Winanti, Y. Prihastomo, Francisca Sestri Goestjahjanti, Dwi Ferdiyatmoko Cahya Kumoro, I. Subekhi, Nanang Chaeroni, Ahadi, Arif Budi Hermawan, Siti Abadiyah
{"title":"Gamification for E-Tourism Based on Virtual Reality Study on Indonesia Tourism","authors":"Winanti, Y. Prihastomo, Francisca Sestri Goestjahjanti, Dwi Ferdiyatmoko Cahya Kumoro, I. Subekhi, Nanang Chaeroni, Ahadi, Arif Budi Hermawan, Siti Abadiyah","doi":"10.1109/ICISS55894.2022.9915241","DOIUrl":null,"url":null,"abstract":"This study discusses the gamification method in the field of virtual reality-based tourism. This gamification intends to advance visitors' satisfaction with tourist destinations, a positive impression, happiness, engagement, and finally, provide a new experience. Gamification is not the only method necessary to be applied in tourism. Several factors affect successful gamification, including the content factor presented, virtual reality infrastructure, the readiness of tourism managers, the environment, and travel methods. With this gamification technique, visitors categorize themselves that have been determined based on tourist destinations and categories. Each is authorized to visit virtually and onsite. We request visitors to rate their satisfaction, impression, happiness, and engagement with the results of their visit. As a result, visitors feel more satisfied, impressed, pleased, and engaged, averaging 20 to 25 points.","PeriodicalId":125054,"journal":{"name":"2022 International Conference on ICT for Smart Society (ICISS)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Conference on ICT for Smart Society (ICISS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICISS55894.2022.9915241","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This study discusses the gamification method in the field of virtual reality-based tourism. This gamification intends to advance visitors' satisfaction with tourist destinations, a positive impression, happiness, engagement, and finally, provide a new experience. Gamification is not the only method necessary to be applied in tourism. Several factors affect successful gamification, including the content factor presented, virtual reality infrastructure, the readiness of tourism managers, the environment, and travel methods. With this gamification technique, visitors categorize themselves that have been determined based on tourist destinations and categories. Each is authorized to visit virtually and onsite. We request visitors to rate their satisfaction, impression, happiness, and engagement with the results of their visit. As a result, visitors feel more satisfied, impressed, pleased, and engaged, averaging 20 to 25 points.