scholarly journals Meeting the needs of the Millennials and Generation Z: gamification in tourism through geocaching

2018 ◽  
Vol 4 (1) ◽  
pp. 93-104 ◽  
Author(s):  
Heather Skinner ◽  
David Sarpong ◽  
Gareth R.T. White

PurposeThe purpose of this paper is to present a conceptual framework based on an understanding of the principles of popular mobile-enabled games, indicating how organisations in the tourism sector could meet the needs of Millennials and Generation Z through engaging with the existing gamified location-based practice of geocaching as an information and communication technology enabled gamified enhancement to the destination experience.Design/methodology/approachAs a primarily conceptual paper, the authors take an inductive qualitative approach to theory building based on the understanding of an existing practice (geocaching) that is undertaken among a community of practitioners (geocachers), which results in the presentation of a conceptual framework, which is the theory itself that the authors have constructed from the understanding of what is going on and which principles can then be applied across other tourism practices.FindingsFindings indicate that through engaging with geocaching, smaller entrepreneurial businesses even in non-urban destinations that fall outside of the remit of smart city developments, and in tourism destinations on the less technologically enabled or resource-rich side of the digital divide, can reap the benefits associated with employing the principles and practices associated with smart tourism to meet the needs of this new generation of tourism consumers who seek richer digital and often gamified tourism experiences.Originality/valueThis paper fills a gap in the literature regarding the way many different types of tourism destinations could meet the needs of Millennials and Generation Z tourists.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Yvonne Ai-Chi Loh ◽  
Arul Chib

PurposeThis paper presents a framework to measure the digital divide by considering a more comprehensive index of information and communication technology (ICT) predictors. The authors also address the conceptual and methodological problems in the digital divide field, given that its focus has been shifted from technological access to higher-order divides over the years. The proposed framework is hypothesized and tested in the context of unemployed and underemployed residents in Singapore.Design/methodology/approachThrough a quantitative survey, 302 unemployed and underemployed workers were asked what ICT “access”, “usage” and “appropriation” meant to them. Factor analyses were deployed to identify the underlying, granular dimensions of ICT access, usage and appropriation.FindingsThe factor analyses revealed an interesting breakdown of the main factors of ICT access, usage and appropriation. The authors found that one's purpose for which technology is accessed, used and appropriated determines how each of the levels of ICT assets is defined. Thus, the authors propose new operational definitions for ICT access, usage and appropriation based on the analyses.Originality/valueThis study aims to provide a more robust measure of the digital divide from access, capabilities to outcomes. The authors hope that this framework, besides complementing current digital divide models, can be applied to different types of participants.


Author(s):  
Noelia Araújo Vila ◽  
Lucília Cardoso ◽  
Diego R. Toubes ◽  
Alexandra Matos Pereira

New technologies have helped to improve the tourism sector and to develop strategies that resulted in the so-called smart destinations, underpinned and transformed by modern information and communication technologies (ICTs). Besides, tourism is a global market that continuously seeks mechanisms to grab tourists' and visitors' attention. In view of that, in recent decades, the gamification concept has acquired new definitions from different perspectives, but always associated with the idea of leisure. In tourism, gamification is related with experiences, which by using game elements and digital game design techniques (virtual reality or augmented reality, among others) improve the tourist experience and the user's engagement. This chapter addresses gamification and its influence on tourism experience, together with some gamification applications' examples that can be effective mechanisms to promote tourism businesses or tourism destinations, raising engagement and generating trust.


2018 ◽  
Vol 26 (4) ◽  
pp. 34-38 ◽  
Author(s):  
Bharat Chillakuri ◽  
Rajendra Mahanandia

PurposeThe purpose of this paper is to understand the characteristics of the cohort Generation Z and identify strategies for maximizing their talent. The study emphasizes that it is critical for the organization to revisit their strategies so as to accommodate this cohort group. With Generation Z entering the workforce, the nature of entry-level jobs is changing; hence, HR needs to redesign their strategies to attract and engage Generation Z.Design/methodology/approachThe research design adopted for the study is exploratory in nature. The research analysis is based on the information/data collected from the journal articles, newspapers and various conferences and majorly from in-person discussions with the Generation Z cohort group.FindingsGeneration Z believes in multitasking and likes to learn everything on their own, underscoring their individuality. They believe in doing more in less time, and thus, efficiency and effectiveness are attributed to be part of their DNA.Research limitations/implicationsIt has to be accepted that very little is known about Generation Z as they have just started to enter the workforce. The next two years will have this cohort joining organizations in entry-level jobs. Organizations have to carefully watch and redesign their strategies to effectively engage this group, as they have no choice except to accept the new generation.Practical implicationsThe literature on Generation Z is scanty, as much of the scholarly research is done in isolation. However, prior studies indicate that Generation Z is tech-savvy and wants everything connected. Organizations will be forced to accept technology as the preferred medium of communication when Generation Z enters the organization.Originality/valueThe study presents an alternative for managing the Generation Z, thereby maximizing their talent in the workplace.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Carin Lindskog ◽  
Monika Magnusson

