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The Game of Thrones Effect: An Investigation into Travel Motivation

and Croatian Tourism

Events Management BA (Hons)

April 2020

Lili Gilston

University of Huddersfield

Declaration

I declare that this project is the result of my own individual efforts and that it

conforms to University, Departmental and Course regulations regarding cheating and

plagiarism. No material contained within this project has been used in any other

submission, by the author, for an academic award.

Student’s name: Lili Gilston

Signature: LM Gilston

Date: 24th April 2020

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Abstract

The popularity of Game of Thrones has become a phenomenon attracting fans

globally, it is worth investigating and exploring the scale of its popularity and how it

affects peoples travel motivation and the huge impact it had on Croatia which was

portrayed as King Landing. Data was collected from 90 participants to help identify

people’s familiarity of Game of Thrones and their travel responses analysed to help

draw a conclusion answering the research questions. This research project found

that people’s travel motivations are experience, curiosity, escape and relaxation.

Croatia’s beautiful landscape, history and culture are the characteristics that makes it

a desirable place to visit, people are drawn to beautiful scenery and landscapes, the

representation of Croatia in Game of Thrones had made Croatia an even more

admirable travel destination. It is recommended that when conducting a research

relating to this topic it is worthwhile to survey tourists on site by travelling to a filming

location to gain a greater insight on their travel motivation. It is also useful to focus

on people who are familiar with Game of Throne to measure the influence the show

has had on people.

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Acknowledgements

I would like to take this opportunity to express my sincerest gratitude to everyone

who supported me during the process of completing this dissertation.

Firstly, I would like to thank my research project supervisor Dr. Adam Dennett for

guiding me in this project and his excellent teaching. I appreciate all your assistance

and invaluable advice throughout the process.

To all my family, my constant source of support, thank you for your tireless

dedication and persistently believing in me. For your love and endless support, I am

forever grateful.

I also have to thank my friends for being there for me, their encouragement and

helping me execute the pilot study. Thank you all for your patience and dedication.

I thank all the participants of the online survey for this dissertation, without their

participation this study would have been impossible to complete. I appreciate all your

input.

To the events teaching team especially Janna Wood, thank you for being a source of

inspiration and your tireless work and passionate teaching.

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Table of Contents

Title Page…………………………………………….…………………………….……..1

Declaration………………………………………………………………………………..2

Abstract……………………………………………………………………………………3

Acknowledgment…………………………………………………………………………4

Table of Contents………………………………………………………………………..5

List of Figures……………………………………………………………………….……9

Chapter 1: Introduction……………………………………………………….……...11

1.1 Rationale for this Research…………………………………………….………... 11

1.2 Aim………………………………………………………………………….……… 12

1.3 Research Questions…………………………………………………….…………12

1.4 Layout of the Study……………………………………………………….….…….12

Chapter 2: Literature Review……………………………………………….…...….14

2.1 Introduction………………………………………………………………...……… 14

2.2 Tourism………………………………………………………...……………………14

2.3 Film Tourism……………………………………………………………..…..……..14

2.4 Travel Motivation…………………………………………….….………...………..16

2.5 TV Series as a Motivator…………………………………………………………..17

2.6 Travel Motivation Theories………………………………………………….…….17

2.6.1 Push and Pull Theory……………………………………………………17

2.6.2 The Seeking and Escaping Theory…………………………………….19

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2.6.3 Travel Career Ladder & Travel Career Patterns……….……………. 20

2.6.4 Optimum Arousal Theory by Iso-Ahola……………………………….. 22

2.7 The Influence of Film……………………………………………………………….23

2.8 Destination Image…………………………………………………………………..24

2.9 Effects of Films on Destination………...………………………………………….26

2.10 Applicable Theories……………………………………………………………….27

2.11 Conclusion…………………………………………………………………………27

Chapter 3: Methodology……………………………………………………………...29

3.1 Introduction………………………………………………………………………….29

3.2 Aim of Research……………………………………………………………………29

3.3 Research Questions……………………………………………………….………30

3.4 What is Research?..........................................................................................30

3.5 Research Philosophy………………………………………………………………30

3.6 Application to this Study…………………………………………………………...31

3.7 Research Design for this Project………………………………………………....32

3.8 Types of Research Design………………………………………………………...32

3.9 Primary vs Secondary Research………………………………………………….32

3.10 Quantitative and Qualitative Research………………………………………….33

3.10.1 Difference of Quantitative and Qualitative Research……...………..33

3.10.2 Justification for Quantitative……………………………………………34

3.11 Research Strategy………………………………………………………………...34

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3.12 Pilot Testing………………………………………………………….…………….35

3.13 Sampling…………………………………………………………………………...36

3.14 Distribution and Access to Participants…………………………………………36

3.15 Survey Questions and Justifications…………………………………………….37

3.16 Data Analysis………………………………………………………………………40

3.17 Reliability……………………………………………………………………………40

3.18 Validity………………………………………………………………………………40

3.19 Ethical Considerations………………………………………………………….…41

3.20 Conclusion……………………………………………………………………….…41

Chapter 4: Findings and Analysis…………………………………………………..43

4.1 Introduction……………………………………………………………………..……43

4.2 Demographics………………………………………………………….………...….43

4.3 Game of Thrones Fandom…………………………………………….…………...46

4.4 Choice of Film Location as a Travel Destination…………………….……...…...47

4.5 Filming Locations……………………………………………………….…………...51

4.6 Travel Motivations………………………………………………………………….. 53

4.7 Croatian Tourism and Destination Image…………………………….…………..54

4.8 Travel Experience and Satisfaction………………………………….……………57

4.9 Conclusion………………………………………………………….………………..60

Chapter 5: Conclusion and Discussion……………………………………………62

5.1 Introduction…………………………………………………………………………..62

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5.2 Answers to Research Questions…………………………………………………..62

5.3 Key Conclusions from Findings……………………………………………..……...63

5.4 Research Limitations………………………………………………………………...65

5.5 Recommendations for Future Research…………………………………..………65

5.6 Contribution to Knowledge……………………………………………….…….…...66

6.0 Reference List…………………………………………………………………....…..67

7.0 Appendices………………………………………………………………….....……..75

Appendix 1: Online Questionnaire……………………………………………...75

Appendix 2: Ethical Review Form………………………………..…….....……84

Appendix 3: Responses to Question 20…………………………..………...…87

Appendix 4: Distribution of Survey to Facebook Groups……….……...…….90

Appendix 5: Research Plan……………………………………………………..93

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List of Figures

Chapter 2 Figure Caption Page Number

2.1 Scope of Tourism 15

2.2 Culture Geography 16

2.3 Types of Film Tourist 18

2.4 3 P’s of Push and Pull Factors

18

Fig 2.5 The seeking and escaping model

20

2.6 The concept of Travel Career Ladder

21

2.7 The three layers of Travel Career Pattern

22

2.8 Formation of Destination Image Model

25

2.9 Seven phases of Travel Experience

26

2.10 The components of Destination Image

26

Chapter 3 3.1 Research Onion 30

3.2 Difference of Quantitative vs Qualitative

33

3.3 Distribution of the Online Questionnaire

37

3.4 Justification of Survey Questions

39

Chapter 4

4.1 Gender of Respondents 44

4.2 Age Group 45

4.3 Nationalities 45

4.4 Familiarity of Game of Thrones

46

4.5 Game of Thrones 47

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Fandom 4.6 Game of Thrones Film

Tourism 47

4.7 Travel Companions 48

4.8 Travel in Film/ TV locations

49

4.9 Croatia as a Destination Choice

49

4.10 Croatia as a Travel Destination

50

4.11 Game of Thrones Influence

50

4.12 Game of Thrones Inspired Travel Activities

51

4.13 Influence of Film and TV Series

51

4.14 Participation in Travel Activities

52

4.15 Important Factors in Choosing a Location

52

4.16 Important Factors on Travel Motivations

54

4.17 GoT inspired Tourism Recommendation

55

4.18 Croatia’s Destination Image

55

4.19 Sources of Information 56

4.20 Participants Most Memorable Experience

58

4.21 Travel Motivation after Game of Thrones Finale

59

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Chapter 1: Introduction

1.1 Rationale for this Research

The topic was chosen as it is fascinating how the show Game of Thrones has

influenced fans to travel and the impact it had on Croatian tourism; therefore, it is

worthwhile to investigate this issue to understand the situation as limited study has

been conducted to explore the topic. Game of thrones was a popular American TV

series which became a phenomenon, attracting millions of fans globally. According

to Maddeaux (2017) one of the biggest travel trends is the Game of Thrones inspired

tourism which proved lucrative to many countries who served as filming locations of

the famous series. Croatian city Dubrovnik portrayed as King’s Landing have

benefitted from the show’s popularity due to a boost in tourism and destination

exposure. (Maddeaux, 2017, para 3).

