Beruflich Dokumente
Kultur Dokumente
Tourism Management
journal homepage: www.elsevier.com/locate/tourman
h i g h l i g h t s
a r t i c l e i n f o a b s t r a c t
Article history: Gamication has become a focus of attention in an increasing number of elds including business, ed-
Received 15 January 2016 ucation, and health care. Through a wide range of applications and support functions, its potential for the
Received in revised form tourism industry is signicant. Gamication of tourism can contribute to a more rewarding interactions
25 November 2016
and higher level of satisfaction, as well as increase brand awareness and loyalty to the destination. As one
Accepted 27 November 2016
Available online 18 December 2016
of the rst attempts to conceptualize gamication of tourism, this paper examines gaming in general
terms and the application of it in specic tourism elds. It identies game design elements that can
contribute to a meaningful gamication. A few cases of best practices are presented to show how this
Keywords:
Gamication
innovative concept can benet tourism marketing. Implications for tourism marketing and management
Serious games are discussed as well as future research recommendations.
Engagement 2016 Elsevier Ltd. All rights reserved.
Loyalty
Tourism experiences
http://dx.doi.org/10.1016/j.tourman.2016.11.020
0261-5177/ 2016 Elsevier Ltd. All rights reserved.
F. Xu et al. / Tourism Management 60 (2017) 244e256 245
changing behaviour and inuence the user. Researchers consider Zichermann (2011) points out some commonly used rewards, such
those serious games as alternative reality games (McGonigal, as money, can de-motivate the player. Moreover, Werbach and
2011) due to the fact that reality has been added into the fantasy Hunter (2012) criticise rewards may increase short term activity,
world (Seaborn & Fels, 2015). The incoherent use of the terminol- while intrinsic motivation contributes to long term engagement
ogy needs more academic clarity, particularly on how to differen- and enjoyment. Hamari (2013) reports that extrinsic motivation
tiate gamied systems and fully-edged games. such as reward has no effect on increased playing activity. Re-
searchers suggest both intrinsic and extrinsic motivation need to be
considered to create a meaningful gamication experience.
2.3. Theoretical foundation of game design elements
The MDA model (Mechanics-Dynamics-Aesthetics) can be used 2.4. User input in gamication
to explain game design from a systematic point of view (Hunicke,
Leblanc, & Zubek, 2004). It divides game systems by breaking User Centred Design (UCD) approach is a widely used approach
them into three different components, Mechanics, Dynamics and in game design. It considers the end user's needs and wants,
Aesthetics, which work together to create functional and hedonistic identies the player's interests, emphasizing user involvement in
value of the game play and inuence player's experience. the design process (Nicholson, 2012; Norman, 1988). Emphasizing
Hunicke et al. (2004) dene game mechanics as game tools user input, the carefully designed gamication system should
which describe the specic components, which usually include identify the individual player's needs, wants, abilities and limita-
achievements, collections, badges etc. Game dynamics connect the tions, and lead to the change of player's behaviour.
player with the system, such as the freedom of making choices, The intrinsic motivation of game play refers to playing games for
progression to the next level, team work or competition with other the pure enjoyment of game play (Ryan & Deci, 2000) and for the
players. Serious games include competitions against other players hedonistic value of game play. Successful gamication should
as part of the gaming experience whilst often concentrate on in- address this intrinsic motivation by using game mechanics to
dividual experience. Game dynamics work together to create a respond to the players' inner call, attracting them to the pure
meaningful game experience, or in other words, aesthetics enjoyment of the activities; to the hedonic function rather than the
(Werbach & Hunter, 2012). Aesthetics describe emotional re- utilitarian function of gaming. Holbrook and Hirschman (1982)
sponses from the player, such as feelings (fantasy, sensation), propose that goods and services have both utilitarian and hedon-
emotions, and fun. The MDA works together towards the range of ic functions. From a marketing point of view, consumers can be
meaningful game experiences. Players experience game play from divided into two groups: 1) people who look for the utilitarian
aesthetics which is inuenced by game dynamics, which in effect is function of the product; 2) people who search for hedonic value of
guided by game mechanics. From another point of view, through a the product, such as fun, enjoyment, fantasy feelings and sensory
set of carefully designed game mechanics, game designers can simulation. Utilitarian functions focus on what the product does,
create the game dynamics, which will in turn generate unique whereas, the hedonic function represents the aesthetic, intangible
game experiences for players. See Table 1. and subjective aspects of consumption. Meaningful gamication
Game dynamics, mechanics and components constitute game focuses on the hedonic function of gaming, addresses the intrinsic
elements (Seaborn & Fels, 2015; Werbach & Hunter, 2012). A set of motivation of a person, leading to deep engagement and great
game elements have been proposed by Cunningham and satisfaction (Deci, Koestner, & Ryan, 1999; Ryan, 2012; Schell,
Zichermann (2011) such as presents, collection, achievement, 2008). Zichermann (2011) suggests that both intrinsic and
team work, feedback etc. However, these mechanics have been extrinsic motivation should be considered in gamication and both
criticised by other researchers about whether they are crucial monetary and non-monetary incentives should be used. To achieve
(Robertson, 2010). Some researchers conrm achievements, ava- a deep engagement and high satisfaction, gamication needs to
tars, badges, leader boards, levels, points, team working, unlocking respond to the players' inner call (Nicholson, 2012).
and virtual goods are common game elements (Robertson, 2010; Xu Three groups of intrinsic rewards have been identied according
et al., 2014). Due to different types of games, some components to self-determination theory (Ryan & Deci, 2000): namely relation,
may be more powerful than others (Seaborn & Fels, 2015; Werbach competence and autonomy (McGonigal, 2011; Schell, 2008).
& Hunter, 2012; Xu et al., 2014).
However, some researchers state extrinsic gaming elements, 1) Relation involves interacting and connecting with other players
such as points, badges and other rewards may de-motivate people. (Schell, 2008). Groups, messages, blogs, chat, connection to
Table 1
MDA (mechanics-dynamics-aesthetics) framework of game design.
