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Gamification for tourism /edited by Feifei Xu and Dimitrios Buhalis.

Contributor(s): Material type: TextTextSeries: Description: 1 online resource (xvi, 290 pages) : illustrations (chiefly color)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781845418250
  • 9781845418243
  • 9781845418236
Subject(s): Genre/Form: LOC classification:
  • G155 .G365 2021
Online resources: Available additional physical forms:
Contents:
DOI https://doi.org/10.21832/XU8212 -- Contents -- Figures and Tables -- Contributors -- 1 Introduction: Gamification in Tourism -- The Cutting-Edge Trend in Tourism -- Part 1 Gamification Theories -- 2 Gamification, Game Mechanics, Game Thinking and Players' Profile and Life Cycle -- 3 Understanding Games and Gamified Experiences: The MAPS-AIM Model -- 4 Gamification: Practices, Benefits and Challenges -- Part 2 Gamification Application and Case Studies -- 5 Gamification Applications in Hospitality and Airline Industries: A Unified Gamification Model
7 Destination Marketing via Gamification: A Case Study of the Austria Adventure Game -- 8 Gamification and Geocaching for Tourism Destinations: Marketing Madeira, Portugal -- 9 Advergaming in Tourism: Spanish Cases -- 10 Pokémon GO: Serious Leisure and Game-Playing Tourists -- 11 Playfulness and Game Play: Using Geocaching to Engage Young People's Well-being in a National Park -- 12 Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications -- 13 Conclusion -- Index
Subject: "This book examines the cutting-edge concept of gamification in tourism. The chapters offer valuable insights and examples of best practice and address key issues of game mechanism and game design principles. This will be useful for students and researchers in tourism marketing, smart tourism and tourism futures, as well as industry practitioners"--
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Holdings
Item type Current library Collection Call number URL Status Date due Barcode
Online Book (LOGIN USING YOUR MY CIU LOGIN AND PASSWORD) Online Book (LOGIN USING YOUR MY CIU LOGIN AND PASSWORD) G. Allen Fleece Library ONLINE Non-fiction G155.1 (Browse shelf(Opens below)) Link to resource Available on1226074666

Includes bibliographies and index.

Intro -- DOI https://doi.org/10.21832/XU8212 -- Contents -- Figures and Tables -- Contributors -- 1 Introduction: Gamification in Tourism -- The Cutting-Edge Trend in Tourism -- Part 1 Gamification Theories -- 2 Gamification, Game Mechanics, Game Thinking and Players' Profile and Life Cycle -- 3 Understanding Games and Gamified Experiences: The MAPS-AIM Model -- 4 Gamification: Practices, Benefits and Challenges -- Part 2 Gamification Application and Case Studies -- 5 Gamification Applications in Hospitality and Airline Industries: A Unified Gamification Model

6 Innovating the Restaurant Industry: The Gamification of Business Models and Customer Experiences -- 7 Destination Marketing via Gamification: A Case Study of the Austria Adventure Game -- 8 Gamification and Geocaching for Tourism Destinations: Marketing Madeira, Portugal -- 9 Advergaming in Tourism: Spanish Cases -- 10 Pokémon GO: Serious Leisure and Game-Playing Tourists -- 11 Playfulness and Game Play: Using Geocaching to Engage Young People's Well-being in a National Park -- 12 Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications -- 13 Conclusion -- Index

"This book examines the cutting-edge concept of gamification in tourism. The chapters offer valuable insights and examples of best practice and address key issues of game mechanism and game design principles. This will be useful for students and researchers in tourism marketing, smart tourism and tourism futures, as well as industry practitioners"--

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