Tag Archives: mobile apps


Responsible consumption and production of food: Opportunities and challenges for hospitality practitioners

Published through Journal of Sustainable Tourism

Special Issue Editor(s)

Mark Anthony Camilleri, University of Malta, Malta, and Northwestern University, United States of America.


Antonino Galati, Universita’ degli studi di Palermo, Italy.


Demetris Vrontis, University of Nicosia, Cyprus.


Previous research explored the circular economy practices of different businesses in various contexts; however, limited contributions have focused on the responsible production and consumption of food (Huang et al., 2022; Van Riel et al., 2021). Even fewer articles sought to explore environmental, social and governance (ESG) dimensions relating to the sustainable supply chain management of food and beverages in the tourism context.

This special issue will shed light on the responsible practices in all stages of food preparation and consumption in the tourism and hospitality industry. It raises awareness on sustainable behaviors that are aimed to reduce the businesses’ externalities including the generation of food waste on the natural environment. It shall put forward relevant knowledge and understanding on good industry practices that curb food loss. It will identify the strengths and weaknesses of extant food supply chains as well as of waste management systems adopted in the sector. It is hoped that prospective contributors identify laudable and strategic initiatives in terms of preventative and mitigating measures in terms of procurement and inventory practices, recycling procedures and waste reduction systems involving circular economy approaches.

Academic researchers are invited to track the progress of the tourism businesses on the United Nations’ Sustainable Development Goal SDG12 – Responsible Consumption and Production. They are expected to investigate in depth and breadth, how tourism businesses are planning, organizing, implementing and measuring the effectiveness of their responsible value chain activities. They may utilize different methodologies to do so. They can feature theoretical and empirical contributions as well as case studies of organizations that are: (i) reusing and recycling of surplus food, (ii) utilizing sharing economy platforms and mobile apps (that are intended to support business practitioners and prospective consumers to reduce the food loss and waste), (iii) contributing to charitable institutions and food banks, through donations of surplus food, and/or (iv) recycling inedible foods to compost, among other options.

The contributing authors could clarify how, where, when and why tourism businesses are measuring their ESG performance on issues relating to the supply chain of food and beverage. They may refer to international regulatory instruments and guidelines (Camilleri, 2022),  including the International Standards Organization (ISO) and Global Reporting Initiative (GRI) standards, among others, to evaluate the practitioners’ ESG performance through: a) Environmental Metrics: The businesses’ circularity; Recycling and waste management; and/or Water security; b) Social Metrics: Corporate social responsibility; Product safety; Responsible sourcing; and/or Sustainable supply chain, and; c) Governance: Accounting transparency; Environmental sustainability reporting and disclosures.

They could rely on GRI’s Standards 2020, as well as on GRI 204: Procurement Practices 2016; GRI 303: Water and Effluents 201; GRI 306: Effluents and Waste 2016; GRI 306: Waste 2020; GRI 308: Supplier Environmental Assessment 2016 and GRI 403: and to Occupational Health and Safety 2018, to assess the businesses’ ESG credentials.

Prospective submissions ought to clearly communicate about the positive multiplier effects of their research (Ahn, 2019). They can identify responsible production and consumption behaviors that may result in operational efficiencies and cost savings in their operations (Camilleri, 2019). At the same time, they enable them to improve their corporate image among stakeholders (hence they can increase their financial performance). They can examine specific supply chain management initiatives involving open innovation, stakeholder engagement and circular economy approaches that may ultimately enhance the businesses’ legitimacy in society. More importantly, they are urged to elaborate on the potential pitfalls and to discuss about possible challenges for an effective implementation of a sustainable value chain of food-related products and their packaging, in the tourism and hospitality industry (Galati et al., 2022).

It is anticipated that the published articles shall put forward practical implications for a wide array of tourism stakeholders, including for food manufacturers and distributors, airlines, cruise companies, international hotel chains, hospitality enterprises, and for consumers themselves. At the same time, they will draw their attention to the business case for responsible consumption and production of food through strategic behaviors.

Potential topics may include but are not limited to:

 –          Responsible food production for tourism businesses

–           Responsible food consumption practices in the hospitality industry

–           Circular economy and closed loop systems adopted in restaurants, pubs and cafes

–           Open innovation and circular economy approaches for a sustainable tourism industry

–           Recycling of inedible food waste to compost

–           Measuring performance of responsible food production/sustainable consumption

–           Digitalisation and the use of sharing economy platforms to reduce food waste

–           Artificial intelligence for sustainable food systems

–           Sustainable food supply chain management

–           Food waste and social acceptance of circular approaches

–           Stakeholders’ roles to minimize food waste in the hospitality industry

–           Food donation initiatives to decrease food loss and waste


Ahn, J. (2019). Corporate social responsibility signaling, evaluation, identification, and revisit intention among cruise customers. Journal of Sustainable Tourism, 27(11), 1634-1647.

