Description: Gamification for Tourism by Feifei Xu, Dimitrios Buhalis This book examines the cutting-edge concept of gamification in tourism. The chapters offer valuable insights and examples of best practice and address key issues of game mechanism and game design principles. This will be useful for students and researchers in tourism marketing, smart tourism and tourism futures, as well as industry practitioners. FORMAT Hardcover LANGUAGE English CONDITION Brand New Publisher 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. Author Biography 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. Table of Contents Figures and TablesAcknowledgementsContributorsChapter 1. Feifei Xu & Dimitrios Buhalis: Gamification in Tourism: The Cutting-Edge Trend in TourismPart 1: Gamification TheoriesChapter 2. Demos Parapanos & Eleni Michopoulou: Gamification, Game Mechanics, Game Thinking and Players Profile and Life CycleChapter 3. Russell B. Williams: Understanding Games and Gamified Experiences: The MAPS-AIM ModelChapter 4. Ye (Sandy) Shen & Marion Joppe: Gamification: Practices, Benefits and ChallengesPart 2: Gamification Application and Case StudiesChapter 5. Zuhal Cilingir Uk & Yaar Gultekin: Gamification Applications in Hospitality and Airline Industries: A Unified Gamification ModelChapter 6. Marianna Sigala & Elin Nilsson: Innovating the Restaurant Industry: The Gamification of Business Models and Customer ExperiencesChapter 7. Feifei Xu and Shaojin Li: Destination Marketing via Gamification: A Case Study of the Austria Adventure GameChapter 8. Luiz Pinto Machado: Gamification and Geocaching for Tourism Destinations: Marketing Madeira, PortugalChapter 9. Pablo Garrido-Pintado: Advergaming in Tourism: Spanish CasesChapter 10. Russell B. Williams: Pokémon GO: Serious Leisure and Game-Playing TouristsChapter 11. Sara MacBride-Stewart, Clare Parsons and Ilona Carati: Playfulness and Game Play: Using Geocaching to Engage Young Peoples Well-being in a National ParkChapter 12. Evrim Çeltek: Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing ApplicationsChapter 13. Feifei Xu & Dimitrios Buhalis: Conclusion Index Review 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 OConnor, 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., Pokémon Go), and adaptations of existing technologies (e.g., geocaching) [...] Highly recommended. -- L. deLaubell, SUNY Cortland, USA * CHOICE connect, Vol. 60 No. 1 * Promotional Introduces readers to gamification, a new phenomenon in tourism as a future trend Long 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. Review Quote 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! Promotional "Headline" Introduces readers to gamification, a new phenomenon in tourism as a future trend Details ISBN1845418212 Language English Year 2021 ISBN-10 1845418212 ISBN-13 9781845418212 Format Hardcover Series Number 92 Pages 312 Publisher Channel View Publications Ltd Imprint Channel View Publications Place of Publication Bristol Country of Publication United Kingdom Publication Date 2021-05-10 UK Release Date 2021-05-10 AU Release Date 2021-05-10 NZ Release Date 2021-05-10 Author Dimitrios Buhalis Series Aspects of Tourism Alternative 9781845418229 Edited by Dimitrios Buhalis DEWEY 338.4791 Audience Postgraduate, Research & Scholarly We've got this At The Nile, if you're looking for it, we've got it. With fast shipping, low prices, friendly service and well over a million items - you're bound to find what you want, at a price you'll love! TheNile_Item_ID:161908017;
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Book Title: Gamification for Tourism