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Enhancing the tourist attraction visiting process with gamification: key concepts

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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
The main purpose of this paper is to describe key gamification techniques that can be applied to enhance the tourist attraction visiting process. The paper is based on the methodology of design patterns; particularly it adopts the definition and classification schemes originally proposed and developed in the context of gamification of work to specify gamification techniques related to various aspects of the tourist attraction visiting process. The main result is the selection of twelve gamification techniques for enhancing the tourist attraction visiting process, four for each of the three phases of the visiting process (before, during and after the visit). The paper shows that gamification techniques can be applied to enhance the tourist attraction visiting process. Implementation of the proposed gamification techniques is supposed to both improve visitor experience and give the tourist attraction managers a tool for boosting interest in less popular exhibitions and events.
Rocznik
Strony
59--66
Opis fizyczny
Bibliogr. 26 poz., tab.
Twórcy
autor
  • University of Szczecin, Faculty of Economics and Management, Institute of Information Technology in Management, Poland
autor
  • Business Academy North, Project Management, Germany
Bibliografia
  • Adamou, B. (2011). McDonald’s: The Masters of Gamification. Research Access. Retrieved from http://researchaccess.com/2011/08/mcdonald%E2%80%99s-the-masters-of-gamification/
  • BalticMuseums. (2017). BalticMuseums: Love IT! [Project Website]. Retrieved from http://bmloveit.usz.edu.pl
  • Bartle, R.A. (2003). Designing Virtual Worlds. Indianapolis, USA: New Riders.
  • Bulencer, P., & Egger, R. (2015). Gamification in Tourism, designing memorable experiences. Norderstedt, Germany: Books on Demand.
  • Caillois, R. (2001). Man, Play and Games. Urbana, & Chicago, USA: University of Illinois Press.
  • Chou, Y.-K. (2015). A Comprehensive List of 90+ Gamification Cases with ROI Stats. Retrieved from http://yukaichou.com/gamification-examples/gamification-stats-figures/#.VzCedYSLSUk
  • Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. San Francisco, USA: Jossey-Bass.
  • Deterding, S., Dixon, D., Rilla, K., & Lennart, N. (2011). From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environment, 9-15. doi: 10.1145/2181037.2181040
  • Fernandes, L. (2016). Gamification: applying psychology to digital transformation. Retrieved from http://www.louellafernandes.com/2016/11/28/gamification-digital-transformation/
  • Herger, M. (2014). Enterprise Gamification. Engaging People by Letting Them Have Fun. Book 1. The Basics. Luxembourg: CreateSpace.
  • Kapp, K.M., Blair, L., & Mesch, R. (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. San Francisco, USA: Wiley.
  • Loong, B.L.S. (2014). Tourism and Simulacrum: The Computational Economy of Algorithmic Destinations. Procedia - Social and Behavioral Sciences, 144, 237-246. doi: 10.1016/j.sbspro.2014.07.292
  • Matallaoui, A., Hanner, N., & Zarnek, R. (2017). Introduction to Gamification: Foundation and Underlying Theories. In S. Stieglitz, C. Lattemann, S. Robra-Bissantz, R. Zarnekow, T. Brockmann (Eds.), Gamification: Using Game Elements in Serious Contexts (pp. 3-17). Cham, Switzerland: Springer International.
  • McGonigal, J. (2010). Gaming can make a better world [Video File]. TED Talks. Retrieved from https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
  • Morschheuser, B. (2013). Game-Design Elemente, Grundsätze und Methoden [Game design elements, fundamentals and methods]. Gamifinator. Retrieved from http://gamifinator.de/2013/01/game-design-elemente-grundsatze-und-methoden/
  • Negruşa, A., Toader, V., Sofică, A., Tutunea, M., & Rus, R. (2015). Exploring Gamification Techniques and Applications for Sustainable Tourism. Sustainability, 7(8), 11160-11189. doi: 10.3390/su70811160
  • Pelling, N. (2011). The (short) prehistory of “gamification”… Nanodome. Retrieved from https://nanodome.wordpress.com/2011/08/09/the-shortprehistory-of-gamification/
  • Rackwitz, R. (2015). Gamification: Spielen ist keine Erfindung der Unterhaltungsindustrie. [Gamification: Playing is not an invention of the entertainment industry]. In C. Stiegler, P. Breitenbach, T. Zorbach (Eds.), New Media Culture: Mediale Phänomene der Netzkultur [New media culture: media-based phenomena of Cyberculture], (pp. 217-237). Bielefeld, Germany: Transcript.
  • Ruffino, P. (2014). From engagement to life, or: how to do things with gamification? In M. Fuchs, S. Fizek, P. Ruffino, N. Schrape (Eds.), Rethinking Gamification (pp. 47-71). Lüneburg, Germany: Meson.
  • Sailer, M. (2016). Die Wirkung von Gamification auf Motivation und Leistung: Empirische Studien im Kontext manueller Arbeitsprozesse [The impact of gamification of motivation and performance: Empirical studies in the context on manual working processes]. München, Germany: Springer.
  • Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Massachusetts. USA: Massachusetts Institute of Technology.
  • Shauchenka, N., Ternès, A., & Towers, I. (2014). Gamification. In I. Towers, A. Ternès (Eds.), Internationale Trends in der Markenkommunikation [International trends in brand communication], (pp. 33-51). Wiesbaden, Germany: Springer Gabler.
  • Stabb, S., Werther, H., Ricci, F., Zipf, A., Gretzel, U., Fesenmaier, D.R., Paris, C., & Knoblock, C. (2002). Intelligent systems for tourism. IEEE Intelligent Systems, 17, 53-66. doi: 10.1109/MIS.2002.1134362
  • Swacha, J., & Muszyńska, K. (2016). Design Patterns for Gamification of Work. In F.J. García-Peñalvo (Ed.), Proceedings TEEM’16: Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 763-770). New York, USA: ACM.
  • Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256. doi: 10.1016/j.tourman.2016. 11.020
  • Zichermann, G., & Cunningham, C. (2011). Gamification by Design. Sebastopol, USA: O’Reilly
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-d12b6ce4-bc30-4607-8cd1-8a35c625c0a6
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