Game describes the particular components of the game, at the challenges, chances, competition, cooperation, feedback, resource Hunicke et al., 2004;
Mechanics level of data representation and algorithms acquisition, rewards, transactions, turns and win states. Werbach & Hunter,
2012;
Zichermann &
Cunningham, 2011
Dynamics the run-time behaviour of the mechanics acting on player Challenge, under time pressure, expression, dramatic tension Werbach & Hunter,
inputs and each others outputs over time 2012
Aesthetics desirable emotional responses evoked in the player, when Sensation, fantasy, narrative, challenge, fellowship, discovery, Hunicke et al., 2004;
he/she interacts with the game system expression, submission Xu et al., 2014
Source: Hunicke et al., 2004; Zichermann & Cunningham, 2011; Werbach & Hunter, 2012; Xu et al., 2014.
F. Xu et al. / Tourism Management 60 (2017) 244e256 247
social networks are usual representations of relation usually includes the following aspects: fantasy and fun (Holbrook &
(McGonigal, 2011). In the tourism context, relation associates Hirschman, 1982), escape and relaxation (Beard & Ragheb, 1983),
with socialization as an important motivation for tourists entertainment (Farber & Hall, 2007; Pine & Gillmore, 1999), novelty
(Pearce & Lee, 2005). Tourists go on holiday to socialize with and surprise (Dunman & Mattila, 2005). Tourist experiences are full
friends and family, to develop new friendship and share their of individual signicance and can be emotional and subjective
experiences or memories with friends connected via internet. (Uriely, 2005; Kim, Ritchie, & Mccormick, 2012). Therefore, the
This is similar with the intrinsic reward of relation in gaming design frameworks need to consider different dimensions of tourist
experiences. Players can interact with co-players and share their experiences.
playing experiences with connected friends in the gamication
system. 3. Gamication in the tourism context
2) Competence usually includes game player's feeling of having the
ability to master the system and achieving goals, such as instant The wide use of gamication is evidenced in education appli-
feedback, progression, leader boards and levels cations (Denny, 2013; Domnguez et al., 2013), health industry
(Csikszentmihalyi, 2008). Similarly, tourists' leisure motivation (Cafazzo, Casselman, Hamming, Katzman, & Palmert, 2012; Hori,
also includes challenge and mastery (Beard & Ragheb, 1983). Tokuda, Miura, Jiyama, & Jirose, 2013), business training and mar-
Tourists go on adventure holidays to look for self-challenge and keting campaign (Barata, Gama, Jorge, & Goncalves, 2013), sus-
tourists go on special holidays to learn new skills and abilities. tainable behaviour applications (Gnauk, Dannecker, & Hahmann,
Through gamication, tourist players can also gain competence 2012; Negrusa et al., 2015) and tourism industry (Sigala, 2015a;
virtually and have the feeling of achievement in the gamied Xu et al., 2014; Correa & Kitano, 2015).
system. WTM (2011) predicts gamication as a popular trend for
3) Autonomy is the personal will to action, such as the use of av- tourism. Chaffey & Ellis-Chadwick (2012) propose gamication as
atars in games (McGonigal, 2011; Schell, 2008). an important trend for marketing. There is an emerging academic
attention to this topic. A new book Gamication in Tourism has
Table 2 summarizes the extrinsic and intrinsic gaming elements. just been published (Bulencer & Egger, 2015), and discusses how
gamication can contribute to memorable tourist experiences.
2.5. Gamication design framework Vargo and Lusch (2008) introduce the customer's role in value
co-creation. Tourism experiences are co-created by both the tour-
nchez, and Montes (2012) develop a frame-
Aparicio, Vela, Sa ists and the service providers (Neuhofer, Buhalis, & Ladkin, 2012).
work of gamication using those intrinsic motivational forces. They Tussyadiah and Fesenmaier (2009) believe these experiences can
suggest four steps, 1) identify the reasons of using gamication; 2) be mediated by technology. With the fast development of new
nd out what intrinsic motivation can be addressed; 3)identify technology, tourists are now seeking more personal, unique and
useful game elements; 4) consider evaluating the framework in memorable experiences, which require a deeper engagement and a
applied system. However, as Seaborn and Fels (2015) point out the multi-sensory stimulation. New technology such as virtual reality
framework has not been applied yet, therefore, more research work (Gretzel & Jamal, 2009), augmented reality (Yovcheva, Buhalis, &
is needed. Burke (2014) proposes player experience design process Gatzidis, 2013), offer technology mediated experiences, making
which consists of seven steps, namely 1)business outcomes and experiences richer and more participatory. Neuhofer et al. (2012)
success metrics; 2)potential user; 3) player goals; 4)engagement discuss how technology including gaming can help co-create ex-
model; 5)play space and journey; 6) test; 7) repeat. Werbach and periences, a term as technology enhanced tourism experiences. A
Hunter (2012) suggest a design framework with Dene- number of tourism destinations and organizations have already
Delineate-Describe-Devise-Deploy. Yet, the above mentioned experienced gamication for marketing, sales and customer
frameworks have been criticised by Bulencer and Egger (2015) as engagement. Research on gamication suggests it can inuence
they argue that gamication design should not be a linear process. user experiences at the following aspects: social, emotional, and
They argue (p58) It should rather be a multi-stage design approach create an immersive experience of the user (Xu, 2011). Sigala
that aims to enhance experiences as the nature of experience (2015b p202) veries these functions through a recent question-
design process is non-linear and unclear. This view is supported by naire survey with users of Trip Adviser, proving that gamication
Tung and Ritchie (2011) that the formation of experiences is a can enhance tourists experiences by getting tourists immersed
complicated process. In recognition of the complicated formation into a simulated travel world , which is fantasy and fun in nature.
process of experiences, Huotari and Hamiri (2012) argue designed Gamication can benet tourism marketing at the following
experience can not be assured for everyone. areas:
Nevertheless, more attention should be given in exploring the
design framework of meaningful gamication, particularly the 3.1. Raise brand awareness
application and validation of those frameworks, considering the
nature of tourist experiences. Research on leisure experiences One of the biggest areas in tourism gamication is destination
Table 2
Gaming elements.
