The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
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- Johnson, David, 2002. "Environmentally sustainable cruise tourism: a reality check," Marine Policy, Elsevier, vol. 26(4), pages 261-270, July.
- Kim, Kyongseok & Ahn, Sun Joo (Grace), 2017. "The Role of Gamification in Enhancing Intrinsic Motivation to Use a Loyalty Program," Journal of Interactive Marketing, Elsevier, vol. 40(C), pages 41-51.
- 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.
- Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
- 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.
- Lidia Aguiar-Castillo & Alberto Clavijo-Rodriguez & Petra De Saa-Perez & Rafael Perez-Jimenez, 2019. "Gamification as An Approach to Promote Tourist Recycling Behavior," Sustainability, MDPI, vol. 11(8), pages 1-18, April.
- 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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- Yang, Hualong & Li, Dan, 2021. "Health management gamification: Understanding the effects of goal difficulty, achievement incentives, and social networks on performance," Technological Forecasting and Social Change, Elsevier, vol. 169(C).
- Hao Zhang & Jie He & Xiaomeng Shi & Qiong Hong & Jie Bao & Shuqi Xue, 2020. "Technology Characteristics, Stakeholder Pressure, Social Influence, and Green Innovation: Empirical Evidence from Chinese Express Companies," Sustainability, MDPI, vol. 12(7), pages 1-19, April.
- Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
- Yeohyun Yoon & Kyoung Cheon Cha, 2020. "A Qualitative Review of Cruise Service Quality: Case Studies from Asia," Sustainability, MDPI, vol. 12(19), pages 1-24, September.
- Bing Mei & Shuxia Yang, 2019. "Nurturing Environmental Education at the Tertiary Education Level in China: Can Mobile Augmented Reality and Gamification Help?," Sustainability, MDPI, vol. 11(16), pages 1-12, August.
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Keywords
gamification; flow; enjoyment; knowledge gain; cruise tourism; cultural heritage site;All these keywords.
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