Araştırma Makalesi
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Otel Rezervasyon Sistemlerinde Oyunlaştırmanın Önemi: Turistler ve Konaklama İşletmeleri Üzerine Nitel bir Araştırma

Yıl 2025, Cilt: 15 Sayı: 4, 669 - 700, 29.12.2025

Öz

Bu çalışmanın temel amacı, çevrim içi otel rezervasyon sistemlerine entegre edilecek oyunlaştırma unsurlarının turistler ve konaklama işletmeleri için katma değer yaratma potansiyelini değerlendirmektir. Ayrıca hangi oyunlaştırma bileşenlerinin bu katma değeri sağlayabileceği de analiz edilmektedir. Bu çalışmada iki farklı yarı yapılandırılmış görüşme formu kullanılmıştır. Veri toplama süreci toplam 20 katılımcı ile yapılan görüşmeler aracılığıyla gerçekleştirilmiştir: Daha önce online otel rezervasyonu yapmış 10 turist ve konaklama işletmelerinin rezervasyon departmanlarında çalışan 10 çalışan. Bu görüşmelerde katılımcıların seçiminde amaçlı ve kartopu örnekleme yöntemleri kullanılmıştır. Katılımcılardan elde edilen veriler MAXQDA programı kullanılarak analiz edilmiştir. Analiz sonucunda oyunlaştırmanın konaklama işletmelerine müşteri kazanımı, marka sadakati ve rekabet avantajı açısından; turistlere ise deneyim zenginleştirme, sosyal etkileşim ve kişisel tatmin açısından önemli katkılar sağladığı görülmüştür. Konaklama işletmeleri için puanlama, rozet sistemleri ve seviye atlama gibi dinamikler müşteri etkileşimini artırmakta, veri analizi ve kişiselleştirme imkânları ile pazarlama stratejileri optimize edilebilmektedir. İlgi çekici ara yüzler, sanal gerçeklik deneyimleri ve ödül mekanizmaları, rezervasyon işlemini turistler için keyifli ve anlamlı hale getirir.

Etik Beyan

Etik kurul izni 15 Mart 2024 tarihinde E-26428519-050.99-120828 numarasıyla alınmıştır.

