Information and Communication Technologies in Tourism 2017 2017
DOI: 10.1007/978-3-319-51168-9_24
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Validation of a Gamified Mobile Experience by DMOs

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Cited by 5 publications
(3 citation statements)
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“…Shortly after the launch of the Pokémon GO app, two studies examined the user experience (Aluri, 2017) and behavioral impact of playing the game on mobility and consumption (Zach and Tussyadiah, 2017). There are a lot of opportunities for gamification in tourism such as increasing the visit duration of Point of Interests (POIs) and balancing the distribution of tourists in the destination (Garcia et al ., 2017). Mobile augmented reality applications will continue to draw the attention of academicians and practitioners.…”
Section: Topical Reviewmentioning
confidence: 99%
“…Shortly after the launch of the Pokémon GO app, two studies examined the user experience (Aluri, 2017) and behavioral impact of playing the game on mobility and consumption (Zach and Tussyadiah, 2017). There are a lot of opportunities for gamification in tourism such as increasing the visit duration of Point of Interests (POIs) and balancing the distribution of tourists in the destination (Garcia et al ., 2017). Mobile augmented reality applications will continue to draw the attention of academicians and practitioners.…”
Section: Topical Reviewmentioning
confidence: 99%
“…According to the DMO-functions presented above, it subsequently seems necessary to identify, check and, if needed, weigh key performance indicators (KPIs) in order to draw the right conclusions for sound future destination development, as well as to measure a DMO’s success. In addition to the numbers of visitors or overnight stays within a destination (Garcia et al , 2017), established and widely accepted KPIs can also be found in the fields of advertising awareness and impact, response levels and cost per use, conversion of enquiries to customers and return on investment. Nevertheless, it must be stated that at the destination level, such traditional KPIs have been somehow called into question in the recent past (Morgan et al , 2012).…”
Section: Destination Development In Times Of Overtourismmentioning
confidence: 99%
“…This trend accelerated during 2020 when the COVID-19 pandemic created enforced lockdowns around the world that shifted communication and engagement to online platforms which, in a sport setting, allows clubs to reach new audiences, engage with existing audiences in new ways and even to encourage greater levels of physical activity (Davis, 2020; Hayes, 2020; Mastromartino et al, 2020). A myriad of applications of digital technology are employed, for instance social media brand communities (SMBC) or applications such as tourist information mobile applications (Garcia et al, 2017), destination-specific social media community pages (Kim et al, 2017) and location information portals (Uşaklı et al, 2017), all of which have enhanced communication between businesses and consumers. It is SMBCs that we focus on here.…”
mentioning
confidence: 99%