2,322 research outputs found

    Tourists as Mobile Gamers: Gamification for Tourism Marketing

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    Gaming as a cutting-edge concept has recently been used by some innovative tourism sectors as a marketing tool and as a method of deeper engagement with visitors. This research aims to explore the gamification trend and its potential for experience development and tourism marketing. Using a focus group, this paper discusses gaming and tourism, and explores what drives tourists to play games. The results suggest tourists’ game playing motivation is multidimensional. Players tend to start with purposive information seeking, then move on to an intrinsic stimulation. Socialization is also an important dimension. The research demonstrates several implications for tourism marketing

    Implementation of an Interactive Crowd-Enhanced Content Management System for Tourism Development

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    This paper investigated the role of interactive tourist mobile apps in tourism development. The researchers presented the e-Tracer application, which was developed taking into consideration the recent advantages in mobile computing, the importance of user-generated content and the needs of northern Greece and the lower Balkan countries. Apart from crowd-based content creation, a new generation of apps for tourism development may include additional components like serious games for tourists, map-based navigation systems and augmented/virtual reality applications, in order to offer memorable user experiences for tourists. An agile content management system design methodology was followed by taking into account the needs of alternative tourist destinations, small to medium sized real-world museums and driver rest areas located around highways which connect cross-country destinations in the lower Balkan countries and Turkey. This work positioned the role of interactive crowd-enhanced platforms for content management of tourist-related information in tourism development, economic growth and sustainability of the Egnatia motorway surrounding areas in Greece. Keywords: mobile computing, content management systems, recommender systems, serious games, virtual/augmented reality, tourism developmen

    Immersive Experience in the Metaverse: Implications for Tourism and Business

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    By providing immersive and interactive experiences, the metaverse has been changing how tourists spend their vacation. It also presents new business challenges, such as gaming, marketing, education, and smart city industries. This research explores the opportunities and challenges presented by the metaverse in the tourism and business industries. This research also discusses the metaverse implications that can transform people's experience and consumption when traveling and consuming. A comprehensive literature review was conducted to explore the implications of the metaverse for the tourism and business industries. This study's findings reveal several examples of applying the metaverse and its implications. In addition, this study also discovered that the emergence of the metaverse significantly impacts the tourism and business sectors. In practice, the review findings make tourism and business stakeholders aware of the potential of this immersive technology. Tourism providers and business leaders might consider using the metaverse to promote tourism destination and their businesses and develop a system that can maximize the benefits of this immersive technology

    CESARSC: Framework for creating Cultural Entertainment Systems with Augmented Reality in Smart Cities

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    The areas of application for augmented reality technology are heterogeneous but the content creation tools available are usually single-user desktop applications. Moreover, there is no online development tool that enables the creation of such digital content. This paper presents a framework for the creation of Cultural Entertainment Systems and Augmented Reality, employing cloud-based technologies and the interaction of heterogeneous mobile technology in real time in the field of mobile tourism. The proposed system allows players to carry out a series of games and challenges that will improve their tourism experience. The system has been evaluated in a real scenario, obtaining promising results.The areas of application for augmented reality technology are heterogeneous but the content creation tools available are usually single-user desktop applications. Moreover, there is no online development tool that enables the creation of such digital content. This paper presents a framework for the creation of Cultural Entertainment Systems and Augmented Reality, employing cloud-based technologies and the interaction of heterogeneous mobile technology in real time in the field of mobile tourism. The proposed system allows players to carry out a series of games and challenges that will improve their tourism experience. The system has been evaluated in a real scenario, obtaining promising results.This work is supported by the Spanish Ministry of Economy and Competitiveness under the INNPACTO project CL-SMARTVIEW (IPT-2012-1043-410000)

    Perception of young generation on the importance and performance of gamification in tourism

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    Gamification is not a new concept introduced, it has been implemented not only in tourism industry but also in others field including education, business and marketing campaign and health sector. Games and entertainment centres is fun, excitement and experience industry as people are looking to more than just consoles and mobile apps for entertainment. With the fast growing of technology used, gamification seen suddenly boosted and became a trend due to millennial and gen z who seek for adventure and gamified experiences. In fact, the fundamental changes is gaming experiences have been extended into real world, and are potentially available at any place and any time. Thus, with using six principle perspective on motivational mechanisms with gamification, this study aimed to evaluate the perception of young generation on the importance and performance of gamification in tourism. A total of 99 respondents have been selected through purposive sampling technique where most of them are from young generation who born between the early 1980s and 1990s. The findings shows that young generation perceived the perspective of interest traits is the most crucial elements in gamification. This generations highly attracted towards the gamification activities due to indication of clear goals and worth rewards. Therefore, this study contributed knowledge and information to the tourism stakeholders that young generation has high tendency attracted into gamification activities while travelling to a particular destination

    A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?

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    Gamification has become an important tool in many organizations and fields of study. Despite the growing body of work, there are still many open paths for new research. This paper aims look at the uses of Gamification in the field of Cultural Heritage, to take account of where the research is and to point the open paths for the future in a post pandemic word. To do this, this paper presents a systematic literature review on Gamification in Cultural Heritage. While other endeavors have been conducted by other authors to map out the field, the scope of this study aimed to be much broader. The goal was to understand who the main actors with publications in the field are, as well as for what purposes and to what forms of Heritage is gamification being applied to. The findings indicate that European institutions are the main publishers of research on Gamification in Heritage, with the field still being dotted with incidental, one-time, studies. Whist intangible forms of Heritage are gaining ground in the use of Gamification, the field is largely dominated by GLAM institutions and groupings of mutually diverse Cultural Heritage assets, such as in tourist destinations. This paper also argues for more substantial networks and collaborative work between researchers.info:eu-repo/semantics/publishedVersio

    Serious games and the gamification of tourism

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    Gamification has become a focus of attention in an increasing number of fields including business, education, and health care. Through a wide range of applications and support functions, its potential for the tourism industry is significant. Gamification of tourism can contribute to a more rewarding interactions and higher level of satisfaction, as well as increase brand awareness and loyalty to the destination. As one of the first attempts to conceptualize gamification of tourism, this paper examines gaming in general terms and the application of it in specific tourism fields. It identifies game design elements that can contribute to a meaningful gamification. A few cases of best practices are presented to show how this innovative concept can benefit tourism marketing. Implications for tourism marketing and management are discussed as well as future research recommendations
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