IDEAS home Printed from https://ideas.repec.org/a/eee/touman/v60y2017icp244-256.html
   My bibliography  Save this article

Serious games and the gamification of tourism

Author

Listed:
  • 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
    as

    Download full text from publisher

    File URL: http://www.sciencedirect.com/science/article/pii/S0261517716302369
    Download Restriction: no

    File URL: https://libkey.io/10.1016/j.tourman.2016.11.020?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Rajagopal, 2014. "The Human Factors," Palgrave Macmillan Books, in: Architecting Enterprise, chapter 9, pages 225-249, Palgrave Macmillan.
    2. Huang, Yu-Chih & Backman, Sheila J. & Backman, Kenneth F. & Moore, DeWayne, 2013. "Exploring user acceptance of 3D virtual worlds in travel and tourism marketing," Tourism Management, Elsevier, vol. 36(C), pages 490-501.
    3. Kim Boes & Dimitrios Buhalis & Alessandro Inversini, 2015. "Conceptualising Smart Tourism Destination Dimensions," Springer Books, in: Iis Tussyadiah & Alessandro Inversini (ed.), Information and Communication Technologies in Tourism 2015, edition 127, pages 391-403, Springer.
    4. 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.
    5. Guttentag, Daniel A., 2010. "Virtual reality: Applications and implications for tourism," Tourism Management, Elsevier, vol. 31(5), pages 637-651.
    6. 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.
    7. Zornitza Yovcheva & Dimitrios Buhalis & Christos Gatzidis, 2013. "Engineering Augmented Tourism Experiences," Springer Books, in: Lorenzo Cantoni & Zheng (Phil) Xiang (ed.), Information and Communication Technologies in Tourism 2013, edition 127, pages 24-35, Springer.
    8. Holbrook, Morris B & Hirschman, Elizabeth C, 1982. "The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 9(2), pages 132-140, September.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Sarah Hudson & Sheila Matson-Barkat & Nico Pallamin & Guillaume Jégou, 2019. "With or without you? Interaction and immersion in a virtual reality experience," Post-Print hal-02159315, HAL.
    2. Sotirios Varelas, 2022. "Virtual Immersive Platforms as a Strategic Innovative Destination Marketing Tool in the COVID-19 Era," Sustainability, MDPI, vol. 14(19), pages 1-15, October.
    3. Inessa Tyan & Mariemma I. Yagüe & Antonio Guevara-Plaza, 2020. "Blockchain Technology for Smart Tourism Destinations," Sustainability, MDPI, vol. 12(22), pages 1-11, November.
    4. Huang, Yu-Chih & Backman, Sheila J. & Backman, Kenneth F. & Moore, DeWayne, 2013. "Exploring user acceptance of 3D virtual worlds in travel and tourism marketing," Tourism Management, Elsevier, vol. 36(C), pages 490-501.
    5. Schiopu, Andreea Fortuna & Hornoiu, Remus Ion & Padurean, Ana Mihaela & Nica, Ana-Maria, 2022. "Constrained and virtually traveling? Exploring the effect of travel constraints on intention to use virtual reality in tourism," Technology in Society, Elsevier, vol. 71(C).
    6. Alzayat, Ayman & Lee, Seung Hwan (Mark), 2021. "Virtual products as an extension of my body: Exploring hedonic and utilitarian shopping value in a virtual reality retail environment," Journal of Business Research, Elsevier, vol. 130(C), pages 348-363.
    7. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    8. Agapito, Dora & Valle, Patrícia & Mendes, Júlio, 2014. "The sensory dimension of tourist experiences: Capturing meaningful sensory-informed themes in Southwest Portugal," Tourism Management, Elsevier, vol. 42(C), pages 224-237.
    9. Kim, Myung Ja & Hall, C. Michael, 2019. "A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors," International Journal of Information Management, Elsevier, vol. 46(C), pages 236-249.
    10. 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.
    11. Yuen, Kum Fai & Koh, Le Yi & Tan, Luan Yi Hazel & Wang, Xueqin, 2023. "The determinants of virtual reality adoption for marine conservation," Technology in Society, Elsevier, vol. 72(C).
    12. Steininger, Dennis M. & Gatzemeier, Simon, 2019. "Digitally forecasting new music product success via active crowdsourcing," Technological Forecasting and Social Change, Elsevier, vol. 146(C), pages 167-180.
    13. Ben Mimoun, Mohammed Slim & Poncin, Ingrid, 2015. "A valued agent: How ECAs affect website customers' satisfaction and behaviors," Journal of Retailing and Consumer Services, Elsevier, vol. 26(C), pages 70-82.
    14. Nam, Kyungjin & Kim, Hye-jin, 2020. "The determinants of mobile game success in South Korea," Telecommunications Policy, Elsevier, vol. 44(2).
    15. Femenia-Serra , Francisco & Neuhofer, Barbara, 2018. "Smart tourism experiences: conceptualisation, key dimensions and research agenda," INVESTIGACIONES REGIONALES - Journal of REGIONAL RESEARCH, Asociación Española de Ciencia Regional, issue 42, pages 129-150.
    16. Ionica Oncioiu & Iustin Priescu, 2022. "The Use of Virtual Reality in Tourism Destinations as a Tool to Develop Tourist Behavior Perspective," Sustainability, MDPI, vol. 14(7), pages 1-15, April.
    17. Supavich Fone Pengnate & Rathindra Sarathy & Todd J. Arnold, 2021. "The Influence of the Centrality of Visual Website Aesthetics on Online User Responses: Measure Development and Empirical Investigation," Information Systems Frontiers, Springer, vol. 23(2), pages 435-452, April.
    18. Rahimizhian, Sima & Ozturen, Ali & Ilkan, Mustafa, 2020. "Emerging realm of 360-degree technology to promote tourism destination," Technology in Society, Elsevier, vol. 63(C).
    19. Aguiar-Castillo Lidia & Rufo-Torres Julio & De Saa-Pérez Petra & Perez-Jimenez Rafael, 2018. "How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application," Sustainability, MDPI, vol. 10(5), pages 1-20, May.
    20. Apaolaza, Vanessa & Hartmann, Patrick & Paredes, Mario R. & Trujillo, Alejandra & D'Souza, Clare, 2022. "What motivates consumers to buy fashion pet clothing? The role of attachment, pet anthropomorphism, and self-expansion," Journal of Business Research, Elsevier, vol. 141(C), pages 367-379.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:eee:touman:v:60:y:2017:i:c:p:244-256. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Catherine Liu (email available below). General contact details of provider: https://www.journals.elsevier.com/tourism-management .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.