Pokaż uproszczony rekord

dc.contributor.authorMileva, Sonia
dc.contributor.authorAssenova, Mariana
dc.contributor.authorPetrov, Emil
dc.contributor.authorGyaurova, Veneta
dc.date.accessioned2021-06-29T15:51:12Z
dc.date.available2021-06-29T15:51:12Z
dc.date.issued2021-06-11
dc.identifier.issn0867-5856
dc.identifier.urihttp://hdl.handle.net/11089/37778
dc.description.abstractThe main aim of the research is to identify the potential of location-based gamification apps for promoting tourist destinations. The specific goal is to investigate and evaluate the existing gamified apps for Sofia and reveal their potential as a marketing tool for enhancing the capital as a tourist destination. The study is based on a literature review on the topic and desk research of the available location-based gamification apps for promoting Sofia as a tourist destination thus allowing a comparative analysis of the main attributes of the gamified apps to be made. The qualitative research technique of using key informants is also applied, providing an expert source of information and a deeper insight into current and potential practices in the research area and their effectiveness. The results indicate that this has the greatest potential for further engagement of users and the co-creation of products and services as well as for raising awareness of the destination. The main limitations are related to the fact that they are a relatively new and little-known marketing tool in the field of tourism, and this predetermines a lack of sufficient knowledge and experience for their use for promotional purposes.en
dc.language.isoen
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesTuryzm/Tourism;1en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectgamificationen
dc.subjectappen
dc.subjecttourismen
dc.subjectdestinationen
dc.subjectSofiaen
dc.titleThe potential of location-based gamification apps for promoting Sofia as a tourist destinationen
dc.typeArticle
dc.page.number21-27
dc.contributor.authorAffiliationMileva, Sonia - Sofia University “St. Kliment Ohridski”, Faculty of Economics and Business Administration, Department of Industrial Economics and Managementen
dc.contributor.authorAffiliationAssenova, Mariana - Sofia University “St. Kliment Ohridski”, Faculty of Geology and Geography, Geography of Tourism Departmenten
dc.contributor.authorAffiliationPetrov, Emil - Sofia University “St. Kliment Ohridski”, Faculty of Geology and Geography, Geography of Tourism Departmenten
dc.contributor.authorAffiliationGyaurova, Veneta - Sofia University “St. Kliment Ohridski”en
dc.identifier.eissn2080-6922
dc.referencesAbout Questo (2021). Retrieved from: https://questoapp.com/about (24.01.2021).en
dc.referencesChapman, A., Light, D. (2016). Exploring the tourist destination as a mosaic: The alternative lifecycles of the seaside amusement arcade sector in Britain. Tourism Management, 52, 254–263. https://doi.org/10.1016/j.tourman.2015.06.020en
dc.referencesCorrea, C., Kitano, C. (2015). Gamification in tourism: Analysis of Brazil Quest Game. e-Review of Tourism Research, 6, 1–5.en
dc.referencesDeci, E.L., Ryan, R.M. (1985). Cognitive evaluation theory. In: E.L. Deci , R.M. Ryan, Intrinsic motivation and self-determination in human behavior. Perspectives in social psychology (pp. 43–85). Boston: Springer. https://doi.org/10.1007/978-1-4899-2271-7_3en
dc.referencesDeterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. In: MindTrek '11: Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9–15), September 2011. https://doi.org/10.1145/2181037.2181040en
dc.referencesDiscover Sofia (2021). Retrieved from: https://www.secretcitytrails.com/product-category/discover-sofia/ (12.01.2021).en
dc.referencesGroh, F. (2012). Gamification: State of the art definition and utilization. In: Proceedings of the 4th seminar on research trends in media informatics (pp. 39–46). 14th February 2012.en
dc.referencesHofacker, C.F., De Ruyter, K., Lurie, N.H., Manchanda, P., Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34, 25–36. https://doi.org/10.1016/j.intmar.2016.03.001en
dc.referencesMaan, J. (2013). Social business transformation through gamification. International Journal of Managing Information Technology, 5 (3), 9–16. https://doi.org/10.5121/ijmit.2013.5302en
dc.referencesMarinov, V. (2005). Partners for development. Partnership model for strategic planning of local development. Sofia: ECIP.en