Kaynakça

  • Abou-Shouk, M. and Soliman, M. (2021). The impact of gamification adoption intention on brand awareness and loyalty in tourism: the mediating effect of customer engagement. Journal of Destination Marketing and Management, 20, 100559.
  • Akçay, S. ve Koca, E. (2024). Nitel araştırmalarda veri doygunluğu. Anadolu Üniversitesi Sosyal Bilimler Dergisi, 24(3), 829-848.
  • Ayaz, N. ve Esen, B. (2025). İş turizmi kapsamında seyahat gerçekleştiren turistlerin konaklama memnuniyetleri. Journal of Humanities and Tourism Research, 15(1), 157-169.
  • Bahşi, İ. (2022). Turizm sektöründe istihdamın analizi: Bursa konaklama işletmeleri örneği (Master’s Thesis), Erciyes University, Institute of Social Sciences, Kayseri
  • Batman, O. (2008). Otel işletmelerinin yönetimi (3rd Edition), Değişim Yayınları.
  • Birtek, A., Çolak, O. ve Saraç, Ö. (2022a, 27-29 Ekim), Oyunlaştırmanın otel işgörenlerinin motivasyonu açısından önemi, 22. Ulusal Turizm Kongresi “Spor Turizmi” Bildiriler Kitabı, Ankara, 541-552.
  • Birtek, A., Colak, O., Gulbahar, O. and Sarac, O. (2022b). The importance of gamification on the motivation of hotel employees. Journal of Mediterranean Tourism Research, 2(1), 75-83, https://www.doi.org/10.5038/2770-7555.2.1.1015.
  • Bravo, R., Catalán, S. and Pina, J. (2023). The impact of gamified loyalty programs on customer engagement behaviours. A hotel industry application. Journal of Hospitality and Tourism Technology. https://doi.org/10.1108/jhtt-02-2022-0033.
  • Chuck N. G. (1994). International hotel management, Educational Institute of the AHandMA.
  • Creuzé, C., Lestienne, L., Vieux, M., Chalancon, B., Poulet, E. and Leaune, E. (2022). Lived experiences of suicide bereavement within families: a qualitative study. International Journal of Environmental Research and Public Health, 19(20), 13070. doi:10.3390/ijerph192013070.
  • Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011). From game design elements to gamefulness: defining “Gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. New York, NY, USA: ACM.
  • Eisingerich, A., Marchand, A., Fritze, M. and Dong, L. (2019). Hook vs. hope: how to enhance customer engagement through gamification. International Journal of Research in Marketing. https://doi.org/10.1016/J.IJRESMAR.2019.02.003.
  • Elitok, S. (2020). Oyunlaştırma uygulamalarının bireysel performans üzerine etkisi: hava taşımacılık sektörü uygulaması (Master’s Thesis), Istanbul Technical University, Institute of Social Sciences, Istanbul.
  • Giannetto, D., Chao, J. and Fontana, A. (2013). Gamification in a social learning environment. Issues in Informing Science and Information Technology, 2013, 195-207. https://doi.org/10.28945/1806.
  • Hiererra, S., Ramadhan, A. and Supangkat, S. (2022). Gamification in sustainable smart tourism destinations: a systematic review. 2022 International Conference on ICT for Smart Society (ICISS), 1-8. https://doi.org/10.1109/ICISS55894.2022.9915205.
  • Hitay, Ö. (2020). The effect of gamification theory on firm performance in learning organizations (Doctoral Dissertation), Beykent University, Institute of Graduate Studies, Istanbul.
  • Hsu, C. and Chen, M. (2018). How gamification marketing activities motivate desirable consumer behaviors: focusing on the role of brand love. Computers in Human Behavior, 88, 121-133. https://doi.org/10.1016/J.CHB.2018.06.037.
  • Huotari, K. and Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th International Academic MindTrek Conference (MindTrek '12). Association for Computing Machinery, New York, NY, USA, 17–22. https://doi.org/10.1145/2393132.2393137.
  • Hwang, J. and Choi, L. (2019). Having fun while receiving rewards? Exploration of gamification in loyalty programs for consumer loyalty. Journal of Business Research, 106, 365–376. https://doi.org/10.1016/J.JBUSRES.2019.01.031.
  • Jacobides, M., D., M., Trantopoulos, K. and Vassalos, V. (2024). The business value of gamification. California Management Review, 66, 91-107. https://doi.org/10.1177/00081256231218469.
  • Jafar, A., Hardiyanti, M. and Swari, R. (2025). Interface design of quranic application using design science research methodology: a comparison of gamification and non-gamification design. IJORER: International Journal of Recent Educational Research. https://doi.org/10.46245/ijorer.v6i1.721.
  • Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M. and Casillas-Martín, S. (2024). Impact of gamification on motivation and academic performance: a systematic review. Education Sciences. https://doi.org/10.3390/educsci14060639.
  • Kaya, B. and Eren, F. (2023). Could gamification sustain cultural heritage in destinations and create memorable tourism experiences? Journal of Tourism Studies, 5(1), 1-10.
  • Krath, J., Schürmann, L. and Von Korfleisch, H. (2021). Revealing the theoretical basis of gamification: a systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963.
  • Lee, Y. (2023). Gamification and the festival experience: the case of Taiwan. Current Issues in Tourism, 26, 1311–1326. https://doi.org/10.1080/13683500.2022.2053074.
  • Marache Francisco, C. and Brangier, E. (2013, October). Process for gamification: from the decision to its practical implementation, in CENTRIC 2013: The Sixth International Conference on Advances in Human-Oriented and Personalized Mechanisms, Technologies, and Services.