Extrinsic Gaming Elements achievements, badges, rewards, gifting, feedback and reinforcement; pattern Cunningham and Zichermann (2011); Deterding
recognition, collecting etc. et al. (2011)
Intrinsic Gaming Relation groups, messages, blogs, chat Schell (2008); McGonigal (2011)
Elements Competence feedback, progressive bar, levels, leader board Schell (2008); McGonigal (2011);
Csikszentmihalyi (2008)
Autonomy proles, avatars, privacy control, notication control Schell (2008); McGonigal (2011)
248 F. Xu et al. / Tourism Management 60 (2017) 244e256
marketing. Celtek(2010) discusses how games can contribute to Discover Hong Kong city walk is a gamied mobile app that offers
advertising: (1) Specically designed advergames. They are created city walks structured around four different topics, such as travel
to promote the brand, aiming at the association and recall of the through time, adventure in architecture, etc (Bulencer & Egger,
brand (Celtek, 2010; Sigala, 2015b). Irish National Tourism Devel- 2015). Tourists will be encouraged to take these city walks and
opment Authority is the rst national tourism organization to will be awarded a stamp when they nish at least 50% of their walk,
sponsor an advergame based on social media (Correa & Kitano, which can be shared on Facebook (Stadler & Bilgram, 2016). This
2015). Ireland town is a game based on Facebook, where poten- app is one of a few mobile apps initiated by Hong Kong Tourism
tial tourists can explore Ireland's tourist attractions, complete Board for the purpose of promoting sites and encouraging tourists
challenges based on given tasks and win trips to Ireland; (2) Inte- to visit more places in the city.
grating the brand with a live game. The brand becomes part of the Besides, these games can also be used as a virtual community
game (Celtek, 2010; P269). Foursquare has successful partnerships between players to communicate information about the destina-
with many brands, such as Starwood, Pizza Hut, which promotes tion. The effect of online communities can not be ignored due to
these brands during the game play for check-ins and share their their inuence on the world of mouth marketing (Buhalis & Law,
experiences via social media (Xu et al., 2014); (3) On-site adver- 2008). Researchers suggest the benets for service providers of
tisements refer to banners and other media in games to remind using online communities maybe include brand awareness and
users of the brand to recall a message. Research suggests people feedback collection (Buhalis & Law, 2008). In fact, the online
who choose the brand in the game tend to make a purchase for the gaming community of second life has been used by Starwood
same brand in the real world (Celtek, 2010). This work is on car Hotels to test their new hotel brand W- hotel as a platform to collect
purchasing behaviour and therefore further investigation is needed game players' opinions about the hotel design (Huang, Backman,
in the tourism context. Afshar, Jones, and Banerjee (2004) suggest Backman, & Moore, 2013). After reviewing 10 advergames in
compared with traditional forms of advertisements, mobile tourism related context, Celtek(2010) suggests the advantages of
advergames are non-intrusive, providing a good opportunity for using games for advertising include building brand loyalty and
marketing and branding. Sigala (2015a) observes advergames can capturing data about players, allowing understanding the prefer-
be easily distributed on websites or mobile phones and tourists can ence of the customers. Although currently tourism related games
play them repeated while travelling, fostering an interaction with are still limited, Guttentag (2010) state virtual gaming community
the brand. might become an important form of online community in tourism
The tourism industries may place specic tourism brands when marketing. Gamication, as a new technological tool, could
designing games. In fact, some games are specically designed to contribute to tourism marketing.
raise brand awareness, to encourage travellers to visit a place. The Middleton, Fyall & Morgan (2009) propose experiential infor-
Smiled Land Thailand game is specically designed by Tourism mation can generate interest in marketing. Willliams (2006) and
Authority Thailand (TAT) as part of its digital marketing strategy, Bogdanovych et al. (2007) also suggest virtual environments can
based on the tourism attractions of Thailand. The game aims at provide a stimulating, entertaining and immersive experience
potential young tourists who use Facebook to generate brand when marketing tourism destinations. The widely used technology
awareness of Thailand as a tourist destination (Fig. 1) and also to in gaming, such as virtual reality and augmented reality, provides
increase user frequency to TAT's social networking media and players an opportunity to get to know the destination and experi-
mobile applications. Thailand's iconic attractions, branded restau- ence the destination in the virtual world, contributing to a
rants and shops are set up as the virtual background for players. The memorable experience, and generate visiting interests (Berger
Brazil Quest game was launched by the Brazilian Tourist Board to et al., 2007; Hay, 2008). Therefore gamication as a form of vir-
promote the hosting cities of FIFA (Correa & Kitano, 2015). The tual experiential marketing, offers an opportunity to experience the
images of tourism attractions and brands in each city as well as destination virtually in an entertaining setting, increases the brand
characteristics of local culture are placed in the game. Lufthansa has awareness, provides meaningful experience to market the tourist
developed an online game that allow players to view some of their attractions and encourages deeper engagement for tourists with
destinations (Canada, Thailand, Brazil) virtually and through the destination.
interactive involvement players can get to know the tourism at-
tractions and their brands (Sigala, 2015b). Such an innovative way
of tourism marketing uses some popular gaming elements, such as 3.2. Enhance tourist experiences
avatars, rewarding, gifting, sharing and fun. It also offers an op-
portunity for tourists to experience the destination virtually. In recent years, tourism experiences have become a research
focus. Researchers believe that tourism industry should provide a
multi-dimensional and multifaceted experience for tourists (Kim (1999) explain the feeling of getting immersed and emotionally
et al., 2012; Ritchie & Hudson, 2009). Not only can gamication attached to the environment/destination can be part of the tour
bring a new, innovative way of marketing, raise brand awareness, experiences. Kim, Ritchie & Mccormick (2012) suggest tourists'
but it can also be used to enhance tourist on site experiences. immersion within the destination contributes to their memorable
Gamication can add to on site experiences at the following areas: experiences. Through the stimulating of augmented surrounding
fantasy, immersion and fun. environment, the virtual sound, the imaginative stories, and the
The fantasy experiences and the freedom to act in a virtual challenges brought by the game tasks/missions, players could
world are important motives for game players (Xu et al., 2015). In immerse themselves in sensory, challenge-based and imaginative
video games, the environment has been used to stimulate this immersion, which all contribute to a deeper level of personal
fantasy, for example, location, weather, and a specic season, which experiences.
