Tourists' motives for gamified technology use
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DOI: 10.1016/j.annals.2019.102753
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References listed on IDEAS
- Walker, Beth A. & Olson, Jerry C., 1991. "Means-end chains: Connecting products with self," Journal of Business Research, Elsevier, vol. 22(2), pages 111-118, March.
- Xu, Feifei & Buhalis, Dimitrios & Weber, Jessika, 2017. "Serious games and the gamification of tourism," Tourism Management, Elsevier, vol. 60(C), pages 244-256.
- Wang, Dan & Xiang, Zheng & Fesenmaier, Daniel R., 2014. "Adapting to the mobile world: A model of smartphone use," Annals of Tourism Research, Elsevier, vol. 48(C), pages 11-26.
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- Chang Gan & Kai Wang & Mihai Voda & Jun Ye & Lijun Chen, 2023. "Analysis on the impact of technological innovation on tourism development: The case of Yangtze River Delta Urban Agglomeration in China," Tourism Economics, , vol. 29(5), pages 1251-1271, August.
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Keywords
Gamified technology; Usage motives; Desired end values; Means-end chain laddering; Tourist experience;All these keywords.
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