Rodriguez (2015) stated in an article that the TV series has transformed Croatia into

a Kingdom of Tourism and Set jetting, the Game of Thrones effect on the country’s

tourism industry is huge. Rodriguez (2015) added that GoT filming has created more

employment, ignoring the negative effect of disruption in the capital city Dubrovnik. It

was reported in 2014 by Tourism Competitive Intelligence that 45 million

international tourists chose a particular destination they saw from a film or TV.

Smith (2019), stated in his article that Game of thrones has had a massive impact

both on tourists and Croatia, the show has had both positive and negative effect on

the city of Dubrovnik. Tour guides benefitted from the show’s popularity while the

local residents criticised it as their home turned into Disneyland. Croatia’s tourists

board revealed that in 2018 overseas arrivals reached 18.4 million compared to

2010, only 9 million people visited Croatia (Smith, 2019, para 2-4). Judging by the

statistics it is obvious that influx of tourist has doubled since the production of Game

of Thrones

Radman (2017) noted that American tourists would flock to Dubrovnik increasing

demand and hype. Many in Croatia such as local businesses capitalised from the

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show’s impact on tourism. Radman (2017), said most tourists who visited Croatia in

year 2017 had said that they were visiting Croatia primarily because of Game of

Thrones. Radman (2017) described the effect as mass fan-franchise-following

tourism, the huge impact of the show is unreal as the amount of tourist arrivals has

outnumbered the population of the country. There were reports of a shortage of

workers in tourism and service industry, these workers are crucial to meet high

tourist demands. The negative impact of the popular show on Croatia is further

highlighted by Foster (2017) she stated the negative impacts are causing serious

concerns, due to overcrowding, local community disruption and the risk of losing its

World heritage status. There is a limit to the number of tourists entering the city to

keep it sustainable. As a result, the city’s Mayor launched a plan to cap entrants to

8,000 a day, installing cameras to monitor people entering and leaving the city.

(Foster, 2017).

1.2 Aim

The aim of this research is to understand the scale of the global cultural

phenomenon Game of Thrones and why it motivates tourists to visit Croatia

particularly Dubrovnik.

1.3 Research Questions

 Has TV broadcasting of Game of Thrones influenced fans to travel to Croatia?

 How has the show changed Dubrovnik’s image?

 What do fans of Game of Thrones hope to achieve and experience when

travelling to the show’s filming location?

 Do fans of the show still have the motivation to travel to Croatia now that the

show has ended?

1.4 Layout of the Study

Chapter 1: Introduction

 Rationale for the Topic

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 Aim

 Research Questions

 Layout of the Study

Chapter 2: Review of Literature

Chapter 3: Research Methodology

 Research Philosophy  Research Design  Quantitative vs Qualitative  Research Strategy  Pilot  Sampling  Distribution  Survey Questions  Analysis  Reliability and Validity  Ethical Considerations

Chapter 4: Findings and Analysis

Chapter 5: Conclusion and Discussion

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Chapter 2: Literature Review

2.1 Introduction

This chapter discusses tourism and definitions of film tourism by different authors.

This is then followed by discussing travel motivation and what motivates people to

travel. Thirdly, this chapter will focus on TV series as a motivator by representing

destinations on screen. Travel motivation theories are discussed and why they are

relevant in understanding tourist motivation. Next, this chapter will also focus on the

influence of film in the tourism industry. Lastly, destination image and concepts are

discussed and what relevant theories this study will apply.

2.2 Tourism

In order to understand film tourism, it is worth exploring what tourism is, according to

Pender and Sharpley (2005) tourism is an activity which people participate outside

their normal environment for at least 24 hours for leisure, business and other

purposes. In addition, Pender and Sharpley (2005), highlighted that there are three

basic elements in tourism these are tourists, geographical elements and the tourism

industry. Firms and organisations in the travel industry intends to provide the specific

needs and wants of travellers. (Pender and Sharpley, 2005, p. 33). Based on the

definition stated, tourists travel for recreation purposes this is important to highlight

as this study will be focusing on film tourism.

2.3 Film Tourism

According to Beeton (2005), travellers are highly motivated by the influence and the

power of film and media. Places shown in films and tv series are recognised, driving

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tourists to travel to those locations. Beeton (2005) defines film-induced tourism as

relating to on- location tourism after being portrayed in films and televisions set in a

certain destination.

Hudson and Ritchie (2006), described the study of film tourism as movie induced or

film induced tourism, the authors further stated film tourism is a tourist visit to a

destination depicted on television, video and cinema. Hudson and Ritchie (2006),

further explains that film tourism is an increasing phenomenon in the entertainment

and travel industry.

Another author defines film tourism as a tourist activity which is induced by viewing

film, television, videos and recorded products. Films and TV shows creates images

of a place which has an effect on viewers perception. (Connell, 2012, para 11). The

term film tourism has been defined as a visitation of a location that has been used in

filming a movie or series. (Buchmann et al, 2010, para 13). Based on the definitions

stated above, all of them are very similar and highlights the significance of film

tourism both on entertainment and travel industry. It can be suggested that visual

presentations and images are very powerful in enticing tourists which contributes to

film tourism.

Fig

ure 2.1: Connell (2012), noted the scope of film tourism.

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Figure 2.2: Culture Geography based on Connell’s (2012) article.

2.4 Travel Motivation

According to Snepenger et al (2006), Murray defines motivation as an internal factor

which arouses, directs and integrates human behaviour. Snepenger et al (2006)

further stated that many theorists have various definition of travel motivation, Dann

defines travel motivation as a meaningful state of mind which drives people to travel.

In addition, Snepenger et al (2006) says that theorists Crompton and McKay defines

travel motivation as conceptualised dynamic process of internal psychological

factors. Pearce (2011), describes tourist motivation as a set of interest in human

behaviour, it is a connection of biological and cultural forces that give value to travel

choice and experience. All of the definitions stated have similar meaning, it can be

suggested based on the definitions above that travel motivation is a psychological

internal factor and have a huge influence on people’s decision and motivation to

travel.

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2.5 TV Series as a Motivator

Chang (2015), discussion on travel motivation suggests that although movies and TV

series are both powerful to entice viewers to travel, television series have bigger

impact than movies on people. Because television series have longer filming,

allowing viewers and potential tourist to have longer experience and immerse

themselves in the storyline and characters. Chang (2015), highlighted that

consumption of tv series is a form of escapism, which is a factor of internal

motivation in individuals. Television series convey powerful messages and can

rebrand a location’s image positively. Chang (2015), noted that tv series can

stimulate emotional engagement and intimacy with locations used in the Tv show.

Television productions can be persuasive in influencing audience travel motivation,

therefore higher exposure and viewing of Tv series can motivate viewers to travel to

that location. (Chang, 2015, para. 7-8).

To further cement this suggestion, Al Rais et al (2018) stated that television series

influence the minds of audiences to visit filming locations. Films and Tv series are

used to promote awareness of a certain destination without great efforts as tv and

media have become influential in attracting viewers’ attention through accessible and

reliable visual information. Tv series and film have become important in motivating

tourists. Al Rais et al (2018), stated that motivation towards a destination is formed

by empathy, nostalgia, authenticity, familiarity and the attributes of that destination.

The push and pull factor theory can be linked to the statements above as the pull

factors are the features portrayed on TV such as scenery and landscapes are

attracting and motivating people to travel.

