Gamification in Sustainable Smart Tourism Destinations: A Systematic Review

Siti Elda Hiererra, Arief Ramadhan, S. Supangkat
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引用次数: 1

Abstract

Purpose - This study aims to identify, analyze, and synthesize gamification's purposes, benefits, and essential factors in the tourism industry through a systematic literature review (SLR). Methodology - The research is based on a systematic review of the literature and focuses on pertinent gamification literature in the tourism industry. The authors analyzed 30 articles published between 2013 and 2021. Findings - The authors summarize previous research into five categories of purposes for gamification: (1) engagement, (2) enjoyable experiences, (3) loyalty & brand awareness, (4) sustainable behavior, (5) competitive advantage; three benefits of gamification: (1) utilitarian, (2) hedonic, and (3) social; and two essential factors in gamification that support successful smart tourism destinations: (1) tourist motivational, and (2) game design element. The originality of the research - The study provides the SLR method to investigate gamification's purposes, benefits, and essential factors to support sustainable smart tourism destinations (SSTD). This finding helps build a complete understanding of the gamification concept to support sustainable smart tourism destinations.
可持续智慧旅游目的地的游戏化:系统回顾
目的-本研究旨在通过系统的文献回顾(SLR)来识别、分析和综合旅游行业游戏化的目的、利益和要素。方法论-研究是基于对文献的系统回顾,并侧重于旅游业相关的游戏化文献。作者分析了2013年至2021年间发表的30篇文章。研究结果——作者将之前的研究总结为游戏化的五类目的:(1)粘性,(2)愉快体验,(3)忠诚度和品牌意识,(4)可持续行为,(5)竞争优势;游戏化的三大好处:(1)功利,(2)享乐,(3)社交;游戏化中支持成功的智能旅游目的地的两个基本因素是:(1)游客动机;(2)游戏设计元素。研究的原创性——该研究提供了单反方法来调查游戏化的目的、好处和支持可持续智能旅游目的地(SSTD)的基本因素。这一发现有助于全面理解游戏化概念,以支持可持续的智能旅游目的地。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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