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Turizm Alanında Oyunlaştırma Çalışmalarının Bibliyometrik Analizi

Year 2023, Volume: 4 Issue: 2, 52 - 61, 31.12.2023

Abstract

Oyunlaştırma, eğitim ve sağlık sektörlerinde olduğu gibi, turizm alanında da giderek önem kazanmış ve bu sektördeki uygulamaları her yıl artarak devam etmiştir. Bu artış, turistlerin deneyimlerini daha etkileşimli ve eğlenceli hale getirerek, destinasyonların çekiciliğini ve ziyaretçi bağlılığını önemli ölçüde etkilemektedir. Bu çalışmada turizmdeki oyunlaştırma araştırmalarına ilişkin literatürün genel çerçevesini bibliyometrik veriler ele alınarak zaman içindeki gelişimini ortaya koymayı amaçlamaktadır. Araştırma için Scopus veri tabanında 2011-2023 yılları arasında yapılan çalışmalar değerlendirmeye alınmıştır. Kullanılan anahtar kelimeler vasıtasıyla veri tabanından 458 çalışmaya ulaşılmış olup detaylı incelemeler sonucu 415 çalışma ele alınmıştır. Çalışmalardan elde edilen verilerin görselleştirilmesinde VOSviewer programından yararlanılmıştır. Veriler, farklı başlıklar altında düzenlenerek incelenmiştir. Konuyla en çok yayın yapılan yılın 2022, alana yayın sayısıyla en çok katkı sağlayan ülke Birleşik Krallık ve en çok yayın yapılan derginin Tourism Management olduğu bulunmuştur. Bu çalışma sektörde ivme kazanan oyunlaştırma konusunun turizm alanındaki araştırmalarının mevcut durumunu ortaya koymayı ve bu alanda gelecekteki çalışmalar ve projeler için bir yönlendirme sağlamayı hedeflemektedir.

