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Tourism Management Perspectives 34 (2020) 100638

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Tourism Management Perspectives


journal homepage: www.elsevier.com/locate/tmp

What drives visitor economy crowdfunding? The effect of digital storytelling T


on unified theory of acceptance and use of technology

Myung Ja Kima, , C. Michael Hallb,c,d
a
The College of Hotel & Tourism Management, Kyung Hee University, 26 Kyungheedae-ro, Dongdaemun-gu, Seoul 02447, Republic of Korea
b
Department of Management, Marketing, and Entrepreneurship, University of Canterbury, Private Bag 4800, Christchurch 8140, New Zealand
c
Department of Geography, University of Oulu, Oulu, Finland
d
School of Business and Economics, Linnaeus University, Kalmar, Sweden

A R T I C LE I N FO A B S T R A C T

Keywords: Digital storytelling is a key factor used by fundraisers to attract investors to crowdfunding projects. Despite the
Digital storytelling important role of digital storytelling in consumer persuasion, research on the effect of digital storytelling on
Crowdfunding consumer behavior is scarce in the visitor economy crowdfunding sector. The objective of this work is to create
Visitor economy and verify a theoretically integrated research framework including three-dimensions of digital storytelling as a
Unified theory of acceptance and use of
reflective second order factor (perceived esthetics, narrative structure, and self-reference) and concepts of
technology (UTAUT)
Leisure and tourism-related fields
unified theory of acceptance and use of technology (UTAUT) (performance expectancy, social influence, effort
South Korea expectancy, facilitating condition, and intention). Results reveal that digital storytelling has highly significant
effects on facilitating condition, performance expectancy, effort expectancy, and social influence in descending
order. Investors' intention to crowdfund is also significantly affected by facilitating condition, performance
expectancy, social influence, and effort expectancy in descending order, offering significant theoretical and
managerial implications in leisure and tourism.

1. Introduction grown substantially in a short time, the chances of successfully raising


money on projects are estimated to be 36.8% for fundraisers from
Internet-based fundraising provides a new way to invest via online Kickstarter in the United States as of April 2, 2019, which is a relatively
platforms (e.g., Kickstarter, Indiegogo, Wadiz). A growing number of low success rate (Crockett, 2019; Statista, 2019). According to Korean
entrepreneurial and business initiatives are seeking to obtain capital via government data the success rate of fully funding projects from equity,
crowdfunding. Unlike, traditional business financing Internet-based bond, and lending crowdfunding in Korea is 67.0% (Financial Services
crowdfunding draws relatively small contributions from individuals Commission, 2018, 2019).
without standard financial intermediaries (Colombo, Franzoni, & Rossi- Small businesses and entrepreneurs increasingly seek to attract
Lamastra, 2015; Gerber & Hui, 2013; Mollick, 2014). In 2019 the global crowdfunding investment through improved digital storytelling
transaction value in the crowdfunding segment amounted to US (Ingram Bogusz, Teigland, & Vaast, 2019). Digital storytelling refers to
$6923.6 million, and is expected to show an annual growth rate of online encounter communication practices through technologies (e.g.,
14.7% and grow to almost US$12 billion by 2023, with the most pop- photography, video, audio) (Couldry, 2008; Robin, 2008) where in-
ular crowdfunding category being games, followed by technology, film/ dividuals adopt the role of storytellers and story receivers in order to
video, and music (Statista Market Forecast, 2019). Interestingly, Vos, build relationship experiences (Pera & Viglia, 2016). Digital storytelling
Yeh, Carter, and Tagg (2007) report that businesses under three years has become increasingly used in a number of areas of the visitor
old are the least reliant on institutional sources of finance and that new economy (Kim & Hall, 2019b), including travel and tourism marketing
technology-based ventures suffer the most from a financial gap. (Bassano et al., 2019), travel and tourism e-commerce (Hassan, 2016),
In Korea, the transaction value in the crowdfunding segment online gaming and entertainment technology (Klimmt, Roth,
amounted to 5 billion Korean Won (KRW) (equivalent to US$4.2 mil- Vermeulen, Vorderer, & Roth, 2012), and cultural tourism (Wu, 2006).
lion) in 2015, growing to 130 billion KRW (equivalent to US$109.2 In a visitor economy context, research on crowdfunding has applied
million) in 2018 (Myung & Na, 2019). Even though crowdfunding has various technologies to digital storytelling to a number of activities


Corresponding author.
E-mail addresses: silver@khu.ac.kr (M.J. Kim), michael.hall@canterbury.ac.nz (C.M. Hall).

https://doi.org/10.1016/j.tmp.2020.100638
Received 26 June 2019; Received in revised form 22 January 2020; Accepted 25 January 2020
2211-9736/ © 2020 Elsevier Ltd. All rights reserved.
M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

