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A study of accepted pricing points for in‐room entertainment technology amenities by guests

A study of accepted pricing points for in‐room entertainment technology amenities by guests Purpose – In‐room entertainment technology continues to evolve in the hotel industry. However, given the multitude of entertainment products available in the market place today, hoteliers have little clarity of guests' willingness to pay for those in‐room entertainment technology amenities. In this highly competitive environment for travelers, lodging managers should better understand what in‐room entertainment technology amenities their guests will purchase. The purpose of this study is to explore accepted pricing levels for in‐room entertainment technology amenities by hotel guests. Design/methodology/approach – A sample of 2,500 US travelers was drawn randomly from a national database by rent‐a‐list.com for this study. An online survey was distributed. The response rate was 16.32 percent with 408 respondents. Findings – Findings showed that guests want most of the in‐room entertainment technology amenities as complimentary. However, they are willing to pay for gaming consoles in their guest rooms. Originality/value – This is the first paper that investigates the phenomenon of in‐room entertainment technology amenities. Implications are vital for hotel firms that aim to install the amenities. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Journal of Hospitality and Tourism Technology Emerald Publishing

A study of accepted pricing points for in‐room entertainment technology amenities by guests

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Publisher
Emerald Publishing
Copyright
Copyright © 2012 Emerald Group Publishing Limited. All rights reserved.
ISSN
1757-9880
DOI
10.1108/17579881211206516
Publisher site
See Article on Publisher Site

Abstract

Purpose – In‐room entertainment technology continues to evolve in the hotel industry. However, given the multitude of entertainment products available in the market place today, hoteliers have little clarity of guests' willingness to pay for those in‐room entertainment technology amenities. In this highly competitive environment for travelers, lodging managers should better understand what in‐room entertainment technology amenities their guests will purchase. The purpose of this study is to explore accepted pricing levels for in‐room entertainment technology amenities by hotel guests. Design/methodology/approach – A sample of 2,500 US travelers was drawn randomly from a national database by rent‐a‐list.com for this study. An online survey was distributed. The response rate was 16.32 percent with 408 respondents. Findings – Findings showed that guests want most of the in‐room entertainment technology amenities as complimentary. However, they are willing to pay for gaming consoles in their guest rooms. Originality/value – This is the first paper that investigates the phenomenon of in‐room entertainment technology amenities. Implications are vital for hotel firms that aim to install the amenities.

Journal

Journal of Hospitality and Tourism TechnologyEmerald Publishing

Published: Mar 16, 2012

Keywords: In‐room technologies; Entertainment technologies in hotels; Accepted pricing points; Guest rooms; Hotels; Consumer behaviour; Travel; United States of America

References