2021
DOI: 10.1108/jstp-05-2020-0094
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Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review

Abstract: PurposeThe present study aims to synthesize and conceptualize, through a systematic literature review (SLR), the current state of gamification knowledge in the tourism and hospitality (T&H) sector, providing a roadmap for future research recommendations for service research and practice.Design/methodology/approachThe research is based on a systematic literature review and adopts a systematic quantitative approach to summarize existing evidence on gamification usage in the T&H sector, focusing on releva… Show more

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Cited by 65 publications
(68 citation statements)
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“…, 2017), crowdsourcing (Morschheuser et al. , 2016), digital government (Hassan and Hamari, 2019), tourism (Pasca et al. , 2021) and sustainable behavior (Couckuyt and van Looy, 2020).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
See 1 more Smart Citation
“…, 2017), crowdsourcing (Morschheuser et al. , 2016), digital government (Hassan and Hamari, 2019), tourism (Pasca et al. , 2021) and sustainable behavior (Couckuyt and van Looy, 2020).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…In the field of economy, gamification is most prominent in marketing (Huotari and Hamari, 2017;Hsu and Chen, 2018) and it is also becoming increasingly important in the banking industry, where it has, for example, a moderating effect on the adoption and diffusion of new technologies such as Internet banking (Rahi and Abd Ghani, 2019;Goncalo and Tiago, 2017). Further contexts that have been reviewed with respect to the effectiveness of gamification are software engineering (Pedreira et al, 2015), energy consumption (Johnson et al, 2017), crowdsourcing (Morschheuser et al, 2016), digital government (Hassan and Hamari, 2019), tourism (Pasca et al, 2021) and sustainable behavior (Couckuyt and van Looy, 2020).…”
Section: Theoretical Background 21 Effectiveness Of Gamificationmentioning
confidence: 99%
“…Furthermore, Bartoli et al [53] underline the potential of gamification in tourism for children. Similarly, Pasca et al [54] have investigated the importance of the use of gamification strategies in the tourism sector. In another study, Sigala [55] unravels the transformative power of technologies on the tourism actors.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Platform-based technologies, such as mobile phone applications designed with gameful elements, are becoming more and more important because they allow companies and the users of these games to interact within a controlled ecosystem (Babb et al, 2013). This phenomenon partially explains the rapid spread of gamification in the business world (Ruiz-Alba et al, 2019;Pasca et al, 2021).…”
Section: Introductionmentioning
confidence: 99%