2.6 Travel Motivation Theories

2.6.1 Push and Pull Theory

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Macionis (2004) noted in his article Understanding the Film Induced Tourist that the

theory of push and pull factor in tourism motivation is the most applicable concept in

the study of film tourist motivation. Pull factors attract tourist while push factors

drives tourists to action. In addition, there are diverse range of push factors related

with visiting film locations, such as fantasy, escape, status, prestige and search for

self-concept or identity. Pull factors are the features that attracts tourist to a

destination it may be the weather, landscape or scenery.

Macionis (2004) noted that three types of film tourist have been categorised.

Figure 2.3: The three types of film tourist and their motivations (Macionis, 2004)

The concept of 3P’s also discussed by Macionis, which can be useful when

investigating tourist motivations. Macionis (2004) further explains the 3P’s, Place

aspects such as location, scenery and picturesque landscapes which attracts the

viewers or tourists. Next is the performance aspect this could be the theme, storyline

or plot from the film that draws tourist to that destination. Last element is the

personality showcasing celebrities, film stars and characters from the film which can

also be a pull factor in travel motivation.

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Figure 2.4: The 3P’s in push and pull factors (Macionis, 2004)

To further support Macionis discussion, Garcia et al (2014) discusses the push and

pull theory, push factors are origin related and intangible intrinsic desires of a tourist

such as desire for escape, relaxation and adventure while pull factors are related to

the attractiveness of a destination and consists of tangible characteristics such as

beaches, recreation facilities and culture. With these factors people are pushed to

pursue those travel desires and pulled by destination attractiveness. (Garcia et al,

2014, para. 14). This suggestion by the authors is similar to Macionis statement

about push and pull factors however, it is slightly different as it suggests a deeper

explanation of the push factors which were explained as origin related and intrinsic

desires.

2.6.2 The Seeking and Escaping Theory

According to Singh and Best (2004), Iso-Ahola’s theory of seeking and escaping

believes that peoples travel behaviour derived from their desire to escape from daily

personal environment while seeking rewarding experiences.

The escaping factor means leaving their daily routine behind such as work and other

commitments, while the seeking factor refers to exploring, recreation, social

interaction and learning from experiences. (Singh and Best, 2004, p-100). This

theory can be linked to film tourism as people travel to film locations for recreation,

interaction and gaining experience.

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Figure 2.5: The seeking and escaping model (Singh and Best, 2004).

2.6.3 Travel Career Ladder and Travel Career Patterns

According to Hsu and Huang (2008), two frameworks can be used to understand

travel motivation the TCL and TCP models which are based on Maslow’s hierarchy

of needs. The TCL model looks at tourist needs or motivations which is organised by

the hierarchy, relaxation needs placed at the lowest, which is then followed by the

safety needs, relationship needs, self-esteem and fulfilment needs goes at the top of

the ladder. In addition, Hsu and Huang (2008), emphasised that people’s travel

motivation changes with their travel experiences. The more experience they get from

travelling, their motivations changes and seeks a higher level of satisfaction and

needs in their travel career. The idea of TCL model is that people’s travel motives

moves upward accumulated from their travel experiences. This theory can be

applicable to film tourism and the types of film tourist because as people’s travel

career moves upward, they seek a certain destination which may be seen in a film to

satisfy their needs of fulfilment and development.

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Figure 2.6: The Concept of Travel Career Ladder (Hsu and Huang, 2008).

Travel career patterns or TCP has three layers of travel motivations, Hsu and Wang

(2008) discusses that each layer has different motivations. The core layer which is

the most important of all three consists novelty, escape, relax and relationship

enhancement. This is followed by the second layer which consists of moderate travel

motivations these are self-actualisation, nature and host site involvement. The third

and last layer consist of nostalgia, isolation and social status which are less

important motivations in travel. In addition, all pleasure travellers are influenced by

the most important motives. (Hsu and Wang 2008, p. 18). It is important to look at

the most important motivations of the TCP as it can be suggested that it can be

applicable to film tourism as it focuses on novelty and escape, these two factors

provide film tourists the recreation they seek while exploring a new environment

away from their daily routine.

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Figure 2.7 The three layers of Travel Career Pattern model (Pearce, 2011).

2.6.4 Optimum Arousal Theory by Iso-Ahola

Another travel motivation theory which is useful for this study is the Optimum Arousal

Theory. According to Prentice (2004), the intrinsic motivation optimal arousal by Iso-

Ahola defines complexity of motivation. Initiated by superficial reasons which can

progress into deeper perception of freedom and competence seeking for optimal

arousal in biological, socialisation and personality. Prentice (2004) stated that this

theory is of great importance as a reminder that it is difficult to measure people’s real

motivations. Iso-Ahola model believes that people will seek environment where they

can experience personal psychological equilibrium, if overstimulated they will seek

an environment that has lower overwhelming stimuli. However, if they are under

stimulated tourists will choose a destination to meet their expectations of excitement.

(Kler, 2009, p.30).

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Fridgen (1984) stated that the Optimal Arousal theory believes that individuals seeks

a new satisfying environment and social situations while escaping daily life’s

pressure and personal environments. Fridgen (1984) the theory further suggests

that travelling provides optimal experiences to modulate stress of arousal and gain

psychological satisfactions. This theory is applicable to film tourism as it states that

people travel to seek excitement while escaping their daily environment, so it can be

suggested that those fans and film tourist travel to film destinations to meet their

desires and expectations of a new environment those portrayed in films and Tv

series to experience exciting activities.

2.7 The Influence of Film

According to Spears et al (2012), discussion on influence of film in tourism industry,

films and tv viewings has a massive effect on people. Previous studies reported that

films and TV shows create a motivation to travel. Tv shows and films affect viewers

choices in destinations. Spears et al (2012), emphasises that one of the most

powerful tools in publicity is film. Target audience, storyline and destination image

are connected, people are seeking to explore new locations escaping their daily

routine. (Spears et al, 2012, para.4).

In addition, Spears et al (2012), noted that people’s perception of a potential

destination is affected by the storyline, attractive presentations of destinations can

create a travel inspiration which can increase travel motivation. Tourist who are a fan

of a certain movie and tv show are more likely to participate in activities during their

travels. (Spears et al, 2012).

The statement above is further cemented by St-James et al (2017) where past

research have shown that there is a desire from film tourists to be close to a film and

destination, allowing them to have a connection associated with that film and

mythical settings. St-James et al (2017), added that audience involvement studies

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suggests that individuals interpretation of their viewing experience consist of

emotional, cognitive, behavioral and referential. Viewing experiences can bring a

sense of connection with the storyline and location which influence people’s motive

and intention to travel to those filming locations. (St-James et al, 2017, para. 6-7).

Vagionis and Loumioti (2011), stated that tourist tend to choose a destination based

on what they have seen previously on a popular film or a tv show. This can happen

voluntarily or involuntarily as well as consciousness and subconsciousness. Vagionis

and Loumioti (2011) further explains that it is the expectation of different experiences

which motivates people to travel to a destination. It was noted that a destination

placement in a film is the most effective product placement. Film setting is the most

effective marketing and attracting viewers’ attention.

2.8 Destination Image

According to Al Rais et al (2018), destination image is the sum of beliefs, ideas and

impressions that an individual has on a destination. Images and perceptions are

formed by tourist organisations, televisions, films and advertising.

Yen and Croy (2013) described destination image as people’s impression on

destination. It is a tourist perception of the attributes and attractions within that

destination. In addition, they highlighted the importance of film and media when it

comes to image formation. They noted that a glocal approach which looks at global

and local elements in the process of image formation can be seen by the influence of

film and potential image it will have on that certain destination.

According to Kim (2012), media represents visual images of social, cultural activities

and experiences which influences individuals and audiences. These visual images

forms expectations and imagination of a certain place. Kim (2012) noted that this

idea is called “place-myths” where people imagine a mixture of images of that certain

location. Media productions create images of a destination which draws potential

tourists and influences their destination choices. (Kim, 2010, para. 6-8).

