2023
DOI: 10.1016/j.tourman.2022.104715
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Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue

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Cited by 41 publications
(25 citation statements)
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References 88 publications
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“…Similarly, Kim et al (2020) found that virtual product experience significantly increased online shopping satisfaction. Wei et al (2023) showed that gamification can reduce fatigue of VR tourism experiences to improve tourist satisfaction. They found that individuals who had control over their virtual environment had higher satisfaction levels and lower stress levels.…”
Section: Findings Through the Analysis Ofmentioning
confidence: 99%
“…Similarly, Kim et al (2020) found that virtual product experience significantly increased online shopping satisfaction. Wei et al (2023) showed that gamification can reduce fatigue of VR tourism experiences to improve tourist satisfaction. They found that individuals who had control over their virtual environment had higher satisfaction levels and lower stress levels.…”
Section: Findings Through the Analysis Ofmentioning
confidence: 99%
“…Gamification of flight instructor learning in evidence-based training scenarios [51] Non-Formal Digital badges affect need satisfaction but not frustration in males in higher education [52] Formal Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue [53] Non-Formal Education in Focused Lung Ultrasound Using Gamified Immersive Virtual Reality: A Randomized Controlled Study [54] Formal Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results [55] Formal Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design [56] Non-Formal A gamified app for supporting undergraduate students' mental health: A feasibility and usability study [56] Formal An Educational Arabic Sign Language Mobile Application for Children with Hearing Impairment [57] Non-Formal BioIntegrada Game Application: An Instrument for the Systemic Teaching from Cells to the Environment [58] Formal Crossquestion game: A design of a group-based assessment tool to enhance student motivation during pandemic [59] Formal Design, development and use of a digital badges system in higher education [60] Formal The implementation of gamification in formal education also consistsed of several levels. Can be seen in figure 4, most of them came from higher education level, with as many as 38 articles.…”
Section: Indonesian Journal Of Computer Sciencementioning
confidence: 99%
“…Almost all articles used points as a calculation of student learning achievement. There were few articles that did not use point counting [33], [42], [75], [76], [44], [50], [52], [53], [57], [58], [64], [68]. In these articles, students only collected badges that can be obtained at each level completed.…”
Section: Addressing Review Question 1: the Elements Of Gamificationmentioning
confidence: 99%
“…Similarly, the Chinese furniture is also a product of its environment, which has led to the formation of its regional characteristics and unique national identity. China's diverse topography, including plateaus, plains, basins, and rivers and mountains, has contributed to the formation of regional features of Chinese furniture [1]. The Chinese people's lifestyle, culture, and character are also intertwined with the country's vast landscape.…”
Section: Introductionmentioning
confidence: 99%