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TURİZM SEKTÖRÜNDE OYUNLAŞTIRMA: UYGULAMALAR VE ÖRNEKLER

Yıl 2023, , 10 - 28, 27.03.2023
https://doi.org/10.54493/jgttr.1248870

Öz

Turistik tatil sürecini iyileştirmek, müşteri sadakatini artırmak, ziyaretçileri eğlendirmek ve daha az popüler olan gösteri, etkinlikler ve müzelere ilgiyi artırmak, turizm işletmelerinin reklamını yapmak, personelin verimliğini ve performansını artırmak için turizm sektöründe oyunlaştırma uygulamaları yapılmaktadır. Bu oyunlaştırma uygulamalarının analizi, turizm sektöründe bu uygulamalardan nasıl yararlanılabileceği, uygulamaların sunduğu fırsatlar ve sektöre nasıl bir etkisi olacağı konusunda fikir vermesi için önemlidir. Araştırmada yer alan oyunlaştırma uygulamaları turizm ile sınırlandırılmıştır. Turizm sektörü dışındaki oyunlaştırma uygulamaları hariç tutulmuştur. Veriler 1 Ekim 2022- 20 Aralık 2022 tarihleri arasında internet üzerinden toplanmıştır. Araştırmada 43 oyunlaştırma örneği incelenmiştir. Oyunlaştırma uygulamalarının turizm işletmeleri yöneticilerine, akademisyenlere ve öğrencilere ışık tutması ve fikir verebilmesi için örnekler konaklama işletmesi, destinasyon, havayolu, müze ve yiyecek içecek işletmesi alt kategorilerinde incelenmiştir.

Kaynakça

  • Airbaltic, (2014). BalticMiles Receives Global Loyalty Award for second year in row, https://www.airbaltic.com/en/balticmiles-receives-global-loyalty-award-second-year-in-row. (Erişim 28 Kasım 2022).
  • all.accor.com. (2022). How do I earn Status and Rewards points for every stay? https://all.accor.com/help/loyalty-membership/le-club-accorhotels/earn-points/faq/how-do-i-earn-le-club-accorhotels-points-for-every-stay/index.en.shtml. (Erişim 28 Kasım 2022).
  • Anne-christine, C (2019). Mysterıes At The Tuılerıes: The Free And Outdoor Adventure Game, https://www.sortiraparis.com/arts-culture/walks/articles/171159-mysteries-at-the-tuileries-the-free-and-outdoor-adventure-game/lang/en. (Erişim 28 Kasım 2022).
  • apk-dl.com (2022). Strayboots, https://apk-dl.com/stray-boots/com.strayboots. (Erişim 28 Kasım 2022).
  • archive.utaustinportugal.org (2012). TravelPlot Porto: The treasure hunt has begun!, http://archive. utaustinportugal.org/news/travelplot_porto_the_treasure_hunt_has_begun.html. (Erişim 2 Ocak 2023).
  • Arsenault, N. (2016). What Destınatıons Should Know About Pokémon Go, https://destinationthink.com/blog/destinations-pokemon-go/(Erişim 20 Şubat 2023).
  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research 1 (1). Available at: http://www.mud.co.uk/richard/hcds.htm (Erişim 10 Ekim 2022).
  • Bewicke, H. (2023). McDonald’s Monopoly: A masterclass in promotions, https://www.talon.one/blog/mcdonalds-monopoly-a-masterclass-in-promotions. (Erişim 20 Şubat 2023).
  • Bitirim Okmeydan, S. (2018). Pazarlama ‘oyun’a geldi: pazarlamada oyunlaştırma yaklaşımı ve örnekleri. Uluslararası İletişimde Yeni Yönelimler Konferansı Eğlence ve Ürün Yerleştirme.
  • Breski, J. (2017). Three BIG Benefits of Gamification in Restaurants, https://www.sld.com/blog/food-service/gamification-foodservicerestaurantsincreases-sales-boosts-employee-morale/.(Erişim 5 Aralık 2022).
  • Buczkowski, A. (2015). Top 10 Google Maps games of all times, https://geoawesomeness.com/10-top-google-maps-games-of-all-times/. (Erişim 5 Aralık 2022).
  • Burmester, N (2021). 7 Best Gamification Examples 2021, https://www.gamify.com/gamification-blog/7-best-gamification-examples-2021, (Erişim 5 Aralık 2022).
  • Carlsson, R. (2020). How Can Museums Use Gaming To Their Advantage? MuseumNext, https://www.museumnext.com/article/how-can-museums-use-gaming-to-their-advantage/. (Erişim 20 Şubat 2023).
  • Chou, Y. K. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
  • Corre, A.(2022). 12 Gamification examples transforming the visitor experience in museums, https://octalysisgroup.com/12-gamification-examples-transforming-the-visitor-experience-in-museums/. (Erişim 5 Aralık 2022).
  • Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper Perennial.
  • Çeltek, E. (2021). Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications. In Gamification for Tourism (pp. 237-279). Channel View Publications.
  • Deci, E.L., Connell, J.P. ve Ryan, R.M. (1989). Self-determination in a work organization. Journal of Applied Psychology 74 (4), 580–590.
  • Deglin, G. (2013). Chipotle Scarecrow is the future of advergaming on mobile, https://venturebeat.com/business/chipotle-scarecrow-is-the-future-of-advergaming-on-mobile/. (Erişim 20 Şubat 2023).
  • Dempsey, C. (2022). Test Your Knowledge of World Geography with this Google Maps Game, https://www.geographyrealm.com/test-knowledge-worlds-geography/.(Erişim 5 Aralık 2022).
  • 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 2011; pp. 9–15. , Inc.