  • Meylina, A., Amron, A. and Pakarti, P. (2024). Exploring the impact of gamification on perceived enjoyment and customer personalized experience to increase customer satisfaction and customer loyalty. 2024 International Seminar on Application for Technology of Information and Communication (iSemantic), 30-36. https://doi.org/10.1109/iSemantic63362.2024.10762420.
  • Moro, S., Ramos, P., Esmerado, J. and Jalali, S. (2019). Can we trace back to the hotel online reviews’ characteristics using gamification features? International Journal of Information Management, 44, 88-95. https://doi.org/10.1016/J.IJINFOMGT.2018.09.015.
  • Mulcahy, R., McAndrew, R., Russell-Bennett, R. and Iacobucci, D. (2021). “Game on!” Pushing consumer buttons to change sustainable behavior: a gamification field study. European Journal of Marketing. https://doi.org/10.1108/ejm-05-2020-0341.
  • Nugraha, D. (2023). Pengaruh mekanisme gamifikasi terhadap brand equity melalui brand engagement (Studi Kasus: Jabodetabek). Jurnal Informasi Dan Teknologi, 173-183. https://doi.org/10.37034/jidt.v5i1.275
  • Pasca, M.G., Renzi, M.F., Mugion, R.G., Toni, M. and Pietro, L.D. (2020, April 1-3), Gamification in tourism context: a systematic literature review, J. Koivisto, M. Bujić, and J. Hamari (Eds.), In the 4th International GamiFIN Conference, Levi, Finland, 103–114.
  • Pelling, N. (2002). Nick Pelling’s copy of Conundra Ltd. home page circa 2003. https://nanodome.com. Ramdhani, N., Hussein, A. S. and Rofiaty, R. (2024). The impact of gamification on loyalty mediated by consumer engagement and brand awareness. International Journal of Research in Business and Social Science, 13(5), 96-107. https://doi.org/10.20525/ijrbs.v13i5.3495.
  • Rani, D. (2018). Gamification Tool for Customer Engagement - An Empirical Study.
  • Reiners, T. and Wood, L.C. (2015). Gamification in education and business, Springer International Publishing, Switzerland.
  • Sailer, M. and Homner, L. (2019). The gamification of learning: a meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w.
  • Şanlıöz-Özgen, H.K., Türksoy, S.S. and Atabay, E. (2024). Direct online booking competence of five-star hotels: model development on web/mobile sites. Journal of Vacation Marketing. https://doi.org/10.1177/13567667241277210.
  • Shi, S., Leung, W. and Munelli, F. (2022). Gamification in OTA platforms: a mixed-methods research involving online shopping carnival. Tourism Management. https://doi.org/10.1016/j.tourman.2021.104426.
  • Sigala, M. (2015). The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware. Electronic Markets, 25, 189–209. https://doi.org/10.1007/s12525-014-0179-1.
  • Silva, J., Mendes, G., Teixeira, J. and Braatz, D. (2023). Gamification in the customer journey: a conceptual model and future research opportunities. Journal of Service Theory and Practice. https://doi.org/10.1108/jstp-07-2022-0142.
  • Su, C., Cheng, C. (2015). A mobile gamification learning system for improving learning motivation and achievements. J. Comput. Assist. Learn., 31, 268-286. https://doi.org/10.1111/jcal.12088.
  • Terrill, B. (2008). My coverage of the lobby of social gaming. http://www.bretterrill.com/2008/06/my- coverage-of lobby-of-social-gaming.html.
  • Viana, F. and Costa, V. (2023). Gamification and the development of tourism destinations. Tourism and Hospitality International Journal, 20(1), 12-28. https://doi.org/10.57883/thij20(1)2023.31332.
  • Vieira, M., López-Ardao, J., Fernández-Veiga, M. and Ferreira-Pires, O. (2020). The interplay between gamification and network structure in social learning environments: a case study. Computer Applications in Engineering Education, 28, 814 - 836. https://doi.org/10.1002/cae.22254.
  • Wei, Z., Zhang, J., Huang, X. and Qiu, H. (2023). Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue. Tourism Management. https://doi.org/10.1016/j.tourman.2022.104715.
  • Werbach, K. and Hunter, D. (2012). For the win: how game thinking can revolutionize your business, Wharton Digital Press.
  • Xi, N. and 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. https://doi.org/10.1016/J.IJINFOMGT.2018.12.002.
  • Xu, F., Tian, F., Buhalis, D., Weber, J. and Zhang, H. (2016). Tourists as mobile gamers: gamification for tourism marketing, Journal of Travel and Tourism Marketing 33(8), 1124–1142.
  • Xu, F., Weber, J. and Buhalis, D. (2014, January). Gamification in tourism. In Information and Communication Technologies in Tourism 2014: Proceedings of the International Conference in Dublin, Ireland, January 21-24, 2014 (pp. 525-537). Cham: Springer International Publishing.
  • Yakut Çayır, M. and Sarıtaş, M.T. (2017). Computer assisted qualitative data analysis: a descriptive content analysis (2011-2016). Necatibey Faculty of Education Electronic Journal of Science and Mathematics Education, 11(2), 518-544.
  • Yaşar Altunel, A. G. (2023). Turizm Alanında Oyunlaştırma Çalışmalarının Bibliyometrik Analizi. Journal of Eurasia Tourism Research, 4(2), 52-61.
  • Zainuddin, Z., Chu, S., Shujahat, M. and Perera, C. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review. https://doi.org/10.1016/j.edurev.2020.100326.

