{"title":"Enhancing Tourism and Cultural Experience Through Gamification","authors":"Deepanshu Setia, Rupinder Singh, Amol Sharma, A. Khosla, Kiran Ahuja, Kulbhushan Chand","doi":"10.4018/978-1-5225-7253-4.CH007","DOIUrl":null,"url":null,"abstract":"We all travel to different historical places but rarely notice the cultural significance of the place: the history behind the various things and locations. The primary aim of this chapter is to devise and develop means to enhance tourism and provide culturally important knowledge to people. Moreover, internet is booming, and the number of smartphones is increasing day by day. The same is happening in many developing countries. Therefore, in this chapter, the authors propose a criterion that uses technology to promote historical significance and enhances tourism industry as well. The proposed app uses the concept of gamification that acts as a platform to fuel the process of branding in a manner that engages the tourists and provide them with an experience that can make them feel more connected to the tourism destinations.","PeriodicalId":390817,"journal":{"name":"Positioning and Branding Tourism Destinations for Global Competitiveness","volume":"22 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Positioning and Branding Tourism Destinations for Global Competitiveness","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-5225-7253-4.CH007","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
We all travel to different historical places but rarely notice the cultural significance of the place: the history behind the various things and locations. The primary aim of this chapter is to devise and develop means to enhance tourism and provide culturally important knowledge to people. Moreover, internet is booming, and the number of smartphones is increasing day by day. The same is happening in many developing countries. Therefore, in this chapter, the authors propose a criterion that uses technology to promote historical significance and enhances tourism industry as well. The proposed app uses the concept of gamification that acts as a platform to fuel the process of branding in a manner that engages the tourists and provide them with an experience that can make them feel more connected to the tourism destinations.