Cultural heritage gamification and its effects on the tourist satisfaction
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10071/20308 |
Resumo: | Tourism is nowadays one of the world’s main social and economic activities, who’s origin dates to more than two millennia ago. Gamification, on the other hand, is a recent topic only initially referenced in 2008, and which became a subject of wide study in the present decade and has been applied to several sectors due to its capacity of improving experience, shaping user behaviour, motivating desired behaviours, increasing brand awareness among other advantages. Tourism has been no exception in the implementation of gamification, although appliance and research are still scarce on this subject compared to others. Existing technology provides tourists with an easy access to pricing information, therefor no longer can businesses in this sector effectively differentiate themselves through price, but rather being forced to adopt a differentiated service offer. Existing research concludes that gamification can be used to enhance tourist experiences and improve loyalty. This paper aims to contribute to this growing subject by testing the effect of using gamification in the context of visits to historical sites. We conducted a qualitative survey which first analysed the requirements that tourists have on the context of a visit to historical sites and based on that information designed a mobile application with game elements which aims to aid their visit and improve their satisfaction. The analysis of the developed prototype suggests that gamification does represent a well-designed way to present sites, shape user behaviour, aid visit and increase satisfaction through the creation of an interactive and informational environment. |
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Cultural heritage gamification and its effects on the tourist satisfactionTourismGamificationSatisfactionCultural heritageSintraTurismoGamificaçãoSatisfaçãoPatrimónio culturalTourism is nowadays one of the world’s main social and economic activities, who’s origin dates to more than two millennia ago. Gamification, on the other hand, is a recent topic only initially referenced in 2008, and which became a subject of wide study in the present decade and has been applied to several sectors due to its capacity of improving experience, shaping user behaviour, motivating desired behaviours, increasing brand awareness among other advantages. Tourism has been no exception in the implementation of gamification, although appliance and research are still scarce on this subject compared to others. Existing technology provides tourists with an easy access to pricing information, therefor no longer can businesses in this sector effectively differentiate themselves through price, but rather being forced to adopt a differentiated service offer. Existing research concludes that gamification can be used to enhance tourist experiences and improve loyalty. This paper aims to contribute to this growing subject by testing the effect of using gamification in the context of visits to historical sites. We conducted a qualitative survey which first analysed the requirements that tourists have on the context of a visit to historical sites and based on that information designed a mobile application with game elements which aims to aid their visit and improve their satisfaction. The analysis of the developed prototype suggests that gamification does represent a well-designed way to present sites, shape user behaviour, aid visit and increase satisfaction through the creation of an interactive and informational environment.O turismo é uma das principais atividades sociais e económicas do mundo originada há mais de dois milênios atrás. Por outro lado, a gamificação é um tópico recente, referenciado inicialmente em 2008, que se tornou objeto de amplo estudo na década atual, tendo vindo a ser aplicado a vários sectores devido à sua capacidade de melhorar a experiência, moldar comportamento, aumentar reconhecimento de marca, entre outras vantagens. O turismo não foi uma exceção na implementação da gamificação, embora a sua aplicação e pesquisa sejam ainda escassas nesta área em comparação com outras. Atualmente, devido ao fácil acesso que os turistas possuem a informação relativa a preços, é cada vez mais necessário que as diversas ofertas turísticas existentes se distingam através da criação de serviços diferenciados, podendo-se recorrer à gamificação neste contexto para aprimorar as experiências turísticas e aumentar a lealdade dos clientes. Este artigo tem como objetivo contribuir para a pesquisa existente, testando o efeito do uso da gamificação no contexto de visitas a locais históricos. Realizamos uma pesquisa qualitativa que analisou primeiro os requisitos que os turistas têm no contexto de visita a estes locais, e com base nos resultados obtidos, projetamos uma aplicação móvel com elementos de jogo que visa auxiliar a visita e melhorar a satisfação. A análise do protótipo desenvolvido sugere que a gamificação representa uma maneira bem projetada de apresentar locais de interesse cultural, moldar o comportamento do utilizador, auxiliar a visita e aumentar a satisfação através da criação de um ambiente interativo e informativo.2021-11-21T00:00:00Z2019-11-22T00:00:00Z2019-11-222019-11info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10071/20308TID:202462455engCavalheiro, Nuno Miguel de Jesus Griloinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:40:58Zoai:repositorio.iscte-iul.pt:10071/20308Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:18:59.755094Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Cultural heritage gamification and its effects on the tourist satisfaction |
title |
Cultural heritage gamification and its effects on the tourist satisfaction |
spellingShingle |
Cultural heritage gamification and its effects on the tourist satisfaction Cavalheiro, Nuno Miguel de Jesus Grilo Tourism Gamification Satisfaction Cultural heritage Sintra Turismo Gamificação Satisfação Património cultural |
title_short |
Cultural heritage gamification and its effects on the tourist satisfaction |
title_full |
Cultural heritage gamification and its effects on the tourist satisfaction |
title_fullStr |
Cultural heritage gamification and its effects on the tourist satisfaction |
title_full_unstemmed |
Cultural heritage gamification and its effects on the tourist satisfaction |
title_sort |
Cultural heritage gamification and its effects on the tourist satisfaction |
author |
Cavalheiro, Nuno Miguel de Jesus Grilo |
author_facet |
Cavalheiro, Nuno Miguel de Jesus Grilo |
author_role |
author |
dc.contributor.author.fl_str_mv |
Cavalheiro, Nuno Miguel de Jesus Grilo |
dc.subject.por.fl_str_mv |
Tourism Gamification Satisfaction Cultural heritage Sintra Turismo Gamificação Satisfação Património cultural |
topic |
Tourism Gamification Satisfaction Cultural heritage Sintra Turismo Gamificação Satisfação Património cultural |
description |
Tourism is nowadays one of the world’s main social and economic activities, who’s origin dates to more than two millennia ago. Gamification, on the other hand, is a recent topic only initially referenced in 2008, and which became a subject of wide study in the present decade and has been applied to several sectors due to its capacity of improving experience, shaping user behaviour, motivating desired behaviours, increasing brand awareness among other advantages. Tourism has been no exception in the implementation of gamification, although appliance and research are still scarce on this subject compared to others. Existing technology provides tourists with an easy access to pricing information, therefor no longer can businesses in this sector effectively differentiate themselves through price, but rather being forced to adopt a differentiated service offer. Existing research concludes that gamification can be used to enhance tourist experiences and improve loyalty. This paper aims to contribute to this growing subject by testing the effect of using gamification in the context of visits to historical sites. We conducted a qualitative survey which first analysed the requirements that tourists have on the context of a visit to historical sites and based on that information designed a mobile application with game elements which aims to aid their visit and improve their satisfaction. The analysis of the developed prototype suggests that gamification does represent a well-designed way to present sites, shape user behaviour, aid visit and increase satisfaction through the creation of an interactive and informational environment. |
publishDate |
2019 |
dc.date.none.fl_str_mv |
2019-11-22T00:00:00Z 2019-11-22 2019-11 2021-11-21T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/20308 TID:202462455 |
url |
http://hdl.handle.net/10071/20308 |
identifier_str_mv |
TID:202462455 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799134749681254400 |