Gamification for E-Tourism Based on Virtual Reality Study on Indonesia Tourism

Winanti, Y. Prihastomo, Francisca Sestri Goestjahjanti, Dwi Ferdiyatmoko Cahya Kumoro, I. Subekhi, Nanang Chaeroni, Ahadi, Arif Budi Hermawan, Siti Abadiyah
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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.
基于虚拟现实的电子旅游游戏化研究——以印尼旅游为例
本研究探讨虚拟现实旅游领域的游戏化方法。这种游戏化旨在提高游客对旅游目的地的满意度、正面印象、幸福感、参与度,最终提供一种新的体验。游戏化并不是旅游业唯一需要采用的方法。影响游戏化成功的因素有几个,包括内容因素、虚拟现实基础设施、旅游管理者的准备程度、环境和旅行方式。通过这种游戏化技术,游客可以根据旅游目的地和类别对自己进行分类。每个人都有权访问虚拟和现场。我们要求访客评价他们的满意度,印象,幸福和参与与他们的访问结果。因此,访问者感到更加满意、印象深刻、高兴和参与,平均得分为20到25分。
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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