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Article
Publication date: 18 March 2020

Viviane Silva Souza, Susana Regina Bacelar de Vasconcelos Marques and Medéia Veríssimo

Ecogamification can make a positive impact on Tourism. With this in mind, the present study aims to examine specific stakeholders – those positioned at the upstream side of…

1548

Abstract

Purpose

Ecogamification can make a positive impact on Tourism. With this in mind, the present study aims to examine specific stakeholders – those positioned at the upstream side of gamification process – and their perspectives concerning not only the benefits, but also the challenges of (eco)gamification.

Design/methodology/approach

The study follows a qualitative-exploratory approach and bases its results on the analysis of 10 in-depth interviews conducted with buyers and providers from the emerging Portuguese tourism and tech markets.

Findings

Results shed light on key benefits of ecogamification, including its potential to promote “green” behaviour, transmit complex information through entertainment, reward users for good practices, improve engagement and help avoiding overtourism. Simultaneously, there are important challenges to overcome, including the lack of investment, resistance to new technologies, low eco-consciousness of tourists and distraction from issues that matter. Further, findings show that ecogamification takes on different and specific roles for buyers and providers.

Research limitations/implications

The research limitations are mainly related to the sample size.

Practical implications

An effective ecogamification process depends on the integration of the supply and demand sides and, at the same time, on the responsibility of different stakeholders (providers, buyers, players) across the value chain, through a broad logic of B2B2C.

Originality/value

This study contributes towards a better understanding of ecogamification in tourism, through the eyes of buyers and providers and also provides insights regarding the role of these specific stakeholders and the relationship between them.

研究目的

生态游戏化对旅游业有积极影响。本论文探究特定利益相关方--游戏化过程的上游一方—对(生态)游戏化的既得利益以及挑战。

研究设计/方法/途径

本论文采用定性-探索型调研方法, 进行了10次深度访问, 对葡萄牙新兴旅游科技市场的购买方和采购商进行对话。

研究结果

研究结果对生态游戏化的关键利益做了梳理, 包括其对潜在“绿色”行为的倡导, 通过娱乐方式传输复杂信息;奖励用户良好行为, 促进用户参与度, 以及帮助避免过度旅游现象。同时, 研究明确了重要挑战需要克服, 包括资金投入的缺失, 新技术的抵抗, 游客的生态意识低下, 以及生态的衍生问题等。此外, 研究结果表明生态游戏化对买房和卖方的不同特定角色。

研究理论限制/意义

研究理论限制主要集中在样本数量较小。

研究现实意义

有效生态游戏化过程取决于供求双方的整合, 同时, 责任于不同利益相关者(供方、买方、游戏人)在整个价值链上, 通过B2B2C逻辑达成。

研究原创性/价值

本论文深化了对旅游业中生态游戏化的理解, 通过买方和供方的视角, 同时针对这些特定利益相关者的角色以及其之间的关系, 提出独到见解。

关键词

关键词 游戏化、生态游戏化、可持续性、SDGs、旅游业

Details

Journal of Hospitality and Tourism Technology, vol. 11 no. 2
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 2 February 2022

Viviane Silva Souza and Susana Regina Bacelar de Vasconcelos Marques

The literature on the factors that enhance ecogamification and the intention to use smart tourism applications is vast and increasing. However, most studies tend to focus on the…

269

Abstract

Purpose

The literature on the factors that enhance ecogamification and the intention to use smart tourism applications is vast and increasing. However, most studies tend to focus on the “user”, rather than the “tourist”, and that gap is the trigger for the present research. The purpose of this paper is to examine how home and travel environmental behaviour, travel motivations, types of entertainment (digital and non-digital) and technology proficiency (professional vs non-professional) influence the receptivity of urban tourists to different game elements in a transport and mobility context.

Design/methodology/approach

The study carried out a qualitative experiment with focus groups, with a total of 16 urban tourists. The software webQDA was used to systematize and categorize data and to analyze the content.

Findings

The results suggest differences and similarities in terms of receptivity of urban tourists to ecogamification, which might have implications for future studies on urban tourists’ typologies and segments and also for providers of ecogamified services, game designers and marketers.

Originality/value

Rather than addressing the game elements per se (which, in this research, are seen as means to an end), the novelty resides in the combination of characteristics that intersect urban tourism (travel motivations), gamification (entertainment preferences and technology proficiency) and sustainability (home–travel environmental behaviour). This intersection provides a lens to interpret tourists’ receptivity and interaction with different game elements (cooperation, reward, points, avatar and ranking).

