14,843 research outputs found

    Cultural heritage gamification and its effects on the tourist satisfaction

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    Tourism is nowadays one of the world’s main social and economic activities, who’s origin dates to more than two millennia ago. Gamification, on the other hand, is a recent topic only initially referenced in 2008, and which became a subject of wide study in the present decade and has been applied to several sectors due to its capacity of improving experience, shaping user behaviour, motivating desired behaviours, increasing brand awareness among other advantages. Tourism has been no exception in the implementation of gamification, although appliance and research are still scarce on this subject compared to others. Existing technology provides tourists with an easy access to pricing information, therefor no longer can businesses in this sector effectively differentiate themselves through price, but rather being forced to adopt a differentiated service offer. Existing research concludes that gamification can be used to enhance tourist experiences and improve loyalty. This paper aims to contribute to this growing subject by testing the effect of using gamification in the context of visits to historical sites. We conducted a qualitative survey which first analysed the requirements that tourists have on the context of a visit to historical sites and based on that information designed a mobile application with game elements which aims to aid their visit and improve their satisfaction. The analysis of the developed prototype suggests that gamification does represent a well-designed way to present sites, shape user behaviour, aid visit and increase satisfaction through the creation of an interactive and informational environment.O turismo é uma das principais atividades sociais e económicas do mundo originada há mais de dois milênios atrás. Por outro lado, a gamificação é um tópico recente, referenciado inicialmente em 2008, que se tornou objeto de amplo estudo na década atual, tendo vindo a ser aplicado a vários sectores devido à sua capacidade de melhorar a experiência, moldar comportamento, aumentar reconhecimento de marca, entre outras vantagens. O turismo não foi uma exceção na implementação da gamificação, embora a sua aplicação e pesquisa sejam ainda escassas nesta área em comparação com outras. Atualmente, devido ao fácil acesso que os turistas possuem a informação relativa a preços, é cada vez mais necessário que as diversas ofertas turísticas existentes se distingam através da criação de serviços diferenciados, podendo-se recorrer à gamificação neste contexto para aprimorar as experiências turísticas e aumentar a lealdade dos clientes. Este artigo tem como objetivo contribuir para a pesquisa existente, testando o efeito do uso da gamificação no contexto de visitas a locais históricos. Realizamos uma pesquisa qualitativa que analisou primeiro os requisitos que os turistas têm no contexto de visita a estes locais, e com base nos resultados obtidos, projetamos uma aplicação móvel com elementos de jogo que visa auxiliar a visita e melhorar a satisfação. A análise do protótipo desenvolvido sugere que a gamificação representa uma maneira bem projetada de apresentar locais de interesse cultural, moldar o comportamento do utilizador, auxiliar a visita e aumentar a satisfação através da criação de um ambiente interativo e informativo

    Proceedings of the 4th International Network-Based Education 2011 Conference

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    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    New Horizons for Airlines: Consumers’ Adoption of Metaverse - A Qualitative and Quantitative research

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Data Driven Marketing, specialization in Digital Marketing and AnalyticsMetaverse technology is increasing its relevance in this digital and connected world and airlines should decide what is their strategy and purpose to engage with consumers in this new dimension. Because the metaverse it’s a new technology, airlines must also understand the factors for its acceptance. Though the technology acceptance is already vastly investigated, the review of acceptance for metaverse technology is still reduced. This research intention is to provide an empirical study of the technology acceptance on an airline metaverse and contribute to the findings that reveal new opportunities to engage with consumers/ passengers. Following the literature review we based on a Technology Acceptance Model (TAM) framework that proved to be the most suitable for the technology adoption dimension. This research focused on qualitative and quantitative analysis and our findings reveal the vision from an airline perspective and the factor of adoption of potential users. Qualitative analysis was based on 3 semi-structured interviews targeting airline experts followed by text mining and data analysis via IRAMUTEQ software. Concerning the quantitative analysis was based on a structured questionnaire that uses a convenience sampling technic. A total of 118 replies were collected and analyzed via SmartPLS4 software. The outcomes of this research are insightful and reveal that Gamification and Perceived Consumer Experience have positive and relevant effects on the intention to use the metaverse of an airline. Management contributions, future studies and academic insights are also present in the final section of the research

    Computer-Supported Collaborative Learning using Augmented and Virtual Reality in Museum Education

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    Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual reality (VR) devices and software are spurring their mass distribution to the public. This fundamental shift in the use of AR and VR predominantly from military and academic research laboratories to the public presents new opportunities and challenges for the design of instructional technology. While studies of AR and VR have been conducted to inform the design of individual instructional products, few studies have focused on computer-supported collaborative learning (CSCL) products in which AR and VR learners work together toward shared learning goals. The museum education industry possesses unique and inherent characteristics that position it as a strong candidate for the development and deployment of CSCL-ARVR products. Tourism locations, such as museums, provide an exemplary environment for advanced learning technology experimentation in which information technology infrastructure and programs of instruction are often already in place and in which many tourists already possess smartphones and or tablets that may be used to mediate location-based educational experiences. The goal was to conduct formative research to develop a tentative instructional design theory that can be used to guide the creation of CSCL-ARVR instructional products. Instructional design theory and software engineering practices were applied to guide the design of a CSCL-ARVR instructional product prototype to support museum education. The prototype, named Co-Tour, was designed and developed to enable remotely-located VR participants to collaborate with AR participants located within a tourism location to jointly navigate the location, examine exhibits and answer questions about exhibits related to a problem-based learning instance. Formative data were collected and analyzed, and the results were used to develop a tentative instructional design theory. Mixed Reality Museum Co-Visit Theory is proposed to inform the design and development of CSCL-ARVR co-visitation experiences for museums. A theoretical framework was developed and was informed by CSCL, game-based learning, social constructivist theory, flow theory, and the construct of camaraderie. Five values supporting the goal were elaborated to guide theory methods production including fostering of collaboration, leveraging of informal learning activities, incorporation of motivational elements, favoring of loose organization, and provision an effective user interface. Future research should focus upon replication towards validation and generalizability of results and upon the broader museum going population

