Information and Communication Technologies in Tourism 2014 2013
DOI: 10.1007/978-3-319-03973-2_38
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Gamification in Tourism

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Cited by 118 publications
(109 citation statements)
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“…In addition, companies have to be aware of the "challenges initiated by the over-gamification of life" [15]. Not all the activities in a company can be gamified.…”
Section: • Employeesmentioning
confidence: 99%
“…In addition, companies have to be aware of the "challenges initiated by the over-gamification of life" [15]. Not all the activities in a company can be gamified.…”
Section: • Employeesmentioning
confidence: 99%
“…C4mpUs has been built from the ground up to further integrate gamification as a mean to increase the motivation to use it. Gamification has been successfully used and tested in several different fields [8] such as tourism [9], health [10], or education [11]. This paper will briefly discuss the design and the development of C4mpUs and how design science helped to create it.…”
Section: Introductionmentioning
confidence: 99%
“…As tecnologias consideradas como inteligentes incluem: REALIDADE AUMENTADA (Bower, Howe, McCredie, Robinson, & Grover, 2014;Buhalis & Amaranggana, 2013;Chen, 2014;Garau, 2014;Yovcheva, Buhalis, Gatzidis, & van Elzakker, 2014), sistemas baseados na LOCALIZAÇÃO (Gavalas, Konstantopoulos, Mastakas, & Pantziou, 2014;Pendrana, 2014;Yovcheva et al, 2014), REDES SOCIAIS (Munar & Jacobsen, 2013), INTERFACES INTELIGENTES E CENTRADOS NO UTILIZADOR (Bower et al, 2014;Chen, 2014;Gavalas et al, 2014;Yovcheva et al, 2014), GAMIFICAÇÃO (Buhalis & Amaranggana, 2013;Fino, Martín-Gutiérrez, Fernández, & Davara, 2013;Mortara, Catalano, Bellotti, Fiucci, Houry-Panchetti, Petridis, 2014;Xu, Weber, & Buhalis, 2013), SISTEMAS DE RECOMENDAÇÃO (Fesenmaier, Wöber, & Werthner, 2006;Gavalas et al, 2014), DISPOSITIVOS MÓVEIS (Gavalas et al, 2014), tecnologias baseadas na internet e as tecnologias de apoio, entre outras.…”
Section: Modelo De Experiência No Turismo Religioso [Rtem]mentioning
confidence: 99%
“…Com a integração de mecanismos de gamificação incluídos em interfaces inteligentes, centrados no utilizador e desenvolvidos tendo em consideração as regras de acessibilidade de usabilidade, aumentará a fidelização do consumidor para com a região ou com o produto turístico (Xu et al, 2013).…”
Section: Modelo De Experiência No Turismo Religioso [Rtem]unclassified