Open Access
SHS Web Conf.
Volume 139, 2022
The 4th ETLTC International Conference on ICT Integration in Technical Education (ETLTC2022)
Article Number 03021
Number of page(s) 9
Section Topics in Computer Science
Published online 13 May 2022
  1. S. Deterding, M. Sicart, L. Nacke, K. O'Hara, and D. Dixon, Gamification. using game-design elements in non-gaming contexts. In CHI'11 on Human Factors in Computing Systems, pp. 2425-2428 (2011). [Google Scholar]
  2. M. G. Pasca, M. F. Renzi, L. Di Pietro and R.G. Mugion, Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review. Journal of Service Theory and Practice 315, pp. 691-737 (2021). [CrossRef] [Google Scholar]
  3. WTM, Technology: Gamification of travel. In WTM Global Trends Report 2011. from (2011). [Google Scholar]
  4. F. Xu, J. Weber and D. Buhalis, Gamification in tourism. In Information and communication technologies in tourism, pp. 525-537. Springer, Cham (2013). [Google Scholar]
  5. I. Bogost, Persuasive games (Vol. 5). Cambridge, MA: MIT Press (2007). [CrossRef] [Google Scholar]
  6. K. M. Kapp, The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons (2012). [Google Scholar]
  7. H. Ghanbari, J. Similä and J. Markkula, J. Utilizing online serious games to facilitate distributed requirements elicitation. Journal of Systems and Software 109, pp. 32-49 (2015). [CrossRef] [Google Scholar]
  8. M. Mortara, C. E. Catalano, F. Bellotti, G. Fiucci, M. Houry-Panchetti, M. and P. Petridis, Learning cultural heritage by serious games. Journal of Cultural Heritage 15(3), pp. 318-325 (2014). [CrossRef] [Google Scholar]
  9. F. Xu, D. Buhalis and J. Weber, Serious games and the gamification of tourism. Tourism Management 60, pp. 244-256 (2017). [CrossRef] [Google Scholar]
  10. Y. N. Kim, Y. Lee, Y.K. Suh, and D.Y. Kim, The effects of gamification on tourist psychological outcomes: an application of letterboxing and external rewards to maze park. Journal of Travel & Tourism Marketing 38(4), pp. 341-355 (2021). [CrossRef] [Google Scholar]
  11. F.F. Bakhsheshi and G. Ghaziani, Tourism Based Games: A Study of Challenges and Profits. In 2019 International Serious Games Symposium (ISGS), IEEE, pp. 30-37 (2019, December). [CrossRef] [Google Scholar]
  12. E. Champion, Critical gaming: Interactive history and virtual heritage. Routledge (2016). [CrossRef] [Google Scholar]
  13. A. Garcia, M.T. Linaza, A. Gutierrez and E. Garcia, Gamified mobile experiences: smart technologies for tourism destinations. Tourism Review 74 (1), pp. 30-49 (2019). [CrossRef] [Google Scholar]
  14. J. Weber, Gaming and gamification in Tourism: 10 ways to make tourism more playful. Digital Tourism Think Tank, pp. 1-14 (2014) [Google Scholar]
  15. A. Coghlan and L. Carter, Serious games as interpretive tools in complex natural tourist attractions. Journal of Hospitality and Tourism Management 42, pp. 258-265 (2020). [CrossRef] [Google Scholar]
  16. F. Xu, F. Tian, D. Buhalis, J. Weber and H. Zhang, Tourists as mobile gamers: Gamification for tourism marketing. Journal of Travel & Tourism Marketing 33(8), pp. 1124-1142 (2016). [CrossRef] [Google Scholar]
  17. A. Aebli, Tourists' motives for gamified technology use. Annals of Tourism Research 78, 102753 (2019). [CrossRef] [Google Scholar]
  18. J. W. Lian and T.M. Lin, (2008). Effects of consumer characteristics on their acceptance of online shopping: Comparisons among different product types. Computers in Human Behavior 24(1), pp. 48-65 (2008). [CrossRef] [Google Scholar]
  19. D. Parapanos and E.E. Michopoulou, Understanding key motivations for using a hotel gamified application. In Information and Communication Technologies in Tourism, Springer, Cham, pp 411-422, (2019). [Google Scholar]
  20. B.C. Lee, The effect of gamification on psychological and behavioral outcomes: Implications for cruise tourism destinations. Sustainability 11(11), 3002 (2019). [CrossRef] [Google Scholar]
  21. H. Skinner, D. Sarpong, G.R. White, (2018). Meeting the needs of the Millennials and Generation Z: gamification in tourism through geocaching. Journal of Tourism Futures 4(1), pp. 93-104 (2018). [CrossRef] [Google Scholar]
  22. P. A. Rauschnabel, A. Rossmann, A. and M.C. tom Dieck, An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in Human Behavior 76, pp. 276-286 (2017). [CrossRef] [Google Scholar]
  23. J. Hamari, A. Malik, J. Koski, A. Johri, Uses and gratifications of Pokémon Go: Why do people play mobile location-based augmented reality games?. International Journal of Human–Computer Interaction 35(9), pp. 804-819 (2019). [CrossRef] [Google Scholar]
  24. C. Yoo, S. Kwon, H. Na and B. Chang, Factors affecting the adoption of gamified smart tourism applications: An integrative approach. Sustainability 9(12), 2162 (2017). [CrossRef] [Google Scholar]
  25. A. Mehrabian and J. A. Russell, An Approach to Environmental Psychology, MIT Press, Cambridge, MA (1974). [Google Scholar]