Camilleri, M. A. (2019). The circular economy’s closed loop and product service systems for sustainable development: A review and appraisal. Sustainable Development, 27(3), 530-536.

Camilleri, M. A. (2022). The rationale for ISO 14001 certification: A systematic review and a cost–benefit analysis. Corporate Social Responsibility and Environmental Management, 29(4), 1067-1083.

Galati, A., Alaimo, L. S., Ciaccio, T., Vrontis, D., & Fiore, M. (2022). Plastic or not plastic? That’s the problem: Analysing the Italian students purchasing behavior of mineral water bottles made with eco-friendly packaging. Resources, Conservation and Recycling, 179, https://doi.org/10.1016/j.resconrec.2021.106060

Huang, Y., Ma, E., & Yen, T. H. (2022). Generation Z diners’ moral judgements of restaurant food waste in the United States: a qualitative inquiry. Journal of Sustainable Tourism, https://doi.org/10.1080/09669582.2022.2150861

Van Riel, A. C., Andreassen, T. W., Lervik-Olsen, L., Zhang, L., Mithas, S., & Heinonen, K. (2021). A customer-centric five actor model for sustainability and service innovation. Journal of Business Research, 136, 389-401.


Leave a comment

Filed under academia, Call for papers, Circular Economy, environment, food loss, food waste, Hospitality, hotels, responsible consumption, responsible production, responsible tourism, restaurants, Shared Value, sharing economy, Stakeholder Engagement, Strategy, Sustainability, Sustainable Consumption, sustainable development, sustainable production, sustainable tourism, tourism

The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games

An Excerpt from one of my latest papers, entitled; “The Students’ Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games”.

How to Cite: Camilleri, A.C. & Camilleri, M.A. (2019). The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019).

This contribution has explored the primary school’s grade three  students’ intrinsic and extrinsic motivations toward the use of educational games. It relied on the technology acceptance model to investigate the students’ perceived usefulness and ease of use of the  schools’ games ([7], [8], [15]). Moreover, the researchers have also  included the measuring items that explored the students’ perceived  enjoyment ([12], [13], [20]) as they investigated whether they  experienced normative pressures to play the educational games ([14], [22], [23]). The findings from the Wilcoxon test reported that the students played the school games at home, more than they did at school. They indicated that the school’s games were easy to play.

This study reported that the students recognized that the school’s games were useful and relevant as they were learning from them. Moreover, they indicated that the school’s educational games held their attention since they found them enjoyable and fun. The vast majority of the children played the educational games, both at home and at school. The findings in this study are consistent with the argument that digital natives are increasingly immersing
themselves in digital technologies ([2]), including educational games ([1], [4], [10], [11], [28]). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them.

Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational games; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school.

This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is common tendency  in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given. In this case, the survey items in this study were designed and adapted for the primary school children who were in grade 3, in a
small European state. Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of  this research in a similar context.

We thank the department of education, the school’s principal and her members of staff who have provided their invaluable support during the data gathering process.

[1] Ge, X., and Ifenthaler, D. 2018. Designing engaging
educational games and assessing engagement in game-based
learning” In Gamification in Education: Breakthroughs in
Research and Practice, IGI Global, Hershey, USA, 1-19,

[2] Bourgonjon, J., Valcke, M., Soetaert, R., and Schellens, T.
2010, Students’ perceptions about the use of educational
games in the classroom. Comp. & Educ. 54, 4, 1145-1156.

[3] Hwang, G.J., and Wu, P.H. 2012. Advancements and trends
in digital game‐based learning research: a review of
publications in selected journals from 2001 to 2010. Brit. J.
of Educ. Tech. 43, 1, E6-E10.

[4] Carvalho, M.B., Bellotti, F., Berta, R., De Gloria, A.,
Sedano, C.I., Hauge, H.B., Hu, J., and Rauterberg, M. 2015.
An activity theory-based model for serious games analysis
and conceptual design. Comp. & Educ. 87, 166-181.

[5] Connolly, T.M., Boyle, E.A., MacArthur, E. Hainey, T., and
Boyle, J.M. 2012. A systematic literature review of empirical
evidence on computer games and serious games. Comp. &
Educ. 59, 2, 661-686.

[6] Burguillo, J.C. 2010. Using game theory and competitionbased
learning to stimulate student motivation and
performance. Comp. & Educ. 55, 2, 566-575.

[7] Dickey, M.D. 2011. Murder on Grimm Isle: The impact of
game narrative design in an educational game‐based learning
environment. Brit. J. of Educ. Tech, 42, 3, 456-469.

[8] Huang, W.H., Huang, W.Y., and Tschopp, J. 2010.
Sustaining iterative game playing processes in DGBL: The
relationship between motivational processing and outcome
processing. Comp. & Educ. 55, 2, 789-97.