24

Beerli and Martin (2004), stated in an article that destination image is formed by

tourist’s idea and emotional interpretation which relates to two components the

cognitive and perceptive evaluations. Individuals create images of a certain

destination based on their own knowledge and experiences from that destination.

Beerli and Martin (2004), added that the two components and affective evaluation

influence directly on the image as a whole. Based on the information and the

illustrationprimary sources of destination image plays a big role in people’s

perception as it is based on their first-hand experience, they are also influenced by

secondary sources which represents images formed by travel and entertainment

industries.

Figure 2.8: Model of formation of destination image. (Beerli and Martin, 2004).

Echtner and Ritchie (1991), explained that the process of image formation is the

development of a mental construct which is based on impressions chosen from a

flood of information which comes from advertising, people’s opinions, media, and

movies. Echtner and Ritchie (1991) added that a destination image can be highly

influenced and changed by first-hand experiences. This concept is similar to what

Busby et al (2013), noted in their article where they emphasised three types of

destination image, the organic, induced and complex. Organic image is gained

informally through education and media. On the other hand, induced destination

25

image is gained through films, tv shows, advertising, brochures and travel agencies.

Complex image is gained from travel experiences and activities.

Figure 2.9:

Gunn’s Seven Phases of the Travel Experience (Echtner & Ritchie, 1991).

Gunn’s concept of Seven phases explains a step by step stages of an individual

travel experience, the concept shows how an individual form their image of a

destination which changes after their own participation and experiences from that

travel.

Figure 2.10: The components of destination image Echtner & Ritchie, 1991)

2.9 Effects of Films on Destinations

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1. Accumulation of mental images about travel experiences

2. Modification of those images by further information

3. Decision to take a trip

4. Travel to a destination

5. Participation at a Destination

6. Return Home

7. Modification of images based on travel experiences

According to Hahm and Wang (2011), films have big influence on destinations both

positive and negative. Films create a multiplier effect, such as image enhancement,

increase revenue and tourist influx. Popular films can help raise awareness of a

destination and increase tourists travel motivations to that certain destination.

Influence of film on destination image also plays a big role in consumer’s decision

making. (Hahm and Wang, 2011).

Tuclea and Nistoreanu (2011), discusses the benefits of film tourism in their article

which looks at all positive impacts’ films can have on destinations. Most obvious one

is the increase in revenue in tourism industry. As well as increasing cultural value of

the film site locations gaining publicity and greater awareness. Tuclea and

Nistoreanu (2001), adds that host cities gain exposure globally compared to other

destination which have not been featured in films or TV. Television series are highly

influential because it highlights the beauty of that destination increasing hype and

desire to travel. However, there are negative effects of a film on destinations such as

the environmental damage, local disruption and price inflation. Tuclea and

Nistoreanu, 2011).

2.10 Applicable Theories

This study will refer to various theories mentioned in this chapter such as the push

and pull theory, seeking and escaping, TCL & TCP models and optimum arousal

theory. The push and pull factors will be applied in generating the questionnaire and

help understand people’s travel motivations. By presenting questions based on the

push and pull factors which are also related to the other theories mentioned it can be

identified whether the theories are accurate by linking people’s responses to those

factors mentioned in the theories.

2.11 Conclusion

In conclusion, it is obvious that film tourism is an increasing phenomenon which is

worth exploring. Media and film are a powerful tool to influence fans and tourists to

travel. Travel motivation is a set of interest and an internal factor which drives people

27

to travel. It is important to acknowledge that TV series plays a big role in motivating

and enticing tourists as they are powerful in representing and promoting locations.

Travel motivation theories are important to help understand and identify people’s

travel motivation. Theories such as the push and pull provides a starting point which

can be linked to the other travel motivation theories the seeking and escaping theory

looks at seeking experiences while escaping, TCL and TCP models are of great

importance as they focus on people’s motivations based on their needs and how

those needs can be linked to film tourism factors. The optimum arousal is similar to

seeking and escaping but seeks a higher level of satisfaction and excitement during

travel. Destination image is important in decision making and travel choices. It

influences motivation and brings both positive and negative effect which is why it is

important for a destination to possess a positive image. Film locations benefit from

film and TV as they create awareness of that destination attracting visitors and

increasing revenue. Films highlight the beauty of that destination increasing hype

and desire to travel.

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Chapter 3: Methodology

3.1 Introduction

Firstly, the aim and research questions are restated followed by definition of

research and the different types of research. Secondly, quantitative and qualitative

methods are discussed stating the different type of approaches. Thirdly, research

strategy is discussed and what approach the project will undertake. This chapter

looks at the process of pilot and sampling strategy and which strategy were

employed during the study. This is then followed by discussion of distribution and

access to participants as well as justification of each survey questions and how they

have been influenced by the literature review. Finally, data analysis, reliability,

validity and ethical issues are explained.

3.2 Aim of this research

The aim is to understand the scale of the global cultural phenomenon Game of

Thrones and why it motivates tourists to visit Croatia particularly Dubrovnik.

3.3 Research Questions:

 Has TV broadcasting of Game of Thrones influenced fans to travel to Croatia?

 How has the show changed Dubrovnik’s image?

 What do fans of Game of Thrones hope to achieve and experience when travelling to the show’s filming location?

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 Do fans of the show still have the motivation to travel to Croatia now that the show has ended?

3.4 What is Research?

According to Blaxter et al (2010), research is a systematic investigation in finding

answers to a problem. Habib et al (2014) defines research as a scientific and

systematic investigation in establishing facts or collect information on a subject which

is presented in detailed and accurately. According to Kothari (2004) research is

important because it teaches logical, analytical thinking and organisation. In addition,

Kothari (2004) emphasised that research provides intellectual satisfaction of

knowledge to improve something or perform better, in other words it is very useful in

developing principles which contributes to understand and generate a solution to a

problem. Research is an important source that provide formal guidelines to solve

different problems. (Kothari, 2004, p.7). The statement above is further cemented by

Habib et al (2014) who highlighted the importance of research as it expands

knowledge, generating new ideas which are implemented for the benefit of

organisations and industries to develop society.

3.5 Research Philosophy

According to Saunders et al (2019), research philosophy is the assumptions and

beliefs about knowledge development in a particular field. Saunders et al (2019),

highlighted that individuals make various assumptions at every stage of research

which includes assumptions of realities based on experience, human knowledge and

their own values which could influence the research process. In addition,

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assumptions influence how research questions are understood, use of methods and

interpretation of findings. (Saunders et al, 2019, p.130).

Figure 3.1: Research onion (Saunders et al, 2019).

Saunders et al (2019), illustrates the research onion in understanding research

philosophy. The outer layer consists of the five philosophies positivism, critical

realism, interpretivism and pragmatism (Saunders et al, 2019). The next layer is the

approach to theory development such as deduction, abduction and induction this

then leads to choices of methods and strategies and the inner layer is data

procedure. (Saunders et al, 2019).

3.6 Application to this Study

Based on the information, the applicable philosophy for this study is positivism as

this study involves measurement of data through quantitative approach by using

online survey, analysis of findings will be based on participants unbiased responses.

Inductive approach is also applicable as theories were identified before data

collection followed by analysis of findings.

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3.7 Research Design for this Project

Descriptive research design is employed for this project as the study is focusing on

Game of Thrones phenomena and the impact on people’s travel motivations. To help

find answers to research questions, a detailed description is necessary by data

collection using an online questionnaire with structured questions. Responses from

participants will be described which contributes to the aim of this research and

questions.

3.8 Types of Research Design

Hair et al (2011), discussed the three types of research design such as exploratory,

descriptive and casual research. The authors further explain that exploratory

research is used when researchers have no knowledge about a certain problem, it is

used to develop and gain understanding on a problem and opportunity which is

useful for innovative industries. (Hair et al, 2011 p.148).

While descriptive research focuses on description of events and phenomena, it is

used to identify information on the characteristics of a particular problem. It offers a

detailed description of a particular event through interviews, observations and

document reviews. (Habib et al, 2014, p.8).

According to Hair et al (2011), casual research is more complex as it examines

whether an event affects another event which causes another problem. The cause

and effect relationship of casual research has four conditions these are time

sequence, covariance, nonspurious association and theoretical support.