The Importance of Gamification in Hotel Reservation Systems: A Qualitative Research on Tourists and Accommodation Businesses

Yıl 2025, Cilt: 15 Sayı: 4, 669 - 700, 29.12.2025

Öz

The primary purpose of this study is to evaluate the potential of gamification elements to be integrated into online hotel reservation systems to create added value for tourists and accommodation businesses. It also analyzes which gamification components can provide this added value. In this study, two different semi-structured interview forms were utilized. The data collection process was carried out through interviews with a total of 20 participants: 10 tourists who had previously made online hotel reservations and 10 employees working in the reservation departments of accommodation establishments. In these interviews, purposive and snowball sampling were used to select the participants. The data obtained from the participants were analyzed using the MAXQDA program. As a result of the analysis, it is seen that gamification significantly contributes to hospitality businesses in terms of customer acquisition, brand loyalty, and competitive advantage, as well as to tourists in terms of experience enrichment, social interaction, and personal satisfaction. For hospitality businesses, dynamics such as scoring, badge systems, and leveling up increase customer interaction, and marketing strategies can be optimized with data analysis and personalization opportunities. Engaging interfaces, virtual reality experiences, and reward mechanisms make booking enjoyable and meaningful for tourists.

Etik Beyan

Ethics committee permission was obtained on 15 March 2024 with the number E-26428519-050.99-120828.

