The PHQ-9 and the PHQ-2 are valid and reliable tools to screen depression in Chinese college students. For screening purposes, cutoff scores of 11 and 3 are recommended for PHQ-9 and PHQ-2, respectively.
Abstract:Gaming is rapidly developing as a method of dynamic interaction and experience development. This cutting edge concept of gaming has recently been used by some innovative tourism sectors as a marketing tool and as a method of deeper engagement with visitors. However, little is known in the sector about gaming and tourist game players. This research aims to explore the gamification trend and the potential that gaming is offering for experience development and tourism marketing. Through focus group, this paper discusses gaming and tourism, explores what drives tourists to play games. The results suggest tourists' game playing motivation is multi-dimensional. The majority of players would start with a purposive information seeking, then move onto an intrinsic stimulation, such as fun, challenge and achievement. Socialization is also an important dimension and increasingly players will play with locals or fellow travelers. The research demonstrates several implications for tourism marketing and game design.
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