Pregled bibliografske jedinice broj: 1189527
POTENTIAL OF APPLICATION OF GAMIFIED DESTINATION PROMOTION
POTENTIAL OF APPLICATION OF GAMIFIED DESTINATION PROMOTION // Economic and Social Development (Book of Proceedings), 73rd International Scientific Conference on Economic and Social Development - "Sustainable Tourism in Post- pandemic World" / Baracskai, Z. ; Vukovic, D. ; Janjusevic, J. (ur.).
Varaždin: VADEA, 2021. str. 210-217 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1189527 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
POTENTIAL OF APPLICATION OF GAMIFIED DESTINATION
PROMOTION
Autori
Jakus, A. ; Crnjak-Karanović, B. ; Dedić, G.
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Economic and Social Development (Book of Proceedings), 73rd International Scientific Conference on Economic and Social Development - "Sustainable Tourism in Post- pandemic World"
/ Baracskai, Z. ; Vukovic, D. ; Janjusevic, J. - Varaždin : VADEA, 2021, 210-217
Skup
73rd International Scientific Conference on Economic and Social Development: Sustainable Tourism in Post-pandemic World
Mjesto i datum
Dubrovnik, Hrvatska, 21.10.2021. - 22.10.2021
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
E-tourism ; Gamified destination promotion ; Generations Y and Z
Sažetak
Tourism service providers are increasingly combining and expanding their service products by incorporating game elements such as badges, points, levels and rewards in a non-gaming tourism context. While application of gamification is a fairly new trend in the tourism sector, it is gaining more importance in the global tourism practices, consequently raising questions about optimal approaches when integrating gamification elements into tourism offerings. Hence, in its opening segment this paper provides an overview of research dealing with theoretical and practical issues pertaining to implementation of gamification in tourism, acting both as a basis for empirical research performed in the latter section of the paper as well as a starting point for better understanding and implementation of gamification in marketing and tourism in future. Empirical research undertaken was based on an online questionnaire completed by 291 respondents recruited using convenience sampling from the Gen Y and Gen Z cohort. Data was processed and analysed using SPSS package. The results of the research suggest that gamification has a positive effect on the experience of individuals from generations Y and Z, as well as their interest in visiting and informing through play about lesser- known tourist attractions. Furthermore, research findings indicate that the ability to implement gamification in promotion depends on the readiness of the destination, which is determined through an in-depth interview with the selected tourism actor. Finally, the paper concludes with guidelines for the application of gamification, an overview of study’s limitations and recommendations for future research.
Izvorni jezik
Engleski
Znanstvena područja
Ekonomija
POVEZANOST RADA
Ustanove:
Ekonomski fakultet, Split
Citiraj ovu publikaciju:
Časopis indeksira:
- HeinOnline