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Gamification for Tourism by Feifei Xu

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9781845418229
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Description

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.



Introduces readers to gamification, a new phenomenon in tourism as a future trend



About the Author

Feifei Xu is Professor in Tourism Management, Tourism Department, Southeast University, Nanjing, China. She is an Associate Editor of Tourism Review. She has worked in the tourism field for 20 years. Her research interests include sustainable tourism and eTourism with a particular focus on gamification.

Dimitrios Buhalis is a Professor, the Director of the eTourism Lab and Deputy Director of the International Centre for Tourism and Hospitality Research at Bournemouth University Business School, UK. He is a strategic management and marketing expert with specialisation in ICT applications in the tourism and hospitality industries. His research launched the eTourism field and now focuses on SMART and real time tourism. He is the Editor in Chief of Tourism Review.



Reviews

Given the global Covid-19 crisis, the importance of digital for travel has grown massively. Gamification adds value to digital interactions by creating more interesting and compelling digital experiences. By presenting the state of the art in both the theory and practice of gamification, this text makes a valuable contribution for anyone wanting to compete in our new and increasingly virtual travel marketplace.

* Peter O'Connor, University of South Australia, Australia *
Rich in theory and filled with practical cases from around the globe, this book convincingly shows how central gamification and gaming are to experience creation and persuasion in the hedonic context of tourism and hospitality. The many illustrations make it an especially engaging read! * Ulrike Gretzel, University of Southern California, USA *
In hard times we must not forget the importance of having fun and enjoying life. Thus, gamification as a playful approach to interacting with systems is not only an emerging field in IT and tourism, but also a reminder not to forget the sunny side of life. I enjoyed reading this excellent collection of papers, by both well established and new researchers. * Hannes Werthner, Vienna University of Technology, Austria *

Given the growing demand for co-created novel and memorable experience, and the capabilities of digitalization to support it, the book "Gamification for Tourism" is a valuable source of theoretical and empirical knowledge for tourist academicians and practitioners, who search for innovative ways to design advanced tourist experience.

-- Katerina Volchek, Deggendorf Institute of Technology, Germany * Information Technology & Tourism, January 2022 *

The volume delivers a wealth of case studies from all over the world, including original applications and games, participation through third-party apps (e.g., Pokemon Go), and adaptations of existing technologies (e.g., geocaching) [...] Highly recommended.

-- L. deLaubell, SUNY Cortland, USA * CHOICE connect, Vol. 60 No. 1 *



Book Information
ISBN 9781845418229
Author Feifei Xu
Format Paperback
Page Count 312
Imprint Channel View Publications
Publisher Channel View Publications Ltd
Weight(grams) 470g
Dimensions(mm) 234mm * 156mm * 16mm

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