Enhancing Tourism and Cultural Experience Through Gamification

Deepanshu Setia, Rupinder Singh, Amol Sharma, A. Khosla, Kiran Ahuja, Kulbhushan Chand
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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.
通过游戏化提升旅游和文化体验
我们都去过不同的历史名胜,但很少注意到这个地方的文化意义:不同事物和地点背后的历史。本章的主要目的是设计和发展手段,以加强旅游业和提供文化上重要的知识给人们。此外,互联网正在蓬勃发展,智能手机的数量日益增加。同样的情况也发生在许多发展中国家。因此,在本章中,作者提出了一个利用技术提升历史意义和促进旅游业发展的标准。这款拟议中的应用程序使用了游戏化的概念,作为一个平台,以吸引游客的方式推动品牌推广过程,并为他们提供一种体验,让他们感觉自己与旅游目的地的联系更紧密。
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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