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Serious games and the gamification of tourism

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  • Xu, Feifei
  • Buhalis, Dimitrios
  • Weber, Jessika

Abstract

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.

Suggested Citation

  • Xu, Feifei & Buhalis, Dimitrios & Weber, Jessika, 2017. "Serious games and the gamification of tourism," Tourism Management, Elsevier, vol. 60(C), pages 244-256.
  • Handle: RePEc:eee:touman:v:60:y:2017:i:c:p:244-256
    DOI: 10.1016/j.tourman.2016.11.020
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    Cited by:

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    9. Francesca De Canio & Elisa Martinelli & Margherita Peruzzini & Sara Cavallaro, 2022. "Experiencing a Food Production Site Using Wearable Devices: The Indirect Impact of Immersion and Presence in VR Tours," Sustainability, MDPI, vol. 14(5), pages 1-17, March.
    10. Katerina Volchek, 2022. "Book Review "Gamification for Tourism"," Information Technology & Tourism, Springer, vol. 24(1), pages 157-159, March.
    11. Aebli, Annika, 2019. "Tourists' motives for gamified technology use," Annals of Tourism Research, Elsevier, vol. 78(C), pages 1-1.
    12. Changsok Yoo & Shinhye Kwon & Hyunsoo Na & Byenghee Chang, 2017. "Factors Affecting the Adoption of Gamified Smart Tourism Applications: An Integrative Approach," Sustainability, MDPI, vol. 9(12), pages 1-21, November.
    13. Zejda Pavel & Zejda David, 2016. "Exploitation of the Virtual Worlds in Tourism and Tourism Education," Czech Journal of Tourism, Sciendo, vol. 5(2), pages 173-188, December.
    14. Saima Hussain & Sara Qazi & Rizwan Raheem Ahmed & Dalia Streimikiene & Jolita Vveinhardt, 2018. "Employees Management: Evidence from Gamification Techniques," Montenegrin Journal of Economics, Economic Laboratory for Transition Research (ELIT), vol. 14(4), pages 97-107.
    15. Paola Andrea Ortiz-Rendón & Luz Alexandra Montoya-Restrepo & Jose-Luis Munuera-Alemán, 2020. "A Study of Cognitive Results in Marketing and Finance Students," Simulation & Gaming, , vol. 51(5), pages 666-684, October.
    16. Ana Slavec & Nežka Sajinčič & Vesna Starman, 2021. "Use of Smartphone Cameras and Other Applications While Traveling to Sustain Outdoor Cultural Heritage," Sustainability, MDPI, vol. 13(13), pages 1-20, June.
    17. Jean-Éric Pelet & Erhard Lick & Basma Taieb, 2021. "The internet of things in upscale hotels: its impact on guests’ sensory experiences and behavior [L’internet des objets dans l’hôtellerie haut de gamme : son impact sur les expériences sensorielles," Post-Print hal-04137824, HAL.
    18. Powel Maxwell Worimegbe & Temitope Mariam Worimegbe, 2021. "Gamification and Firms Competitiveness: An Analysis of Deposit Money Banks," Tržište/Market, Faculty of Economics and Business, University of Zagreb, vol. 33(2), pages 129-147.
    19. Hsu, Chia-Lin & Chen, Mu-Chen, 2018. "How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role," Technological Forecasting and Social Change, Elsevier, vol. 132(C), pages 118-129.
    20. Tu, Rungting & Hsieh, Peishan & Feng, Wenting, 2019. "Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities," Sport Management Review, Elsevier, vol. 22(5), pages 682-693.

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