including digital heritage dissemination (Bonacini, Tanasi, & Trapani, standard industry classification. As a result, much tourism-related data
2018), multimodal pitching for entrepreneurial startups (Doyle, is collected in a wider sectoral context, including what may be broadly
Freeman, & O'Rourke, 2017; Manning & Bejarano, 2017; Murphy, termed the visitor economy (Grimmer & Vorobjovas-Pinta, 2019; Long,
2018), investors' willingness to invest (Omeragic, 2016), and e-com- 2017; Page, Bentley, Teo, & Ladkin, 2018; Shi, Zhao, & Chen, 2017),
merce (Weissenfeld, Abramova, & Krasnova, 2017). Hassan (2016) defined as “the hospitality and tourism sector (food and drink provision
concentrates on digital storytelling as a form of e-word-of-mouth for via cafes, restaurants and accommodation), travel agencies, transport
travel and tourism promotion by developing a tailored application providers, cultural activities like galleries, events and retailing”
within the widely researched unified theory of acceptance and use of (Connell, Page, Sheriff, & Hibbert, 2017, p. 111). There is no tourism
technology (UTAUT) context (Im, Hong, & Kang, 2011; San Martín & specific crowdfunding website or comprehensive data in South Korea.
Herrero, 2012; Venkatesh, Morris, Davis, & Davis, 2003). However, In the absence of tourism specific data, research on visitor economy
despite the growing recognition of digital storytelling in a tourism and data may therefore help shed light on leisure and tourism-related
visitor economy context, research on digital storytelling in leisure and crowdfunding practices and issues (Kim & Hall, 2019b).
tourism related crowdfunding is limited, especially in terms of applying In recent years, studies on visitor economy crowdfunding have in-
the UTAUT framework. Therefore, this study examines the role of di- cluded a number of travel and tourism-related projects (e.g., Boiko,
gital storytelling in visitor economy crowdfunding in a UTAUT theory Vedmid, & Okhrimenko, 2017; Chaboud & Caseau, 2018;
context. Dzhandzhugazova & Ilina, 2017; Honisch, Harrington, & Ottenbacher,
Research has identified the important role of user behavioral in- 2019; Lelo de Larrea et al., 2019; Marchegiani, 2018; Simeoni & De
tention in actual acceptance and use of technologies by utilizing the Crescenzo, 2018; Wang, Li, & Law, 2017). The development of cam-
UTAUT model (Venkatesh et al., 2003; Venkatesh, Thong, & Xu, 2012). paigns for tourism and hospitality initiatives by crowdfunding sites
Studies have found that the UTAUT framework highly explains travel allow projects to obtain capital as well as distribute information via
consumer behavior in tourism e-commerce contexts (e.g., Escobar- online social media (Chaboud & Caseau, 2018; Dzhandzhugazova &
Rodríguez & Carvajal-Trujillo, 2014; San Martín & Herrero, 2012; Tan, Ilina, 2017). Digital storytelling is often integral to the use of social
Lee, Lin, & Ooi, 2017; Tan & Ooi, 2018). The UTAUT framework with media and can have a significant effect on the success of crowdfunding
five key constructs (i.e., performance expectancy, social influence, ef- projects (Boiko et al., 2017; Honisch et al., 2019). For example, in the
fort expectancy, facilitating condition, and intention) was found to cultural heritage context, Marchegiani (2018) finds that the perceived
accurately predict crowdfunder behavior on Chinese (Li, He, Song, hazard for funders is lessened via a full disclosure of information from
Yang, & Zhou, 2018) and Korean crowdfunding platforms (Moon & crowdfundraisers. Wang et al. (2017) find that high-quality images as
Hwang, 2018). Consequently, the purpose of this work is to develop and well as the number of backers and the volume of reposts in external
test a conceptually integrated model to better understand crowdfunder social networks influence tourism crowdfunding performance.
behavior by identifying the casual relationships of digital storytelling Kickstarter (2019), one of the world's leading crowdfunding plat-
(perceived esthetics, narrative structure, and self-reference) and the forms, has enabled funding of US$1.68 billion for the tourism and lei-
five key UTAUT concepts in the context of the visitor economy sectors sure sectors (47.2% of all crowdfunding on the platform) via reward,
(e.g., leisure and tourism-related fields). donation, and investment crowdfunding out of a total successful
In order to accomplish the goal, this study asks two key research amount raised of US$3.56 billion since the platform launched in 2009.
questions: how does digital storytelling influence the UTAUT model? Tourism-related research has shown crowdfunding to provide a range
and how does the UTAUT explain crowdfunder behavior intention? In of economic, industry, and personal benefits (Camilleri, 2018; Di Pietro,
order to answer the questions, we analyze data collected from Korea, Guglielmetti Mugion, & Renzi, 2018; Dollani, Lerario, & Maiellaro,
applying covariance based-structural equation modelling (SEM). 2016; Honisch & Ottenbacher, 2017; Temelkov & Gulev, 2019). For
Accordingly, this study provides theoretical and practical insights for example, crowdfunding has been shown to support the development of
academia and industry in the visitor economy crowdfunding sectors tourism-related enterprises in areas such as heritage tourism (Di Pietro
with respect to better understanding crowdfunding behavior. et al., 2018), sustainable tourism (Dollani et al., 2016), and the res-
taurant sector (Honisch & Ottenbacher, 2017), as well as broader des-
2. Literature review tination development and competitiveness (Camilleri, 2018; Temelkov
& Gulev, 2019). Nevertheless, despite the significance of tourism-re-
2.1. Theoretical framework lated crowdfunding, research on digital storytelling in tourism-related
crowdfunding is limited in theory-oriented contexts.
2.1.1. Visitor economy crowdfunding
Crowdfunding is a “method for funding a variety of new ventures, 2.1.2. Digital storytelling
allowing individual founders of for-profit, cultural, or social projects to Storytelling is an essential element of human society and culture
request funding from many individuals, often in return for future pro- (Langhof & Güldenberg, 2019). Traditional storytelling is focused
ducts or equity” (Mollick, 2014, p. 1). Crowdfunding has become in- mainly on listening and reading skills (e.g., oral and written stories),
creasingly popular in tourism and the wider related visitor economy, but digital storytelling has a wider focus on other skills, such as inter-
because it is perceived as a means by which start-ups and entrepreneurs activity, by promoting collaboration and technology literacy through
can develop their business with reduced risk, e.g. by having supporters engagement with technology (Couldry, 2008; Eagleman, 2012;
act as advocates for the initiative, and because it can reduce depen- Gottschall, 2012; Robin, 2008). Digital storytelling refers to “telling
dence on more traditional sources of capital, such as banks, which may personal stories through digital forms, storing and exchanging those
restrict entrepreneurial behaviors (Lelo de Larrea, Altin, & Singh, stories in sites and networks that would not exist without the world
2019). wide web and which, because of the remediation capacity of digital
Fundraiser team size, national proximity, rewards, and social media media, have multiple possibilities for transmission” (Couldry, 2008, p.
have been found to be significant for crowdfunding success of tourism- 374). Therefore, digital storytelling can take advantage of user-con-
related innovation projects in Switzerland (Beier & Wagner, 2015; tributed content through the traditional processes of selecting a topic,
Grèzes, Emery, Schegg, & Perruchoud, 2015). In China, information conducting some research, writing a script, and developing an inter-
quality, charity orientation, and social networks are identified as con- esting story with combining various types of multimedia, including
structs that influence tourism crowdfunding performances (Li, Wang, computer-based graphics, recorded audio, video clips, and music
Fang, & Liu, 2016). However, a limitation in undertaking tourism re- (Robin, 2008). In the digital age, storytelling plays a significantly
lated research on crowdfunding is that tourism does not have a powerful role in learning (Nack & Waern, 2012; Robin, 2008; Sadik,

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

2008) especially in museums, art galleries and heritage sites (Bonacini memories that can strike an emotional chord” (Hsiao, Lu, & Lan, 2013,
et al., 2018) where it has long been recognized as providing additional p. 174). Moreover, self-reference elements of dramas or stories evoke
layers of personal interpretation (Hall & McArthur, 1998). Research memories of the viewer's past personal experiences, and people may
suggests that consumers are highly influenced by digital storytelling project themselves onto situations in the story and experience emotions
(Hassan, 2016; Klimmt et al., 2012). For example, digital storytelling similar to those of the characters (Escalas & Stern, 2003; Freedberg &
about tourist attractions is has been found to enhance their reputation Gallese, 2007). Hence, this study considers esthetics, narration, and
of the attractions as well as encourage visitors to share their travel self-reference as critical concepts of digital storytelling in the context of
experiences through digital media (Bassano et al., 2019; Wu, 2006). visitor economy crowdfunding projects.
Researchers have also become interested in the role of en- In this study, digital storytelling is considered as a reflective second
trepreneurs' digital storytelling in crowdfunding with respect to en- order factor with three sub-constructs (esthetics, narration, and self-
couraging positive funding behavior (e.g., Doyle et al., 2017; Manning reference) in the context of the visitor economy crowdfunding. First,
& Bejarano, 2017; Murphy, 2018; Omeragic, 2016; Weissenfeld et al., this reflects that the three sub-constructs of esthetics, narration, and
2017). For example, entrepreneurs' storytelling is used in online self-reference are recognized as important elements of digital story-
crowdfunding campaigns with respect to online reviews of services or telling in gaining consumer attention in digital media environments
products (Weissenfeld et al., 2017) and reward narratives in equity (Eagleman, 2012; Gottschall, 2012; Robin, 2008). Second, prior lit-
based crowdfunding campaigns (Murphy, 2018). In crowdfunding en- erature suggests that the three sub-constructs of perceived esthetics,
trepreneurial pitches, visual as well as audible symbols in digital narrative structure, and self-reference are reflective concepts (e.g.,
storytelling are often used to generate meaning for investors (Doyle Akgün et al., 2015; Delgadillo & Escalas, 2004; Escalas & Stern, 2003;
et al., 2017) and influence their willingness to invest (Omeragic, 2016). Freedberg & Gallese, 2007; Hsiao et al., 2013; Lavie & Tractinsky,
What has been described as “entrepreneurial storytelling” has been 2004). Finally, with a reflective second-order factor model, the second-
undertaken to convey crowdfunding project value via applying co- order factor model exhibits better adequate fit; and the second-order
herent narratives with respect to social orientation of projects, tech- factor well predicts other conceptually related constructs (Hair, Black,
nological sophistication, and differences between successful and un- Babin, & Anderson, 2010; Hair Jr, Hult, Ringle, & Sarstedt, 2017).
successful projects (Manning & Bejarano, 2017). Therefore, this study
regards entrepreneur generated digital storytelling content as a key 2.1.3. UTAUT
influencer in tourism-related crowdfunding performances rather than The UTAUT framework and concepts, mainly developed from psy-
user-generated content. chological and sociological theory, have been highly utilized to describe
Digital storytelling is a complex and diverse marketing tool. For technology acceptance and use (Venkatesh et al., 2003). Because the
example, it includes studies on story content and consumer memory model has high prediction, UTAUT has been used to research various
(Fournier, 1998), branding (Woodside, Sood, & Miller, 2008), buyer- technologies, and utilizes the main concepts of performance ex-
seller relationships (Gilliam & Flaherty, 2015), retail service encounters pectancy, effort expectancy, social influence, and facilitating conditions
(Gilliam & Zablah, 2013), digital leaning via video games (Padilla-Zea, that lead to the intention to use (Venkatesh et al., 2012).
Gutiérrez, López-Arcos, Abad-Arranz, & Paderewski, 2014), and new There is well documented research on information technology use
food products (Fenger, Aschemann-Witzel, Hansen, & Grunert, 2015; and crowdfunding participation with regard to performance expectancy
Nie, Da Liang, & Chen, 2017). However, despite the technological and (Li et al., 2018; Moon & Hwang, 2018; Venkatesh et al., 2003;
creative processes involved in digital storytelling, theoretically based Venkatesh et al., 2012). Performance expectancy is “the degree to
research on digital storytelling in tourism-related crowdfunding has which a crowdfunding project supporter believes that using the
been neglected. Thus, this study aims to examine the effect of fun- crowdfunding platform to fund will help him or her to gain personal
draisers' digital storytelling in crowdfunding on attracting funders to satisfaction, social interaction, social approval, and personal accom-
projects in the UTAUT theory context (Suki & Suki, 2017). Research on plishment” (Li et al., 2018, p. 407). In digital storytelling environments
different types of storytelling (Woodside et al., 2008) and storytelling (Colombo et al., 2015; Suki & Suki, 2017; Venkatesh et al., 2003;
design (Nie et al., 2017) has helped establish their different roles. The Venkatesh et al., 2012), social influence can be described as “the in-
main storytelling aspects are usually classified in terms of: point of fluence and support from people such as friends and social circle to
view, dramatic question, emotional content, author's voice, soundtrack, encourage the use of animation and storytelling” (Suki & Suki, 2017, p.
economy of story events, pace, and the rhythm of the story (Lambert, 530). Effort expectancy is widely studied in tourism-related e-com-
2015). The different aspects of digital storytelling are also divided into merce and technology use (Escobar-Rodríguez & Carvajal-Trujillo,
story (purpose, plot, narrative, dramatic question, story characters, 2014; Mohseni, Jayashree, Rezaei, Kasim, & Okumus, 2018) and is
language usage, and emotional content), digital creation (story content, conceptualized as “the degree of ease associated with travel consumers'
production, and presentation), and combined elements (content detail use of the technology in the context of purchasing flights from low-cost
and evaluation) (Smeda, Dakich, & Sharda, 2010). carrier websites” (Escobar-Rodríguez & Carvajal-Trujillo, 2014, p. 78).
Digital storytelling can be made more interesting for crowdfunders' With respect to the facilitating condition, research has been conducted
investing in tourism by including essential factors (e.g., esthetic at- on crowdfunding behavior, tourism innovativeness, and technology
tractiveness, configuration, consumer-oriented content) (Robin, 2008). use, and is conceptualized as “the degree to which an individual be-
As a result, studies on digital storytelling tend to focus on key concepts lieves that an organizational and technical infrastructure exists to
of esthetics, narration, and self-reference (Akgün, Keskin, Ayar, & support the use of the system by the online users of rural tourism ser-
Erdoğan, 2015; Baumgartner, Sujan, & Bettman, 1992; Bonacini et al., vices” (San Martín & Herrero, 2012, p. 342).
2018; Doyle et al., 2017; Manning & Bejarano, 2017). Perceived es- There is extensive research on the behaviors of crowdfundraisers,
thetics is the perception of people, nature, or artefacts with “an artis- crowdfunders, platforms, and technology users (Gerber & Hui, 2013;
tically beautiful or pleasing appearance” (Lavie & Tractinsky, 2004, p. Mollick, 2014; Venkatesh et al., 2012). Perhaps not surprisingly, in-
272). Esthetics can result in powerful images that influence human tention is a key predictor of participatory behavior in crowdfunding
behavior (Freedberg & Gallese, 2007). Narrative structure has elements projects (Gerber & Hui, 2013; Mollick, 2014). Existing literature sug-
of temporality/chronology (i.e., beginning, middle, and end) and gests that crowdfunding behaviors are well predicted by UTAUT model
causality in relationships (Delgadillo & Escalas, 2004). In addition, the (e.g., Li et al., 2018; Moon & Hwang, 2018). The UTAUT model was
narrative structure of a story influences the reader's emotional reaction also found to be a valuable tool for understanding users' technology
as a result of the order in which the reader encounters them (Escalas & adoption behavior in the organizational context (Venkatesh et al., 2003,
Stern, 2003). Self-reference refers to “audiences' past experiences or 2012). Entrepreneurial storytelling plays a key role in digital paradigm