3.9 Primary Research vs Secondary Research

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According to Dawson (2009), primary research is a study of a particular subject

using first-hand observations and your own data collection. Walliman (2017), stated

that methods in primary research are, questionnaire, interviews, observations and

experiments. Primary research is the chosen method for data collection, direct

responses from participants will be collected and will be applied for this project.

While secondary research is the collection of information conducted by other

researchers which can be collected through books and online sources. (Dawson,

2009, p.46). According to Smith (2008), secondary research is a collection of data

already gathered by another researcher. For this project, no secondary data will be

collected as the project is focused on primary research.

3.10 Quantitative and Qualitative Research

Quantitative research is empirical which consists of large-scale sets of data

presented as gathering of factual data. (Blaxter et al, 2010, p.65). Quantitative

involves data collection which can then be converted into numerical form to calculate

statistics and draw conclusion. The authors further stated that quantitative

determines whether predictions of theories are accurate by testing, measuring with

numbers and analysing statistics. (Habib et al,2014, p.9).

Qualitative research collects and analyse data in non-numeric forms which involves

in depth exploration. (Blaxter et al, 2010. P.65). Qualitative focuses on individual’s

experiences, by analysing and interpreting data from observation and exploration

based on people’s actions and statements.

3.10.1 Difference of Quantitative and Qualitative Research

Quantitative Research Qualitative Research Purpose Exploratory and no

conclusive evidence Descriptive and conclusive

Sample Size Large samples Small samples

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Question Type Structured questions Broad range of questions

Interpretation Statistical analysis Subjective interpretation

Figure 3.2: The differences of Quantitative and Qualitative study according to (Habib et al, 2014).

3.10.2 Justification for Quantitative

Quantitative research is employed for the research project because this is the most

applicable approach to help achieve the aim and answer the research questions.

This type of study, a quantitative research is needed to achieve reliable and valid

responses as this study requires answers from a high number of participants.

Responses from a qualitative or interviews are not suitable for this kind of topic as

qualitative relies on face to face interviews this process is impossible to achieve as

the study requires at least 30 participants. Utilising quantitative approach will

provide the most efficient and convenient way to obtain responses from participants.

Therefore, an online survey has been created which is easily accessible through

Facebook and can be self-completed by respondents. Quantitative will also provide

statistical data needed for the study.

3.11 Research Strategy

This research will undertake quantitative research through online questionnaire. A

questionnaire is important in methodology as it is used to extract data from

respondents. A questionnaire also provides consistency and records answers for

data analysis. (Hague et al 2013, p.107) Questionnaires are written instrument which

presents questions to respondents to which they are to react by selecting or writing

answers. (Dornyei and Tacguchi, 2009, p.3-5).

A structured questionnaire has been created which consist of closed ended

questions. According to Dillman et al (2014) closed ended questions provides

participants a list of options to choose from and ask respondents to choose the most

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applicable answer. The researcher employed closed ended questions in the survey

because they are time efficient which will keep the respondents engaged and are

more likely to continue and complete the full questionnaire.

The questionnaire is designed with a combination of behavioural and attitudinal

questions based on the research topic focusing on people’s travel motivation and

experiences. According to Hague et al (2013) behavioural questions are used to

understand and determine people’s actions and decisions. On the other hand,

Attitudinal questions are used to understand people’s perceptions, opinions and

beliefs as emotions have a high influence on consumer’s behaviour. (Hague et al,

2013, p.111)

For this study, the survey was created online in Google Forms as this is the one of

most cost effective compared to other survey tools available online. According to

Fogli and Herkenhoff (2017) a survey is a systematic data collection to describe,

compare or explain the knowledge, attitudes and behaviour of a particular group.

Fogli and Herkenhoff (2017) added that surveys are used to uncover useful

information by asking questions about their feelings, motivations, plans, beliefs and

personal backgrounds. The online questionnaire is to be circulated online through

social media platform Facebook, so that respondents can easily access and

complete it. It also reaches a high number of potential participants globally. The

introduction of the survey stated the purpose of the study, the length to complete it

and who is conducting the research.

3.12 Pilot Testing

According to Stopher (2012), Pilot trial is useful to test the aspects of the

questionnaire ensuring that everything works as planned. Piloting the questionnaire

has many purposes such as assessing response rates, completion rates and a base

to improve a survey. Brace (2008), stated that the two key tests when piloting a

questionnaire are reliability and validity. A questionnaire can be considered as

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reliable if it provides distribution of responses consistently on the other hand validity

measures the intended data. (Brace, 2008, p. 175).

The online questionnaire was initially created for trial to five participants, this is to

ensure that everything worked accordingly such as functions, correctness and

direction. Some of the participants highlighted that the survey tittle got them

interested to participate, while others highlighted that the options needed

amendments, such as adding a not applicable option for those who have not

participated in GoT Tourism, allowing respondents to select multiple choices about

Croatia’s image, types of sources when selecting a destination and changing the age

category from 18. The pilot study was very helpful for the researcher to improve the

questionnaire before circulation.

3.13 Sampling

According to Vanderstoep and Johnston (2009), sampling is the selection of best

suited participants for the study to help achieve the research objectives. The authors

added that a sample is the set of participants who will participate in the study. The

chosen sampling strategy for this research is snowball sampling as a small group of

people were invited to participate during the pilot study. (Vanderstoep and Johnston,

2009, p. 27). Convenience sampling is the selection of participants based on their

accessibility and availability (Vanderstoep and Johnston 2009, p. 27). This strategy

is also being employed in the study as participants are invited through Facebook

initially with friends, colleagues and GoT Facebook groups using the researcher’s

personal Facebook account this is also helpful in achieving unbiased results as the

survey is open to both non-fans and fans of GoT. The potential problem which may

occur by employing the chosen strategies is that the survey may not reach many

suitable respondents which may have an impact on the result.

3.14 Distribution and Access to Participants

After improvement of the online questionnaire the researcher circulated the survey

link through Facebook initially with friends, distribution of the survey was solely on

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Facebook, no other social media or communication tools were used. The researcher

also requested to join Game of Thrones Facebook groups as well as travel and film

location groups which were all accepted. The researcher also contacted the group

administrators for permission of posting, 9 out of 10 GoT groups accepted and

agreed for the online survey to be posted and shared. 4 travel Facebook groups and

3 film location groups also agreed on the survey to be posted and share the survey

on their personal Facebook accounts.

Figure 3.3: Questionnaire Distribution to Facebook Groups

3.15 Survey Questions and Justification

37

38

Figure 3.4: Justification of Survey Questions

39

3.16 Data Analysis

According to Punch (2003), the data can be prepared before analysis by data

cleaning and data entry which refers to tidying up sets of data. Answers need to be

proofread by the researcher before data processing. (Punch, 2003 p.48). In

quantitative study there are three main types of analysis which can be employed

such as summarising and reducing data, descriptive level analysis and relationships

analysis. (Punch, 2003, p.48).

Google Forms is used for the questionnaire which summarises the results in

percentage and provides charts to show responses. It also shows individual

responses through an excel document. The document for individual responses will

be useful if data tidying is needed.

3.17 Reliability

Reliability is the consistency of measured data, if results are the same every time,

then reliability is assessed. (Abbott and McKinney, 2012, p.45). The term reliability is

described by Cohen et al (2017) as dependability, consistency and replicability over

time, over instruments and over groups of participants.

Primary quantitative research is used to increase the reliability of this study. As

quantitative gathers statistic data directly from respondents. Also, the online

questionnaire is open to everyone aged 18 and over therefore the data collected will

be based on all respondents and not just those fans of Game of Thrones. Descriptive

approach is the chosen method to provide reliable data gathered from respondents

which will contribute to data being reliable.

3.18 Validity

According to Punch (2003), validity means that data collected represents accuracy

and depends on the respondents’ state of mind and attitude. It also involves whether

the participants are qualified to answer the questions. (Punch, 2003, p.46). Piloting

the questionnaire helped to assess the questionnaire’s validity. By testing the

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questionnaire, the researcher gathered comments from the small group of

participants to improve and correct mistakes. The online survey was tested before

circulation to improve and ensure validity. Feedback collected from the small sample

was utilised to improve the survey and increase validity.

