In recent years, China’s economy has undergone rapid development. Increased disposable income and the rapid expansion of Internet-based financial services have positioned China as the largest market for luxury goods. Gen Z, the youngest demographic within emerging markets, is expected to play a pivotal role as the primary driver of the luxury market. However, while China’s luxury market continues to exhibit a high growth rate, this growth has gradually decelerated in comparison to the previous two years according to researchers. This presents a significant challenge for the luxury industry, as maintaining and enhancing the global growth trend has become a pressing concern where consumer behavior is concerned. The second key issue addressed in this study revolves around the concepts of compulsive buying and brand addiction, which can lead individuals, particularly Gen Z, to develop an addiction to luxury consumption. This study is based on an integrated model of conspicuous consumption, social comparison, and impression management theory. The key variables are materialism, brand consciousness, status-seeking, peer pressure, and collectivism to predict the luxury consumption model with debt attitude introduced as a moderating variable to study consumer behaviour in this age group. A non-probability sampling method and 480 people were selected as research samples. Quantitative analysis was used in this study, and SPSS and Smart PLS were used as data analysis tools. Structural equation model (SEM) using partial least squares method was used to determine the relationship of the variables and the moderating effect of debt attitude. The results showed that brand consciousness, status seeking, debt attitude and materialism had the strongest relationship with luxury consumption. Debt attitude as a moderating factor has a significant impact on the hypothesized relationship of the model. This paper provides empirical evidence for research on Gen Z’s luxury consumption, which has practical implications to marketers, luxury companies, local luxury brands and credit institutions.
Metaverse technology has various uses in communication, education, entertainment, and other aspects of life. Consequently, it necessitates using some interactive mobile applications to enter the virtual world and gain real-time, face-to-face experiences, particularly among students. This research focused on the factors accelerating metaverse technology acceptance particularly, Metaverse Experience Browser application acceptance among the students under the factors proposed by the unified theory of acceptance and use of technology (UTAUT) model. Notably, lack of studies in metaverse browsers and their prevalence during the post pandemic era, indicates a strong literature gap. The researchers gathered data from n = 384 higher education students from the two cities in the United Arab Emirates and applied Structural Equation modelling (SEM) for data analysis. Results revealed that Performance Expectancy (p < 0.003) and Social Influence (p = 0.000) were significant factors affecting the Behavioral Intention of the students to consider Metaverse Experience Browser as an interactive mobile application. On the other hand, behavioural Intention significantly affects (p = 0.000) Effort Expectancy, which shows how fewer efforts and greater accessibility are associated with one’s behavioural Intention. Besides, the effect of Behavioral Intention (p = 0.000) on Metaverse Experience Browser acceptance also remained validated. Finally, Effort Expectancy (p = 0.000) also indicated its significant effect on the Metaverse Experience Browser. These results indicated that the factors proposed by UTAUT have greater applicability on the Metaverse Experience Browser as they showed their relevance to its acceptance. The present study concludes that the acceptance of Metaverse Experience Browser as an interactive mobile application is a level ahead in improving students’ experiences. Thus, the Metaverse Experience Browser is considered a modified way of creating, sharing, participating, and enjoying the virtual world, indicating its greater usage among students for different purposes, including education and learning.
By referring to relevant literature, we will deeply study the development of school sports in the early Republic of China, the rise of the New Culture Movement, the advocates and advocates of new culture, actively promote "new sports", and strive to overthrow the dregs of military nationalism education ideas and change the impact of Japanese gymnastics on school sports. With the outbreak of the "May Fourth Movement", the New Culture Movement not only had a greater impact on education and culture, but also accelerated the domestic political game to a certain extent, which ultimately led to the transformation of school physical education and the realization of Pragmatism education. In view of this, this article will start from an overview of the characteristics of school sports in the early Republic of China, focus on the analysis of the impact of the May Fourth New Culture Movement on the transformation of school sports in the early Republic of China, and then explore the incentives for the transformation of school sports under the May Fourth New Culture Movement, hoping to play a certain reference role.
One significant importance of street vending in South Africa is its role in providing livelihoods and economic opportunities, especially for marginalized and vulnerable populations. However, Street vendors, particularly those selling agricultural commodities, face numerous challenges. Street vending in Moletjie Mmotong is a vital source of income and employment, offering affordable goods and services, including food, clothing, and household items. One potential solution is online selling, but there is limited knowledge about it in the informal sector. This study aims to analyze the factors affecting street vendors’ willingness to sell fruits and vegetables online in Moletjie Mmotong under Polokwane Municipality. Data was collected from 60 street vendors using a questionnaire and simple random sampling. Descriptive statistics identified and described the socio-economic characteristics of the vendors, while a binary logistic regression model analyzed the factors influencing their willingness to sell online. The study found that age, education level, gender, household size, and access to online selling information significantly influenced their willingness to sell online. The findings highlight the potential benefits of online selling for street vendors, such as increased sales and a broader customer base. The study recommends that governments provide training and workshops on online selling, develop educational programs, distribute educational materials, and create marketing strategies to support street vendors in transitioning to online platforms.
The emergence of the COVID-19 pandemic led to the need to move educational processes to virtual environments and increase the use of digital tools for different teaching uses. This led to a change in the habits of using information and communication technologies (ICT), especially in higher education. This work analyzes the impact of the COVID-19 pandemic on the frequency of use of different ICT tools in a sample of 950 Latin American university professors while focusing on the area of knowledge of the participating professors. To this end, a validated questionnaire has been used, the responses of which have been statistically analyzed. As a result, it has been proven that participants give high ratings to ICT but show insufficient digital competences for its use. The use of ICT tools has increased in all areas after the pandemic but in a diverse way. Differences have been identified in the areas of knowledge regarding the use of ICT for different uses before the pandemic. In this sense, the results suggest that Humanities professors are the ones who least use ICT for didactic purposes. On the other hand, after the pandemic, the use of ICT for communication purposes has been homogenized among the different knowledge areas.
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