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to attract potential investors in crowdfunding (e.g., Doyle et al., 2017; crowdfunding.


Ingram Bogusz et al., 2019; Manning & Bejarano, 2017; Murphy, 2018;
H4. Digital storytelling has a positive effect on facilitating condition of
Omeragic, 2016; Weissenfeld et al., 2017). However, despite the sig-
crowdfunding.
nificance of entrepreneurial storytelling in the crowdfunding organi-
zations, little research on UTAUT has been conducted on en-
trepreneurial digital storytelling in crowdfunding projects.
2.2.2. Relationships between four concepts and behavioral intention of
Furthermore, the UTAUT model has not previously been applied to
UTAUT
crowdfunding in tourism and related visitor economy sectors. There-
UTAUT related theory has been used to evaluate the likelihood of
fore, this study aims to predict tourism and visitor economy crowd-
success of innovative technology adoption and to better understand
funders' behavior by using the entrepreneurial digital storytelling and
audience drivers (Venkatesh et al., 2003). The incorporation of three
concepts of the UTAUT model.
concepts into “UTAUT2” (i.e., hedonic motivation, habit, and price
value) considerably enhanced the explanation of variance in intention
2.2. Hypothesis development to adopt and use technology among mobile Internet technology users
(Venkatesh et al., 2012).
2.2.1. Relationships between digital storytelling and the four concepts of From the perspective of tourism-related sectors, several studies on
UTAUT tourism e-commerce have utilized UTAUT settings as an integrating
Storytelling, including its three elements (i.e., perceived esthetics, research framework (e.g., Escobar-Rodríguez & Carvajal-Trujillo, 2014;
narrative structure, and self-reference), has been getting a powerful San Martín & Herrero, 2012; Tan et al., 2017; Tan & Ooi, 2018). For
marketing tool for digital technology adoption (Baumgartner et al., example, from a study of Spanish consumers of low-cost carrier web-
1992; Delgadillo & Escalas, 2004; Hsiao et al., 2013). For example, the sites, the chief constructs of UTAUT environments (e.g., performance
esthetics of computer interfaces is a key determinant of behavioral in- expectancy, effort expectancy, social influence, facilitating condition)
tention to visit web sites (Freedberg & Gallese, 2007; Lavie & were found to influence travel consumers' behavior intention to pur-
Tractinsky, 2004). Narratives in social network sites have become a chase online (Escobar-Rodríguez & Carvajal-Trujillo, 2014). Among
widely used tool to encourage consumer empathy, leading to word of consumers of rural tourism services Internet consumption intention
mouth and visit intention (Akgün et al., 2015; Escalas & Stern, 2003). resulted from levels of performance as well as effort expectancy (San
Self-reference is also well-recognized for creating positive consumer Martín & Herrero, 2012). In mobile tourism commerce, travel con-
emotions (Escalas & Stern, 2003; Freedberg & Gallese, 2007; Hsiao sumers' intention to adopt mobile applications is significantly influ-
et al., 2013). In the context of travel writing, storytelling of perceived enced by social influence, effort expectancy, and facilitating condition
esthetics, narrative structure, and self-reference can evoke reader em- (Tan et al., 2017). In a study of mobile tourism shoppers, travel con-
pathy, which in turn influences tourists' word of mouth and visit in- sumer intention is positively affected by performance expectancy, social
tention (Akgün et al., 2015). Similarly, digital storytelling components influence, and effort expectancy (Tan & Ooi, 2018), which in turn in-
on travel blogs, including perceived esthetics, narrative structure, and fluences travel consumers' behavioral intention (Albayrak, Caber, &
self-reference has been found to have a significant effect on readers' Çömen, 2016). In leisure and tourism-related crowdfunding invest-
empathy leading to a consequent intention to attend to tour (Hsiao ments, crowdfunding participation performance has highly significant
et al., 2013). effects on investors' word of mouth and re-participation, implying that
Digital storytelling processes traditional storytelling methods, higher performance expectation leads to higher intention to crowd-
combined with multimedia tools such as audio, graphic visualization, funding (Kim & Hall, 2019b).
video and web publishing, into a narrative configuration such as video Interestingly, user intention to utilize animation as well as story-
or animation (Weissenfeld et al., 2017). Due to information and com- telling in the UTAUT is highly affected by performance expectancy,
munication technology (ICT) innovations, such as sensor-based smart effort expectancy, and facilitating condition (Suki & Suki, 2017).
phones, location technologies, and multi-media content platforms, in- Among Chinese crowdfunders behavioral intention to invest in crowd-
formational and symbolic forms of digital storytelling are now pro- funding entrepreneurs is affected by performance expectancy, social
duced, copied, and distributed on an unprecedented scale (Couldry, influence, effort expectancy, and facilitating condition in the UTAUT
2008; Nack & Waern, 2012). From a tourism-related perspective, the framework (Li et al., 2018). In contrast, in a UTAUT study of the
commercial application of digital storytelling can therefore be an ap- crowdfunding of sustainable technologies, the fundamental factors
propriate means of integrating activities, the destination, and wireless driving funder intention to invest are social influence and effort ex-
value-added services in the attraction of visitors (Wu, 2006). pectancy (Moon & Hwang, 2018). Accordingly, we postulate four hy-
In crowdfunding the adoption and use of Internet-based visual and potheses regarding consumers' behavior of crowdfunding applying the
audible technology in entrepreneurial storytelling critically impacts the UTAUT model in tourism-related sectors as follows:
impressions made by potential funders (Doyle et al., 2017; Manning &
H5. Performance expectancy has a positive effect on behavioral
Bejarano, 2017). In tourism-related sectors, digital storytelling has been
intention to crowdfunding.
identified as significantly related to digital technology use and accep-
tance in, for example, archaeological museums (Bonacini et al., 2018). H6. Social influence has a positive effect on behavioral intention to
Similarly, storytelling about tourist destinations is closely associated crowdfunding.
with acceptance and use of digital technologies in tourism marketing
H7. Effort expectancy has a positive effect on behavioral intention to
(Bassano et al., 2019). Digital storytelling applications in tourism pro-
crowdfunding.
motion are significantly supportive by UTAUT, and the four key con-
structs (Hassan, 2016). Based on previous research, we propose four H8. Facilitating condition has a positive effect on behavioral intention
hypotheses from visitor economy consumers as follows: to crowdfunding.
H1. Digital storytelling has a positive effect on performance expectancy Drawing upon these hypotheses utilizing the UTAUT concepts, we
of crowdfunding. suggest the integrated model in Fig. 1. This work investigates associa-
tions between the independent variable of digital storytelling as a
H2. Digital storytelling has a positive effect on social influence of
second order factor (perceived esthetics, narrative structure, and self-
crowdfunding.
reference), mediators (performance expectancy, social influence, effort
H3. Digital storytelling has a positive effect on effort expectancy of expectancy, and facilitating condition), and the output variable of

