Gamification for Tourism
Channel View Publications (Verlag)
978-1-84541-821-2 (ISBN)
This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.
Feifei Xu is Professor in Tourism Management, Tourism Department, Southeast University, Nanjing, China. She is an Associate Editor of Tourism Review. She has worked in the tourism field for 20 years. Her research interests include sustainable tourism and eTourism with a particular focus on gamification. Dimitrios Buhalis is a Professor, the Director of the eTourism Lab and Deputy Director of the International Centre for Tourism and Hospitality Research at Bournemouth University Business School, UK. He is a strategic management and marketing expert with specialisation in ICT applications in the tourism and hospitality industries. His research launched the eTourism field and now focuses on SMART and real time tourism. He is the Editor in Chief of Tourism Review.
Figures and Tables
Acknowledgements
Contributors
Chapter 1. Feifei Xu & Dimitrios Buhalis: Gamification in Tourism: The Cutting-Edge Trend in Tourism
Part 1: Gamification Theories
Chapter 2. Demos Parapanos & Eleni Michopoulou: Gamification, Game Mechanics, Game Thinking and Players' Profile and Life Cycle
Chapter 3. Russell B. Williams: Understanding Games and Gamified Experiences: The MAPS-AIM Model
Chapter 4. Ye (Sandy) Shen & Marion Joppe: Gamification: Practices, Benefits and Challenges
Part 2: Gamification Application and Case Studies
Chapter 5. Zuhal Cilingir Uk & Yaşar Gultekin: Gamification Applications in Hospitality and Airline Industries: A Unified Gamification Model
Chapter 6. Marianna Sigala & Elin Nilsson: Innovating the Restaurant Industry: The Gamification of Business Models and Customer Experiences
Chapter 7. Feifei Xu and Shaojin Li: Destination Marketing via Gamification: A Case Study of the Austria Adventure Game
Chapter 8. Luiz Pinto Machado: Gamification and Geocaching for Tourism Destinations: Marketing Madeira, Portugal
Chapter 9. Pablo Garrido-Pintado: Advergaming in Tourism: Spanish Cases
Chapter 10. Russell B. Williams: Pokémon GO: Serious Leisure and Game-Playing Tourists
Chapter 11. Sara MacBride-Stewart, Clare Parsons and Ilona Carati: Playfulness and Game Play: Using Geocaching to Engage Young People’s Well-being in a National Park
Chapter 12. Evrim Çeltek: Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications
Chapter 13. Feifei Xu & Dimitrios Buhalis: Conclusion
Index
Erscheinungsdatum | 10.05.2021 |
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Reihe/Serie | Aspects of Tourism |
Verlagsort | Bristol |
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 638 g |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Wirtschaft | |
ISBN-10 | 1-84541-821-2 / 1845418212 |
ISBN-13 | 978-1-84541-821-2 / 9781845418212 |
Zustand | Neuware |
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