Game
– based marketing offers a potentially new type of marketing opportunity in
tourism. Gaming or electronic games provide players with an immersive and
interactive entertainment experience often through dynamic and real – time interaction
with their context, local organisations and fellow players (Feifei Xu, Feng
Tian, Dimitrios Buhalis, Jessika Weber & Hongmei Zhang 2015). The
development of technology such as smartphones and tablets, gaming becomes
mobile and allows dynamic interaction in the palm of the users’ hand.
According
to researchers mobile games have changed the game players’ experience in a
number of ways (Blum, Wetzel, Mccall, Oppermann, & Broll, 2012). One of the
changes is that gaming experiences have been extended into the real world, and
are available at any place and at any time (Benford, Magerkurth, &
Ljungstand, 2005).
Recently,
the application of game elements have been used in a non – gaming context
called gamification, such as business, health and education (Xu, Webber, &
Buhalis, 2014). Technology is designed to change attitudes and behaviours of
users through persuasion and social influence (Bogost, 2007), without using
deception.
As a
new approach to promote tourism destinations, gaming provides tourism organisations
and destination marketers with the opportunity to create informative and
entertaining setting for successful brand awareness, interaction and
communication. Middleton (1994) said that tourist decision – making is affected
by both formal (advertising, internet and sales promotion) and informal
channels of communication, which forms stimulus inputs.
Gaming
has the potential to help develop experiences and support dynamic interactions,
for example: location – based games can be a way of experiencing points of
interests for tourists through a treasure hunt.
Some
games often collect information about brand consumers, determine behaviour
patterns, thought processes, priorities, and interests. Engaging users/tourists
at a deeper level to help them conceptualise and improve their experience. An
example is the Dublin Augmented Reality Project, which is funded by Dublin City
Council to develop a mobile augmented reality (AR) application for the tourism
industry in Dublin.
Gaming
in tourism is a new and emerging area. However, it is very challenging as
designers need to have an understanding of both the tourists’ needs and the
gamers’ desires, and then blend them together to deliver memorable, fun and
engaging gaming experience.
The
use of games in the tourism industry may potentially provide great marketing
opportunities. Tourism is an experience industry (Pine & Gilmore, 2011)
that is increasingly based on personalisable services. According to the World
Travel Market Report (2011), gamification is a major trend for the coming years
in tourism, which will appeal to consumers across all age demographics.
There
current use of gaming by the tourism industry can be divided into two types:
1. Social games – based on social media such as Facebook,
which are mainly used for brand awareness, to attract potential customers, and
to build up a destination or a company image.
2. Location based – are mainly used to encourage more
engagement on – site, to enhance tourists’ on – site experiences at the
destination in a more fun and informative way (Waltz & Ballagas, 2007).
Conclusion
For
gamification to become effective and useful for the travel and tourism
industry, a sufficient understanding of players’ motives and gaming experience
will need to be considered in order to design the games. Gamification can help
to make marketing personalised for tourism and will also provide the
opportunity to build online communities. Destinations around the world are
investing more in how to use ICT in destination management and marketing. Gaming
can enhance tourists’ interest in the destination, provide experience and
knowledge which is otherwise not available.
References:
Benford, S., Magerkurth, C.,
Ljungstrand, P. (2005). Bridging the physical and digital in pervasive gaming. Communications of the ACM, 48 (3), 54 –
57. doi: 10.1145/1047671
Blum, L., Wetzel, R., Mccall,
R., Oppermann, L., & Broll, W. (2012). The final timewarp: Using form and
content to support player experience and presence when designing location –
aware mobile augmented reality games. In Proceedings of the designing
interactive systems conference (pp. 711 – 720).
Bogost, I. (2007). Persuasive
games: The expressive power of videogames. Cambridge, MA: MIT Press
Feifei Xu, Feng Tian,
Dimitrios Buhalis, Jessika Weber & Hongmei Zhang (2015): Tourists as Mobile
Gamers: Gamification for Tourism Marketing. Journal
of Travel & Tourism Marketing. doi: 10.1080/10548408.2015.1093999
Middleton, V. T. C. (1994). Marketing in travel and tourism. Oxford:
Butterworth – Heinemann
Pine, B. J., & Gilmore, J.
H. (2011). The experience economy,
updated version. Watertown, MA: Harvard Business School.
Waltz, S. P., & Ballagas,
R. (2007, September 24 – 28). Pervasive persuasive: A rhetorical design
approach to a location – based spell – casing game for tourists In Proceedings of situated play. DiGRA 2007
– The 3rd international digital games research conference (pp.
489 – 597). Tokyo.
Xu, F., Webber, J., &
Buhalis, D. (2014, January 21 – 4). The gamification of tourism. In Z. Xiang
& I. Tussyadiah (Eds.), Information and communication technologies in
tourism 2014 (pp. 525 – 537). Wein: Springer. Proceedings of the international
Conference in Dublin. Yee, N. (2006). Motivations for play in online games. Cyber Psychology & Behavior, 9 (6),
772 – 775. doi: 10.1089/cpb.2006.9.772
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