Digital Gamification in the Tourism Industry

Author(s):  
Emrah Özkul ◽  
Emre Uygun ◽  
Selen Levent

In today's world where digital technology has become an indispensable part of human life, the use of digital platforms allows people to play various types of games to not only meet their personal needs, but also to keep people's minds away from the strenuous work tempo of daily life. The game is an action that allows people to socialize and gain different experiences and to have a pleasant time. It is limited by certain fixed rules for a purpose, including the outcome of winning and losing as a result of these rules. This action led to the emergence of a concept called gamification along with digitalizing technology. Gamification is the use of game elements, game design, and mechanics in the game environment that enable users to socialize and have fun in non-game environments. This chapter defines the concepts of game, gamification, and gamification in tourism, and examines the digital gamification applications in the tourism industry with certain parameters. Authors emphasize the relationship between tourism and gamification.

2015 ◽  
Vol 13 (1) ◽  
pp. 47-74
Author(s):  
Munirah Abd Razzak ◽  
Rusni Mohamad ◽  
Nik Mohd Zaim Ab Rahim ◽  
Khadher Ahmad ◽  
Fauzi Deraman

Color does play important roles in human daily life. Its roles and functions cover various aspects of lives such as clothing, food, color of skin, animal, personality, environment like trees and plants, buildings and so on. This article aims to collect many narrations that describe black color and their relationship to the genetic and social status of the people in the hadith of the Prophet saw. The analysis was done through deductive analysis methodology for the conclusion that shows the relationship between color with genetic and human life status. The study found that there are twelve hadith in al-Kutub al-Sittah without repetition which signify the discussion on black color effects on human genetic and their lives status.


2020 ◽  
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Minh-Hoang Nguyen ◽  
Thanh-Hang Pham ◽  
Ho Hoang Anh ◽  
...  

Currently, gaming is the world’s favorite form of entertainment. Various studies have shown how games impact players' perceptions and behaviors, prompting opportunities for purposes beyond entertainment. This study uses Animal Crossing: New Horizons (ACNH)—a real-time life-simulation game—as a unique case study of how video games can affect humans' environmental perceptions. A dataset of 584 observations from a survey of ACNH players and the Hamiltonian MCMC technique has enabled us to explore the relationship between in-game behaviors and perceptions. The findings indicate a probabilistic trend towards exploiting the in-game environment despite players' perceptions, suggesting that the simplification of commercial game design may overlook opportunities to engage players in pro-environmental activities.


Complexity ◽  
2018 ◽  
Vol 2018 ◽  
pp. 1-9 ◽  
Author(s):  
C. A. Martín ◽  
J. M. Torres ◽  
R. M. Aguilar ◽  
S. Diaz

Technology and the Internet have changed how travel is booked, the relationship between travelers and the tourism industry, and how tourists share their travel experiences. As a result of this multiplicity of options, mass tourism markets have been dispersing. But the global demand has not fallen; quite the contrary, it has increased. Another important factor, the digital transformation, is taking hold to reach new client profiles, especially the so-called third generation of tourism consumers, digital natives who only understand the world through their online presence and who make the most of every one of its advantages. In this context, the digital platforms where users publish their impressions of tourism experiences are starting to carry more weight than the corporate content created by companies and brands. In this paper, we propose using different deep-learning techniques and architectures to solve the problem of classifying the comments that tourists publish online and that new tourists use to decide how best to plan their trip. Specifically, in this paper, we propose a classifier to determine the sentiments reflected on the http://booking.com and http://tripadvisor.com platforms for the service received in hotels. We develop and compare various classifiers based on convolutional neural networks (CNN) and long short-term memory networks (LSTM). These classifiers were trained and validated with data from hotels located on the island of Tenerife. An analysis of our findings shows that the most accurate and robust estimators are those based on LSTM recurrent neural networks.