[9] Harris, J. Mishra, P., and Koehler, M. 2009. Teachers’
technological pedagogical content knowledge and learning
activity types: Curriculum-based technology integration
reframed. J. of Res. on Tech. in Educ. 41, 4, 393-416.

[10] Wouters, P., Van Nimwegen, C., Van Oostendorp, H., and
Van Der Spek, E.D. 2013. A meta-analysis of the cognitive
and motivational effects of serious games. J. of Educ. Psych.
105, 2, 249-266.

[11] Camilleri, M.A., and Camilleri, A. 2017. The Students’
Perceptions of Digital Game-Based Learning, In Pivec, M.
and Grundler, J. 11th European Conference on Games Based
Learning Proceedings (London, UK, October 04-05, 2017),
University of Applied Sciences, Graz, Austria, 56-62.

[12] Davis, F.D. 1989. Perceived usefulness, perceived ease of
use, and user acceptance of information technology. MIS
Quart. 319-340.

[13] Davis, F.D., Bagozzi, R.P., and Warshaw, P.R. 1989. User
acceptance of computer technology: a comparison of two
theoretical models. Mgt. Science, 35, 8, 982-1003.

[14] Ajzen, I. 1991. The theory of planned behavior. Org. Behav.
and Human Dec. Proc. 50, 2, 179-211.

[15] Lee, M. K., Cheung, C. M., and Chen, Z. 2005. Acceptance
of Internet-based learning medium: the role of extrinsic and
intrinsic motivation. Inf. & Mgt. 42, 8, 1095-1104.

[16] Chen, K. C. and Jang, S. J. 2010. Motivation in online
learning: Testing a model of self-determination theory.
Comp. in Human Behav. 26, 4, 741-752.

[17] Dunne, Á., Lawlor, M. A., and Rowley, J. 2010. Young
people’s use of online social networking sites–a uses and
gratifications perspective. Journal of Res. in Int. Mktg. 4, 1,

[18] Li, H., Liu, Y., Xu, X., Heikkilä, J., and Van Der Heijden, H.
2015. Modeling hedonic is continuance through the uses and
gratifications theory: An empirical study in online games.
Comp. in Human Behav. 48, 261-272.

[19] Teo, T., Beng Lee, C., Sing Chai, C., and Wong, S.L. 2009.
Assessing the intention to use technology among pre-service
teachers in Singapore and Malaysia: A multigroup invariance
analysis of the Technology Acceptance Model (TAM).
Comp. & Educ. 53, 3, 1000-1009.

[20] Camilleri, M.A., and Camilleri, A.C. 2017. Digital learning
resources and ubiquitous technologies in education, Tech.,
Knowl. and Learng. 22, 1, 65-82.

[21] Park, S.Y. 2009. An analysis of the technology acceptance
model in understanding university students’ behavioral
intention to use e-learning, Educ. Tech. & Soc. 12, 3, 150-

[22] Venkatesh, V., Morris, M.G., Davis, G.B. and Davis, F.D.
2003. User acceptance of information technology: Toward a
unified view. MIS Quart. 425-478.

[23] Venkatesh, V., Thong, Y.T.L., and Xu, X. 2012.Consumer
acceptance and use of information technology: extending the
unified theory of acceptance and use of technology. MIS
Quart. 157-178.

[24] Ryan, R. M., and Deci, E. L. 2000. Intrinsic and extrinsic
motivations: Classic definitions and new directions.
Contemp. Educ. Psych. 25, 1, 54-67.

[25] Cheon, J., Lee, S., Crooks, S. M. and Song, J. 2012. An
investigation of mobile learning readiness in higher
education based on the theory of planned behavior. Comp. &
Educ. 59, 3, 1054-1064.

[26] Chang, C.T., Hajiyev, J., and Su, C.R. 2017. Examining the
students’ behavioral intention to use e-learning in
Azerbaijan? The general extended technology acceptance
model for e-learning approach. Comp. & Educ. 111, 128-

[27] Park, S. Y., Nam, M. W., and Cha, S. B. 2012. University
students’ behavioral intention to use mobile learning:
Evaluating the technology acceptance model. Brit. Journal of
Educ. Tech. 43, 4, 592-605.

[28] Camilleri, M.A. and Camilleri, A.C. 2017. The Technology
Acceptance of Mobile Applications in Education. In
Sánchez, I.A. and Isaias, P. (Eds) 13th
International Conference on Mobile Learning (London, UK,
10-11 April 2018). International Association for
Development of the Information Society Budapest, Hungary,

Presentation is available at: https://www.slideshare.net/markanthonycamilleri/the-students-intrinsic-and-extrinsic-motivations-148006875



Leave a comment

Filed under digital games, Digital Learning Resources, digital media, Education, internet technologies, internet technologies and society