Potensi Gamifikasi Berbasis Platform Digital dalam Penelitian Pariwisata: Kajian Literatur
DOI:
https://doi.org/10.32659/tsj.v9i1.279Keywords:
Destination, Digital platform, Game, GamificationAbstract
Gamification is an important theme of the future of tourism. Gamification in tourism is mostly applied to increase tourist attraction visits. Gamification is also applied for other purposes that can be used in supporting the tourism industry. Gamification in tourism uses digital video game platforms of Virtual Reality, Augmented Reality and Extended Reality. The boundaries between fantasy and reality become blurred in a digital platform-based game. This research aims to find out how the potential of digital platform-based gamification in the tourism industry through a literature review.This research uses a literature review of several previous studies in the period 2018 - 2023. The research method used is descriptive qualitative with the aim of gaining an in-depth understanding of the potential phenomenon of digital platform-based gamification in tourism research. The results show that the potential of digital platform-based gamification can be used to motivate tourists to be interested in destinations, increase customer satisfaction, increase brand awareness and loyalty, increase tourist visits, learn about amazing and historic places through mission completion, support tourism sustainable development goals, strengthen children to learn informally about tourism, and ultimately provide economic benefits to the community.
References
Abou-Shouk, M., & Soliman, M. (2021). The impact of gamification adoption intention on brand awareness and loyalty in tourism: the mediating effect of customer engagement. Journal of Destination Marketing & Management, 20, 100559
Aebli, A.(2019). Tourists' motives for gamified technology use. Annals of Tourism
Research, Vol.78 (2019),102753
Bartoli, E., Elmi, B., Pascussi D., & Smorti, A. (2018). Gamification in tourism. Juniper Publisher
Bogost, I. (2010). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press
Bonacini E., Giaccone SC.(2021). Gamification and cultural institutions in cultural heritage promotion _a successful example from Italy. Cultural Trends, Vol 31, 2022, Issue 1
Corrêa, C., & Kitano, C. (2015). Gamification in tourism: Analysis of Brazil Quest Game. e-Review of Tourism, 6, 1-5.
Dubois E L, Griffin T, Gibbs C, Guttentag D. (2020). The impact of video games on destination image. Jurnal Current Issues in Tourism
Ghanbari, H., Similä, J., & Markkula, J. (2015). Utilizing online serious games to facilitate distributed requirements elicitation. Journal of Systems and Software, 109(15), 32–49
Gheitasi M, Timothy DJ, Clark C. (2023). Games and Tourism_An Evaluation of Gamification in the Iranian Tourism Industry. Journal of H & T
Graziano T, Privitera D.(2020). Cultural_heritage_tourist_attractiveness_ insight from Italy. Journal of Heritage Tourism, Vol.15, 2020, Issue 6
Grossberg, F. Wolfson, M. Mazur-Stommen, S. Farley, K. and Nadel, S. (2015), “Gamified energy efficiency programs”, available at: https://c2e2.unepccc.org/wp-content/uploads/sites/3/2016/03/b1501.pdf
Isaacs, L.L., Nelson, R., & Trapp, S. (2021). Recreational therapists consider leisure motivation when evaluating Virtual Reality games. Therapeutic Recreation Journal, 55(4), 399-413
Karadimitriou Chirstina.(2020). From real to virtual_nature touris insights. International journal of spa and Wellness, 65 -77
Lent B, Marciniak M. (2019). Enhancing Tourism Potential by Using Gamification Techniques and AR in mobile game. Journal Researchgate
Paliokas Ioannis at al.(2020). A Gamified Augmented Reality Application for Digital Heritage and Tourism. Journal Applied Sciences, Vol.10, Issue 21
Pasca, M.G., Renzi, M.F., Di Pietro, L., & Guglielmetti Mugion, R. (2021). Gamification in tourism and hospitality research in the era of digial platforms: A systematic literature review. Journal of Service Theory and Practice, 31(5), 691-737
Prakasa FBP, Emanuel AWR. (2019). Review of Benefit Using Gamification Element for Countryside Tourism. International Conference of Artificial Intelligence an Information Technology (ICAIIT)
Prakasa FBP, Suyoto S, Emanuel AWR.(2021). Designing mobile application gamification for tourism village in Indonesia. IOP Conf.Ser.:Mater.Sci.Eng. 1098 032033
Qzkul E, Uygun E, Levent S.(2020). Digital Gamification in the Tourism Industry. Handbook of Research on Smart Technology Applications in the Tourism Industry, IGI Global Publisher of Timely Knowledge
Shaheer Ismail.(2021). The nexus of video games and heritage attractions. Current Issue in Tourism Journal, Vol.25, 2022 – Issue 9
Shavneet Sharma, Dimitrios Stylidis & Kyle Maurice Woosnam. (2022). From virtual to actual destinations: do interactions with others, emotional solidarity, and destination image in online games influence willingness to travel?, Journal Current Issues in Tourism, Vol.26, 2023 - Issues 9
Shuib, L., Shamshirband, S., & Hafiz Ismail, M. (2015). A review of mobile pervasive learning: Applications and issues. Computers in Human Behavior, Vol 46, 239–244
Souza S V, Marques SRB, Verissimo M. (2019). How can gamification contribute a chieve SDGSs _Exploring the oppurtunities and challanges of ecogamification for tourism. Journal of Hospitality and Tourism Technology
Talwara S, Kaurb P, Noonkood R, Dhirh A.(2022). Digitalization and sustainability Virtual Reality tourism in a post pandemic world. Journal of Sustainable Tourism
Werbach, K. (2014). (Re)defining gamification: A process approach. In A. Spagnolli, L. Chittaro, & L. Gamberini (Eds.), Proceedings of the International Conference on Persuasive Technology (pp. 266-272). Cham, Switzerland: Springer
Xu, F., & Buhalis, D. (Eds) (2021a). Gamification for Tourism Marketing. Bristol: Channel View Publications.
Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as mobile gamers: Gamification for tourism marketing. Journal of Travel & Tourism Marketing, 33(8), 1124-1142
Yang CC, Tseng YC, Sia WY, Chiu JC.(2018). Gamification of Learning in Tourism Industry_A case studi of Pokemon Go. ICEEL Proceeding
Published
How to Cite
Issue
Section
Copyright (c) 2023 Linda R M Gurning, Myrza Rahmanita
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.