2020
DOI: 10.3390/smartcities3030037
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Gamified Participatory Sensing in Tourism: An Experimental Study of the Effects on Tourist Behavior and Satisfaction

Abstract: In the tourism sector, user-generated information and communication among tourists are perceived to be more effective and reliable contents. In addition, the collection of dynamic tourism information with high spatio-temporal resolution is required to provide comfortable tourism in response to the changing tourism style with the advancement of information technology. Participatory sensing, which can collect various types of information is a useful method by which to collect these contents. However, continuous … Show more

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Cited by 14 publications
(11 citation statements)
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“…No. (44) Nov. 22nd, 2016 3 days 14 S9 (45) Nov. 26th, 2017 1 day 30 S10 (46) Jul. 29th, 2020 Through the deployment of these scenarios, we obtained the following knowledge: • Because participants were willing to attend events by themselves, we confirmed that the set of motivating functions on ParmoSense are sufficiently effective to obtain sufficient contributions from the general public.…”
Section: Scenariomentioning
confidence: 70%
“…No. (44) Nov. 22nd, 2016 3 days 14 S9 (45) Nov. 26th, 2017 1 day 30 S10 (46) Jul. 29th, 2020 Through the deployment of these scenarios, we obtained the following knowledge: • Because participants were willing to attend events by themselves, we confirmed that the set of motivating functions on ParmoSense are sufficiently effective to obtain sufficient contributions from the general public.…”
Section: Scenariomentioning
confidence: 70%
“…To encourage active contribution of participants, we provided all the available motivating functions such as static/dynamic request (F3), points and coupons (F4). The detail analysis of these case studies (S9 and S10) are provided in our other papers [42,43]. Through these case studies, we observed the following on the effectiveness of the implemented functions for scenarios belonging to this category:…”
Section: Scenario S9-s11 (Multi-type-requests)mentioning
confidence: 90%
“…Regarding (3), as mentioned in Section 1, Ishikawa et al [29], kawanaka et al [30], Hidaka et al [31] and Egger et al [32] developed sightseeing support systems incorporating gamification. In addition to these studies, Mesáro et al [33], Bujari et al [34], Panou et al [35] and Kotsopoulos et al [36] targeted cultural, historical and natural heritages, and provided users with the information concerning these places and supported their excursion behaviors.…”
Section: Related Workmentioning
confidence: 99%