References

  • Aebli, A. (2019). Tourists' Motives For Gamified Technology Use. Annals of Tourism Research, 78,1-15.
  • Alsawaier, R. S. (2018). The Effect of Gamification On Motivation and Engagement. The International Journal of Information and Learning Technology, 35(1), 56-79.
  • Anagnostopoulou, E., Bothos, E., Magoutas, B., Schrammel, J., & Mentzas, G., (2018). Persuasive Technologies For Sustainable Mobility: State of The Art and Emerging Trends. Sustainability, 10(7) 1-27.
  • Arruda, H., Silva, É., Lessa, M., Júnior, D., & Bartholo, R. (2022). Vosviewer and Bibliometrix. Journal of the Medical Library Association Jmla, 110(3), 392-395.
  • Beck, A. L., Chitalia, S., & Rai, V. (2019). Not So Gameful: A Critical Review of Gamification in Mobile Energy Applications. Energy Research & Social Science, (51), 32-39.
  • Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September pp. 9–15.
  • Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to Conduct a Bibliometric Analysis: An Overview and Guidelines. Journal of Business Research, 133, 285-296.
  • Garcia, P. R. J. M., Restubog, S. L. D., Lu, V. N., Amarnani, R. K., Wang, L., & Capezio, A. (2019). Attributions of Blame For Customer Mistreatment: Implications For Employees' Service Performance and Customers' Negative Word of Mouth. Journal of Vocational Behavior, 110(A), 203-213.
  • Hidayat, I. K., Rini, D. R., Novica, D. R., & Daud, K. A. M. (2019). Implementing Augmented Reality and Gamification In Tourism. International Journal of Technology Management and Information System, 1(1), 39-45.
  • Hsu, C. L., Chen, Y. C., Yang, T. N., & Lin, W. K. (2017). Do Website Features Matter In An Online Gamification Context? Focusing On The Mediating Roles of User Experience and Attitude. Telematics and Informatics, 34(4), 196-205.
  • Huizinga, J. (2010). Oyunun Toplumsal İşlevi Üzerine Bir Deneme, Çeviren: Mehmet Ali Kılıçbay, Ayrıntı Yayınları, İstanbul.
  • Huotari, K., & Hamari, J. (2012). Defining Gamification: A Service Marketing Perspective. In Proceeding of the 16th international academic MindTrek conference, pp. 17-22.
  • Huotari, K., & Hamari, J. (2017). A Definition For Gamification: Anchoring Gamification In The Service Marketing Literature. Electronic Markets, 27(1), 21-31.
  • Hamari, J., Koivisto, J., & Pakkanen, T. (2014). Do Persuasive Technologies Persuade? A Review of Empirical Studies. In International Conference On Persuasive Technology, pp. 118-136.
  • Hamari, J. (2017). Do badges increase user activity? A Field Experiment On The Effects of Gamification. Computers in Human Behavior 71, 469–478.
  • Hwang, J., & Choi, L. (2020). Having fun While Receiving Rewards? Exploration of Gamification in Loyalty Programs For Consumer Loyalty. Journal of Business Research, 106, 365-376.
  • Koivisto, J., & Hamari, J. (2019). The Rise of Motivational İnformation Systems: A Review of Gamification Research. International Journal of Information Management, 45, 191-210.
  • Khakpour, A. & Colomo-Palacios, R. (2021). Convergence of Gamification And Machine Learning:A Systematic Literatüre Review. Technology, Knowledge And Learning 26(3), 597–636.
  • Lee, J. Y., & Jin, C. H. (2019). The Role Of Gamification in Brand App Experience: The Moderating Effects of The 4Rs of App Marketing. Cogent Psychology, 6(1), 1576388.
  • Liang, S., Schuckert, M., Law, R., & Chen, C. C. (2017). Be A “Superhost”: The Importance of Badge Systems For Peer-To-Peer Rental Accommodations. Tourism Management, 60, 454-465.
  • Liu, D., Santhanam, R., & Webster, J. (2017). Toward Meaningful Engagement. MIS Quarterly, 41(4), 1011-1034
  • Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of Education And Learning: A Review of Empirical Literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 11-19
  • Morganti, L., Pallavicini, F., Cadel, E., Candelieri, A., Archetti, F., & Mantovani, F. (2017). Gaming for Earth: Serious games and Gamification To Engage Consumers İn Pro-Environmental Behaviours For Energy Efficiency. Energy Research & Social Science, 29, 95-102.
  • Negruşa, A. L., Toader, V., Sofică, A., Tutunea, M. F., & Rus, R. V. (2015). Exploring Gamification Techniques and Applications For Sustainable Tourism. Sustainability, 7(8), 11160-11189
  • Oinas-Kukkonen, H., & Harjumaa, M. (2009). Persuasive Systems Design: Key İssues, Process Model, and System Features. Communications of the Association for Information Systems, 24(1), 485–500,
  • Pasca, M. G., Renzi, M. F., Di Pietro, L., & Guglielmetti Mugion, R. (2021). Gamification in Tourism and Hospitality Research in The Era of Digital Platforms: A Systematic Literature Review. Journal of Service Theory and Practice, 31(5), 691-737.
  • Pradhan, D., Malik, G., & Vishwakarma, P. (2023). Gamification in Tourism Research: A Systematic Review, Current Insights, and Future Research Avenues. Journal of Vacation Marketing, 0(0), 1-27
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull Of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30, 344-360.
  • Saggese, S., Sarto, F., & Cuccurullo, C. (2016). Evolution Of The Debate On Control Enhancing Mechanisms: A Systematic Review And Bibliometric Analysis. International Journal of Management Reviews, 18(4), 417-439.
  • Schneider, L. P., & Cornwell, T. B. (2005). Cashing in On Crashes Via Brand Placement in Computer Games: The Effects Of Experience And Flow On Memory. International Journal of Advertising, 24(3), 321-343.
  • Sigala, M. (2015). The Application and Impact of Gamification Funware 0n Trip Planning and Experiences: The Case of Tripadvisor’s Funware. Electronic Markets, 25, 189-209.
  • Van Nuenen, T., & Scarles, C. (2021). Advancements in Technology And Digital Media in Tourism. Tourist Studies, 21(1), 119-132.
  • Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer Games and Organization Studies. Organization Studies, 38(2), 273-284
  • Virú-Vásquez, P., Pardavé, R. H., Bravo-Toledo, L., Cesaré Coral, M. F., & Curaqueo, G. (2022). Biochar and Compost in the Soil: A Bibliometric Analysis of Scientific Research. Environmental Research, Engineering & Management/Aplinkos Tyrimai Inžinerija ir Vadyba, 78(3).73-95
  • Xi, N., & Hamari, J. (2019). Does Gamification Satisfy Needs? A Study on The Relationship Between Gamification Features and Intrinsic Need Satisfaction. International Journal of Information Management, 46, 210-221.
  • Xu, Y. (2012). Literature Review on Web Application Gamification and Analytics, CSDL Technical Report, 11(05),1-37.
  • Xu, F., Buhalis, D., & Weber, J. (2017). Serious Games and The Gamification of Tourism. Tourism Management, 60, 244-256.
  • Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2021). Tourists As Mobile Gamers: Gamification For Tourism Marketing. In Future of Tourism Marketing. Routledge. 96-114.
  • Yung, R., & Khoo-Lattimore, C. (2019). New Realities: A Systematic Literature Review On Virtual Reality and Augmented Reality in Tourism Research. Current Issues in Tourism, 22(17), 2056-2081.