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

Fig. 1. Proposed research model.

intent to crowdfunding participation. four items as suggested by Akgün et al. (2015), Delgadillo and Escalas
(2004), Hsiao et al. (2013), and Manning and Bejarano (2017). These
3. Method questions comprise structural factors of digital storytelling related to
crowdfundraiser's thinking, explanation, delineation, and focus (e.g.,
3.1. Measurement “The digital storytelling lets you know what this crowdfundraiser is
thinking and feeling”).
This study applies multi-measurement questions to address the
disadvantages of solo item measures (e.g., Churchill Jr., 1979). After an 3.2.3. Self-reference
extensive literature review on crowdfunding, digital storytelling, and The construct of self-reference has been operationalized with four
UTAUT (Bassano et al., 2019; Colombo et al., 2015; Couldry, 2008; items utilized in previous literature (Akgün et al., 2015; Baumgartner
Gerber & Hui, 2013; Li et al., 2018; Manning & Bejarano, 2017; Mollick, et al., 1992; Doyle et al., 2017; Hsiao et al., 2013). These items included
2014; Moon & Hwang, 2018; Venkatesh et al., 2003; Venkatesh et al., digital storytelling contents of making audiences feeling their similar
2012), the questionnaire initially comprised 32 items for measuring the situations, experiences, and memories (e.g., “When I see the digital
eight concepts. The constructs related to digital storytelling are per- storytelling of this crowdfundraiser, I thought about a similar situation
ceived esthetics, narrative structure, and self-reference. The main con- which my friends had experienced”).
structs related to UTAUT are perceived expectancy, social influence,
effort expectancy, facilitating condition, and intention to crowd- 3.2.4. Performance expectancy
funding. The construct of performance expectancy has been operationalized
Questions are measured by 7-point Likert-type scales. In addition, with four questions from earlier literature (Li et al., 2018; Moon &
nine items concerning crowdfunding participant behavior (financial Hwang, 2018; Venkatesh et al., 2003; Venkatesh et al., 2012). The
characteristics of project, involvement in crowdfunding outside of question items incorporated better services, increased personal income,
Korea, length of participation, experience, frequency of visiting plat- more convenience, and incentive from visitor economy crowdfunding
forms, average investment amount, primary reason to invest, projects (e.g., “Visitor economy crowdfunding would be useful for improving
participated in, and platforms used) were utilized in this study. Seven better services for me”).
questions associated with socio-demographics were also included (e.g.,
age, gender, education, monthly family income, marital status, occu- 3.2.5. Social influence
pation, residential district). The construct of social influence in this work was based on four
questions from prior literature (Colombo et al., 2015; Suki & Suki,
3.2. Operational definition of variables 2017; Venkatesh et al., 2003; Venkatesh et al., 2012). These items in-
cluded persons close to me are encouraging, wanting, following, and
3.2.1. Perceived esthetics helping for investing in visitor economy crowdfunding (e.g., “People
The construct of perceived esthetics has been operationalized with around me are encouraging me to invest in visitor economy crowd-
four items as recommended by previous studies (Akgün et al., 2015; funding”).
Bonacini et al., 2018; Hsiao et al., 2013; Lavie & Tractinsky, 2004).
These items included esthetic, pleasant, fascinating, and clear digital 3.2.6. Effort expectancy
storytelling by the crowdfundraiser (e.g., “I think that the digital The construct of effort expectancy is based on four questions from
storytelling of this crowdfundraiser looks esthetic”) (see Table 2). earlier literature (Escobar-Rodríguez & Carvajal-Trujillo, 2014;
Venkatesh et al., 2003; Venkatesh et al., 2012). The question items were
3.2.2. Narrative structure comprised of being easy to participate in, to learn, to understand, and to
The construct of narrative structure has been operationalized with invest in the visitor economy crowdfunding (e.g., “It is likely to be easy

