Alba GarcÃa-Milon
Biographic Data
| ID | 6303849 |
|---|---|
| NAME | Alba GarcÃa-Milon |
| GIVEN NAMES | Alba |
| FAMILY NAME | García-Milon |
| SIGNATURE | GARCÃA-MILON A |
| AFFILIATIONS | Universidad de La Rioja |
| ORCID | 0000-0003-0367-8012 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 5 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Gamification in digital museum experiences
This study examines digital gamified museum experiences through the lens of affordance theory using a mixed-methods design. Two research questions guided the work: (1) which affordances, visitor experiences and outcomes characterise a gamified digital museum interaction, and (2) how these affordances shape different experience dimensions and related outcomes. Interviews with visitors engaging with a projection-mapping interactive table – depictin…
The smartphone
While the importance of smartphones in tourists’ purchases has been demonstrated, almost no research has modelled tourists’ use of smartphones to make on-site purchases. The present study, with a sample of 986 tourists, explains tourist intention to use smartphones to make purchases in stores at their destinations through a new application of the CAN (cognitive-affective-normative) model. An additional contribution of the study is that a simplifi…
Assessing the moderating effect of Covid-19 on intention to use smartphones on the tourist shopping journey
This work proposes the first model to examine the moderating effect of the COVID-19 syndemic on the acceptance and use of smartphones during the tourist shopping journey. The model was tested with 1800 tourists, 900 non-COVID-19 (i.e. prior to COVID-19) and 900 during the COVID-19 period. The results showed that: 1) the model has better fit for the COVID-19 period as its explanatory capacity for that stage is greater (R2 = 0.773) than for the non…
Assessing the moderating effect of Covid-19 on intention to use smartphones on the tourist shopping journey
This work proposes the first model to examine the moderating effect of the COVID-19 syndemic on the acceptance and use of smartphones during the tourist shopping journey. The model was tested with 1800 tourists, 900 non-COVID-19 (i.e. prior to COVID-19) and 900 during the COVID-19 period. The results showed that: 1) the model has better fit for the COVID-19 period as its explanatory capacity for that stage is greater (R2 = 0.773) than for the non…
The smartphone
While the importance of smartphones in tourists’ purchases has been demonstrated, almost no research has modelled tourists’ use of smartphones to make on-site purchases. The present study, with a sample of 986 tourists, explains tourist intention to use smartphones to make purchases in stores at their destinations through a new application of the CAN (cognitive-affective-normative) model. An additional contribution of the study is that a simplifi…
Assessing the moderating effect of Covid-19 on intention to use smartphones on the tourist shopping journey
This work proposes the first model to examine the moderating effect of the COVID-19 syndemic on the acceptance and use of smartphones during the tourist shopping journey. The model was tested with 1800 tourists, 900 non-COVID-19 (i.e. prior to COVID-19) and 900 during the COVID-19 period. The results showed that: 1) the model has better fit for the COVID-19 period as its explanatory capacity for that stage is greater (R2 = 0.773) than for the non…
Gamification in digital museum experiences
This study examines digital gamified museum experiences through the lens of affordance theory using a mixed-methods design. Two research questions guided the work: (1) which affordances, visitor experiences and outcomes characterise a gamified digital museum interaction, and (2) how these affordances shape different experience dimensions and related outcomes. Interviews with visitors engaging with a projection-mapping interactive table – depictin…
Tourism (3 works) · Advertising (2 works) · Business (2 works) · Digital Marketing and Social Media (2 works) · Expectancy theory (2 works) · Geography (2 works) · Marketing (2 works) · Psychology (2 works) · Social Psychology (2 works) · Affordance (1 work)