Enhancing tourism potential by using gamification techniques and augmented reality in mobile games

Lent, Bogdan; Marciniak, Marta (2019). Enhancing tourism potential by using gamification techniques and augmented reality in mobile games Proceedings of the 34th International Business Information Management Association Conference (IBIMA), 11210 -11221. USA: IBIMA

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This article presents the research on the impact of gamification and augmented reality (AR) technology on the tourist attractiveness. Bydgoszcz city, which lacks the most popular attributes of sun, sand and sea has been chosen as target object. Current trends in tourism industry are acquiring new skills and learning something valuable, especially amongst the representatives of the generation Y. As the mentioned two tourism innovations: Gamification and AR technology, demonstrate educational and motivational qualities, the objective of this research is to analyse the potential of increasing the tourism potential of the city by creating a special location-based tourism game that would implement them. We focused on exploring if such a game stands a chance to be a memorable tourist experience and if the tourists would come back to the city. The collected data paved the way for further reflection due to the observation of a general positive attitude towards the discussed tourism mobile games. Moreover, the characteristics of an ideal game for the tourist value enhancement were sought.

Item Type:

Conference or Workshop Item (Paper)

Division/Institute:

Business > W Continuing education
Business

Name:

Lent, Bogdan0000-0001-7332-9702;
Marciniak, Marta and
Soliman, Khalid S.

Subjects:

G Geography. Anthropology. Recreation > GV Recreation Leisure

ISBN:

978-0-9998551-3-3

Series:

Vision 2025: Education Excellence and Management of Innovations through Sustainable Economic Competitive Advantage

Publisher:

IBIMA

Language:

English

Submitter:

Bogdan Lent

Date Deposited:

14 Jan 2020 12:42

Last Modified:

24 Mar 2021 10:15

Related URLs:

Uncontrolled Keywords:

gamification in tourism, location-based tourism games, memorable tourism experience, augmented reality, marketing tourism

ARBOR DOI:

10.24451/arbor.9909

URI:

https://arbor.bfh.ch/id/eprint/9909

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