  26. R. Gatautis, E. Vitkauskaite, A. Gadeikiene and Z. Piligrimiene, Z. Gamification as a mean of driving online consumer behaviour: SOR model perspective. Engineering Economics 27(1), 90-97 (2016) [CrossRef] [Google Scholar]
  27. D. I. Han, M.C. tom Dieck and T. Jung, User experience model for augmented reality applications in urban heritage tourism. Journal of Heritage Tourism 13(1), pp. 46-61 (2018). [CrossRef] [Google Scholar]
  28. R. Nóbrega, J. Jacob, A. Coelho, J. Ribeiro, J. Weber and S. Ferreira, Leveraging pervasive games for tourism: An augmented reality perspective. International Journal of Creative Interfaces and Computer Graphics (IJCICG), 9(1), pp. 1-14 (2018). [CrossRef] [Google Scholar]
  29. S. Thiebes, S, Lins and D. Basten, Gamifying information systems-a synthesis of gamification mechanics and dynamics. In Twenty Second European Conference on Information Systems, Tel Aviv (2014, June) [Google Scholar]
  30. G. Zichermann and C. Cunningham, Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc." (2011). [Google Scholar]
  31. M. B. Holbrook and E.C. Hirschman, The experiential aspects of consumption: Consumer fantasies, feelings, and fun. Journal of Consumer Research 9(2), pp. 132-140 (1982) [CrossRef] [Google Scholar]
  32. M. Sigala, Gamification for crowdsourcing marketing practices: Applications and benefits in tourism. Advances in Crowdsourcing, 129-145 (2015). [CrossRef] [Google Scholar]
  33. N. Yee, Motivations for play in online games. CyberPsychology & Behavior 9(6), 772-775 (2006). [CrossRef] [Google Scholar]
  34. Y. S. Shen, H.C. Choi, M. Joppe, and S. Yi, What motivates visitors to participate in a gamified trip? A player typology using Q methodology. Tourism Management 78, (2020). [Google Scholar]
  35. Y. Huang, S.J. Backman, K.F. Backman, and D. Moore, (2013). Exploring user acceptance of 3d virtual worlds in travel and tourism marketing. Tourism Management 36, pp. 490–501 (2013). [CrossRef] [Google Scholar]
  36. Z. Yovcheva, D. Buhalis, C. Gatzidis and C. van Elzakker, Empirical evaluation of smartphone augmented reality browsers in urban tourism destination context. International Journal of Mobile Human Computer Interaction 6(2), pp. 10–31 (2014). [CrossRef] [Google Scholar]
  37. A. Georgopoulos, G. Kontogianni, C. Koutsaftis and M. Skamantzari, Serious games at the service of cultural heritage and tourism. In Tourism, Culture and Heritage in a Smart Economy, Springer, Cham, pp. 3-17 (2017). [CrossRef] [Google Scholar]
  38. B. C. Lee, The effect of gamification on psychological and behavioral outcomes: Implications for cruise tourism destinations. Sustainability 11(11), 3002 (2019). [CrossRef] [Google Scholar]
  39. E. Lacka, Assessing the impact of full-fledged location-based augmented reality games on tourism destination visits. Current Issues in Tourism 23(3), pp. 345-357 (2020). [CrossRef] [Google Scholar]
  40. E. Kalatha, J. Aliprantis, M. Konstantakis, K. Michalakis, T. Moraitou and G. Caridakis, Cultural Heritage engagement via Serious Games: the ARCADE Augmented Reality, Context Aware, linked open Data pErsonalized ecosystem. In 1st International CICMS Conference 4-5 May, Kuşadası, Turkey, pp. 309, (2018). [Google Scholar]
  41. A. Williams, Tourism and hospitality marketing: Fantasy, feeling and fun. International Journal of Contemporary Hospitality Management, 18(6), pp. 482–495 (2006). [CrossRef] [Google Scholar]
  42. A. Bogdanovych, N. Esteva, M. Gu, S. Simoff, M.L. Maher and G. Smith, The role of online travel agents in the experience economy. In Proceedings of the 14th International Conference On Information Technology In Tourism ENTER, Ljubljana, Slovenia, (2007, January 24-26). [Google Scholar]
  43. S. Huang and H.S.C. Choi, Developing and validating a multidimensional tourist engagement scale (TES). The Service Industries Journal 39(7-8), pp. 469-497 (2019). [CrossRef] [Google Scholar]
  44. E. Klopfer and K. Squire, Environmental Detectives—the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), pp. 203-228 (2008). [CrossRef] [Google Scholar]
  45. M. Abou-Shouk and M. Soliman, 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 (2021). [CrossRef] [Google Scholar]
  46. F.B.P. Prakasa and A.W.R. Emanuel, Review of benefit using gamification element for countryside tourism. In 2019 International Conference of Artificial Intelligence and Information Technology (ICAIIT), IEEE, pp. 196-200, (2019, March). [CrossRef] [Google Scholar]
  47. S. Bampatzia, I. Bourlakos, A. Antoniou, C. Vassilakis, G. Lepouras and M. Wallace, Serious games: valuable tools for cultural heritage. In International Conference on Games and Learning Alliance, Springer, Cham, pp. 331-341 (2016, December) [CrossRef] [Google Scholar]

Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.

Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.

Initial download of the metrics may take a while.