Search results1 – 2 of 2
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…
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.
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.
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.
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).
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…
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.
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.
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.
The research limitations are mainly related to the sample size.
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.
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.
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。
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。
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。