Gamification for Tourism

Gamification for Tourism
Author :
Publisher : Channel View Publications
Total Pages : 278
Release :
ISBN-10 : 9781845418243
ISBN-13 : 1845418247
Rating : 4/5 (43 Downloads)

Synopsis Gamification for Tourism by : Feifei Xu

This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Gamification in Tourism

Gamification in Tourism
Author :
Publisher : BoD – Books on Demand
Total Pages : 190
Release :
ISBN-10 : 9783734759673
ISBN-13 : 3734759676
Rating : 4/5 (73 Downloads)

Synopsis Gamification in Tourism by : Roman Egger

Tourists' expectations are increasingly complex and sophisticated. They are now seeking meaningful and more stimulating experiences from tourism providers. By combining Gamification with Experience Design the Gamification in Tourism book provides a comprehensive and novel approach on how to design such experiences. With its Memorable Experience Design framework and practical case studies the book should help tourism providers shift their thinking as to what they can offer in order to cater to the new needs of their guests.

Smart Systems Design, Applications, and Challenges

Smart Systems Design, Applications, and Challenges
Author :
Publisher : IGI Global
Total Pages : 459
Release :
ISBN-10 : 9781799821144
ISBN-13 : 1799821145
Rating : 4/5 (44 Downloads)

Synopsis Smart Systems Design, Applications, and Challenges by : Rodrigues, João M.F.

Smart systems when connected to artificial intelligence (AI) are still closely associated with some popular misconceptions that cause the general public to either have unrealistic fears about AI or to expect too much about how it will change our workplace and life in general. It is important to show that such fears are unfounded, and that new trends, technologies, and smart systems will be able to improve the way we live, benefiting society without replacing humans in their core activities. Smart Systems Design, Applications, and Challenges provides emerging research that presents state-of-the-art technologies and available systems in the domains of smart systems and AI and explains solutions from an augmented intelligence perspective, showing that these technologies can be used to benefit, instead of replace, humans by augmenting the information and actions of their daily lives. The book addresses all smart systems that incorporate functions of sensing, actuation, and control in order to describe and analyze a situation and make decisions based on the available data in a predictive or adaptive manner. Highlighting a broad range of topics such as business intelligence, cloud computing, and autonomous vehicles, this book is ideally designed for engineers, investigators, IT professionals, researchers, developers, data analysts, professors, and students.

Handbook of Research on Smart Technology Applications in the Tourism Industry

Handbook of Research on Smart Technology Applications in the Tourism Industry
Author :
Publisher : IGI Global
Total Pages : 569
Release :
ISBN-10 : 9781799819905
ISBN-13 : 1799819906
Rating : 4/5 (05 Downloads)

Synopsis Handbook of Research on Smart Technology Applications in the Tourism Industry by : Çeltek, Evrim

In today’s modernized society, certain technologies have become more applicable within many professional fields and are much easier to implement. This includes the tourism industry, where smart technology has provided a range of new marketing possibilities including more effective sales tactics and delivering a more personalized customer experience. As the scope of business analytics continues to expand, professionals need research on the various applications of smart technology within the field of tourism. The Handbook of Research on Smart Technology Applications in the Tourism Industry is an essential reference source that discusses the use of intelligent systems in tourism as well as their influence on consumer relationships. Featuring research on topics such as digital advertising, wearable technology, and consumer behavior, this book is ideally designed for travel agents, tour developers, restaurateurs, hotel managers, tour directors, airlines, marketers, researchers, managers, hospitality professionals, policymakers, business strategists, researchers, academicians, and students seeking coverage on the use of smart technologies in tourism.

Information and Communication Technologies in Tourism 2014

Information and Communication Technologies in Tourism 2014
Author :
Publisher : Springer Science & Business Media
Total Pages : 874
Release :
ISBN-10 : 9783319039732
ISBN-13 : 3319039733
Rating : 4/5 (32 Downloads)

Synopsis Information and Communication Technologies in Tourism 2014 by : Zheng Xiang

The papers presented in this volume advance the state-of-the-art research on social media and Web 2.0, electronic tourism marketing, website development and evaluation, search engine marketing and optimization, IT adoption and diffusion, virtual travel communities, mobile technologies, management information systems in tourism, eLearning, recommender systems for tourism businesses and destinations and electronic distribution for hospitality and travel products. This book covers the most significant topics contributed by prominent scholars from around the world and is suitable for both academics and practitioners who are interested in the latest developments in e-Tourism.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Author :
Publisher : IGI Global
Total Pages : 657
Release :
ISBN-10 : 9781799892250
ISBN-13 : 1799892255
Rating : 4/5 (50 Downloads)

Synopsis Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by : Bernardes, Oscar

Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Gamification

Gamification
Author :
Publisher : Springer
Total Pages : 166
Release :
ISBN-10 : 9783319455570
ISBN-13 : 3319455575
Rating : 4/5 (70 Downloads)

Synopsis Gamification by : Stefan Stieglitz

This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author :
Publisher : IGI Global
Total Pages : 1971
Release :
ISBN-10 : 9781668437117
ISBN-13 : 1668437112
Rating : 4/5 (17 Downloads)

Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Information and Communication Technologies in Tourism 2022

Information and Communication Technologies in Tourism 2022
Author :
Publisher : Springer Nature
Total Pages : 503
Release :
ISBN-10 : 9783030947514
ISBN-13 : 3030947513
Rating : 4/5 (14 Downloads)

Synopsis Information and Communication Technologies in Tourism 2022 by : Jason L. Stienmetz

This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research.

Gamify

Gamify
Author :
Publisher : Routledge
Total Pages : 136
Release :
ISBN-10 : 9781351861779
ISBN-13 : 1351861778
Rating : 4/5 (79 Downloads)

Synopsis Gamify by : Biran Burke

Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.