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

to participate in the visitor economy crowdfunding project using this the firm uses are also designed to verify respondent's personal in-
crowdfunding platform”). formation. A screening question was placed at the beginning of the
survey and subjects who did not qualify for participation in the survey
3.2.7. Facilitating condition were deleted from the sample frame. Respondents who completed the
The construct of facilitating condition is operationalized with four screening question successfully were required to name a visitor
questions based on items recommended in San Martín and Herrero economy crowdfunding experience they had in the prior 12 months.
(2012), Venkatesh et al. (2003), and Venkatesh et al. (2012). The items The crowdfunding experience named by each subject was then pre-
included problem solving ability, payment systems, communication sented to that subject on each subsequent item. The multiple-choice
channels, knowledge, and experience of the crowdfunding platform items were rotated to avoid response bias (Lee, Lee, & Lee, 2008). An
(e.g., “This crowdfunding platform is able to give me enough technical automated procedure removed respondents who answered too fast or
help to solve the problems that have arisen when I invest in the visitor used repetitive patterns; these questionnaires were not included in the
economy crowdfunding project”). subsequent analysis.
The sample profile matched the age and gender profile of Korean
3.2.8. Intention to crowdfund mobile Internet users (Korea Internet & Security Agency, 2019). The
The construct of intention to crowdfund is operationalized by four subjects were all Koreans, 18 or more years old, who had experienced
questions as proposed in prior literature (Gerber & Hui, 2013; Mollick, visitor economy crowdfunding in the previous year. The Internet survey
2014; Venkatesh et al., 2003; Venkatesh et al., 2012). The items in- was conducted between April 1 and 11, 2019. The letter to request
corporated willingness to invest sooner or later in and encouraging participation in this survey was emailed to 9710 panelists since the
people around them to invest in visitor economy crowdfunding (e.g., “I survey company generally gets complete responses of approximately
have a willingness to invest in visitor economy crowdfunding”). 5% from initial invitations and our comprehensive model having eight
constructs and 32 indicators needs a sample size of around 400 cases
3.3. Content validity and pre-test (Hair et al., 2010). The email invitation was opened by 2616 in-
dividuals and 2353 respondents clicked through to the questionnaire.
The questions were originally written in English. Questions were Each subject was presented with the screening question (“In the past 12
then converted into Korean by three doctoral students proficient in both months, have you participated in any crowdfunding project for reward,
languages. The survey questionnaire was then translated back into equity/bond, or/and lending with the tourism and visitor economy
English so that incongruities could be rectified (Brislin, 1970). Three sector?”). Of those who were presented with the screening question
academics knowledgeable about this area of research assessed the 1489 panelists responded in the affirmative and, hence, were qualified
content validity of the questionnaire. Five practitioners of crowd- to answer to the questions. A total of 485 respondents completed the
funding also evaluated whether the questionnaire appropriately as- questions. After outliers and other respondents (e.g., do not remember
sessed visitor economy crowdfunding consumers' behavior. As a result the crowdfunding project name) were eliminated, 450 completed re-
of these steps, one item on self-reference was deleted from the ques- sponses were used for the analysis. The response rate represents 32.6%
tionnaire because of overlap. In addition, the screening question was (485 completed surveys divided by 1489 respondents who successfully
modified from “In the past year, have you participated in any tourism- passed the screening question) (American Association for Public
related crowdfunding project of reward, equity, bond, or lending?” to Opinion Research (AAPOR), 2016).
“In the past 12 months, have you participated in any crowdfunding
project for reward, equity/bond, or/and lending with the visitor 3.5. Data analysis
economy sector?”
A pilot study using seven graduate students majoring in tourism Data collected was analyzed using analysis of moment structures
studies who had experience of visitor economy crowdfunding further (AMOS) 22.0 SEM based on Arbuckle (2013). SEM has been developed
assessed the survey instrument. These candidates were chosen because for assessing if the suggested model or hypothetical structure well de-
they understand both the visitor economy and crowdfunding fields. scribes the collected data (Hair et al., 2010). Using the double stage
Based on their comments, several items on digital storytelling of three method of Anderson and Gerbing (1992), we tested the collected data
sub-constructs were reworded. In particular, the students said that for hypothesis and structural model after testing the convergence va-
general information questions were confusing in terms of the visitor lidity and discriminant validity. The normality of the data has been
economy sector and crowdfunding types. Thus, specific examples and examined applying maximum-likelihood estimation (MLE) in AMOS
explanations were provided at the beginning of the questionnaire. Fifty (Kline, 2011). The absolute values of the distortion and the kurtosis
crowdfunders who had experienced visitor economy crowdfunding in have ranges of 0.102 to 0.554 and 0.072 to 0.898 respectively that both
the prior year completed a pretest. Respondents were requested to belong to the traditional standard of multivariate normality (Hair et al.,
provide feedback as to whether any changes, revisions, additions, or 2010) (see Table 2). MLE has been used to check research models since
deletions were necessary. This resulted in further revisions of some it is more effective and less biased than other common approaches if the
questions on the five main constructs of UTAUT in crowdfunding to multivariate normality assumption is established (Byrne, 2001). Blunch
assure clarity. After completing these changes, the adjusted ques- (2008) asserts that MLE is a flexible method for assessment with the
tionnaire was utilized for the main survey. parameter values to attain optimal model suitability.
To minimize common method bias, various procedural actions were
3.4. Data collection used to prevent or offset these effects (Podsakoff, MacKenzie, Lee, &
Podsakoff, 2003). First, a statement assuring the anonymity and ex-
Online surveys are commonly used because they result in rapid planation of the study purpose was placed at the start of the ques-
responses, accessing a variety of populations, and expense reduction tionnaire. Second, the questions are presented in a mixed order, so
(Wright, 2005). Internet surveys are deemed particularly appropriate questions belonging to the same dimension do not appear together.
for data collection for this research since the study examines visitor Third, the introduction stated that questions have no right or wrong
economy crowdfunder behavior with crowdfunding platforms. An In- answer in order to reduce respondent anxiety. Fourth, to ensure the
ternet survey firm having over three million panelists (Embrain, 2019) validity of the response, the definition of the visitor economic crowd-
was hired to administer the survey instrument. Subjects were drawn funding was provided at the beginning of the survey with examples of
from their panel using a quota sampling method. The company adheres economic sectors. Fifth, the survey was made up of three sections: the
strictly to protocols designed to ensure response validity. The protocols first contains general information, the second questions associated with

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

the study framework, and the third individual inquiries about demo- Convergent validity has been confirmed applying three standards.
graphic context. The order of the survey questions was also changed so The standardized factor loading of the questions should be statistically
that all respondents received survey questions in different orders. significant and over 0.7 (Gefen, Straub, & Boudreau, 2000). The com-
As a statistical examination of the common method variance, posite reliability (CR) and Cronbach's alpha for the concepts should be
Harman's single factor analysis has been performed to determine if the over 0.7 according to Nunnally (1967). The average variance extracted
collected data revealed common method bias (Harman, 1967). All of (AVE) for all concepts should be over 0.5 (Fornell & Larcker, 1981).
the self-reported questions have been included in Exploratory Factor Accordingly, the standardized factor loadings are all significant and
Analysis (EFA). There is a common method bias when a single factor over 0.7 as shown in Table 2. The CR for each concept is over 0.7,
exists or if one variable accounts for over 50% of the variables' var- Cronbach's alpha for the concepts is higher than 0.7, and the AVE for all
iance. Six factors were identified as EFA results, with 39.17% of the concepts exceeds 0.5 (Table 3). Hence, the convergent validity has been
variance being main factors followed by 10.58%, 6.78%, 4.63%, 4.49%, supported for all the constructs. The discriminant validity of the mea-
and 3.92%. Another test was conducted on the hypotheses and only one surement framework is tested with matching the square root of the AVE
factor specified (Korsgaard & Roberson, 1995). The result indicates that for the concepts by the correlation between the concept and the cor-
the hypothesis framework is more suited to the data than the single responding concepts. When the square root of the AVE is larger than the
factor framework. In addition, the hypothesis framework was statisti- correlations between the concept and the corresponding concepts,
cally significant compared to the single factor framework. That is, the discriminant validity has been confirmed (Fornell & Larcker, 1981). The
difference in chi-square statistics between the hypothesis as well as square root of the AVE for all concepts is over the correlations between
single factor frameworks is significant (χ2 (2303.0)/df (15) = 153.5, that each concept and the corresponding concepts. Hence, discriminant
p < .001). Therefore, the two statistical examinations show that validity has been confirmed (see Table 3).
common method bias is not a problem in this work.
4.3. Structural model
4. Results
Fig. 2 demonstrates the assessments in the proposed research model.
4.1. Respondents' profile Specifically, all the values show evidence of a good model fit for the
structural framework (χ2 = 628.242, df = 309, p < .001;
The majority of subjects were males (51.6%) and married (50.5%) GFI = 0.903; AGFI = 0.881; NFI = 0.918; CFI = 0.956;
(see Table 1). Slightly more than a quarter (26.5%) were in the RMSEA = 0.048). As shown in Fig. 2, all eight relationships have been
20–29 years age group. Subjects who were at university or who had supported according to the path analysis results. Regarding R square of
university degrees comprise 58.7% of subjects. Almost a third of sub- variance explained, digital storytelling directly explains the variance of
jects (30.2%) earned family incomes of 4.00–5.99 million KRW (ap- performance expectancy (R2 = 0.533), social influence (R2 = 0.248),
proximately US$ 3422–5133) per month. Office workers comprised the effort expectancy (R2 = 0.502), and facilitating condition (R2 = 0.584)
largest proportion of the sample (45.1%) and a majority lived in me- (Hair et al., 2010). Importantly, the variance in intention to crowd-
tropolitan areas (60.0%). A majority of the respondents (61.8%) par- funding (R2 = 0.486) is considerably predicted directly by the effects of
ticipated in profit crowdfunding projects and a small number of subjects performance expectancy, social influence, effort expectancy, and facil-
(11.6%) were involved in crowdfunding outside of Korea. itating condition. Additionally, digital storytelling as a reflective and
Fewer than half (42.3%) had less than seven months' experience second order factor directly explains perceived esthetics (R2 = 0.738),
with visitor economy crowdfunding prior to completing the survey. narrative structure (R2 = 0.692), and self-reference (R2 = 0.513).
Around half of respondents recently participated in visitor economy H1, H2, H3, and H4 claim positive relationships among digital
crowdfunding for product reward (49.6%). Around a third of partici- storytelling, performance expectancy, social influence, effort ex-
pants visited crowdfunding platforms quarterly or more frequently pectancy, and facilitating condition. Hypothesis testing shows that di-
(32.2%). A majority of respondents invested an average funding gital storytelling positively influences performance expectancy
amount of 100,000–900,000 KRW in visitor economy related crowd- (γ = 0.730, p < .001), social influence (γ = 0.498, p < .001), effort
funding (41.6%). More than a third of the sample had product reward expectancy (γ = 0.708, p < .001), and facilitating condition
as the primary reason for crowdfunding in visitor economy areas (γ = 0.764, p < .001). H1, H2, H3, and H4 are thus supported. H5,
(39.8%). Travel and leisure were the main type of visitor economy- H6, H7, and H8 theorize positive relationships between performance
related crowdfunding that respondents participated in (30.2%), fol- expectancy, social influence, effort expectancy, facilitating condition,
lowed by other (food/beverage, hobbies, events) (26.2%). The most and intention to crowdfunding. Intention to crowdfunding is positively
frequently visited platform was Wadiz (41.1%). According to the so- influenced by performance expectancy (β = 0.251, p < .001), social
ciodemographic characteristics of this survey, the sample appears to be influence (β = 0.197, p < .001), effort expectancy (β = 0.162,
highly-educated, young, and rather wealthy. p < .05), and facilitating condition (β = 0.272, p < .01), thus sup-
porting Hypotheses 5, 5, 7, and 8.
4.2. Measurement model With the reflective second order factor, digital storytelling having
three elements as sub-constructs (perceived esthetics, narrative struc-
Using AMOS 22.0, confirmatory factor analysis (CFA) deletes four ture, and self-reference) has solid reliability and validity in terms of
items by modifying the measurement framework by deleting questions factor loadings of over 0.7, AVE of 0.616, CR of 0.947, Cronbach's α of
that hold a large residual variance with other questions (see Table 2) 0.903, and discriminant validity (Hair Jr et al., 2017; Ramani & Kumar,
(Arbuckle, 2013; Babin & Boles, 1998). The good model fit has been 2008) (see Table 3). Digital storytelling is also highly associated with
shown: χ2 = 649.079/df = 306 ≤ 3.0, p < .001 (Hayduck, 1987); perceived esthetics (λ = 0.859, p < .001), narrative structure
goodness-of-fit index (GFI) = 0.901 ≥ 0.9 (Bagozzi & Yi, 1988); ad- (λ = 0.832, p < .001), and self-reference (λ = 0.715, p < .001).
justed goodness-of-fit index (AGFI) =0.878 ≥ 0.8 (Scott, 1994); Three paths with factor loadings are found to be significantly over 0.7,
normed fit index (NFI) =0.915 ≥ 0.9 (Bentler & Bonett, 1980); com- thus supporting the three paths as indicators.
parative fit index (CFI) =0.953 ≥ 0.9 (Bagozzi & Yi, 1988); root mean Further, in testing the mediated effects, performance expectancy,
square error of approximation (RMSEA) is 0.050 at the 90% confidence social influence, effort expectancy, and facilitating condition have been
interval ≤ 0.08 (Browne & Cudeck, 1993). The results indicate that all found to mediate the effect on the relationship between digital story-
values exceed the recommended criteria and are suitable for the col- telling and intention to crowdfund (Zhao, Lynch, and Chen (2010). The
lected data. indirect effect (mediation) in this study was measured by bootstrapping