2020 ◽  
Vol 5 (2) ◽  
pp. 1-11
Author(s):  
N Murugesapandian

Sangam poems are a document of how the Sangam Tamils faced nature. People who lived during the Sangam period sought to understand the nature around them. They discovered that the vast energies of nature were understood as mysteries that could not be understood by humans easily. The activities and thoughts among the ancient Tamils were tried to understand the relationship between nature and human beings are recorded in the Sangam Poems . The influence of geography in shaping the culture and characteristics of the ancient Tamils is compelling. The poems of the Sangam poets are based on the composition of flora and fauna and the composition of flora and fauna based on nature and tradition. Since the Sangam poets were nature-obsessed, they naturally recorded detailed information about plants and animals in their poems. In the daily life of the people there is a variety of information about nature, both in terms of coding and application. Sangam poems are inspired by contextual recordings that depict the background of human life, without simply copying the metaphor, implicit, and imaginary nature of the Sangam poets’ descriptions of nature. The expressions of the Sangam Tamils trying to reconcile with them are recorded in the Sangam poems. This article describes the treatment of nature in Sangam literature.


2019 ◽  
Vol 14 (2) ◽  
pp. 176-187
Author(s):  
Fortesa Haziri ◽  
Miloslava Chovancová ◽  
Faton Fetahu

Abstract Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.


2018 ◽  
Vol 47 (1) ◽  
pp. 101-127 ◽  
Author(s):  
Jim Buckley ◽  
Tabea DeWille ◽  
Chris Exton ◽  
Geraldine Exton ◽  
Liam Murray

Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the self-determination theory, coupled with a proposed framework of commonly occurring game elements. The goal is to inform system designers who would like to leverage gamification of the game elements they would need to employ as motivational affordances.


Author(s):  
Fortesa Haziri ◽  
Miloslava Chovancová ◽  
Faton Fetahu

Abstract Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.


Author(s):  
Abhishek Behl ◽  
Vijay Pereira

The use of game design elements (often called gamification) by firms to engage the customers has attracted attention in recent times. These game elements contribute to shaping up customer’s motivation and loyalty. Gamification is explored from the lens of both empirical as well as an experimental methodological standpoint. There still lacks substantial evidence that explains how and which types of rewards help to understand the customer's motivation. The study addresses this gap by designing an experimental study of 2x2 to address how gamified mobile apps used for making payments can help capture customer’s loyalty by offering them rewards. Data is collected from 385 customers who have been using mobile apps to make payments in the past. The data were tested to check if gamification positively helps the user hedonic and utilitarian motivation, which then positively impacts their loyalty. The study is also moderated by type of rewards (direct cash rewards v/s indirect third party partnered rewards) on the relationship of gamification and customer loyalty mediated through motivation. The results confirm that mobile payment apps' cash rewards are more useful, especially when the degree of uncertainty in the game element is high (scratch card). Additionally, they contribute to a higher degree of utilitarian benefits to the customers. The results contribute to the extension of the self-determination theory and stimulus organism response framework as well.


2019 ◽  
Vol 11 (3) ◽  
pp. 67 ◽  
Author(s):  
Aikaterini-Georgia Mavroeidi ◽  
Angeliki Kitsiou ◽  
Christos Kalloniatis ◽  
Stefanos Gritzalis

Gamification, the use of game design elements in applications that are not games, has been developed to provide attractive environments and maintain user interest in several domains. In domains such as education, marketing and health, where gamification techniques are applied, user engagement in applications has increased. In these applications the protection of users’ privacy is an important aspect to consider, due to the applications obtaining a record of the personal information of their users. Thus, the purpose of this paper is to identify if applications where gamification is applied do respect users’ privacy. For the accomplishment of this aim, two main steps have been implemented. Since the main principle of gamification is the existence of game elements, the first step was to identify the set of game elements recorded in the literature that are commonly applied in various applications. Afterwards, an examination of the relationship between these elements and privacy requirements was implemented in order to identify which elements conflict with the privacy requirements leading to potential privacy violations and which elements do not. Α conceptual model according to the results of this examination was designed, which presents how elements conflict with requirements. Based on the results, there are indeed game elements which can lead to privacy violations. The results of this work provide valuable guidance to software developers, especially during the design stages of gamified applications since it helps them to consider the protection of users’ privacy in parallel from the early stages of the application development onwards.


Author(s):  
Anka Mihajlov Prokopovic

This work examines the relationship between mass media and digital technology by following McChesney’s argument (2013) that the division on the technological optimists and technological pessimists is gaining in significance again. The debate between these two currents, which has been ongoing since the beginning of the Internet with variable intensity, has enabled many advantages and many disadvantages brought by the digital age is discussed in its “pure form''. The work is conceptualization of the following themes: the nature of the mass media, the characteristics of digital life, citizens' participation in the creation of content on digital platforms and the future of journalism, as they are seen by these two theoretical approaches.


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