GAMIFICATION IN TOURISM SECTOR: APPLICATIONS AND EXAMPLES

Yıl 2023, , 10 - 28, 27.03.2023
https://doi.org/10.54493/jgttr.1248870

Öz

Gamification practices are used in the tourism sector to improve the touristic holiday process, increase customer loyalty, entertain visitors, increase interest in less popular shows, events, and museums, advertise tourism businesses, and increase the efficiency and performance of staff. The analysis of these gamification applications is important to give an idea about how these applications can be benefited the tourism sector, the opportunities offered by the applications, and how they will affect the sector. Gamification applications in the research are limited to tourism. Gamification applications outside the tourism sector are excluded. Data were collected over the internet between October 1, 2022, and December 20, 2022. 43 gamification examples were examined in the study. For gamification applications to shed light and give ideas to tourism business managers, academicians, and students, examples were examined in sub-categories of accommodation business, destination, airline, museum, and food and beverage business.

Kaynakça

  • Airbaltic, (2014). BalticMiles Receives Global Loyalty Award for second year in row, https://www.airbaltic.com/en/balticmiles-receives-global-loyalty-award-second-year-in-row. (Erişim 28 Kasım 2022).
  • all.accor.com. (2022). How do I earn Status and Rewards points for every stay? https://all.accor.com/help/loyalty-membership/le-club-accorhotels/earn-points/faq/how-do-i-earn-le-club-accorhotels-points-for-every-stay/index.en.shtml. (Erişim 28 Kasım 2022).
  • Anne-christine, C (2019). Mysterıes At The Tuılerıes: The Free And Outdoor Adventure Game, https://www.sortiraparis.com/arts-culture/walks/articles/171159-mysteries-at-the-tuileries-the-free-and-outdoor-adventure-game/lang/en. (Erişim 28 Kasım 2022).
  • apk-dl.com (2022). Strayboots, https://apk-dl.com/stray-boots/com.strayboots. (Erişim 28 Kasım 2022).
  • archive.utaustinportugal.org (2012). TravelPlot Porto: The treasure hunt has begun!, http://archive. utaustinportugal.org/news/travelplot_porto_the_treasure_hunt_has_begun.html. (Erişim 2 Ocak 2023).
  • Arsenault, N. (2016). What Destınatıons Should Know About Pokémon Go, https://destinationthink.com/blog/destinations-pokemon-go/(Erişim 20 Şubat 2023).
  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research 1 (1). Available at: http://www.mud.co.uk/richard/hcds.htm (Erişim 10 Ekim 2022).
  • Bewicke, H. (2023). McDonald’s Monopoly: A masterclass in promotions, https://www.talon.one/blog/mcdonalds-monopoly-a-masterclass-in-promotions. (Erişim 20 Şubat 2023).
  • Bitirim Okmeydan, S. (2018). Pazarlama ‘oyun’a geldi: pazarlamada oyunlaştırma yaklaşımı ve örnekleri. Uluslararası İletişimde Yeni Yönelimler Konferansı Eğlence ve Ürün Yerleştirme.
  • Breski, J. (2017). Three BIG Benefits of Gamification in Restaurants, https://www.sld.com/blog/food-service/gamification-foodservicerestaurantsincreases-sales-boosts-employee-morale/.(Erişim 5 Aralık 2022).
  • Buczkowski, A. (2015). Top 10 Google Maps games of all times, https://geoawesomeness.com/10-top-google-maps-games-of-all-times/. (Erişim 5 Aralık 2022).
  • Burmester, N (2021). 7 Best Gamification Examples 2021, https://www.gamify.com/gamification-blog/7-best-gamification-examples-2021, (Erişim 5 Aralık 2022).
  • Carlsson, R. (2020). How Can Museums Use Gaming To Their Advantage? MuseumNext, https://www.museumnext.com/article/how-can-museums-use-gaming-to-their-advantage/. (Erişim 20 Şubat 2023).
  • Chou, Y. K. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
  • Corre, A.(2022). 12 Gamification examples transforming the visitor experience in museums, https://octalysisgroup.com/12-gamification-examples-transforming-the-visitor-experience-in-museums/. (Erişim 5 Aralık 2022).
  • Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper Perennial.
  • Çeltek, E. (2021). Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications. In Gamification for Tourism (pp. 237-279). Channel View Publications.
  • Deci, E.L., Connell, J.P. ve Ryan, R.M. (1989). Self-determination in a work organization. Journal of Applied Psychology 74 (4), 580–590.
  • Deglin, G. (2013). Chipotle Scarecrow is the future of advergaming on mobile, https://venturebeat.com/business/chipotle-scarecrow-is-the-future-of-advergaming-on-mobile/. (Erişim 20 Şubat 2023).
  • Dempsey, C. (2022). Test Your Knowledge of World Geography with this Google Maps Game, https://www.geographyrealm.com/test-knowledge-worlds-geography/.(Erişim 5 Aralık 2022).
  • 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 2011; pp. 9–15. , Inc.
Toplam 21 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Turizm (Diğer)
Bölüm Derlemeler
Yazarlar

Evrim Çeltek 0000-0002-2722-5256

Yayımlanma Tarihi 27 Mart 2023
Gönderilme Tarihi 7 Şubat 2023
Yayımlandığı Sayı Yıl 2023

Kaynak Göster

APA Çeltek, E. (2023). TURİZM SEKTÖRÜNDE OYUNLAŞTIRMA: UYGULAMALAR VE ÖRNEKLER. Journal of Global Tourism and Technology Research, 4(1), 10-28. https://doi.org/10.54493/jgttr.1248870

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