all add to stimulate fantasy emotions (Bulencer & Egger, 2015). In a For example, 3D technology, virtual technology and Augmented
carefully designed gamied system, tourists can choose their ava- Reality as main technology tools in games, can offer a stimulating
tars and have the freedom to play someone else, to enhance their and immersive experience to the tourist players. Some tourism
fantasy experiences in a fun, and more stimulating way, leading to a destinations offer augmented reality tours for their mobile apps
higher level of satisfaction. such as Tuscany, Hong Kong and Scotland. The pop up text, sound
Regensburg is a UNESCO World Heritage Site in Germany. In stimulation and the virtual pictures, augmented with the sur-
order to improve tourists' active learning about the history at the rounding environment, encourages the visitor to interact with his
destination, a mobile app REXplorer has been developed (Waltz & surrounding attractions, providing an even more stimulating and
Ballagas, 2007). Using fantasy role play, tourists can act as assistants immersive experiences with the real environment. The foundation
to a virtual gure Rex to explore the destination. Tourists, guided of Hellenic World in Athens (Foundation of the Hellenic World,
by the mobile app, play the game whilst seeing the sights, interact 2016) offers a 3D virtual tour to Ancient Miletus, providing an
with historical buildings and characters. They can take pictures and immersive experience of attractions including theatre, harbour,
receive a personalized geo-referenced webblog of their walk when Tholos etc. to tourists. Through this sensory immersion, a gaming
they nish the game (Fig. 2). This game offers the virtual avatar, enhanced aesthetic experience is delivered to tourists.
allowing tourists to play someone else to experience Regensburg.
The nature of this experience becomes fantasy and personal, and
adds fun to the visitor. Rather than passively seeing the historical 3.3. Engagement
buildings, the game encourages tourists to actively explore the
history behind each building and attraction, to engage with the In the gaming literate, a set of gaming mechanisms work
destination in a fun way, offering a deeper understanding and together to improve the players' engagement with the game system
meaningful experience. (Ermi & Mayra, 2004). Player's high engagement contributes to
The concept of immersion from gaming can also be used to their game experiences (Klimmt, 2003; Jennett et al., 2008; Brown
enhance tourist experiences. McMahan (2003) denes immersion & Vaughn, 2009), and the emotional enjoyment of playing leads to
as the psychological components of concentration, emotion and more engagement of game play. In the marketing literature, re-
cognitive evaluation of the game. Takatalo, Hakkinen, Kaistinen, searchers believe customer engagement with the brand will
and Nyman (2010) propose immersion as an important part of improve brand loyalty (So, King, Sparks, & Wang, 2016). Vivek,
the game experience. Ermi and Mayra (2004) categorize three Beatty, and Morgan (2012) believe a high engagement with the
types of immersion, namely: 1) sensory immersion (the stimulate costumer contributes to the formation of positive attitudes towards
of the game, such as sound); 2) challenge-based immersion (chal- the brand. Engagement is also an important dimension of co-
lenges and abilities); 3) imaginative immersion (imagination, fan- creation in services management. The concept of co-creation
tasy and empathy). In the tourism literature, Pine and Gillmore emphasize the role of tourists, focusing on the user involvement
in the dynamic design process of experiences. How to encourage
3.5. Entertainment
Fun is a basic gaming element for every game. Games will bring
F. Xu et al. / Tourism Management 60 (2017) 244e256 251
fun and entertainment to marketing (Zichermann & Linder, 2010). deliver a surprise gift to KLM travellers using data generated from
Games as an entertainment tool, can be played before, during and Foursquare and Twitter (Bulencer & Egger, 2015).
after the trip. From tourists' point of view, pre-trip games are Table 4 identies the benets of tourism gamication. Generally
mainly played to kill time, while during trip games are played to speaking, the benets of tourism gamication include two aspects:
enhance on site experiences particularly those location based the outward function and inward function of gamication. The
games (Xu et al., 2015). Stratford upon Avon, the hometown of outward function refers to tourists' experiences before, during and
Shakespeare, has developed a new app Eye Shakespeare. This after trip. Before the trip, tourism specic games (Online games;
gamied mobile app, uses augmented reality tool to provide the mobile games) feed tourism information to potential tourists,
tourists with a 3D virtual Shakespeare, who introduces his birth generate interests, and stimulate visiting inspiration. Useful
place, shows tourists around and allows tourists to take a photo tourism information may convert to sales/purchases. During the
together with this virtual gure (Fig. 5). Instead of traditional tour trip, location based games as an entertainment tool can encourage
guides, this virtual gure of Shakespear telling his own stories is tourist engagement, enhance on site experiences. After the trip, on
much more fun. By using some gaming elements such as reward, line games can recall memories, invite friends to share experiences
story telling, fun, it provides tourists with a fun, interactive, and and advocate the destination. Rewards/coupons in the game and
engaging experiences. gamied loyalty programs may encourage repeat visits. The inward
function of gamication mainly includes the use of games to
familiarize the employee, and the use for staff training programs
3.6. Employee management such as in the case of Marriot hotel.
Table 3
Some of the best practices of gamication in tourism industry.
