“…Inspired by the benefits of games, gamification has gained increased attention as an effective technology that attempts to further transfer these benefits to a variety of services and systems, and to further increase their autotelic nature within "non-gaming" contexts, such as tourism, but also education (e.g., [16,17,30,31]), health (e.g, [32][33][34]), work (e.g., [25,35,36]), marketing management (e.g., [8,19,[37][38][39]), etc. Despite the fact that there have been some gamification-related studies in relation to tourism, most studies have focused primarily on understanding the role of gamification in qualitative approaches.…”