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Gamification for Crowdsourcing Marketing Practices: Applications and Benefits in Tourism

In: Advances in Crowdsourcing

Author

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  • Marianna Sigala

    (University of the Aegean)

Abstract

The use of gamification for directing and motivating customers’ behaviour and supporting crowdsourcing practices in marketing is increasingly spreading. This chapter reviews the literature for identifying the game principles and elements that can lead to effective gamification, and it then demonstrates the applicability and implications of this theory by discussing various gamification applications developed for supporting crowdsourcing marketing practices in tourism. The examples demonstrate that gamification can be used for crowdsourcing any marketing practice and influencing customer behaviour at any stage of the consumer behaviour process. Implications for future research are also provided.

Suggested Citation

  • Marianna Sigala, 2015. "Gamification for Crowdsourcing Marketing Practices: Applications and Benefits in Tourism," Springer Books, in: Fernando J. Garrigos-Simon & Ignacio Gil-Pechuán & Sofia Estelles-Miguel (ed.), Advances in Crowdsourcing, edition 127, chapter 0, pages 129-145, Springer.
  • Handle: RePEc:spr:sprchp:978-3-319-18341-1_11
    DOI: 10.1007/978-3-319-18341-1_11
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    Cited by:

    1. Xu, Feifei & Buhalis, Dimitrios & Weber, Jessika, 2017. "Serious games and the gamification of tourism," Tourism Management, Elsevier, vol. 60(C), pages 244-256.
    2. Francesco Polese & Antonio Botti & Mara Grimaldi & Antonella Monda & Massimiliano Vesci, 2018. "Social Innovation in Smart Tourism Ecosystems: How Technology and Institutions Shape Sustainable Value Co-Creation," Sustainability, MDPI, vol. 10(1), pages 1-24, January.

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