{"title":"可持续智慧旅游目的地的游戏化:系统回顾","authors":"Siti Elda Hiererra, Arief Ramadhan, S. Supangkat","doi":"10.1109/ICISS55894.2022.9915205","DOIUrl":null,"url":null,"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.","PeriodicalId":125054,"journal":{"name":"2022 International Conference on ICT for Smart Society (ICISS)","volume":"322 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Gamification in Sustainable Smart Tourism Destinations: A Systematic Review\",\"authors\":\"Siti Elda Hiererra, Arief Ramadhan, S. Supangkat\",\"doi\":\"10.1109/ICISS55894.2022.9915205\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":125054,\"journal\":{\"name\":\"2022 International Conference on ICT for Smart Society (ICISS)\",\"volume\":\"322 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-08-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 International Conference on ICT for Smart Society (ICISS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICISS55894.2022.9915205\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Conference on ICT for Smart Society (ICISS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICISS55894.2022.9915205","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification in Sustainable Smart Tourism Destinations: A Systematic Review
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.