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

Table 1
Respondents' demographic characteristic.
Characteristics n (450) % (100) Characteristics n (450) % (100)

Gender Career participation length


Male 232 51.6 Less than 7 months 190 42.3
Female 218 48.4 7–12 months 128 28.4
Age 13–36 months 118 26.3
Under 20 years old 33 7.3 37 months and over 14 3.0
20–29 years old 119 26.5 Experienced fieldsb
30–39 years old 117 26.0 Product reward 223 49.6
40–49 years old 111 24.7 Non-product reward (e.g., services, experiences) 201 44.7
50–59 years old 50 11.1 Investment 147 32.7
60 years old and over 20 4.4 Lending 102 22.7
Educational level Other 3 0.7
Less than or high school diploma 87 19.3 Frequency of visiting platforms
2-year college 42 9.3 Daily 13 2.9
University 264 58.7 Weekly 62 13.8
Graduate school or higher 57 12.7 Monthly 104 23.1
Marital status Quarterly 145 32.2
Single 227 50.5 Yearly 126 28.0
Married 213 47.3 Average investment amount
Divorced 10 2.2 Less than 30,000 KRW 66 14.7
Monthly household income From 30,000 to 90,000 KRW 125 27.8
Less than 2.00 million KRWa 19 4.2 From 100,000 to 900,000 KRW 187 41.6
From 2.00 to 3.99 million KRW 114 25.3 From 1 million KRW to over 72 15.9
From 4.00 to 5.99 million KRW 136 30.2 Primary reason for crowdfunding
From 6.00 to 6.99 million KRW 94 20.9 Product reward 179 39.8
From 8.00 to over million KRW 87 19.3 Non-product reward (e.g., services, experiences) 144 32.0
Occupation Investment 77 17.1
Professionals 50 11.1 Lending 47 10.4
Business owner 28 6.2 Other 3 0.7
Service worker 18 4.0 Participated in visitor economy-related projects
Office worker 203 45.1 Travel and leisure 136 30.2
Civil servant 14 3.1 Sports 12 2.7
Home maker 36 8.0 Films 51 11.3
Retiree 3 0.7 Game 27 6.0
Student 72 16.0 Art/Culture (fine art, craft, photography) 99 22.0
Unemployed 15 3.3 Music 7 1.6
Other 11 2.4 Other (food/beverage, hobbies, events, etc.) 118 26.2
Residential district Used visitor economy-related platforms
Metropolitan areas 270 60.0 OhMyCompnay 28 6.2
Non-metropolitan areas 180 40.0 Wadiz 185 41.1
Financial characteristics of project Corwdy 54 12.0
Profit crowdfunding project 278 61.8 Tumblebug 73 16.2
Non-profit crowdfunding project 99 22.0 HappyBean 30 6.7
Don't know 73 16.2 Other 80 17.8
Involved in crowdfunding outside of Korea
Yes 52 11.6
No 398 88.4

a
US$ 1 = KRW (Korean Won) 1169 as of May 7, 2019.
b
Multi-response.

the maximum likelihood of 5000 re-samplings with bias-corrected effort expectancy and intention to crowdfunding which has the lowest t-
confidence intervals of 90% (Hair Jr et al., 2017). When considering value among eight significant relationships. A control variable was in-
multiple mediators, the researcher should analyze the model that in- cluded to test whether research hypotheses could still be upheld. The
cludes all relevant mediators at the same time. Therefore, this study data still supported eight hypotheses when the seven different projects
uses the analysis procedure as suggested by Hair Jr et al. (2017) and included. Therefore, the results supported that control factor of parti-
Zhao et al. (2010). The results show that the relationship between di- cipated visitor economy-related projects was not biased in the current
gital storytelling and intention to crowdfunding was positively and research model. Furthermore, all the path coefficients and t-values in
significantly mediated by performance expectancy (β = 0.107, the research model were very similar with those of the control variable.
t = 3.589, p < .001), social influence (β = 0.103, t = 3.602,
p < .001), effort expectancy (β = 0.114, t = 3.437, p < .001), and
facilitating condition (β = 0.120, t = 2.961, p < .001) (Table 4). 5. Discussion and conclusion

5.1. Discussions
4.4. Inclusion of control variable
Digital storytelling by fundraisers is potentially a key factor in at-
To determine whether participated visitor economy-related projects tracting supporters to invest in crowdfunding projects. Despite the
influence the research model, this study tested the different projects important role of entrepreneurs' digital storytelling in crowdfunding
participated by funders as control variable. The results of this analysis campaigns to attract investors, research regarding the effect of digital
verified the research model with the seven categorized projects (see storytelling on persuading investors is scarce in the visitor economy
Table 1). Specifically, the participated different projects were con- crowdfunding sector and leisure and tourism-related fields. To fill this
trolled to warrant a precise assessment of the relationship between gap, the goal of this work is to build and verify a theoretically

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

Table 2
Results of factor analysis and assessment of normality.
Constructs Factor loading Skew-ness kurto-sis