Airline Air Canada Gamied app for loyalty programs, rewards for each take off and landing Leader board, Gsummit GAward
rewards, gifting, Consumer facing
progress bar, points application winner 2014
Hospitality Starwood Partnership with Foursquare to provide customers 250 bonus points per point system, Xu et al. (2014)
SPG program check-in and chances to unlock a hidden Free Resort Night Award. rewards,
badges, sharing
Marriott My Social media game aiming at recruiting new staff for job vacancies and point system, levels, Xu et al. (2014)
Hotel familiarize players with various parts of a hotel. virtual goods
DMO Smileland A game specically targeting potential tourists to visit Thailand, based on sharing, rewards, Xu et al. (2015)
Thailand the tourism attractions of Thailand, the game is aiming to generate brand leaderboard,
awareness of Thailand as a tourist destination competence
Discover A gamied mobile app that offers city walks structured around different sharing, rewards, (Bulencer &
Hong Kong topics, tourists will be awarded a stamp when nish 50% of their walk feedback Egger, 2015;
City Walks which can be shared on Facebook Stadler &
Bilgram, 2016)
REXplorer Gamied mobile app showing tourists around the historical town of role play, fantasy, fun, (Waltz &
Regensburg. Using fantasy role play, tourists play a role as scientic rewards Ballagas, 2007
assistants who help a certain Professor Rex to understand and research ; Celtek, 2010)
Regensburg's perpetual magic.
Partnership Sighter Location based photography game. Players select a sight, nd it and snap Points, sharing, clear (Bulencer &
with a photo of it to win points, they can unlock the sight description and goals, fun, Egger, 2015);
tourism discover other photos related to that sight. Partnership with Waterways leaderboard
sectors Ireland.
Geo-catching Location based treasure hunt game. Partners with local tourism collaboration, clear
associations to create special treasure hunt tours. goals, fun, reward (Bulencer &
Egger, 2015;
Celtek, 2010)
Table 4
Benets of tourism gamication.
Outward Function of Before Increase brand awareness, tourism specic games (online games; mobile games) feed tourism information to potential tourists, generate
gamication inspiration/dream interests, stimulate visiting inspiration, increase brand awareness; Virtual Reality/3D technology as a
Generate interests technological tool supports these functions.
Information conversion to
sales/purchase
During Engagement/interact location based games encourage on site engagement with the destination, augmented reality games interact
Enhance experiences the player with the real surrounding tourism attractions; Gaming as an entertainment tool to kill time.
Entertainment tool
After Loyalty/repeat visit Online games recall memories, encourage sharing experiences, inviting friends, advocate the destination,
Share experiences rewards/coupons in the game and gamied loyalty programs encourage repeat visit
Recall memories
Advocate/ambassador
Inward Function of Employee management Use of games to familiarize the employee, use for staff training
gamication Employee training
Generate fun interests
intrinsic elements respond to the players' inner call, focusing on the to be used as an innovative marketing tool before the trip or to
hedonistic function of gaming, it is often found to be more inu- share experiences and stimulate repeat visit after the trip.
ential, and will contribute to a deep engagement and great satis- Gamication is emerging as an innovative way of marketing that
faction (Deci et al., 1999; Ryan, 2012). Meaningful gamication can attract potential tourists, build up unfamiliar tourism brands,
should not only emphasize extrinsic elements but also focus on particularly for those less well known destinations. A few best
intrinsic elements (Zichermann, 2011). Based on the self- practise cases show the innovative concept of gamication has
determination theory (Ryan & Deci, 2000), some design frame- been widely used within the industry, including Destination
works of gamication have been proposed (Aparicio et al., 2012; Management Organizations (DMOs), airlines, hotels etc.. Gami-
Burke, 2014; Werbach & Hunter, 2012). cation of tourism can contribute to a more rewarding interactions
Through a wide range of applications and support functions, and higher level of satisfaction, as well as increase brand aware-
the potential of gamifcation for the tourism industry is signicant, ness and loyalty to the destination. Based on game design ele-
such as engaging tourists in experiential co-creation and training ments, tourist players will experience challenges, rewards,
service providers for innovative processes and functions. Gami- competition, story telling, fantasy, role play etc, enhancing their
cation can be used to enhance tourist on site experiences, and also on site experiences at the destination. The gamied system
254 F. Xu et al. / Tourism Management 60 (2017) 244e256
creates fun, engaging, rewarding tourist experiences, contributes Berger, H., Dittenbach, M., Merkl, D., Bogdanovych, A., Simoff, S., & Sierra, C. (2007).
Opening new dimensions for e-tourism. Journal of the Reality Society, 11(2e3),
to a deeper engagement, understanding and learning, higher
75e87.
satisfaction with the tourism company, establishes a fun and Boes, K., Buhalis, D., & Inversini, A. (2015). Conceptualising smart tourism desti-
personal experience, which contributes to increased brand nation dimensions. In L. Tussyadiah, & A. Inversini (Eds.), Information and
awareness, built up customer loyalty, and enlarged prot for the communication technologies in tourism 2015 (pp. 391e403). Wien: Springer
(Proceedings of the International Conference in Lugano. Springer).
tourism company. To the tourists, the benets of gamication Bogdanovych, A., Esteva, N., Gu, M., Simoff, S., Maher, M. L., & Smith G. (2007). The
include both the hedonistic value of the game play, such as the role of online travel agents in the experience economy. In Proceedings of the
enjoyment and fun of playing games, and utilitarianistic value of 14th international conference on information technology in tourism ENTER,
Ljubljana, Slovenia, January 24e26.
the game, for example, the tourism information provided in the Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press.
game, the rewards (free tourism tickets and sales coupons) Brown, S. L., & Vaughn, C. C. (2009). Play: How it shapes the brain, open the imagi-
generated from game play. To the tourism company, the benets nation and invigorates the soul. New York, NY: A Very Publishing Group.
Buhalis, D., & Law, R. (2008). Progress in tourism management: Twenty years on
also include a dynamic engagement with the customer, increased and 10 years after the internet: The state of eTourism research. Tourism Man-
brand awareness and promotion and added customer loyalty. agement, 29(4), 609e623.
However, gamication has its own weakness and limits, for Bulencer, P., & Egger, R. (2015). Gamication in Tourism, designing memorable expe-
riences. Bod: Books on Demand: Norderstedt.
example, it usually appeals to younger generation and the results Burke, B. (2014). Gamify: How gamication motivates people to do extraordinary
of gamication maybe context specic, therefore, a careful design things. Brookline, MA: Bibliomotion.
is needed. Cafazzo, J. A., Casselman, M., Hamming, N., Katzman, D. K., & Palmert, M. R. (2012).
