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Gamification in Tourism

In: Information and Communication Technologies in Tourism 2014

Author

Listed:
  • Feifei Xu

    (Bournemouth University)

  • Jessika Weber

    (Bournemouth University)

  • Dimitrios Buhalis

    (Bournemouth University)

Abstract

Gamification, as a new topic, is a future trend which can be applied in tourism in many ways to elicit motivation and behaviour change. This paper is a conceptual work on gamification in tourism discussing the concept on how game design elements and game thinking can be applied in a tourism context. Based on that, it defines tourism gamification and identifies intrinsic and extrinsic motivation elements that can be used in gamification in order to influence consumer engagement, customer loyalty, brand awareness, and user experience in tourism areas. Best practice examples show where this innovative concept of gamification is already applied in tourism. The paper also outlines limitations of gamification and makes suggestions for future research.

Suggested Citation

  • Feifei Xu & Jessika Weber & Dimitrios Buhalis, 2013. "Gamification in Tourism," Springer Books, in: Zheng Xiang & Iis Tussyadiah (ed.), Information and Communication Technologies in Tourism 2014, edition 127, pages 525-537, Springer.
  • Handle: RePEc:spr:sprchp:978-3-319-03973-2_38
    DOI: 10.1007/978-3-319-03973-2_38
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    Citations

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    Cited by:

    1. David Zejda & Josef Zelenka, 2019. "The Concept of Comprehensive Tracking Software to Support Sustainable Tourism in Protected Areas," Sustainability, MDPI, vol. 11(15), pages 1-18, July.
    2. Byeong Cheol Lee, 2019. "The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations," Sustainability, MDPI, vol. 11(11), pages 1-15, May.
    3. Aikaterini-Georgia Mavroeidi & Angeliki Kitsiou & Christos Kalloniatis & Stefanos Gritzalis, 2019. "Gamification vs. Privacy: Identifying and Analysing the Major Concerns," Future Internet, MDPI, vol. 11(3), pages 1-17, March.
    4. Hsi-Peng Lu & Hui-Chen Ho, 2020. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications," Sustainability, MDPI, vol. 12(10), pages 1-19, May.
    5. Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
    6. 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.

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