Kaynakça

  • Abou-Shouk, M. and Soliman, M. (2021). The impact of gamification adoption intention on brand awareness and loyalty in tourism: the mediating effect of customer engagement. Journal of Destination Marketing and Management, 20, 100559.
  • Akçay, S. ve Koca, E. (2024). Nitel araştırmalarda veri doygunluğu. Anadolu Üniversitesi Sosyal Bilimler Dergisi, 24(3), 829-848.
  • Ayaz, N. ve Esen, B. (2025). İş turizmi kapsamında seyahat gerçekleştiren turistlerin konaklama memnuniyetleri. Journal of Humanities and Tourism Research, 15(1), 157-169.
  • Bahşi, İ. (2022). Turizm sektöründe istihdamın analizi: Bursa konaklama işletmeleri örneği (Master’s Thesis), Erciyes University, Institute of Social Sciences, Kayseri
  • Batman, O. (2008). Otel işletmelerinin yönetimi (3rd Edition), Değişim Yayınları.
  • Birtek, A., Çolak, O. ve Saraç, Ö. (2022a, 27-29 Ekim), Oyunlaştırmanın otel işgörenlerinin motivasyonu açısından önemi, 22. Ulusal Turizm Kongresi “Spor Turizmi” Bildiriler Kitabı, Ankara, 541-552.
  • Birtek, A., Colak, O., Gulbahar, O. and Sarac, O. (2022b). The importance of gamification on the motivation of hotel employees. Journal of Mediterranean Tourism Research, 2(1), 75-83, https://www.doi.org/10.5038/2770-7555.2.1.1015.
  • Bravo, R., Catalán, S. and Pina, J. (2023). The impact of gamified loyalty programs on customer engagement behaviours. A hotel industry application. Journal of Hospitality and Tourism Technology. https://doi.org/10.1108/jhtt-02-2022-0033.
  • Chuck N. G. (1994). International hotel management, Educational Institute of the AHandMA.
  • Creuzé, C., Lestienne, L., Vieux, M., Chalancon, B., Poulet, E. and Leaune, E. (2022). Lived experiences of suicide bereavement within families: a qualitative study. International Journal of Environmental Research and Public Health, 19(20), 13070. doi:10.3390/ijerph192013070.
  • Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011). From game design elements to gamefulness: defining “Gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. New York, NY, USA: ACM.
  • Eisingerich, A., Marchand, A., Fritze, M. and Dong, L. (2019). Hook vs. hope: how to enhance customer engagement through gamification. International Journal of Research in Marketing. https://doi.org/10.1016/J.IJRESMAR.2019.02.003.
  • Elitok, S. (2020). Oyunlaştırma uygulamalarının bireysel performans üzerine etkisi: hava taşımacılık sektörü uygulaması (Master’s Thesis), Istanbul Technical University, Institute of Social Sciences, Istanbul.
  • Giannetto, D., Chao, J. and Fontana, A. (2013). Gamification in a social learning environment. Issues in Informing Science and Information Technology, 2013, 195-207. https://doi.org/10.28945/1806.
  • Hiererra, S., Ramadhan, A. and Supangkat, S. (2022). Gamification in sustainable smart tourism destinations: a systematic review. 2022 International Conference on ICT for Smart Society (ICISS), 1-8. https://doi.org/10.1109/ICISS55894.2022.9915205.
  • Hitay, Ö. (2020). The effect of gamification theory on firm performance in learning organizations (Doctoral Dissertation), Beykent University, Institute of Graduate Studies, Istanbul.
  • Hsu, C. and Chen, M. (2018). How gamification marketing activities motivate desirable consumer behaviors: focusing on the role of brand love. Computers in Human Behavior, 88, 121-133. https://doi.org/10.1016/J.CHB.2018.06.037.
  • Huotari, K. and Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th International Academic MindTrek Conference (MindTrek '12). Association for Computing Machinery, New York, NY, USA, 17–22. https://doi.org/10.1145/2393132.2393137.
  • Hwang, J. and Choi, L. (2019). Having fun while receiving rewards? Exploration of gamification in loyalty programs for consumer loyalty. Journal of Business Research, 106, 365–376. https://doi.org/10.1016/J.JBUSRES.2019.01.031.
  • Jacobides, M., D., M., Trantopoulos, K. and Vassalos, V. (2024). The business value of gamification. California Management Review, 66, 91-107. https://doi.org/10.1177/00081256231218469.
  • Jafar, A., Hardiyanti, M. and Swari, R. (2025). Interface design of quranic application using design science research methodology: a comparison of gamification and non-gamification design. IJORER: International Journal of Recent Educational Research. https://doi.org/10.46245/ijorer.v6i1.721.
  • Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M. and Casillas-Martín, S. (2024). Impact of gamification on motivation and academic performance: a systematic review. Education Sciences. https://doi.org/10.3390/educsci14060639.
  • Kaya, B. and Eren, F. (2023). Could gamification sustain cultural heritage in destinations and create memorable tourism experiences? Journal of Tourism Studies, 5(1), 1-10.
  • Krath, J., Schürmann, L. and Von Korfleisch, H. (2021). Revealing the theoretical basis of gamification: a systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963.
  • Lee, Y. (2023). Gamification and the festival experience: the case of Taiwan. Current Issues in Tourism, 26, 1311–1326. https://doi.org/10.1080/13683500.2022.2053074.
  • Marache Francisco, C. and Brangier, E. (2013, October). Process for gamification: from the decision to its practical implementation, in CENTRIC 2013: The Sixth International Conference on Advances in Human-Oriented and Personalized Mechanisms, Technologies, and Services.
  • Meylina, A., Amron, A. and Pakarti, P. (2024). Exploring the impact of gamification on perceived enjoyment and customer personalized experience to increase customer satisfaction and customer loyalty. 2024 International Seminar on Application for Technology of Information and Communication (iSemantic), 30-36. https://doi.org/10.1109/iSemantic63362.2024.10762420.