Design of an mHealth app for the self-management of adolescent type 1 dia-
Nevertheless, gamication is an emerging research topic in
betes: A pilot study. Journal of Medical Internet Research, 14(3). http://dx.doi.org/
many elds, such as education, business management, marketing, 10.2196/jmir.2058.
health, sustainability and computer science. Academic research on Celtek, E. (2010). Mobile advergames in tourism marketing. Journal of Vacation
the application of gamication in specic tourism eld is still Marketing, 16(4), 267e281.
Chaffey, D., & Ellis-Chadwick, F. (2012). Digital marketing, strategy, implementation
scarce. As tourism gamication is still in its infancy, only a limited and practice (5th ed.). UK: Pearson.
amount of existing research is relevant. This paper is only an Clanton, C. (1998). An interpreted demonstration of computer game design. In Chi
exploratory research that tries to conceptualize gamication in the 1998 conference Summary in human Factors in computing systems. Los Angeles,
California, USA: ACM.
tourism context with a few case examples. Besides, gamication is Correa, C., & Kitano, C. (2015). Gamication in tourism: Analysis of Brazil quest
involving rapidly in the industry and new games and new appli- game. The National Council for Scientic and Technological Development. available
cations are emerging everyday, such as the popularity of Poke mon from http://3ws1wk1wkqsk36zmd6ocne81.wpengine.netdna-cdn.com/les/
2015/02/SP05_MobileSession_Correa.pdf, (Accessed 9 December 2016).
GO. Research on gamication of tourism needs to be constantly re- Crawford, C. (2011). In The art of computer game design (2nd ed.).
validated and a continuous investigation is needed. Based on the Csikszentmihalyi, M. (2008). Flow, the encyclopaedia of tourism and recreation in
results in the paper, the researchers would like to suggest the marine environments: CABI.
Cunningham, C., & Zichermann, G. (2011). Gamication by Design: Implementing
following research directions: 1) the difference between a fully game mechanics in weband mobile apps. Sebastopol, CA: O'Reilly Media.
edged game and the gamied system and whether this would Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments
inuence user experiences; 2) the design process of gamication in examining the effects of extrinsic rewards on intrinsic motivation. Psychological
Bulletin, 125, 627.
the tourism context based on the nature of tourist experiences; 3)
Denny, P. (2013). The effect of virtual achievements on student engagement. In
the successful implication of useful gaming elements in different Proceedings of the SIGCHI conference on human factors in computing systems (pp.
sectors in tourism; 4) in-depth case studies and empirical research 763e772). ACM. Presented at CHI13.
on the effectiveness of gamication's inuence on sales and pur- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011). From game design elements
to gamefulness: Dening Gamication. In Mindtrek 2011 proceedings. Tam-
chase behaviour in the tourism context. 5) tourists' and service pere, Finland: ACM Press.
providers' preference on tourism gamication from a user Domnguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Ferna ndez-Sanz, L., Page
s, C.,
perspective. & Martnez-Herr aiz, J.-J. (2013). Gamifying learning experiences: Practicalim-
plications and outcomes. Computer Education, 63, 380e392. http://dx.doi.org/
10.1016/j. compedu.2012.12.020.
Acknowledgement Dunman, T., & Mattila, A. S. (2005). The role of affective factors on perceived cruise
vacation value. Tourism Management, 26, 311e323.
Epstein, Z. (2013). Enterprise gamication for employee engagement. Ithaca College.
This project is partly funded by Chinese National Nature Science http://enterprise-gamication.com/attachments/137_Enterprise%
Foundation (41571133); Central University Fundamental Funds 20Gamication%20Paper%20-%20Zoe%20Epstein%20-%20Ithaca%20College.pdf
(2242016S30041), China; and Fusion Fund (NX0392), Bournemouth Accessed 20.05.13.
Ermi, L., & Mayra, F. (2004). Player-centred game design: Experiences in using
University, UK. scenario study to inform mobile game design. The International Journal of
Computer Game Research, 5(1).
References Farber, M. E., & Hall, T. E. (2007). Emotion and environment: Visitors extraordinary
experiences along the dalton highway in Alaska. Journal of Leisure Research,
39(2), 248e270.
Afshar, R., Jones, C., & Banerjee, D. (2004). Advergaming Developer's Guide: Using
Foundation of the Hellenic World. (2016). Foundation of the hellenic world. http://
macromedia ash MX 2004 and director MX. Hingham, MA: Charles River Media.
www.fhw.gr Accessed 11.08.16.
nchez, J. L. G., & Montes, J. L. I. (2012). Analysis and
Aparicio, A. F., Vela, F. L. G., Sa
Frey, T. (2012). 28 major trend for 2012 and beyond: Part 2. Journal of Enviromental
application of gamication. In Proceedings of the13th international conference on
Health, 74(9), 39e43.
n persona-ordenador (p. 1s7). Elche, Spain: ACM. Presented at
interaccio
Gentes, A., Guyot-Mbodji, A., & Demeure, I. (2010). Gaming on the move: Urban
INTERACCION'12.
experience as a new paradigm for mobile pervasive game design. Multimedia
Avedon, E. M., & Sutton-Smith, B. (1971). The study of games. New York: John Wiley.
Systems, 16, 43e55.
Azadegan, A., & Riedel, J. C. K. H. (2012). Serious games integration in companies: A
Ghanbari, H., Simila, J., & Markkula, J. (2015). Utilizing online serious games to
research and application framework. In Proceedings of the2012 IEEE12th inter-
facilitate distributed requirements elicitation. Journal of Systems and Software,
national conference on advanced learning technologies (pp. 485e487). Rome,
109, 32e49.
Italy: IEEE. Presented at ICALT2012.