dc.referencesMarinov, V. (2012). Key informants’ analysis of small scale tourism development in mountain villages. In: SEEmore conference: Mountain resources and their response to global change (abstracts) (pp. 27–28). Ankara University, Turkey.en
dc.referencesMarinov, V., Dogramadjieva, E., Assenova, M., Petkova, E., Baikov, B. (2015). Tourism product development and marketing of Sofia metropolitan area: Business perceptions and priorities. In: I. Tózsa, A. Zátori (eds), Metropolitan tourism experience development (pp. 51–67). Budapest: Corvinus University of Budapest.en
dc.referencesMarshal, M.N. (1996). The key informant technique. Family Practice, 13 (1), 92–97. https://doi.org/10.1093/fampra/13.1.92en
dc.referencesNegruşa, A.L., Toader, V., Sofică, A., Tutunea, M.F., Rus, R.V. (2015). Exploring gamification techniques and apps for sustainable tourism. Sustainability, 7 (8), 11160–11189. https://doi.org/10.3390/su70811160en
dc.referencesNeuhofer, B., Buhalis, D., Ladkin, A. (2012). Conceptualising technology enhanced destination experiences. Journal of Destination Marketing & Management, 1 (1–2) , 36–46. https://doi.org/10.1016/j.jdmm.2012.08.001en
dc.referencesNexto (2021). Retrieved from: https://nexto.io/ (13.01.2021).en
dc.referencesSchell, J. (2008). The art of game design: A book of lenses. Pittsburgh: CRC Press.en
dc.referencesSeaborn, K., Fels, D.I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006en
dc.referencesSecretcitytrails (2021). Retrieved from: https://www.secretcitytrails.com/ (12.01.2021).en
dc.referencesSerdica Riddles (2021). Retrieved from: https://www.facebook.com/SerdicaRiddles/ (21.01.2021).en
dc.referencesSever, N., Sever, G., Kuhzady, S. (2015). The evaluation of potentials of gamification in tourism marketing communication. International Journal of Academic Research in Business and Social Sciences, 5 (10), 188–202. https://doi.org/10.6007/IJARBSS/v5-i10/1867en
dc.referencesSwacha, J., Ittermann, R. (2017). Enhancing the tourist attraction visiting process with gamification: Key concepts. Engineering Management in Production and Service, 9 (4), 59–66. https://doi.org/10.1515/emj-2017-0031en
dc.referencesWeber, J. (2014). Gaming and gamification in Tourism: 10 ways to make tourism more playful. Retrieved from: https://www.thinkdigital.travel/ (1.03.2021)en
dc.referencesWu, L., Stilwell, M.A. (2018). Exploring the marketing potential of location-based mobile games. Journal of Research in Interactive Marketing, 12 (1), 22–44. https://doi.org/10.1108/JRIM-06-2017-0041en
dc.referencesXu, F., Buhalis, D., Weber, J. (2017). Serious games and gamification of tourism. Tourism Management, 60, 244–256. https://doi.org/10.1016/j.tourman.2016.11.020en
dc.referencesXu, F., Tian, F., Buhalis, D., Weber, J., Zhang, H. (2016). Tourists as mobile gamers: Gamification for tourism marketing. Journal of Travel and Tourism Marketing, 33 (8), 1124–1142. https://doi.org/10.1080/10548408.2015.1093999en
dc.referencesXu, F., Weber, J., Buhalis, D. (2014). Gamification in tourism. In: Z. Xiang, I. Tussyadiah (eds), Information and communication technologies in tourism (pp. 525–537). Cham: Springer. https://doi.org/10.1007/978-3-319-03973-2en
dc.referencesXu, Y. (2012). Literature review on web app gamification and analytics. Honolulu: University of Hawaii. Retrieved from: https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.462.5228&rep=rep1&type=pdf (1.03.2021)en
dc.referencesYang, Y., Asaad, Y., Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, 459–469. https://doi.org/10.1016/j.chb.2017.03.066en
dc.referencesZichermann, G., Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol: O’Reilly Media Incorporated.en
dc.contributor.authorEmailMileva, Sonia - smileva@feb.uni-sofia.bg
dc.contributor.authorEmailAssenova, Mariana - mariana@gea.uni-sofia.bg
dc.contributor.authorEmailPetrov, Emil - emil@gea.uni-sofia.bg
dc.contributor.authorEmailGyaurova, Veneta - veni.nikolova@gmail.com
dc.identifier.doi10.18778/0867-5856.31.1.13
dc.relation.volume31


Pliki tej pozycji

Thumbnail

Pozycja umieszczona jest w następujących kolekcjach

Pokaż uproszczony rekord

https://creativecommons.org/licenses/by-nc-nd/4.0
Poza zaznaczonymi wyjątkami, licencja tej pozycji opisana jest jako https://creativecommons.org/licenses/by-nc-nd/4.0