  • Moro, S., Ramos, P., Esmerado, J. and Jalali, S. (2019). Can we trace back to the hotel online reviews’ characteristics using gamification features? International Journal of Information Management, 44, 88-95. https://doi.org/10.1016/J.IJINFOMGT.2018.09.015.
  • Mulcahy, R., McAndrew, R., Russell-Bennett, R. and Iacobucci, D. (2021). “Game on!” Pushing consumer buttons to change sustainable behavior: a gamification field study. European Journal of Marketing. https://doi.org/10.1108/ejm-05-2020-0341.
  • Nugraha, D. (2023). Pengaruh mekanisme gamifikasi terhadap brand equity melalui brand engagement (Studi Kasus: Jabodetabek). Jurnal Informasi Dan Teknologi, 173-183. https://doi.org/10.37034/jidt.v5i1.275
  • Pasca, M.G., Renzi, M.F., Mugion, R.G., Toni, M. and Pietro, L.D. (2020, April 1-3), Gamification in tourism context: a systematic literature review, J. Koivisto, M. Bujić, and J. Hamari (Eds.), In the 4th International GamiFIN Conference, Levi, Finland, 103–114.
  • Pelling, N. (2002). Nick Pelling’s copy of Conundra Ltd. home page circa 2003. https://nanodome.com. Ramdhani, N., Hussein, A. S. and Rofiaty, R. (2024). The impact of gamification on loyalty mediated by consumer engagement and brand awareness. International Journal of Research in Business and Social Science, 13(5), 96-107. https://doi.org/10.20525/ijrbs.v13i5.3495.
  • Rani, D. (2018). Gamification Tool for Customer Engagement - An Empirical Study.
  • Reiners, T. and Wood, L.C. (2015). Gamification in education and business, Springer International Publishing, Switzerland.
  • Sailer, M. and Homner, L. (2019). The gamification of learning: a meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w.
  • Şanlıöz-Özgen, H.K., Türksoy, S.S. and Atabay, E. (2024). Direct online booking competence of five-star hotels: model development on web/mobile sites. Journal of Vacation Marketing. https://doi.org/10.1177/13567667241277210.
  • Shi, S., Leung, W. and Munelli, F. (2022). Gamification in OTA platforms: a mixed-methods research involving online shopping carnival. Tourism Management. https://doi.org/10.1016/j.tourman.2021.104426.
  • Sigala, M. (2015). The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware. Electronic Markets, 25, 189–209. https://doi.org/10.1007/s12525-014-0179-1.
  • Silva, J., Mendes, G., Teixeira, J. and Braatz, D. (2023). Gamification in the customer journey: a conceptual model and future research opportunities. Journal of Service Theory and Practice. https://doi.org/10.1108/jstp-07-2022-0142.
  • Su, C., Cheng, C. (2015). A mobile gamification learning system for improving learning motivation and achievements. J. Comput. Assist. Learn., 31, 268-286. https://doi.org/10.1111/jcal.12088.
  • Terrill, B. (2008). My coverage of the lobby of social gaming. http://www.bretterrill.com/2008/06/my- coverage-of lobby-of-social-gaming.html.
  • Viana, F. and Costa, V. (2023). Gamification and the development of tourism destinations. Tourism and Hospitality International Journal, 20(1), 12-28. https://doi.org/10.57883/thij20(1)2023.31332.
  • Vieira, M., López-Ardao, J., Fernández-Veiga, M. and Ferreira-Pires, O. (2020). The interplay between gamification and network structure in social learning environments: a case study. Computer Applications in Engineering Education, 28, 814 - 836. https://doi.org/10.1002/cae.22254.
  • Wei, Z., Zhang, J., Huang, X. and Qiu, H. (2023). Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue. Tourism Management. https://doi.org/10.1016/j.tourman.2022.104715.
  • Werbach, K. and Hunter, D. (2012). For the win: how game thinking can revolutionize your business, Wharton Digital Press.
  • Xi, N. and 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. https://doi.org/10.1016/J.IJINFOMGT.2018.12.002.
  • Xu, F., Tian, F., Buhalis, D., Weber, J. and Zhang, H. (2016). Tourists as mobile gamers: gamification for tourism marketing, Journal of Travel and Tourism Marketing 33(8), 1124–1142.
  • Xu, F., Weber, J. and Buhalis, D. (2014, January). Gamification in tourism. In Information and Communication Technologies in Tourism 2014: Proceedings of the International Conference in Dublin, Ireland, January 21-24, 2014 (pp. 525-537). Cham: Springer International Publishing.
  • Yakut Çayır, M. and Sarıtaş, M.T. (2017). Computer assisted qualitative data analysis: a descriptive content analysis (2011-2016). Necatibey Faculty of Education Electronic Journal of Science and Mathematics Education, 11(2), 518-544.
  • Yaşar Altunel, A. G. (2023). Turizm Alanında Oyunlaştırma Çalışmalarının Bibliyometrik Analizi. Journal of Eurasia Tourism Research, 4(2), 52-61.
  • Zainuddin, Z., Chu, S., Shujahat, M. and Perera, C. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review. https://doi.org/10.1016/j.edurev.2020.100326.
Toplam 51 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Turizm (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Abdullah Birtek 0000-0002-2501-3241

Ömer Saraç 0000-0002-4338-7394

Gönderilme Tarihi 11 Eylül 2025
Kabul Tarihi 11 Ekim 2025
Yayımlanma Tarihi 29 Aralık 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 15 Sayı: 4

Kaynak Göster

APA Birtek, A., & Saraç, Ö. (2025). The Importance of Gamification in Hotel Reservation Systems: A Qualitative Research on Tourists and Accommodation Businesses. Journal of Humanities and Tourism Research, 15(4), 669-700.