Review

Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences?

Volume: 5 Number: 1 December 8, 2023
EN TR

Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences?

Abstract

Gamification has been defined as the adaptation of game components to non-game elements. It is also highly related to gaining knowledge, awareness, interest, motivational patterns and gaining loyal customers. Therefore, this article aims to show how gamification can be used in cultural tourism. This article has been prepared as a conceptual study. Gamification and cultural tourism are discussed in the literature review. Then, the use of gamification for cultural tourism has been clarified. According to the study, gamification should be used for a multitude of purposes for cultural heritage, such as promoting cultural heritage destinations, acquiring loyal tourists, and creating different and memorable experiences.

Keywords

References

  1. References Alberti, F. G., & Giusti, J. D. (2012). Cultural heritage, tourism and regional competitiveness: The Motor Valley cluster. City, culture and society, 3(4), 261-273.
  2. Avolicino, S., Di Gregorio, M., Romano, M., Sebillo, M., Tortora, G., & Vitiello, G. (2022). EcoGO: Combining eco-feedback and gamification to improve the sustainability of driving style. In Proceedings of the 2022 International Conference on Advanced Visual Interfaces (pp. 1-5).
  3. Bec, A., Moyle, B., Timms, K., Schaffer, V., Skavronskaya, L., & Little, C. (2019). Management of immersive heritage tourism experiences: A conceptual model. Tourism Management, 72, 117-120.
  4. Berger, H., Dittenbach, M., Merkl, D., Bogdanovych, A., Simoff, S., & Sierra, C. (2006). Playing the e-business game in 3D virtual worlds. In Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments (pp. 333-336).
  5. Brown, E. & Cairns, P. (2004). A grounded investigation of game immersion. In: CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria: ACM.
  6. Buhalis, D., Lin, M. S., & Leung, D. (2022). Metaverse as a driver for customer experience and value co-creation: implications for hospitality and tourism management and marketing. International Journal of Contemporary Hospitality Management, 35(2), 701-716.
  7. Çeltek, E. (2010). Mobile advergames in tourism marketing. Journal of Vacation Marketing. 267-281.
  8. Deterding, S., Dixon, D., Khaled, R. & Nacke, L. E. (2011). From game design elements to gamefulness: Defining "Gamification", Mindtrek 2011 Proceedings. Tampere, Finland: ACM.Press.

Details

Primary Language

English

Subjects

Tourism (Other)

Journal Section

Review

Early Pub Date

December 7, 2023

Publication Date

December 8, 2023

Submission Date

May 23, 2023

Acceptance Date

December 6, 2023

Published in Issue

Year 2023 Volume: 5 Number: 1

APA
Kaya, B., & Eren, F. (2023). Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences? Turizm Çalışmaları Dergisi, 5(1), 1-10. https://izlik.org/JA82WY67JU
AMA
1.Kaya B, Eren F. Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences? Turizm Çalışmaları Dergisi. 2023;5(1):1-10. https://izlik.org/JA82WY67JU
Chicago
Kaya, Büşra, and Ferhat Eren. 2023. “Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences?”. Turizm Çalışmaları Dergisi 5 (1): 1-10. https://izlik.org/JA82WY67JU.
EndNote
Kaya B, Eren F (December 1, 2023) Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences? Turizm Çalışmaları Dergisi 5 1 1–10.
IEEE
[1]B. Kaya and F. Eren, “Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences?”, Turizm Çalışmaları Dergisi, vol. 5, no. 1, pp. 1–10, Dec. 2023, [Online]. Available: https://izlik.org/JA82WY67JU
ISNAD
Kaya, Büşra - Eren, Ferhat. “Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences?”. Turizm Çalışmaları Dergisi 5/1 (December 1, 2023): 1-10. https://izlik.org/JA82WY67JU.
JAMA
1.Kaya B, Eren F. Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences? Turizm Çalışmaları Dergisi. 2023;5:1–10.
MLA
Kaya, Büşra, and Ferhat Eren. “Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences?”. Turizm Çalışmaları Dergisi, vol. 5, no. 1, Dec. 2023, pp. 1-10, https://izlik.org/JA82WY67JU.
Vancouver
1.Büşra Kaya, Ferhat Eren. Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences? Turizm Çalışmaları Dergisi [Internet]. 2023 Dec. 1;5(1):1-10. Available from: https://izlik.org/JA82WY67JU