Perceived esthetics
1. I think that the digital storytelling of this crowdfundraiser looks esthetic. 0.781 −0.115 −0.074
2. I think that the digital storytelling of this crowdfundraiser looks pleasant. 0.764 −0.166 0.077
3. I think that the digital storytelling of this crowdfundraiser looks fascinating. 0.788 −0.205 −0.106
4. I think that the digital storytelling of this crowdfundraiser looks clear. 0.766 −0.102 −0.072

Narrative structure
1. The digital storytelling lets you know what this crowdfundraiser is thinking and feeling. 0.796 −0.153 −0.097
2. The digital storytelling of this crowdfundraiser explains why things happen, that is, what causes things to happen. 0.826 −0.321 0.239
3. The digital storytelling of this crowdfundraiser has a well delineated beginning (initial event), middle (crisis or turning point) and 0.744 −0.282 0.464
ending (conclusion).
4. The digital storytelling of this crowdfundraiser focuses on specific, particular events rather than on generalizations or abstractions. 0.727 −0.208 0.183

Self-reference
1. When I see the digital storytelling of this crowdfundraiser, I thought about similar situation which my friends had experienced. 0.782 −0.219 −0.319
2. When I hear the digital storytelling of this crowdfundraiser, I thought about my past experiences. 0.854 −0.409 −0.094
3. When I read the digital storytelling of this crowdfundraiser, I felt that I have similar experiences. 0.836 −0.354 −0.162

Performance expectancy
1. Visitor economy crowdfunding would be useful for improving better services for me. 0.792 −0.213 0.212
2. Visitor economy crowdfunding increases my personal income.a – – –
3. Visitor economy crowdfunding makes products more convenient for me. 0.781 −0.323 0.432
4. Visitor economy crowdfunding provides incentive to me.a – – –

Social influence
1. People around me are encouraging me to invest in visitor economy crowdfunding. 0.829 −0.249 −0.505
2. Most of the people who are important to me want to invest in visitor economy crowdfunding. 0.872 −0.128 −0.497
3. My friends are likely to follow if they were encouraged to investing in visitor economy crowdfunding. 0.781 −0.226 −0.198
4. People around me are likely to give me advice and help for investing in visitor economy crowdfunding. 0.822 −0.300 −0.509

Effort expectancy
1. It is likely to be easy to participate in the visitor economy crowdfunding project using this crowdfunding platform. 0.838 −0.457 0.220
2. It is likely to be easy to learn to invest in the visitor economy crowdfunding project using this crowdfunding platform. 0.818 −0.201 −0.424
3. Investing in the visitor economy crowdfunding project through this crowdfunding platform is likely to be straightforward and easy to 0.842 −0.436 0.232
understand.
4. It is likely to be easy to invest in the visitor economy crowdfunding project using this crowdfunding platform. 0.824 −0.462 0.210

Facilitating condition
1. This crowdfunding platform is able to give me enough technical help to solve the problems that have arisen when I invest in the visitor 0.710 −0.466 0.571
economy crowdfunding project.
2. This crowdfunding platform has enough payment systems to invest in the visitor economy crowdfunding project. 0.788 −0.463 0.388
3. This crowdfunding platform is building channels (mail, chat, bulletin boards) to communicate with this fundraiser for the – – –
crowdfunding project.a
4. This crowdfunding platform has sufficient knowledge and experience in investing in the visitor economy crowdfunding project. 0.781 −0.341 0.235

Intention to crowdfunding
1. I have a willingness to invest in visitor economy crowdfunding. 0.850 −0.554 0.898
2. I would like to encourage people around me to invest in visitor economy crowdfunding.a – – –
3. I have a willingness to invest in visitor economy crowdfunding regularly. 0.750 −0.342 0.153
4. I have a willingness to invest the visitor economy crowdfunding within a year. 0.843 −0.544 0.498

a
The item was deleted following confirmatory factor analysis.

Table 3
Tests of convergent and discriminant validity.
Construct 1 2 3 4 5 6 7 8 9

1. Perceived esthetics 0.881


2. Narrative structure 0.621 0.858
3. Self-reference 0.549 0.493 0.770
4. Performance expectancy 0.530 0.417 0.423 0.900
5. Social influence 0.549 0.330 0.463 0.406 0.872
6. Effort expectancy 0.521 0.555 0.300 0.458 0.236 0.876
7. Facilitating condition 0.494 0.583 0.316 0.453 0.342 0.624 0.848
8. Intention to crowdfunding 0.464 0.460 0.345 0.471 0.414 0.474 0.499 0.835
9. Digital storytelling 0.881 0.858 0.770 0.547 0.478 0.563 0.568 0.511 0.715
AVE 0.700 0.698 0.785 0.809 0.760 0.767 0.720 0.775 0.616
Composite reliability (CR) 0.857 0.851 0.864 0.764 0.896 0.899 0.804 0.856 0.947
Cronbach's alpha (α) 0.857 0.855 0.863 0.764 0.895 0.899 0.806 0.855 0.903
Mean 4.657 4.833 4.339 4.766 4.021 5.025 4.749 4.842 4.610
Standard deviation 1.130 1.132 1.279 1.040 1.389 1.130 1.163 1.188 1.180

Note: The diagonal values of bold strokes in the “correlation of constructs” figures are the square root of the AVE.
The figures in italics are correlations with elements of the reflective second order factor which are not the relations of cause and effect so these corrections do not
affect the discriminant validity.

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

Fig. 2. Path analysis results.

Table 4
Testing mediated effects.
Path Indirect effect (mediated) t-value p-value

Digital storytelling → Performance expectancy → Intention to crowdfunding 0.107⁎⁎⁎ 3.589 < 0.001
Digital storytelling → Social influence → Intention to crowdfunding 0.103⁎⁎⁎ 3.602 < 0.001
Digital storytelling → Effort expectancy → Intention to crowdfunding 0.114⁎⁎⁎ 3.437 < 0.001
Digital storytelling → Facilitating condition → Intention to crowdfunding 0.120⁎⁎ 2.961 < 0.01

⁎⁎
p < .01.
⁎⁎⁎
p < .001.

integrated research framework including three-dimensions of digital tourism-related crowdfunding. This demonstrates that well-built digital
storytelling (i.e., perceived esthetics, narrative structure, and self-re- storytelling contributes to the perceived positive social influence of
ference) and five key concepts of UTAUT (i.e., performance expectancy, people in the context of leisure and tourism-related crowdfunding
social influence, effort expectancy, facilitating condition, and beha- participation.
vioral intention). Accordingly, to do this, this study employed and de- Investors' crowdfunding participation intention in leisure and
veloped the SEM approach to test the data collected through the online tourism-related sectors is most influenced by the perceived facilitating
survey based on quota sampling of South Korean mobile Internet users' condition of platforms in the research model. These findings suggest
gender and age, resulting in a total of 450 respondents. that the funders' perceived facilitating condition of platforms is the best
The results of this study indicate that digital storytelling has the driver for their actual participation in crowdfunding in visitor economy
greatest effect on facilitating conditions perceived by investors in the sectors. Investors' perceived performance expectancy influences po-
proposed research model. This suggests that better digital storytelling tential supporters' intention to crowdfund. It explains investors' per-
on crowdfunding projects positively influences investor likelihood to ceived better services and greater convenience from visitor economy
fund on specific platforms. In other words, a high quality of esthetics, crowdfunding when this is closely associated with their behavioral in-
well-framed narration, and digital storytelling that evokes consumer tention to participate in crowdfunding. The perceived social influence
sympathy would increase the perceived facilitating condition of a of people close to investors influences the investors' behavioral inten-
platform by investors, which in turn leads to their intention to fund. tion to crowdfund. This implies that if crowdfunders think that other
Digital storytelling also has a strong impact on crowdfunding investors' people like, support, or want to crowdfund, the funders are then more
perceptions of performance expectancy within the UTAUT model. It likely to crowdfund. Investors' perceived effort expectancy is associated
implies that appropriate digital storytelling results in investors thinking with their behavioral intention to participate in crowdfunding for the
that visitor economy crowdfunding is beneficial to them by providing leisure and tourism-related fields. This finding indicates that people's
better service and convenience. In addition, digital storytelling con- perceived easiness to use crowdfunding sites is important to their be-
siderably influences effort expectancy perceived by investors under this havioral intention to crowdfund in the sector.
study framework, revealing that good digital storytelling convinces Intriguingly, in this study, investors' perceived esthetics is found to
investors to think that participating in visitor economy crowdfunding have the strongest association with digital storytelling of entrepreneurs
via online platforms requires little effort. Storytelling in digital tech- in the proposed research framework. It reveals that appropriately cus-
nologies also affects investor perceptions of social influence from what tomer-oriented digital storytelling design plays a major positive role in
their friends and family think of investor behavior on leisure and persuading supporters of visitor economy crowdfunding. Investors also