3.19 Ethical Considerations

According to Vanderstoep and Jonston (2009) research ethics is concerned on how

the participants are treated during the study and how data are handled after

collection. Vogt et al (2012) highlighted that respondents’ privacy are important and

this should be respected by keeping data anonymous and confidential. The survey

introduction states that all responses from participants will be kept anonymous and

confidential.

The survey is only open to participants at age 18 and over, the participation of the

survey is voluntary therefore it is up to participants whether they would like to

participate or not, they can withdraw from the survey anytime. Each questions of the

survey have been carefully generated to avoid issues during the study. An ethics

form has been submitted before the questionnaire has been circulated and collection

of data. (Appendix 2)

3.20 Conclusion

In conclusion, research is important in finding answers to certain issues as it

provides a systematic process to establish factual and accurate information. When

searching for the right research approach it is crucial to select the appropriate

research design whether exploratory, descriptive and casual research. Quantitative

and qualitative methods are both useful in research, however they have different

approaches. Quantitative can be utilised in a large-scale research as it provides

statistical analysis and help measure and predict accuracies. While qualitative

method is useful for a small-scale sample and involves in depth investigation through

41

observation, interpretation of people’s actions and statements. The chosen research

strategy for this project is quantitative by employing online questionnaire as an

instrument. An online survey is a fast and efficient way to collect data from

respondents, it offers accessibility and convenience reaching respondents world-

wide. It is an advantage that the survey will require little time and self-completed by

respondents. The survey is created with close ended questions which is time

efficient as respondents are provided with a list of answers rather than stating their

responses. The survey also consists of behavioural and attitudinal questions which

relates to literature review as the topic is travel motivation. Behavioural and

attitudinal questions help understand people’s decisions, perceptions, opinions and

beliefs. Pilot testing was beneficial for improvement and identify mistakes before

circulation. Snowball and convenience sampling were employed as strategy during

the research. Social media specifically Facebook was utilised to distribute the

survey, the researcher approached Game of Thrones Facebook groups as well as

Croatian travel and film location groups to invite potential participants. Each question

is justified explaining why those questions are being used and how they relate to

literature review. Most questions ask about people’s awareness of GoT and if the

show have influenced them to travel and participate in tourism activities. Some

questions are also used to measure people’s motivation by rating travel motivation

push and pull factors. It is also useful during data analysis to summarise, clean and

proofread the data collected. Reliability can be assessed by its consistency overtime,

as quantitative method is employed, data collected will be reliable as responses are

gathered directly from participants. Validity is important in collecting data to ensure

accuracy, the pilot testing ensured the survey was functional and allowed

improvement of the questionnaire which also contributes to data being valid. As the

survey is open to everyone all responses are from people who are tourists, fans of

GoT and non-fans this helps achieve unbiased results. It is crucial to consider ethical

issues to ensure all participants are treated fairly, data collected will be kept

confidential and anonymous.

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Chapter 4: Findings and analysis

4.1 Introduction

This chapter discuss findings and analysis of the data gathered by the online survey,

initially, this focuses on participants’ demographics. Secondly this chapter discusses

the number of fans and non-fans of Game of Thrones and the participants familiarity

of the show. This then leads to findings on participant’s travel companion, as well as

investigation on Croatia’s popularity if people would consider Croatia as a travel

destination. Fourthly, the chapter discuss findings of the influence of film and tv

series on travel decisions, and types of activities respondents would participate in

during their travel to Got filming locations. Next the chapter focuses on travel

motivation findings based on what factors respondents find very important when

choosing a destination and travelling. This is followed by results whether participants

will recommend Game of Thrones inspired tourism, as well as identifying participants

perception of Croatia as a travel destination. This is then followed by analysing

participants choices of information sources on when choosing a destination. Lastly,

the chapter discusses the findings based on participants most memorable

experiences during their travel and whether they are still motivated to travel to GoT

filming locations after the show has concluded.

The online survey was made live for the duration of two weeks from 24th of February

2020 to 8th of March 2020, the survey was distributed solely through the social media

platform Facebook and received a total of 90 responses. To achieve unbiased

results the online survey was open to both non-fans and fans of Game of Thrones.

4.2 Demographics

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The first three questions are focusing on demographics, first question was to identify

the participants gender, followed by their age group and nationality.

According to survey results 68 respondents were female and 22 respondents were

male. The majority of responses were from female respondents which is (75.6%) this

could be due to the survey was communicated through Facebook and also the

researcher has more female friends than male. According to Joiner et al (2014)

social networking sites, particularly Facebook have 66 per cent female active users

than males. In addition, Joiner et al (2014) females spend more time on Facebook

than males with an average use of 84 minutes daily while males spend 64 minutes a

day.

Fi

gure 4.1: Gender of Respondents

In the age group category 30 respondents who participated are aged between 25-39

while 29 respondents are aged between 40-63, 26 respondents being in the 18-24

age group and 5 respondents are aged 64-79. Majority of the respondents are from

the age group of 25-39.

As the survey was distributed on Facebook including Game of Thrones community

groups and travel groups, the survey received responses from a mixture of different

age groups.

44

Fig

ure 4.2: Age group of Respondents

The respondents represented 20 countries, the results show that majority are British,

followed by American respondents. 13 out of 30 British respondents said they are

fans of Game on Thrones. 16 American respondents were all fans of GoT. While

only 6 out of 13 Filipino respondents said they were fans of GoT. All Canadian and

Australian respondents were also fans of GoT.

Figure 4.3: Nationalities of Respondents

45

4.3 Game of Thrones Fandom

As the research is focused on travel motivation based on the influence of Game of

Thrones, it was crucial to identify whether participants have watched the American

TV series Game of Thrones. The questions were dedicated on participants’

awareness of GoT, fandom and Game of Thrones inspired tourism.

The participants were asked if they watched GoT, the result shows that 61 out of 90

respondents have watched Game of Thrones while 29 respondents said they have

not watched the TV Series. Majority if the respondents are familiar of GoT while the

respondents who have not watched the show provides data for non-Game of

Thrones tourists and their motivations.

Figure 4.4: Familiarity of Game of Thrones

Participants were also asked if they consider themselves a fan of Game of Thrones

54 of the participants responded “yes” while 36 respondents answered “no”. Out of

the 61 respondents who watched the show only 3 of them would not consider

themselves a fan.

46

Figure 4.5: Game of Thrones Fandom

The respondents were asked if they have participated in Game of Thrones film

tourism, the result shows that only 12 of the respondents have participated in Game

of Thrones film tourism while 78 respondents said they have not participated in GoT

film tourism. The data is due to the survey being open to everyone and not just

focusing on Game of Thrones fans to avoid biased result.

Figure 4.6: Game of Thrones film tourism

4.4 Choice of Film Location as a Travel Destination

For this research project, it is important to identify participants travel experience,

destination choices and their awareness of Croatia as a travel destination.

47

Participants were asked if they have travelled in the past and who they were

travelling with, 29 respondents said they travelled with family, 12 respondents

travelled alone while 12 respondents travelled with a partner and 9 respondents

travelled with a friend. The largest percentage surveyed travelled with family, this

can be explained by the majority of age group between 25 to 39 who are family

orientated. According to Durko and Petrick (2016) travelling as a family can build

stronger bond and relationships. The authors added that travelling is beneficial for

families to create memories and maintain family well-being. (Durko and Petrick,

2016, para. 4).

Figure 4.7: Participants’ Travel companions

Participants were also asked if they have travelled to destinations portrayed in a film

or TV, 48 respondents answered “no” while 42 respondents answered “yes”. This

data suggests that more than half of the respondents have not travelled to a film

location before. This result may be due to financial limitations, visa restrictions and

individuals who are not interested in film or Tv series.

48

Figure 4.8: Travel in Film or Tv locations

Participants were asked if they would choose Croatia as a travel destination, 60

respondents answered “yes” while 26 respondents answered “maybe” and 3

respondents answered “no”. The survey result suggest that Croatia is a desirable

destination to visit. Those unsure may not be aware of Croatia as a holiday

destination and as many respondents are from outside of Europe it can be

suggested that they are not familiar of Croatia.