Details

International Journal of Tourism Cities, vol. 8 no. 4
Type: Research Article
ISSN: 2056-5607

Keywords

Content available
Article
Publication date: 8 September 2020

Alisha Ali, S. Mostafa Rasoolimanesh and Cihan Cobanoglu

643

Abstract

Details

Journal of Hospitality and Tourism Technology, vol. 11 no. 2
Type: Research Article
ISSN: 1757-9880

Book part
Publication date: 13 December 2023

Renji George Amballoor and Shankar B Naik

Education for sustainability has become the mechanism for creating a pool of graduates who can understand, appreciate, practice and support the achievement of Sustainable…

Abstract

Education for sustainability has become the mechanism for creating a pool of graduates who can understand, appreciate, practice and support the achievement of Sustainable Development Goals (SDGs). In a world with diverse cultures, demographics, political ideologies, etc. faster progress towards sustainable development needs increased use of digital technologies. Integration of digital technologies like artificial intelligence (AI), metaverse, visualisation techniques, cloud computing, Internet of Things (IoT), open data repositories, geographic information system (GIS), etc. with classroom teaching can build awareness, skills, attitudes and values among students in the journey towards sustainable development and scale up the efforts towards the goals.

In this chapter, the authors have tried to bring out a list of digital technologies and the way in which they can be used in classroom teaching to ensure education for sustainability. It may be noticed that there are watertight compartments between those who know the SDGs and those with proficiency in technology. What is also needed is integration between both silos for mapping the digital technologies with the appropriate SDGs. The teachers in the higher education system need more exposure to understand and implement this integration.

Details

Fostering Sustainable Development in the Age of Technologies
Type: Book
ISBN: 978-1-83753-060-1

Keywords

Open Access
Article
Publication date: 17 March 2023

Lidia Aguiar-Castillo, Shivani Rajendra-Teli and Rafael Perez-Jimenez

This study aims to demonstrate that gamification applied to an environmental behavior can create a habit. For this, it is necessary to determine the connection between traveler…

1013

Abstract

Purpose

This study aims to demonstrate that gamification applied to an environmental behavior can create a habit. For this, it is necessary to determine the connection between traveler satisfaction and the different kinds of stimulus (extrinsic, intrinsic and internalized extrinsic).

Design/methodology/approach

Survey data was gathered from gamers invited to answer a questionnaire after using an app in field experimentation in pilot cities in France, Spain and Portugal designated by the UrbanWaste committee (European Project). All data were studied using path equation modeling in AMOS software to test the study's dimensions and proposed research model.

Findings

This study showed that, although gamification tools may be necessary to generate a habit in the first phase, these tools are superfluous when this habit is internalized.

Originality/value

This study's originality lies in the relationship between traveler satisfaction with gamification and the generation of an environmental practice that also contributes to forming a positive image of the host destination.

研究目的

本研究旨在证明游戏化在环境行为中的应用可促使环保习惯的形成。因此, 了解游客满意度和不同种类刺激 (外在的、内在的和内化的外在的)的关系十分重要。

研究设计/方法/途径

在UrbanWaste委员会(欧洲项目)指定的法国、西班牙和葡萄牙的试点城市进行现场实验后, 研究小组从受邀答题的玩家中收集调查数据。所有数据都使用Amos软件中的路径方程建模进行研究, 以此来测试研究的维度和先前提出的研究模型。

研究发现

本研究表明, 尽管游戏化工具可能在第一阶段是形成环保习惯所必需的, 但当这种习惯被内化时, 这些游戏化工具是多余的。

研究原创性/价值

本研究的独创性在于了解游客游戏化满意度与环保行为产生的关系。这种环保行为同时有助于景区建立正面积极的形象。

Details

Journal of Hospitality and Tourism Technology, vol. 14 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 2 September 2021

Manish Gupta, Abhishek Behl and YLN Kumar

Gamification, the use of game elements and techniques in the non-game contexts, is gaining popularity among human resources (HR) in an online mode. This paper intertwines the flow…

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Abstract

Purpose

Gamification, the use of game elements and techniques in the non-game contexts, is gaining popularity among human resources (HR) in an online mode. This paper intertwines the flow and engagement theories to know the challenges faced by companies in India in implementing gamification in their various HR practices to engage their employees.

Design/methodology/approach

Semi-structured interviews of only the information-rich cases including game designers and HR practitioners were conducted using snowball sampling technique. The interviews were transcribed and were analysed using thematic analysis.

Findings

Three reviewed themes emerged from the data labelled as organization-, employee- and job-specific factors. Separate thematic maps drawn for each of the reviewed themes give particulars pertaining to the issues highlighted by the game designers and the HR practitioners in gamification.

Practical implications

The results of the study are expected to help the organizations make an informed decision about whether they should go ahead with risking their resources as they expect improved engagement levels at work.

Originality/value

The findings contribute to the online engagement literature by exploring its antecedents in the context of gamification of HR practices for higher engagement at work.

Details

International Journal of Manpower, vol. 43 no. 2
Type: Research Article
ISSN: 0143-7720

Keywords

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