Recycling behavior is an issue that affects the sustainability of many seasonal destinations. The EU promotes projects such as the UrbanWaste that try to study how to avoid the deplorable consequences on cities of this situation. This project has implemented a gamified application, named WasteApp in several European cities, in order to promote the recycling behavior of tourists. This study aimed to verify if the application can be a successful tool to foster recycling and to improve tourism destination reputation. The results show that tourist satisfaction will be influenced directly by the perceived usefulness of the application, and perceived usefulness by the perceived ease of use, but the expectations of the prizes can be counterproductive if they are not perceived as useful for the promoted behavior. Likewise, the satisfaction of the user will influence the recycling behavior, which at the same time improves the reputation of the destination. Besides, the initiative will be visible through word of mouth that is generated from the perceived usefulness, the user’s satisfaction, and the recycling behavior itself. That is, according to this study a gamified application can contribute to the recycling behavior of tourists and improve the image of the destination that adopts it.
Gamification is a tool that has been used to promote commitment and motivation to students. This fact, coupled with the intensive use made by students of their smart phones, has led to the development of the HEgameApp application. This study shows that students' satisfaction will be influenced directly by application features, and it will influence pro-deep-learning approaches. Besides, the initiative will be visible through word of mouth. According to this study a gamified application can contribute to the pro-deep-learning approaches as students wish to expose their private learning-related actions to friends. An interesting finding of this study is the connection between the users' satisfaction and the promotion of behaviors related to deep learning strategies, since the more satisfied the students are, the more their deep learning strategies will be promoted. Another relevant finding comes from the teaching institution, as this type of initiative is very well accepted by the students and will improve the image, providing a smart academic, studentfocused reputation to the implementing academia.
Gamification lies in using elements explicitly designed for games in non-playful environments to achieve the player's commitment and to encourage the development of specific behaviors. These tools can also be used as persuasion when it is intended to influence users' behavior. The boundary would be in what we can call "gamipulation"-the use of game-design elements that impel the user towards undesired behaviors. Gamification has been identified as a promising strategy for achieving sustainable practice among citizens. Through an H2020 EU project, an application has been developed to attain these goals within the framework of some tourist cities. This study attempts to evaluate the intention to use this gamified-application based on premises such as expected benefits, expected threats, technical knowledge, and personal features. A theoretical model has been validated through a survey of 79 experts in some pilot cities before the use of the application. The results showed that only the expected social benefits and the perceived risks have a direct and significant influence on the intention to adopt the sustainability application based on gamification. Moreover, there is a moderating effect of perceived risk on the relation between expected functional benefits and the intention of using WasteApp. It is noteworthy that, although the perceived risks make the user recognize the functionality of the application with less intensity, these perceived risks do not make the user stop using WasteApp. Therefore, it is important to point out the implications derived from the study for the design of sustainability applications based on gamification, such as the need to give visibility of the user in the networks, to expose useful and difficult to obtain information from other sources, and to develop low-level game-design elements.
In this paper, we explore the potential applications of Optical Wireless Communications in the tourism industry, considering both indoor and outdoor scenarios and different transmission speeds. They range from high-speed atmospheric outdoor links (Free-Space Optics (FSO)) to indoor systems based on high-speed lighting networks (known under the trade name LiFi©) or low-speed services support the Internet of Things networks, using visible light (VLC) or IR emitters, with receivers based on either on classical photodiodes or in image sensors, known as Optical Camera Communications. The avant-garde applications of this technology have been studied focusing on three possible use scenarios: the traveler himself, in what we have called TAN (Tourist Area Network); the tourist facility, which includes not only the hotel but also leisure areas (theme parks, museums, natural protected areas) or services (restaurants, shopping areas, etc.); and the entire destination, which can be both the city or the territory where the tourist is received, within the paradigm of the Smart Tourist Destination (STD). In addition to the classic services based on radio frequency and wired broadband networks, these technologies will make it possible to meet the tourist’s challenging needs, the establishment, and the destination. Besides, they cover the services imposed by the new marketing services related to location or context and feed the big data systems used to study tourist behavior.
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