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Open Access
Article
Publication date: 6 July 2023

Jorge Rivera-García, Asunción Fernández-Villarán and Ricardo Pastor-Ruiz

Free guided walking tours are one of the most successful tourism segments in the digital platform economy. It is beginning to be associated with negative impacts in some of the…

Abstract

Purpose

Free guided walking tours are one of the most successful tourism segments in the digital platform economy. It is beginning to be associated with negative impacts in some of the destinations where it is spreading rapidly. Although the platform economy is generating increasing academic interest, the free tour model remains largely unexplored area in the literature. This study aims to examine how such activity affects cultural destinations.

Design/methodology/approach

Focussing on the largest Free Tours platform operating in Spain, GuruWalk, the methodology used analyses its impact in six cultural destinations on two of the sustainability dimensions: the territorial dimension and the governance, through an exploratory study.

Findings

The findings help to understand the differences that such activity generates in each destination depending on the phase of its life cycle, and to implement, if necessary, corrective measures. The research confirms that the impacts differ according to the tourist destination’s maturity, concluding that such activity contributes to the increase of tourist agglomerations and the overcrowding of cultural destinations in their middle and mature life cycles. The findings highlighted the importance of the role of local governance on free tour activity.

Originality/value

The main contribution is the association of the impacts they produce (especially in terms of massification) with destination life cycle phases. There were no similar precedents with a spatial or territorial analysis to reliably demonstrate not only that this activity has an impact on the territory but also what type of impact is produced.

Details

International Journal of Tourism Cities, vol. 9 no. 4
Type: Research Article
ISSN: 2056-5607

Keywords

Open Access
Article
Publication date: 18 May 2021

Simeia Azevedo Santos, Leonardo Nelmi Trevisan, Elza Fátima Rosa Veloso and Marcelo Antonio Treff

Gamification is the use of game elements in different contexts. It is also a tool with potential application in several areas, including training and development. From this…

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Abstract

Purpose

Gamification is the use of game elements in different contexts. It is also a tool with potential application in several areas, including training and development. From this reference, this study has a main objective to identify a perception of efficiency and the measurable results in the process of gamification in training and development actions.

Design/methodology/approach

The quantitative stage of the research sought to investigate the perception of efficiency of professionals who have already undergone gamified training, collected through an online form with responses on a Likert scale and treated with the Minitab Statistical Software. The qualitative stage, on the other hand, identifies the perception of results through classification with professionals who develop gamified training, with the results found in the content analysis techniques.

Findings

The compiled results confirmed the presence of engagement and its influence on motivation as one of the advantage points for the application of gamification. It was also possible to find in these results the relevance of design care for the game/training interaction to work effectively.

Originality/value

Among the trends of greatest incidence found in the research, are the possibility of associating gamification with virtual reality and augmented reality, as well as with simulators to enhance the experience lived by the player during training.

Details

Revista de Gestão, vol. 28 no. 2
Type: Research Article
ISSN: 1809-2276

Keywords

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