Gnauk, B., Dannecker, L., & Hahmann, M. (2012). Leveraging gamication in demand
Barata, G., Gama, S., Jorge, J., & Goncalves, D. (2013). Engaging engineering students
dispatch systems. In Proceedings of the 2012 joint EDBT/ICDTWorkshops (pp.
with gamication. VS gaming conference proceedings, Bournemouth, UK.
103e110). Berlin, Germany: ACM. Presented atEDBT-ICDT'12.
Beard, J., & Ragheb, M. G. (1983). Measuring leisure motivation. Journal of Leisure
Gretzel, U., & Jamal, T. (2009). Conceptualizing the creative tourist class:
Research, 15(3), 219e228.
F. Xu et al. / Tourism Management 60 (2017) 244e256 255
Technology, mobility, and tourism experiences. Tourism Analysis, 14(4), Ritchie, J. R. B., & Hudson, S. (2009). Understanding and meeting the challenges of
471e481. consumer/tourist experience research. International Journal of Tourism Research,
Guttentag, D. A. (2010). Virtual reality and applications for tourism. Tourism Man- 11(2), 111e126.
agement, 31(5), 637e651. Robertson, M. (2010). Hide&Seek. Can't play,won't play [WWWDocument] http://
Hamari, J. (2013). Transforming homo economicus into homo ludens: A eld hideandseek.net/2010/10/06/cant-play-wont-play/S Accessed 10.10.14.
experiment on gamication in a utilitarian peer-to-peer trading service. Electric Ryan, R. M. (2012). The oxford handbook of human motivation. Oxford, UK: Oxford
Commerse Research and Applications, 12. http://dx.doi.org/10.1016/ University Press.
j.elerap.2013.01.004. Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic de-
Hay, B. (2008). Where the bloody hell are we? Fantasy tourism and second life. In nitions and new directions. Contemporary Educational Psychology, 25, 54e67.
Proceedings of the CAUTHE 2008 conference. Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cam-
Hoarau, H., & Kline, C. (2014). Science and industry: Sharing knowledge for inno- bridge, Mass: MIT Press.
vation. Annals of Tourism Research, 46, 44e61. Schell, J. (2008). The art of game design: A book of lenses (Vol. 1). Burlington, Mass.,
Holbrook, M. B., & Hirschman, E. C. (1982). The experiential aspects of consumption: USA: Morgan Kaufmann Publishers (Elsevier).
Fantasies, feelings and fun. Journal of Consumer Research, 9(2), 132e139. Schiano, D. J., & White, S. (1998). The rst noble truth of CyberSpace: People are
Hori, Y., Tokuda, Y. M., Miura, T., Jiyama, A., & Jirose, M. (2013). Communication people (even when they MOO). Chi proceedings of the SIGCHI conference on
pedometer: A discussion of gamiedcommunication focused on frequency of human factors in computing systems. Pp. 352e359.
smiles. In Proceedings of the 4th augmented human international conference (pp. Seaborn, K., & Fels, D. I. (2015). Gamication in thoery and action: A survey. Inter-
206e212). Stuttgart, Germany: ACM. Presented at AH13. national Journal of Human-Computer Studies, 74, 14e31.
Huang, Y., Backman, S. J., Backman, K. F., & Moore, D. (2013). Exploring user Shuib, L., Shamshirband, S., & Ismail, M. H. (2015). A review of mobile pervasive
acceptance of 3d virtual worlds in travel and tourism marketing. Tourism learning: Applications and issues. Computers in Human Behavior, 46, 239e244.
Management, 36, 490e501. Sigala, M. (2015a). Gamication for crowdsourcing marketing practices: Applica-
Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A formal approach to game tions and benets in tourism. In F. J. Garrigos-Simon, I. Gil-Pechuan, &
design and game research. Paper presented at the in proceedings of the S. Estelles-Miguel (Eds.), Advances in crowdsouring (pp. 129e145). http://
challenges in games AI workshop. 19th national conference of articial dx.doi.org/10.1007/978-3-319-18341-1_11.
intelligence. Sigala, M. (2015b). The application and impact of gamaication funware on trip
Huotari, K., & Hamiri, J. (2012). Dening gamication: A service marketing planning and experiences: The case of TripAdvisor's funware. Electron Markets,
perspective. In Proceedings of the 16th international academic MindTrek confer- 25, 189e209.
ence. Tampere, Finland: ACM. So, K. K. F., King, C., Sparks, B. A., & Wang, Y. (2016). The role of customer
Jacoby, J., & Hestnut, R. W. (1978). Brand loyalty: Measurement and management. engagement in building consumer loyalty to tourism brands. Journal of Travel
New York: JohnWiley & Sons. Research, 55(1), 64e78.
Jacoby, J., & Kyner, D. B. (1973). Brand loyalty vs. repeat purchasing behavior. Journal Stadler, D., & Bilgram, V. (2016). Gamication: Best practices in research and
of Marketing Research, 10(1), 1e9. tourism. In R. Egger, I. Gula, D. Walcher, et al. (Eds.), Open tourism, tourism on
Jennett, C., Cox, A., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., et al. (2008). Measuring the verge. Springer-Verlag Berlin Heidberg. DOI: 10/1007/978-3-642-54089-
and dening the experience of immersion in games. International Journal of 9_28.
Human-Computer Studies, 66(9), 641e661. Takatalo, J., Hakkinen, J., Kaistinen, J., & Nyman, G. (2010). Prensence, involvement
Juul, J. (2003). The game, the player, the world: Looking for a heart of gameness. In and ow in digital games. In R. Burhapt (Ed.), Evaluating user experience in
Paper presented at the level Up: Digital games research conference pro- games. Human- computer interaction series. Springer- Verlago London Limited.
ceedings, Utrecht, Netherlands. http://dx.doi.org/10.1007/978-1-84882-963-3_3.
Kapp, K. M. (2012). The gamication of learning and Instruction: Game based methods Tung, V. W. S., & Ritchie, B. J. R. (2011). Exploring the essence of memorable tourist
and strategies for traning and education. San Francisco, CA: Pfeiffer. experiences. Annal of Tourism Research, 38(4), 1367e1386.
