Gamification for Tourism
Edited by: Feifei Xu, Dimitrios Buhalis
- Related Formats:
- Hardback, Ebook(PDF), Ebook(EPUB)
- 30th Apr 2021
- Channel View Publications
- Number of pages:
- 234mm x 156mm
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.
Given the global Covid-19 crisis, the importance of digital for travel has grown massively. Gamification adds value to digital interactions by creating more interesting and compelling digital experiences. By presenting the state of the art in both the theory and practice of gamification, this text makes a valuable contribution for anyone wanting to compete in our new and increasingly virtual travel marketplace.
Peter O'Conner, University of South Australia, AustraliaRich in theory and filled with practical cases from around the globe, this book convincingly shows how central gamification and gaming are to experience creation and persuasion in the hedonic context of tourism and hospitality. The many illustrations make it an especially engaging read!
Ulrike Gretzel, University of Southern California, USAIn hard times we must not forget the importance of having fun and enjoying life. Thus, gamification as a playful approach to interacting with systems is not only an emerging field in IT and tourism, but also a reminder not to forget the sunny side of life. I enjoyed reading this excellent collection of papers, by both well established and new researchers.
Hannes Werthner, Vienna University of Technology, Austria
Feifei Xu is a Professor in Tourism Management, Southeast University, 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 and the Director of the eTourism Lab and Deputy Director of the International Centre for Tourism and Hospitality Research, Bournemouth University, 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.
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 Life Cycle
Chapter 3. Russell 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 & 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: Gaming and Branding: A Case Study of Austria Adventure Game
Chapter 8. Luiz Pinto Machado: Gamification and Geocaching for Tourism Destinations: Madeira, Portugal
Chapter 9. Pablo Garrido-Pintado: Advergaming in Tourism: Spainish Cases
Chapter 10. Russell 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 Wellbeing in a National Park
Chapter 12. Evrim Celtek: Gamification: Augmented Reality, Virtual Reality and Tourism Marketing Applications
Chapter 13. Feifei Xu & Dimitrios Buhalis: Conclusion