Figure 4.9: Croatia as a destination choice

Respondents were asked if they have travelled to Croatia only 18 respondents have

travelled to Croatia before while 72 respondents answered “no”. A small percentage

of those surveyed had travelled to Croatia which could explain the 29 percent maybe

responds in the previous chart.

49

Figure 4.10: Croatia as a travel destination

Participants were also asked if Game of Thrones have influenced them to choose

Croatia as a travel destination. 41 respondents answered “no” while 29 respondents

answered this was not applicable to them and 22 respondents answered “yes”. 25

per cent of the responses have been influenced by Game of Thrones. The 33 per

cent not applicable are the people who have not watched the TV show.

Figure 4.11: Game of Thrones Influence

Participants were asked if they would participate in Game of Thrones inspired

activities if they travel to Croatia, 49 respondents answered “yes” while 41

respondents answered “no”. The majority would like to participate in GoT inspired

50

activities in Croatia. It is worth considering that 30 per cent of the respondents have

not seen the show which influenced the result.

Figure 4.12: Game of Thrones inspired travel activities participation

4.5 Filming Locations

The next questions are to identify whether participants have been influenced by a

film or Tv series to travel, what activities they would participate in during their travel

and what their travel motivations are.

Participants were asked if they have been influenced by a film or TV series to travel

to filming locations, 52 respondents answered “yes” while 38 respondents answered

“no”. The survey result indicates that the greater amount has been influenced by a

film or Tv series.

51

Figure 4.13: Influence of Film and Tv Series

Participants were asked what activities they plan to do during their travel to GoT

filming locations. 37 respondents would take a photo of or with a sign, 34

respondents would go on a GoT tour, 33 respondents would take a selfie while 31

respondents would buy a souvenir, 25 would take a picture with the cast, 21

respondents would get an autograph from the cast, 17 respondents would use a

guidebook while 15 respondents would recreate a shot from tv show, 13 respondents

would meet up with other GoT fans community and 11 participants would dress up

as one of the characters.

The most popular activities are taking a photo with a sign, selfie, go on a GoT tour

and buying souvenirs. The least popular being dressing up as one of the characters

and roleplay which are for the hardcore fans.

Figure 4.14: Participation in Travel Activities

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4.6 Travel Motivations

The next questions are to help identify the important factors participants consider

when choosing a destination and are focusing on participants travel motivations

which are based on the push and pull theory.

Participants were asked to rate the following factors based on their importance when

choosing a GoT filming destination between 1-5. The results show that 42

respondents say that scenery and landscapes are very important when choosing a

destination, activities were also rated as important, while celebrity was rated as not

important at all. Scenery, landscapes and weather were rated the most important.

Based on the result, these three factors of Place aspect in the Pull theory which are

scenery, landscape and weather are the most influential factors in people’s choice of

travel destinations.

Figure 4.15: Important Factors in choosing a filming location

Participants were also asked to rate the following travel motivations based on their

importance. Experience was the highest and rated by most respondents as very

important. Most respondents also rated relaxation, curiosity and escape as very

53

important. Romance, education, novelty and nostalgia were rated as important travel

motivations, on the other hand ego-enhancement, status, pilgrimage, self-identity,

self-actualisation and fantasy were rated as not important at all.

Based on the result, experience is a very important travel motivation among

participants, experience is one of the internal drives of push factors theory. As the

relaxation, curiosity and escape factors were also rated very important, this data can

also be related to the seeking and escaping theory which suggests that people travel

to escape their daily lives while seeking rewarding experiences such as recreation

and social interaction. (Singh and Best, 2004, p. 100).

Figure 4.16: Important factors on travel motivations

4.7 Croatian Tourism and Destination Image

As this research project is also investigating Croatian tourism it is necessary to

identify whether individuals would recommend GoT inspired tourism. As destination

image is discussed in the literature review, it is very important for this study to

identify people’s perception of Croatia as a destination, destination image is created

by various sources of information, so the next questions were employed to

investigate what people use when searching for a travel destination.

Participants were asked if they would recommend Game of Thrones inspired

tourism, 55 respondents answered “yes”, and 35 respondents answered “no”. It is

54

worth considering when looking at the result those who have not watched the show

(33 per cent) could not recommend Game of Thrones inspired tourism.

Figure 4.17: Game of Thrones inspired tourism recommendation

Participants were asked on what images they have in mind about Croatia, 55

respondents answered History and Culture followed by Croatia’s attractive

landscapes which got 52 responses, 44 respondents also answered pleasant

weather, while 38 respondents answered beautiful beaches and only 37 respondents

answered King’s Landing. The result shows an equal image or perception about

Croatia. This suggests that Croatia is known for their history and culture, having

attractive landscapes, pleasant weather and beautiful beaches. The options of

answers are based on the attractiveness of a destination which draws people’s

attention based on the Place aspect of the 3P’s concept in push and pull theory.

55

Figure 4.18: Croatia’s destination image

Participants were asked what sources of information they use when choosing a

destination. Based on the results 74 respondents use the internet for information

searching, 54 respondents are influenced from word of mouth from family and

friends, 42 respondents use social media as a source of information when choosing

a destination while 24 respondents use holiday brochures and only 22 respondents

uses TV or movie when choosing a travel destination. According to Yasin et al

(2017), people gather information from various sources during travel decision,

individuals rely on two internal and external information sources. Internal sources are

from their own experiences and recommendations from family or friends while

external information sources are from advertisements, guidebooks, internet and

travel agencies. Information sources are important before choosing a destination to

gain knowledge and reduce risks. (Yasin et al, 2017, para 2).

56

Figure 4.19: Sources of Information when choosing a destination.

4.8 Travel Experience and Satisfaction

To understand people’s satisfaction from their travel experience, participants were

asked what their most memorable experience during their travel, by employing an

open-ended question, respondents were able to indicate their answers based on

their own memorable experiences. It is important to understand if their memorable

experiences influence their travel motivations. Data from the result can also be

related to travel motivation theories and factors discussed in the literature review

such as push and pull theory, seeking and escaping, the travel career pattern and

optimum arousal theory.

57

The majority of the answers are beautiful scenery, landscapes, experience and

culture which can be related to push and pull factors. The second most popular

answers are meeting new people, spending time with family and loved ones which

can be explained with the travel career pattern in relationship forming and social

interaction. The other responses such as exploration and unique travel experiences

can be linked to optimum arousal theory which suggests that people travel to gain a

high level of excitement by participating in activities.

58

59

Figure 4.20: Participants most memorable experience

One of the research questions is to identify if fans and tourist are still motivated to

travel to GoT filming locations now that the show has concluded. 51 respondents

answered they will still travel to GoT film locations, while 23 respondents answered

“maybe”, and 16 respondents answered “no”. From the data it can be suggested that

people are still motivated to travel to GoT film locations and those participants who

answered “maybe” and “no” are the respondents who have not watched GoT and

non-fans of the Tv show.

Figure 4. 21: Travel motivation after Game of Thrones Finale

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4.9 Conclusion

It is found that the majority were females, this can be explained as the online survey

was distributed solely on Facebook which research suggest that there are more

female active users than males. By utilizing Facebook as a tool for survey circulation

the data shows a mix of age groups from respondents and majority of those are from

the 25-39 category. The result also suggest that the survey received responses from

20 countries and majority of respondents are British, however, majority of Game of

Thrones fans are Americans, Canadians and Australians. The data presents that 61

out of 90 respondents have watched Game of Thrones and only 29 of them have not

watched the show. Only 3 out of 61 respondents who watched the show do not

consider themselves as a GoT fan. Only 12 respondents who travelled to GoT

filming locations, but this result may be due to financial limitations and visa

restrictions as many respondents are from outside of Europe. Based on the

responses, most participants have travelled with family which can be explained as

research suggests that people travel with their family to create memories and build

stronger relationship. More than half of respondents have not travelled to a

destination portrayed in film or television before, while 42 respondents have travelled

to filming locations by looking at this result it is worth considering that there are

people who are not interested in film or Television series. Based on findings about

Croatia as a destination choice, the result presents that Croatia is a highly desirable

place to visit, while only 20 per cent of the respondents have travelled to Croatia

those who have not travelled would consider Croatia as a travel destination.