Bibliometric Analysis of Gamification Studies in The Field of Tourism

Year 2023, Volume: 4 Issue: 2, 52 - 61, 31.12.2023

Abstract

Like its roles in the education and health sectors, gamification has increasingly gained prominence in tourism, with its applications in this sector growing annually. This surge significantly impacts tourists' experiences by rendering them more interactive and enjoyable, thereby influencing the attractiveness of destinations and visitor loyalty. This study aims to delineate the overall framework of gamification research within tourism, showcasing its development over time through bibliometric data. For this research, studies conducted between 2011 and 2023 in the Scopus database have been reviewed. Applying relevant keywords, 458 studies were initially retrieved from the database, and after further scrutiny, 415 of these studies were chosen for in-depth analysis. The VOSviewer program was employed for visualizing the data derived from these studies. The analysis categorized the data under various themes. It was discovered that 2022 was the year with the highest publication volume on this topic; the United Kingdom contributed the most in terms of publication volume, and the journal 'Tourism Management' was identified as the most prolific publisher. This study seeks to reveal the current state of research on gamification in tourism, which is gaining momentum in the sector and aims to guide future studies and projects in this field.

References

  • Aebli, A. (2019). Tourists' Motives For Gamified Technology Use. Annals of Tourism Research, 78,1-15.
  • Alsawaier, R. S. (2018). The Effect of Gamification On Motivation and Engagement. The International Journal of Information and Learning Technology, 35(1), 56-79.
  • Anagnostopoulou, E., Bothos, E., Magoutas, B., Schrammel, J., & Mentzas, G., (2018). Persuasive Technologies For Sustainable Mobility: State of The Art and Emerging Trends. Sustainability, 10(7) 1-27.
  • Arruda, H., Silva, É., Lessa, M., Júnior, D., & Bartholo, R. (2022). Vosviewer and Bibliometrix. Journal of the Medical Library Association Jmla, 110(3), 392-395.
  • Beck, A. L., Chitalia, S., & Rai, V. (2019). Not So Gameful: A Critical Review of Gamification in Mobile Energy Applications. Energy Research & Social Science, (51), 32-39.
  • Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September pp. 9–15.
  • Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to Conduct a Bibliometric Analysis: An Overview and Guidelines. Journal of Business Research, 133, 285-296.
  • Garcia, P. R. J. M., Restubog, S. L. D., Lu, V. N., Amarnani, R. K., Wang, L., & Capezio, A. (2019). Attributions of Blame For Customer Mistreatment: Implications For Employees' Service Performance and Customers' Negative Word of Mouth. Journal of Vocational Behavior, 110(A), 203-213.
  • Hidayat, I. K., Rini, D. R., Novica, D. R., & Daud, K. A. M. (2019). Implementing Augmented Reality and Gamification In Tourism. International Journal of Technology Management and Information System, 1(1), 39-45.
  • Hsu, C. L., Chen, Y. C., Yang, T. N., & Lin, W. K. (2017). Do Website Features Matter In An Online Gamification Context? Focusing On The Mediating Roles of User Experience and Attitude. Telematics and Informatics, 34(4), 196-205.
  • Huizinga, J. (2010). Oyunun Toplumsal İşlevi Üzerine Bir Deneme, Çeviren: Mehmet Ali Kılıçbay, Ayrıntı Yayınları, İstanbul.
  • Huotari, K., & Hamari, J. (2012). Defining Gamification: A Service Marketing Perspective. In Proceeding of the 16th international academic MindTrek conference, pp. 17-22.
  • Huotari, K., & Hamari, J. (2017). A Definition For Gamification: Anchoring Gamification In The Service Marketing Literature. Electronic Markets, 27(1), 21-31.
  • Hamari, J., Koivisto, J., & Pakkanen, T. (2014). Do Persuasive Technologies Persuade? A Review of Empirical Studies. In International Conference On Persuasive Technology, pp. 118-136.
  • Hamari, J. (2017). Do badges increase user activity? A Field Experiment On The Effects of Gamification. Computers in Human Behavior 71, 469–478.
  • Hwang, J., & Choi, L. (2020). Having fun While Receiving Rewards? Exploration of Gamification in Loyalty Programs For Consumer Loyalty. Journal of Business Research, 106, 365-376.
  • Koivisto, J., & Hamari, J. (2019). The Rise of Motivational İnformation Systems: A Review of Gamification Research. International Journal of Information Management, 45, 191-210.
