TY - BOOK AU - Xu,Feifei AU - Buhalis,Dimitrios TI - Gamification for tourism /edited by Feifei Xu and Dimitrios Buhalis T2 - Aspects of tourism SN - 9781845418250 AV - G155 .G365 2021 KW - Tourism KW - Marketing KW - Gamification KW - Electronic Books N1 - 2; 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; 2; b N2 - "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"-- UR - httpss://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2904728&site=eds-live&custid=s3260518 ER -