 works)