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

perceived narrative structure as strongly associated with crowdfunding economy crowdfunding in the UTAUT framework, broadening past
digital storytelling in this research model. This suggests that if investors research regarding the link between autobiographical memories and
perceive a well-structured narration from entrepreneurs' digital story- consumer information processing (Baumgartner et al., 1992).
telling, such as an initial event and turning point that led to the
crowdfund product offer, and conclusion, then supporters are more 5.3. Practical implications
likely to invest in visitor economy crowdfunding projects. Finally, there
is a significant link between self-reference and digital storytelling in the The empirical findings on digital storytelling and UTAUT concepts
UTAUT theory context. The finding shows that if investors self-re- have implications for visitor economy crowdfundraisers, platforms,
ference fundraisers' digital storytelling, such as making them reflect on policy makers, and funders in leisure and tourism-related businesses.
their experiences or memories, then investors are more likely to fund The results suggest that crowdfunding entrepreneurs should focus on
the project. increasing the quality of digital storytelling, including how well plat-
forms assist investors on the prospect of gaining returns on their in-
5.2. Theoretical implications vestment in leisure and tourism-related projects. Appropriately tailored
digital storytelling content can stimulate the facilitating condition of
This work provides the following major insights to theory formation platforms and influence investor performance expectancy of crowd-
and verification. The first contribution is in applying the UTAUT model funding projects. Given the strong association between digital story-
for crowdfunders in the context of leisure and tourism-related fields. As telling and effort expectancy in leisure and tourism-related contexts,
a result, this study extends the generalizability of UTAUT from in- this result suggests that visitor economy crowdfunding sites and crea-
formation technology users to leisure and tourism-related crowd- tors should create digital storytelling content that emphasizes the ease
funding consumers in the broader visitor economy. The second major of investment in crowdfunding projects. Due to the positive effect of
insight is in the addition of digital storytelling into UTAUT concepts in digital storytelling on social influence, crowdfunding businesses should
tourism related crowdfunding. This research demonstrates that when ensure that digital storytelling highlights social relations and networks
predicting funder intention to crowdfund, the digital storytelling con- via platform websites, social media, and mobile applications. In other
struct is a key antecedent. The third major theoretical contribution is in words, digital storytelling can help communicate that crowdfunders'
adding digital storytelling as a reflective second order factor consisting family, friends, relatives, and close people think that participation in
of perceived esthetics, narrative structure, and self-reference. The final visitor economy crowdfunding is valuable.
contribution is in the extension of the relationships of UTAUT con- The results from this study highlight that crowdfunding mangers
structs to visitor economy sectors, which incorporate tourism, leisure, should emphasize facilitating conditions in order to attract investors,
hospitality, and events (Connell et al., 2017; Kim & Hall, 2019b). followed by performance expectancy, social influence, and effort ex-
The findings related to the greatest impact of digital storytelling on pectancy in descending order. For example, if crowdfundraisers want to
the facilitating condition in this research model substantially extends obtain funds from potential supporters, the most effective way is to
previous studies addressing this relationship (Suki & Suki, 2017). The emphasize platforms' facilitating condition, by providing technical
result of this study regarding the significant impact of digital story- help, payment systems, suitable investment knowledge and experi-
telling on performance expectancy offers new insights by addressing the ences. When crowdfunding stakeholders wish to gain funds from po-
relationship between storytelling and proposed performance in tourism tential investors, they should increase consumers' perceived perfor-
related digital marketing environments in destinations (Bassano et al., mance expectation by offering better benefits and various advantages.
2019). The strong relationship between digital storytelling and effort Overall, entrepreneurs should make the investment process as com-
expectancy also contributes to awareness of funder behavior for visitor fortable as possible for consumers, potentially including support for
economy crowdfunding, extending previous research on the associa- funder social networks if they attract supporters to invest. In other
tions between electronic word-of-mouth and effort expectancy of words, the impact of social influence on behavioral intention to
UTAUT in the digital marketplace for tourism promotion (Hassan, crowdfunding also suggests that crowdfunding managers could include
2016). social media and networks services in their platform to better monitor
This research found that the closely significant effect of the facil- peer investor behavior.
itating condition on visitor economy consumers' intention to crowd- The digital storytelling construct has the highest weight of per-
funding expands prior findings on the association of facilitating con- ceived esthetics from three sub-factors. This implies that visitor
ditions with behavioral intention to adopt mobile applications among economy crowdfunding stakeholders should concentrate on improving
travel consumers from the UTAUT framework (Tan et al., 2017). The the esthetics of their digital storytelling. This could be done, for ex-
positive effect of performance expectancy on crowdfunders' behavioral ample, by applying tourism virtual reality technology (e.g., vivid video,
intention offers a new perspective on visitor economy crowdfunding audio, 3D animation) (Kim & Hall, 2019a). Visitor economy crowd-
literature in the UTAUT, broadening earlier literature on the association funding practitioners should focus on their digital storytelling in terms
of performance expectancy with behavioral intention for mobile of cause and effect as well as with respect to a well-structured frame-
tourism shopping (Tan & Ooi, 2018). This study also demonstrates that work and specific events. Finally, the result of this research suggests
social influence on funders influences their intention to crowdfunding, that the visitor economy crowdfunding industry could better build and
reinforcing the identified role of social influence in intention to fund market their digital storytelling content to fit their audience in order to
crowdfunding projects within UTAUT in Asian cultures (Li et al., 2018). stimulate investors' personal feelings because of the significant of self-
The finding of effects of effort expectancy on funders' intention to reference in the UTAUT model.
crowdfunding also offers new insights, expanding Moon and Hwang's Interestingly, from four items of performance expectancy in this
(2018) study regarding effort expectancy and use intention as an al- study, two items relevant finance are deleted after CFA so that the
ternative means for funding sustainable appropriate technology. construct is defined through a non-financial lens. This result is con-
Identifying the very high importance of perceived esthetics in this sistent with the crowdfunders' characteristics in Korea that crowdfun-
application of UTAUT constructs extends previous studies on evaluating ders' primary purpose is to support new ideas, high technologies, ad-
the perceived visual esthetics of websites in human-computer interac- venture spirits, and better values of fundraisers, followed by obtaining
tion research (Lavie & Tractinsky, 2004), along with expanding un- rewards (services or experiences) and profits (Macromill Group
derstanding of the link between narrative structure and empathy pre- Company, 2019). Accordingly, entrepreneurs in leisure and tourism-
viously observed in travel blogs (Hsiao et al., 2013). Finally, self- related industries should highlight the innovative nature of ideas or
reference also has significant weight in digital storytelling in visitor values as well as the social dimensions of the crowdfunding experience

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M.J. Kim and C.M. Hall Tourism Management Perspectives 34 (2020) 100638

so as to attract potential investors for crowdfunding projects. Declaration of Competing Interest

5.4. Limitations and future directions The authors declared no potential conflicts of interest with respect
to the research, authorship, and/or publication of this article.
Although this work offers theoretical and managerial insights to the
visitor economy crowdfunding field, there are several limitations that Acknowledgement
suggest future study directions. The first restriction is generalizability of
our results. Since the research was performed in South Korea which has This work was supported by the Ministry of Education of the
the highest penetration rates for Internet usage (99.5%) and the fastest Republic of Korea and the National Research Foundation of Korea
speed of Internet (28.6 Mbps) in the world (Korea Internet & Security (NRF-2018S1A5A8026985).
Agency, 2019), the results may not apply to regions that have less de-
veloped ICT. Second, we have studied all types of crowdfunding from Appendix A. Supplementary data
visitor economy sectors. There is therefore a need to investigate dif-
ferences between sectors, as well as examine the potential contributions Supplementary data to this article can be found online at https://
of crowdfunding to support initiatives related to specific problems fa- doi.org/10.1016/j.tmp.2020.100638.
cing tourism and the visitor economy, such as sustainability, air pol-
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