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

Serious games and the gamification of tourism

Citations

Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
as


Cited by:

  1. Li, Chia-Ying & Fang, Yu-Hui, 2020. "I searched, I collected, I experienced: Exploring how mobile augmented reality makes the players go," Journal of Retailing and Consumer Services, Elsevier, vol. 54(C).
  2. Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
  3. Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).
  4. Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
  5. 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.
  6. Wojciech Pizlo & Anna Mazurkiewicz-Pizlo, 2023. "Gamification - Use in Tourism Business Management," European Research Studies Journal, European Research Studies Journal, vol. 0(2), pages 390-409.
  7. Uglješa Stankov & Ulrike Gretzel, 2020. "Tourism 4.0 technologies and tourist experiences: a human-centered design perspective," Information Technology & Tourism, Springer, vol. 22(3), pages 477-488, September.
  8. Feng, Wenting & Tu, Rungting & Hsieh, Peishan, 2020. "Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements," Journal of Retailing and Consumer Services, Elsevier, vol. 57(C).
  9. Swacha Jakub & Ittermann Robert, 2017. "Enhancing the tourist attraction visiting process with gamification: key concepts," Engineering Management in Production and Services, Sciendo, vol. 9(4), pages 59-66, December.
  10. Francesca De Canio & Elisa Martinelli & Margherita Peruzzini & Sara Cavallaro, 2022. "Experiencing a Food Production Site Using Wearable Devices: The Indirect Impact of Immersion and Presence in VR Tours," Sustainability, MDPI, vol. 14(5), pages 1-17, March.
  11. Katerina Volchek, 2022. "Book Review "Gamification for Tourism"," Information Technology & Tourism, Springer, vol. 24(1), pages 157-159, March.
  12. Yogesh K. Dwivedi & L. Hughes & Y. Wang & A.A. Alalwan & S.J. Ahn & J. Balakrishnan & S. Barta & R. Belk & D. Buhalis & Vincent Dutot & R. Felix & R. Filieri & C. Flavián & A. Gustafsson & C. Hinsch &, 2023. "Metaverse Marketing: How the Metaverse Will Shape the Future of Consumer Research and Practice," Post-Print hal-04292610, HAL.
  13. Aebli, Annika, 2019. "Tourists' motives for gamified technology use," Annals of Tourism Research, Elsevier, vol. 78(C), pages 1-1.
  14. 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).
  15. 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.
  16. Zejda Pavel & Zejda David, 2016. "Exploitation of the Virtual Worlds in Tourism and Tourism Education," Czech Journal of Tourism, Sciendo, vol. 5(2), pages 173-188, December.
  17. Saima Hussain & Sara Qazi & Rizwan Raheem Ahmed & Dalia Streimikiene & Jolita Vveinhardt, 2018. "Employees Management: Evidence from Gamification Techniques," Montenegrin Journal of Economics, Economic Laboratory for Transition Research (ELIT), vol. 14(4), pages 97-107.
  18. Paola Andrea Ortiz-Rendón & Luz Alexandra Montoya-Restrepo & Jose-Luis Munuera-Alemán, 2020. "A Study of Cognitive Results in Marketing and Finance Students," Simulation & Gaming, , vol. 51(5), pages 666-684, October.
  19. Isabel Kittyma Disse, 2024. "Gamification as a Multichannel Marketing Instrument: A Systematic Literature Review and Future Research Agenda," Working Papers Dissertations 117, Paderborn University, Faculty of Business Administration and Economics.
  20. Ana Slavec & Nežka Sajinčič & Vesna Starman, 2021. "Use of Smartphone Cameras and Other Applications While Traveling to Sustain Outdoor Cultural Heritage," Sustainability, MDPI, vol. 13(13), pages 1-20, June.
  21. Jean-Éric Pelet & Erhard Lick & Basma Taieb, 2021. "The internet of things in upscale hotels: its impact on guests’ sensory experiences and behavior [L’internet des objets dans l’hôtellerie haut de gamme : son impact sur les expériences sensorielles," Post-Print hal-04137824, HAL.
  22. Powel Maxwell Worimegbe & Temitope Mariam Worimegbe, 2021. "Gamification and Firms Competitiveness: An Analysis of Deposit Money Banks," Tržište/Market, Faculty of Economics and Business, University of Zagreb, vol. 33(2), pages 129-147.
  23. Hsu, Chia-Lin & Chen, Mu-Chen, 2018. "How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role," Technological Forecasting and Social Change, Elsevier, vol. 132(C), pages 118-129.
  24. Tu, Rungting & Hsieh, Peishan & Feng, Wenting, 2019. "Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities," Sport Management Review, Elsevier, vol. 22(5), pages 682-693.
  25. Rodrigues, Mariana Berga & Loureiro, Sandra Maria Correia & Romero, Maria Inês Relvas, 2024. "Luxury fashion games are so cool! Predicting awareness, perceived quality, and loyalty," Journal of Retailing and Consumer Services, Elsevier, vol. 77(C).
  26. Thapa, Sajani & Guzmán, Francisco & Paswan, Audhesh, 2024. "We are just 10 feet away! How does location-based advertising affect consumer-brand engagement?," Journal of Business Research, Elsevier, vol. 172(C).
IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.