PurposeThe purpose of this study is to apply the concept of organizational ambidexterity as a conceptual lens to increase the understanding of tensions between exploitation (continuity) and exploration (change) in Agile software development (ASD) project teams, and particularly the balancing (ambidextrous) strategies utilized.Design/methodology/approachA conceptual framework was constructed from interdisciplinary sources on ambidexterity. A literature review of publications on ambidexterity in ASD was then performed, and the results from the selected publications were classified according to an extension of the conceptual framework.FindingsContextual ambidexterity in ASD is affected by the four basic coherent concepts: time, task, team and transition. The study found that most ambidextrous factors and strategies were task and team-related. In addition, a mixture of hard (performance) strategies and soft (social) strategies is needed in order for people/teams to (be able to) become ambidextrous.Practical implicationsTo provide a better understanding of ASD, it is important to identify a broader set of ambidextrous factors and strategies that can impact ASD project teams. The expanded conceptual framework can serve as a basis for future empirical research and provide insights to practitioners on how to strengthen ambidexterity in ASD projects.Originality/valueThe contribution is of great importance for ASD research and practice, as ASD methods are a popular method for managing projects within ASD and in other nonsoftware organizations. In addition, as more and more organizations struggle to deal with rapidly changing environments, interest in the phenomena of paradoxical tensions and the strategy (ambidexterity) to deal with these tensions increase.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Davide Calvaresi ◽  
Ahmed Ibrahim ◽  
Jean-Paul Calbimonte ◽  
Emmanuel Fragniere ◽  
Roland Schegg ◽  
...  

PurposeThe tourism and hospitality sectors are experiencing radical innovation boosted by the advancements in Information and Communication Technologies. Increasingly sophisticated chatbots are introducing novel approaches, re-shaping the dynamics among tourists and service providers, and fostering a remarkable behavioral change in the overall sector. Therefore, the objective of this paper is two-folded: (1) to highlight the academic and industrial standing points with respect to the current chatbots designed/deployed in the tourism sector and (2) to develop a proof-of-concept embodying the most prominent opportunities in the tourism sector.Design/methodology/approachThis work elaborates on the outcomes of a Systematic Literature Review (SLR) and a Focus Group (FG) composed of experts from the tourism industry. Moreover, it presents a proof-of-concept relying on the outcomes obtained from both SLR and FG. Eventually, the proof-of-concept has been tested with experts and practitioners of the tourism sector.FindingsAmong the findings elicited by this paper, we can mention the quick evolution of chatbot-based solutions, the need for continuous investments, upskilling, system innovation to tackle the eTourism challenges and the shift toward new dimensions (i.e. tourist-to-tourist-to-chatbot and personalized multi-stakeholder systems). In particular, we focus on the need for chatbot-based activity and thematic aggregation for next-generation tourists and service providers.Originality/valueBoth academic- and industrial-centered findings have been structured and discussed to foster the practitioners' future research. Moreover, the proof-of-concept presented in the paper is the first of its kind, which raised considerable interest from both technical and business-planning perspectives.


2020 ◽  
Vol 31 (3) ◽  
pp. 765-783
Author(s):  
Kia Hamid Yeganeh

Purpose The purpose of this paper is to conceptualize and classify sources, manifestations and implications of environmental degradation. Design/methodology/approach First, the typological analysis is used to conceptualize environmental degradation and its components. Then, the concepts are disaggregated into some dimensions organized in row-and-column variables and a cross-tabulated matrix is constructed. Finally, different types of environmental degradation are identified, labeled and discussed. Findings The study distinguishes between two types of degradation as pollution and deterioration and accordingly identifies ten types (five pairs) of environmental degradation. Furthermore, the paper presents a conceptual framework and offers insights into the dynamic interchange between the causes and effects of environmental degradation. Originality/value The originality/value of this study resides in reducing the ambiguities associated with the concept of environmental degradation and offering a multidimensional framework that can be used in empirical research to organize propositions, test hypotheses, analyze data and construct indexes.