  • Khakpour, A. & Colomo-Palacios, R. (2021). Convergence of Gamification And Machine Learning:A Systematic Literatüre Review. Technology, Knowledge And Learning 26(3), 597–636.
  • Lee, J. Y., & Jin, C. H. (2019). The Role Of Gamification in Brand App Experience: The Moderating Effects of The 4Rs of App Marketing. Cogent Psychology, 6(1), 1576388.
  • Liang, S., Schuckert, M., Law, R., & Chen, C. C. (2017). Be A “Superhost”: The Importance of Badge Systems For Peer-To-Peer Rental Accommodations. Tourism Management, 60, 454-465.
  • Liu, D., Santhanam, R., & Webster, J. (2017). Toward Meaningful Engagement. MIS Quarterly, 41(4), 1011-1034
  • Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of Education And Learning: A Review of Empirical Literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 11-19
  • Morganti, L., Pallavicini, F., Cadel, E., Candelieri, A., Archetti, F., & Mantovani, F. (2017). Gaming for Earth: Serious games and Gamification To Engage Consumers İn Pro-Environmental Behaviours For Energy Efficiency. Energy Research & Social Science, 29, 95-102.
  • Negruşa, A. L., Toader, V., Sofică, A., Tutunea, M. F., & Rus, R. V. (2015). Exploring Gamification Techniques and Applications For Sustainable Tourism. Sustainability, 7(8), 11160-11189
  • Oinas-Kukkonen, H., & Harjumaa, M. (2009). Persuasive Systems Design: Key İssues, Process Model, and System Features. Communications of the Association for Information Systems, 24(1), 485–500,
  • Pasca, M. G., Renzi, M. F., Di Pietro, L., & Guglielmetti Mugion, R. (2021). Gamification in Tourism and Hospitality Research in The Era of Digital Platforms: A Systematic Literature Review. Journal of Service Theory and Practice, 31(5), 691-737.
  • Pradhan, D., Malik, G., & Vishwakarma, P. (2023). Gamification in Tourism Research: A Systematic Review, Current Insights, and Future Research Avenues. Journal of Vacation Marketing, 0(0), 1-27
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull Of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30, 344-360.
  • Saggese, S., Sarto, F., & Cuccurullo, C. (2016). Evolution Of The Debate On Control Enhancing Mechanisms: A Systematic Review And Bibliometric Analysis. International Journal of Management Reviews, 18(4), 417-439.
  • Schneider, L. P., & Cornwell, T. B. (2005). Cashing in On Crashes Via Brand Placement in Computer Games: The Effects Of Experience And Flow On Memory. International Journal of Advertising, 24(3), 321-343.
  • Sigala, M. (2015). The Application and Impact of Gamification Funware 0n Trip Planning and Experiences: The Case of Tripadvisor’s Funware. Electronic Markets, 25, 189-209.
  • Van Nuenen, T., & Scarles, C. (2021). Advancements in Technology And Digital Media in Tourism. Tourist Studies, 21(1), 119-132.
  • Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer Games and Organization Studies. Organization Studies, 38(2), 273-284
  • Virú-Vásquez, P., Pardavé, R. H., Bravo-Toledo, L., Cesaré Coral, M. F., & Curaqueo, G. (2022). Biochar and Compost in the Soil: A Bibliometric Analysis of Scientific Research. Environmental Research, Engineering & Management/Aplinkos Tyrimai Inžinerija ir Vadyba, 78(3).73-95
  • Xi, N., & Hamari, J. (2019). Does Gamification Satisfy Needs? A Study on The Relationship Between Gamification Features and Intrinsic Need Satisfaction. International Journal of Information Management, 46, 210-221.
  • Xu, Y. (2012). Literature Review on Web Application Gamification and Analytics, CSDL Technical Report, 11(05),1-37.
  • Xu, F., Buhalis, D., & Weber, J. (2017). Serious Games and The Gamification of Tourism. Tourism Management, 60, 244-256.
  • Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2021). Tourists As Mobile Gamers: Gamification For Tourism Marketing. In Future of Tourism Marketing. Routledge. 96-114.
  • Yung, R., & Khoo-Lattimore, C. (2019). New Realities: A Systematic Literature Review On Virtual Reality and Augmented Reality in Tourism Research. Current Issues in Tourism, 22(17), 2056-2081.
There are 39 citations in total.

Details

Primary Language Turkish
Subjects Tourism (Other)
Journal Section Research Article
Authors

Ayşe Gözde Yaşar Altunel 0000-0001-9109-5292

Early Pub Date December 31, 2023
Publication Date December 31, 2023
Submission Date December 19, 2023
Acceptance Date December 31, 2023
Published in Issue Year 2023 Volume: 4 Issue: 2

Cite

APA Yaşar Altunel, A. G. (2023). Turizm Alanında Oyunlaştırma Çalışmalarının Bibliyometrik Analizi. Journal of Eurasia Tourism Research, 4(2), 52-61.