Although only 25 per cent of the respondents indicated that they have been

influenced by GoT to choose Croatia it is worth considering that 33 per cent have not

watched the show. Majority of the respondents would like to participate in GoT

inspired activities if they travel to Croatia most popular activities are taking photos

with a sign, selfies, go on GoT tour and buying souvenir. 52 respondents say they

have been influenced by a Film or Tv series to travel. According to findings on

important factors in destination choices respondents rated scenery, landscapes and

weather as very important which are the three factors of Place in the 3P’s concept in

pull theory. Data suggests that these factors are most influential and when choosing

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a film destination. Experience, curiosity and escape were rated by most respondents

as very important travel motivations. These results can be linked to push theory of

travel motivation and the seeking and escaping theory which suggest that people

travel for recreation while escaping their daily stressors. Croatia’s image to

participants shows an equal result with history and culture being the highest,

followed by attractive landscape, pleasant weather, beautiful beaches and Kings’

Landing being last, this result indicates that Croatia has a positive image not due to

GoT but because of its natural beautiful characteristics. The findings present that

people rely on internet and recommendations from friends and family when

information searching on destination choices. In contribution to travel motivation

study, participants were asked their memorable travel experiences, they were

identified as scenery, landscape, experience and culture which relates to push and

pull factors. Social interaction, relationship forming can be linked to the TCP model.

Exploration and travel activities participation can be related to optimum arousal

theory. The last question was to identify if people are still motivated to travel after the

GoT finale, results suggest that majority of respondents indicated that they are still

motivated to travel to GoT film locations even after the show has ended.

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Chapter 5: Conclusion and Discussion

5.1 Introduction

This chapter discusses whether this research project has answered the research

questions. It also discusses the key conclusion gathered from the findings of this

study. Research limitations have been discussed which may have impacted the

quality of this research project. Lastly, recommendations for future research have

been highlighted to help achieve greater insight into Game of Thrones influence and

peoples travel motivations and the research project contribution to knowledge.

5.2 Answers to Research Questions

Has TV broadcasting of Game of Thrones influenced fans to travel to Croatia?

According to findings in Chapter 4 Fig. 4.9 and Fig 4.11 it can be assumed that GoT

is not solely responsible in people’s travel motivation to travel to Croatia. Half of the

fans who participated have been influenced by GoT. However, data in Fig. 4.11

suggests that more than half of the respondents have been influenced to travel by a

film or a TV show, it can also be suggested that some people are influenced by other

characteristics of Croatia.

How has the show changed Dubrovnik’s image?

The filming of the show has had both positive and negative impact on Dubrovnik,

although Dubrovnik is a well-known city and possess a positive destination image

because of its natural beautiful scenery, landscapes, culture and history. The filming

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of the show has increased tourist influx into Dubrovnik causing disruption and foot-

traffic. The increase in tourism highlights that Dubrovnik still has a good image even

after the disruption and is a desirable location to visit.

What do fans of Game of Thrones hope to achieve and experience when

travelling to the show’s filming location?

Based on the Literature Review and Findings, it can be suggested that people hope

to view and experience beautiful scenery and landscapes. They also hope to gain

meaningful experience during their travels by participating in activities such as taking

photos creating memories, go on a GoT tour and buy a souvenir. Findings also

suggests that people’s travel motivations are experience, curiosity, escape and

relaxation.

Do fans of the show still have the motivation to travel to Croatia now that the

show has ended?

Majority of the fans are still motivated to travel to Croatia even after the show’s

finale. This highlights that GoT is not the main reason to travel to Croatia, people are

drawn to Croatia’s beauty and culture. Though it can be stated that the show has

helped promote Croatia as a travel destination after being portrayed in the show.

GoT has created awareness of Dubrovnik and visually presented its beautiful

scenery.

5.3 Key Conclusions from Findings

As this study is focusing on travel motivation it is crucial to highlight that the findings

suggest that people’s travel motivations are experience, curiosity, escape and

relaxation. While scenery, landscape and weather are the most important factors

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when choosing a destination, this is agreeable as Croatia was chosen as one of the

filming locations of GoT because of its attractive scenery, landscape and pleasant

weather. This can be further cemented by the chosen activities’ respondents would

participate in, such as taking a photo with a sign, selfie, go on a GoT tour and buying

a souvenir. It can be suggested that most people are influenced by Game of

Thrones, as indicated in the results people would go on a GoT tour during their travel

to Croatia. The travel activities, motivation factors and influential factors in choosing

a destination are interrelated with one another and supports the push and pull and

seeking and escaping theories of travel motivation.

Based on people’s memorable experience during their travel it can be further

highlighted that beautiful scenery, experience, culture, landscapes, and social

interaction, exploration and activities are important aspects, it can be argued that if

people have positive travel experience then this influence their travel motivations in

the future as people learn from their first-hand experience. Social interaction such as

meeting new people and spending time with family during travel supports the travel

careen pattern and travel career ladder theory as relationship forming is one of the

core motives in the TCP model. Exploration and unique activities can be linked to the

optimum arousal theory as people seek a higher level of excitement from engaging

in travel activities in a location which can be portrayed in a film.

This study also identified that Croatia is a highly desirable place to visit as majority of

people would choose Croatia as a travel destination, people’s perception of Croatia

is positive and possessing an attractive landscape, rich in history and culture and

having pleasant weather. This indicates that Croatia hold a positive destination

image. It can be suggested that the effect of Game of Thrones on Croatia has made

it even more an admirable travel destination. People who chooses Croatia as a travel

destination travel to Croatia mainly because of its beautiful landscape and rich

culture and not solely on GoT influence. However, people indicated that they would

participate on a GoT tourism and activities while visiting Croatia. It can be suggested

that those surveyed as huge fans of the show who travel to Croatia are entirely

65

influenced by GoT and are motivated to participate in GoT inspired activities to fulfil

their fandom motivations.

5.4 Research Limitations

The original research plan was not followed as the researcher had other

assignments and commitments which also needed time and attention. This may

have impacted the diversity of this dissertation. The distribution of the online survey

could have been longer as it was only live for two weeks. If it was advertised as

planned it could have attracted more participants and gain more responses.

The researcher relied mostly on e-books in writing the methodology chapter, as most

methodology books in the library were not available during the last stages of the

writing process. If books were available, the quality of the methodology chapter could

have been better.

As the online survey was created through Google Forms this meant that the survey

was only accessible by participants outside of China. The researcher was not aware

that Google is blocked in China. If this was identified earlier, the researcher could

have created the online survey with a different survey tool to attract more

participants and responses.

5.5 Recommendations for future research

For future research, it is recommended targeting travel and tourist firms to promote

the online survey as this will be distributed to active tourists. Also, it is recommended

66

to travel to the filming locations physically and interview and survey tourists on site to

gain face to face responses which can help attain more accurate and reliable results.

When social media is utilised, it attracts internet surfers many of them may not have

travelled or not interested in tourism and Game of Thrones. Travelling to filming

locations like Croatia to survey people will help achieve responses from active

tourists and gain a greater insight of their travel motivations which can then be

compared to the travel motivation theories and statistics.

It will be helpful to focus on surveying only those people who have watched the show

to accurately measure the influence of Game of Thrones and understand the scale of

its popularity which is relevant to the topic of this study.

5.6 Contribution to Knowledge

This study gained a greater insight on people’s travel motivation both fans and non-

fans of Game of Thrones. It helped understand GoT as a phenomenon and the

impact it had on fans as well as Croatian tourism. This study identified people’s

travel motivation and satisfaction and perception of Croatia.

67

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1.1 Appendices

Appendix 1: Online Questionnaire

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Appendix 2: Ethical Review Form

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Appendix 3: Responses to Question 20

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Appendix 4: Distribution of Survey to Facebook Groups

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Appendix 5: Research Plan

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