Keyphrases
Behavioral Loyalty
20%
Consumer Engagement
17%
COVID-19 Pandemic
14%
Customer Knowledge Management
12%
Customer Perceived Value
12%
Distance Running
26%
Domains of Life Satisfaction
20%
Emotional Support
14%
Event Participation
18%
Event Satisfaction
37%
Fitness Clubs
15%
Health Care Costs
24%
Japan
28%
Leisure Involvement
26%
Leisure Life
26%
Leisure-time Physical Activity
27%
Life Satisfaction
86%
Mass Participant Sport Event
14%
Mediating Effect
14%
Mediating Role
26%
Mental Health
16%
Older Adults
37%
Park Facilities
12%
Partial Least Squares Structural Equation Modeling (PLS-SEM)
21%
Physical Activity
46%
Physical Activity Benefits
19%
Physical Activity Participation
15%
Physical Health
12%
Psychological Continuum Model
14%
Psychological Involvement
63%
Quality of Life
21%
Recreational Facilities
12%
Running Events
40%
Running Involvement
12%
Social Identification
12%
Sport Organizations
18%
Sport Participation
24%
Sport Spectatorship
18%
Sports Lifestyle
14%
Sports Services
26%
Stadium Attendance
12%
Subjective Well-being
16%
Survey Data
13%
Survey Response
13%
Team Identification
40%
Triathletes
12%
U.S. Counties
24%
Value Creation
24%
Watching Sports
12%
Well-being
66%
Psychology
Bayesian Analysis
12%
Consumer Behavior
12%
Coping Strategy
12%
Emotional Support
14%
Fitness Facility
12%
Happiness
18%
Health and Well-Being
25%
Interactivity
12%
Job Performance
12%
Latent Profile Analysis
12%
Leisure Activity
52%
Leisure-Time Physical Activity
12%
Life Domain
18%
Life Satisfaction
100%
Longitudinal Study
12%
Mediation Analysis
24%
Medicare
6%
Mental Health
18%
Mixed Methods
12%
Physical Activity
45%
Quality of Life
29%
Regression Analysis
5%
Self-Rated Health
12%
Spectatorship
29%
Sport Participation
24%
Sports Game
12%
Subjective Well-Being
16%
Team Sport
40%
Television Viewing
12%
Social Sciences
Academic Year
6%
Big Data
6%
Clubs
16%
Co-Creation
12%
Cohort Analysis
12%
Customer Loyalty
12%
Data Analytics
6%
Data Collection Technique
12%
Data Quality
12%
Digitalization
12%
Digitization
6%
Entry Level
6%
Environmental Factor
6%
Experiential Consumption
12%
Facebook
6%
Happiness
14%
Health and Well-Being
14%
Information Collection
6%
Japan
24%
Job Interview
6%
Job Performance
12%
Knowledge Management
12%
Leisure Research
12%
Leisure-Time Physical Activity
12%
Life Satisfaction
18%
Longitudinal Analysis
12%
Marketing Research
12%
Mental Health
12%
Mobile Phones
12%
Occupational Career
6%
Organisation for Economic Co-Operation and Development
7%
Personnel
6%
Professional Occupations
12%
Psychology
30%
Quality of Life
8%
Role Playing
6%
Service Innovation
12%
Shared Value
12%
Social Interaction
6%
Social Media
6%
Sport Event
12%
Sport Management
6%
Sports Marketing
12%
Structural Equation Modeling
15%
Student Support
6%
Survey Research
12%
Virtual Reality
6%
Wellbeing
28%