    User Experience of Geocaching and Its Application to Tourism and Education

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    Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.Teknologinen kehitys on tarjonnut uusia tapoja hyödyntää viihdettä ja peliteknologiaa ihmisten välisessä vuorovaikutuksessa. Pelit ja niiden pelaaminen on ollut aina tärkeä osa ihmisten arkipäivää. Ihmisen ja tietokoneen välisen vuorovaikutuksen tutkimus, human-computer interaction research (HCI), on perinteisesti nähty kognitiivisena psykologiana, johon kuuluvat inhimilliset tekijät, sekä insinööritieteenä, johon sisältyy tietojenkäsittelytiede. Vaikka kognitiivinen tiede on kehittynyt viime vuosina valtavasti, suunnitteluverkostoihin vaikuttavat ihmisten tunteet ovat yhä tärkeämmässä osassa, erityisesti silloin kun tavoitteena on haastaa ja viihdyttää käyttäjiä. (Norman 2002.) Pelinkehittäjät ovat selvittäneet pelisuunnittelun kannalta olennaisia tekijöitä ja tunnistaneet, että pelien menestyksen salaisuus on käyttäjäkokemus. Käyttäjäkeskeisessä suunnittelussa käyttäjien toiminnan käytäntöjen, tarpeiden ja toiveiden tuntemus tuodaan mukaan suunnitteluprosessiin. Geokätköily on paikannukseen perustuva aarteenetsintäpeli, jonka pelaajat ovat luoneet yhdessä. Pelaajat käyttävät GPS-teknologiaa "aarteiden" etsimiseen ja lisäävät omia geokätkökohteita ja peli kehittyy jatkuvasti pelaajien keksiessä kätköjä, jotka vaativat yhä enemmän mielikuvitusta. Tässäväitöskirjassa tutkitaan geokätköilyn käyttäjäkokemusta ja sen sovelluksia koulutuksen- ja matkailunaloilla. Perustuen Geocaching.com websivustoon geokätköilyä pelataan noin 180 maassa, ja rekisteröityneitä käyttäjiä on yli kymmenen miljoonaa eri puolilla maailmaa (Geocaching.com, 25.11.2014). Tässä tutkielmassa esitellään vuorovaikutusmalli nimeltään GameFlow Experience -mallia, jota voidaan käyttää aarteenetsintäsovellusten suunnittelussa koulutuksen- ja matkailualojen konteksteissa. GameFlow Experience -malli esittelee ja selventää erilaisia kokemuksia - se esittelee ne todellisessa kontekstissa, tarjoaa erilaisia suunnittelutavoitteita palvelusuunnittelua varten sekä näkökulman, joka tulisi ottaa huomioon seikkailupelien menestystä arvioitaessa. Käyttäjäkeskeisessä pelisuunnittelussa on sovellettu inhimillisten tekijöiden tutkimusta valtavirran tietojenkäsittelytieteeseen. Useiden vuosien ajan, käyttäjäkeskeisen suunnittelun lähestymistavasta on tullut tärkein tutkimusala ohjelmistokehityksessä. Tutkimus on keskittynyt ohjelmistojen kehitykseen käyttäjäkeskeisessä suunnittelussa etenkin toimisto-ohjelmistoihin, mutta samoja ideoita ja teorioita, jotka heijastavat yhteiskunnan tarpeita käyttäjäkeskeisessä tutkimuksessa sovelletaan nyt myös pelisuunnitteluun. (Charles ja ym. 2005.) Kiinnostus käyttäjäkokemuksen suunnitteluun on kasvanut jo useiden vuosien ajan. Digitaaliset pelit tarjoavat kokemuksia, ja pelisuunnittelijat tarvitsevatkin työkaluja, joiden avulla voidaan entistä paremmin ymmärtää tuotteiden ja palvelujen luomia käyttäjäkokemuksia. Tutkimuksen tavoitteena on esitellä käyttäjäkokemusta ja miten sitä voidaan käyttää uusien aarteenmetsästyskonseptien kehittämiseen. Insinööreillä, suunnittelijoilla ja tutkijoilla tulisi olla selkeä käsitys siitä, mikä käyttäjäkokemus on, mitkä ovat sen osat ja mikä tärkeintä, miten voimme vaikuttaa käyttäjän tyytyväisyyteen. Lisäksi pitäisi ymmärtää, miten käyttäjät toimivat elektronisten tuotteiden kanssa sekä miten ihmiset toimivat vuorovaikutuksessa toistensa kanssa ja miten eri osat vaikuttavat yhdessä käyttäjien kokemuksiin. Väitöskirja on pioneerityö käyttäjäkokemuksesta geokätköilyssä ja aarteenetsintä peleissä matkailun ja opetuksen kontekstissa. Tutkimus antaa myös mallin pelin kehittäjille, jotka suunnittelevat aarteenetsintäkonsepteja.Siirretty Doriast

    Snow design from Lapland : initiating cooperation

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