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 motiva- tion 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.
Cite
CITATION STYLE
Cavada, D., Elahi, M., Massimo, D., Maule, S., Not, E., Ricci, F., & Venturini, A. (2018). Tangible Tourism with the Internet of Things. In Information and Communication Technologies in Tourism 2018 (pp. 349–361). Springer International Publishing. https://doi.org/10.1007/978-3-319-72923-7_27
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