2020 ◽  
Vol 35 (9) ◽  
pp. 1441-1451
Author(s):  
Gediminas Lipnickas ◽  
Jodie Conduit ◽  
Carolin Plewa ◽  
Dean Wilkie

Purpose Market shaping research predominantly focusses on the activities of the market shaper, rather than the equally important roles of other market actors. Market shapers may enhance resource density and value creation within markets, yet such influences cannot exhaustively explain how markets get shaped. Other market actors also must and do exert effort in the value co-creation processes; this study aims to explore the effects of reducing their efforts, as a mechanism to facilitate market shaping. Design/methodology/approach This conceptual paper uses a theory adaptation approach to link value co-creation with market shaping and effort. It offers a conceptual framework and five propositions that outline the role of effort reduction in the value co-creation process to achieve market shaping. Findings The proposed conceptual framework indicates how enhanced resource density, resulting from the firm’s market shaping activities and reduced effort lead to enhanced value creation for market actors. Effort reduction can be achieved by reducing either the level of resource input required or the activities required to access, transform and combine resources to co-create value. Potential resource flows then may benefit the market shaper. Originality/value This research contributes to emergent market shaping literature by offering effort reduction as a viable tactic. Specifically, it broadens the scope of consideration of effort in value co-creation, and it advances understanding of resource density as a focal market shaping construct. The resultant framework offers a foundation for future market shaping research.


2018 ◽  
Vol 46 (11/12) ◽  
pp. 1133-1152 ◽  
Author(s):  
Mika Yrjölä ◽  
Hannu Saarijärvi ◽  
Henrietta Nummela

Purpose This study examines how retailers leverage multiple-channel strategies in relation to their customer value propositions (CVPs). More specifically, the purpose of this paper is to identify and analyze how multi-, cross- and omni-channel CVPs differ in terms of how they create value and which types of shopping motivations they aim to satisfy. Design/methodology/approach This conceptual paper presents and synthesizes three theoretical discussions pertaining to consumer shopping motivations, CVPs and multiple-channel retailing strategies into a tentative conceptual framework. Nine case examples are used to illustrate three different channel strategies: multi-channel, cross-channel and omni-channel retailing. Findings A tentative framework for understanding retailers’ channel strategies is suggested. Practical implications Retailers will benefit from a structured and synthesized understanding of the differences between multiple-channel strategies and their links to CVPs. Originality/value This paper introduces and integrates the concept of CVPs with the literature on multi-channel retailing strategies.


2019 ◽  
Vol 24 (1) ◽  
pp. 24-38 ◽  
Author(s):  
Davide Aloini ◽  
Valentina Lazzarotti ◽  
Luisa Pellegrini ◽  
Pierluigi Zerbino

Purpose The role of information and communication technologies (ICTs) and digital platforms in enabling connectivity and collaboration among actors is neglected when dealing with outbound open innovation (OI). Moreover, the outbound OI process is not currently defined in a univocal way. Thus, this paper aims to outline the outbound OI phases and to explore role and capabilities of ICTs in supporting it. Design/methodology/approach Through a literature review approach, the authors specified the outbound OI process. Hence, the authors leveraged the similarities between the knowledge management process phases and the outbound OI phases for developing a conceptual framework that could match the outbound OI phases with acknowledged categories of ICT tools. Findings Through a process-view, the authors outlined outbound OI as a three-phase process. The authors developed a matrix-shaped framework in which the columns represent the three outbound OI process phases, while the rows are three ICT categories that could be suitable for supporting the outbound OI process. Practical implications The framework is designed to guide a deep understanding of how ICTs could support specific phases of the outbound OI process. In so doing, it could be useful for software developers interested in the preliminary design of an ICT platform for outbound OI. Originality/value The conceptual framework proposal as follows: specifies a detailed, process-oriented definition of the outbound OI; allows to identify the main ICT categories supporting the phases of the outbound OI process; and provides guidance for further exploration about the role of ICT in outbound OI.


2019 ◽  
Vol 15 (2) ◽  
pp. 323-345 ◽  
Author(s):  
Lucy Avraamidou

Abstract In this conceptual paper, I put forward an argument about the conceptualization of science identity as a landscape of becoming by placing emphasis on recognition and emotions, as core features of identity, through an intersectionality lens. These constructs intertwined, I argue, can give meaning to the process of becoming a science person or forming a science identity, and at the same time shed light on issues related to power, inequality, racism, and exclusion. In the context of these bigger issues, I argue that forming a science identity is not only personal, but also political. The need for intersectionality as a conceptual framework for studying science identity is underscored by the dearth of theory and empirical evidence that addresses classroom inequalities, as well as the multiple and interlocking influence of systems of privilege and oppression in science, such as racism and sexism. Recognition, which refers to how individuals are recognized by others as certain kinds of people, is an ineradicable part of our social world; it is bound within sociopolitical contexts and tied to specific cultural norms, values, beliefs, and stereotypes. Hence, recognition becomes of paramount importance in science identity research. However, critical questions still remain unanswered, such as who is allowed in the world of science and who is recognized as a science person in specific contexts? Directly linked to recognition, I argue, are different types of emotions which can offer a valuable lens for studying inequalities within the process of forming a science identity. What this means for science identity research is how important it is to explore the emotionality of science identity given that emotions are not just dialectically related but inextricably bound with (mis)recognition as well as with various systems of oppression.


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