Kim, H., Ritchie, J. R., & Mccormick, B. (2012). Development of a scale to measure Tussyadiah, I. P., & Fesenmaier, D. R. (2009). Mediating the tourist experiences:
memorable tourism experience. Journal of Travel Research, 51(1), 12e25. Access to places via shared videos. Annals of Tourism Research, 36(1), 24e40.
Klimmt, C. (2003). Dimensions and determinants of the enjoyment of playing Uriely, N. (2005). The tourist experience: Conceptual developments. Annals of
digital games: A three level model. In Paper presented at the level Up: Digital Tourism Research, 31(1), 199e216.
games research conference. Utrecht, Netherlands, November 2003. Vargo, S. L., & Lusch, R. F. (2008). Service-dominant Logic: Continuing the evolution.
Linaza, M. T., Gutierrez, A., & Garcia, A. (2014). Pervasive augmented reality games Journal of the Academy of Marketing Science, 36, 1e10.
to experience tourism destinations. In X. Zheng, & I. Tussyadiah (Eds.), In- Vivek, S. D., Beatty, S. E., & Morgan, R. M. (2012). Customer Engagement: Exploring
formation and communication techonologies in tourism (pp. 497e510). customer relationships beyond purchase. Journal of Marketing Theory & Practice,
Springer. 20(2), 122e146.
Lucassen, G., & Jasen, S. (2014). Gamication in consumer marketing - future or Waltz, S. P. & Ballagas, R. (2007). Pervasive persuasive: A rhetorical design approach
fallacy? Procedia-Social and Behaviour Science, 148, 194e202. to a location-based spell-casting game for tourists. In: Proceedings of situated
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can play. DiGRA 2007-The 3rd international digital games research conference,
change the world. New York, USA: Vintage. Tokyo, september 24-28, 2007. pp. 489e497.
McMahan, A. (2003). Immersion, engagement, and presence. In J. P. Mark, Wolf, & Werbach, K., & Hunter, D. (2012). For the Win: How game thinking can revolutionize
P. Bernard (Eds.), A method for analyzing 3-D video games (pp. 77e78). New York, your business. Philadelphia, PA: Wharton Digital Press.
NY, US: Routledge. Taylor & Francis Group (2003). Williams, A. (2006). Tourism and hospitality marketing: Fantasy, feeling and fun.
Middleton, Fyall, A., & Morgan, M. (2009). Marketing in travel and tourism (4th ed.). International Journal of Contemporary Hospitality Management, 18(6), 482e495.
UK: Butterworth-Heinemann Oxford. WTM. (2011). World travel market global trends eport. http://www.euromonitor.
Negrusa, A. L., Toader, V., & Soca, A. (2015). Exploring gamication techniques and com/medialibrary/PDF/WTMGlobalTrendsReport2011.pdf Accessed 12.01.14.
applications for sustainable tourism. Sustainability, 7, 11160e11189. http:// Xu, Y. (2011). Literature review on web application gamication and analytics. CSDL
dx.doi.org/10.3390/su70811160. Technical report, 11e05.
Neuhofer, B., Buhalis, D., & Ladkin, A. (2012). Conceptualising technology enhanced Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2015). Tourists as mobile gamers,
destination experiences. Journal of Destination Marketing & Management, the gamication for tourism marketing. Journal of Travel and Tourism Marketing.
1(1e2), 36e46. http://dx.doi.org/10.1080/105408.2015.1092999.
Nicholson, S. (2012). A user-centered theoretical framework for meaningful gami- Xu, F., Weber, J., & Buhalis, D. (2014). The gamication of tourism. In Z. Xiang, &
cation. In GamesLearningSociety 8.0 (Madison, USA). I. Tussyadiah (Eds.), Information and communication technologies in tourism 2014
Norman, D. (1988). The design of everyday things. New York: Doubleday. (pp. 525e537). Wien: Springer (Proceedings of the International Conference in
Oinas-Kukkonen, H., & Harjumaa, M. (2008). Towards deeper understanding of Dublin).
persuasion in software and information systems in proceedings of the rst Yin, R. K. (1994). Case study research: Design and methods. Newbury Park, CA: Sage.
international Conference on Advances in human-computer interaction (ACHI Yovcheva, Z., Buhalis, D., & Gatzidis, C. (2013). Engineering augmented tourism
2008), pp.200e205. experiences. In L. Cantoni, & Z. Xiang (Eds.), Information and communication
Pearce, P., & Lee, U. (2005). Developing the travel career approach to tourist moti- technologies in tourism (pp. 24e35). Vienna: Springer.
vation. Journal of Travel Research, 43(3), 226e237. Zichermann, G. (2011). Gamication Co. Intrinsic and Extrinsic Motivation in
Pine, B. J., & Gillmore, J. H. (1999). The experience economy: Work is theatre and every Gamication [WWW Document] http://www.gamication.co/2011/10/27/
business is a stage. Boston Mass: HBS Press. intrinsic-and-extrinsic-motivation-in-gamication/S Accessed 10.10.14.
Punch, K. (2005). Introduction to social research (2nd ed.). London: Sage Publication Zichermann, G., & Cunningham, C. (2011). Gamication by design: Implementing
Ltd. game mechanics in web and mobile apps. O'Reilly Media (Incorporated).
Reiser, R. A. (2012). Gaming. In N. M. Seel (Ed.), Encyclopedia of the sciences of Zichermann, G., & Linder, J. (2010). Game based marketing. New Jersey: John Wiley &
learning (pp. 1335e1340). Springer. http://dx.doi.org/10.1007/978-1-4419- Sons Inc.
1428-6.
256 F. Xu et al. / Tourism Management 60 (2017) 244e256
Feifei Xu, PhD, is a professor in the School of Humanities, Jessika Weber, is a PhD candidate at etourism lab in the
Southeast University, China. Her main research interests School of Tourism, Bournemouth University. Her research
include tourism in protected areas, cross-cultural issues in area includes augmented reality games and tourism.
tourism, as well as etourism with a particular focus of
gaming and gamifcation in tourism.