Exploring Gamification Techniques and Applications for Sustainable Tourism
Abstract
:1. Introduction
- Environment-sensitive tourism: reduce environmental effects and increase sustainability;
- Environment-dependent tourism: the environment represents one of the main inputs for tourism, which must be preserved in order to guarantee long-run success.
- Choose public transportation or other types of transportation with lower environmental impact, because these are more time-consuming, in the sense that would take tourists more time to reach their destination and, therefore, their stay there would be shorter;
- Opt for a certified sustainable accommodation unit as these units are usually more expensive;
- Consume less water, energy or reduce the amount of waste because they would have to change their habits and might not be ready or willing to adapt;
- Purchase domestic products when there are so many international trusted brands.
Product | Vendor/Producer | Use | Game Mechanics Features | Social Features |
---|---|---|---|---|
Badgeville | Badgeville Inc. (Redwood City, CA, USA) (badgeville.com) | Customer engagement Marketing campaign | Competition Feedback Levels & missions Profiles Ranks & badges | Activity feed Ratings & reviews Social media login |
Bigdoor | Bigdoor Media Inc. (Seattle, WA, USA) (bigdoor.com) | Customer engagement | Economy/Marketplace Feedback Profiles Progress Bar Ranks & badges | Activity feed Community forums Likes & comments Ratings & reviews Share plugin |
Gigya | Gigya Inc. (Mountain View, CA, USA) (gigya.com) | Customer engagement Marketing campaign | Economy/Marketplace Levels & missions Profiles Ranks & badges | Activity feed Likes & comments Live chat Ratings & reviews Share plugin Social login |
Keas | Keas Inc. (San Francisco, CA, USA) (keas.com) | Customer engagement | Competition | Likes & comments Ratings & reviews Social login |
Bamboo | Manumatix Inc. (Redwood City, CA, USA) (manumatix.com) | Customer engagement Marketing campaign | Competition | Activity feed Social login |
Pluck | Demand Media Inc. (Santa Monica, CA, USA) (demandmedia.com) | Customer engagement Marketing campaign | Competition Economy/Marketplace Feedback Ranks & badges | Community forums Likes & comments Ratings & reviews |
2. Literature Review
- Exogenous, like environmental regulation, societal values and norms, and market factors—results of customers, suppliers, competitors and shareholders’ decisions/interest regarding sustainability;
- Endogenous or internal factors, like company’s strategy and its ability to integrate sustainability, the company’s culture and resources [26].
- Increase the efficiency of resource consumption as a result of the information provided to tourists;
- Improve tourist flow management (i.e., reduce the length of waiting queues, traffic congestions);
- Support an adequate interaction between members of local communities and tourists, and
- Diminish the physical degradation of the environment and support biological diversity.
3. Methodology
- When the research questions focus on “how” and “why”;
- When one of the main purposes is to study how contextual conditions influence the phenomenon, because you believe they are relevant to it;
- The boundaries between the phenomenon and context are not clear.
- Stakeholders and partners—Who are the beneficiaries or the target group of the good practice? Who are the users of the good practice?
- Context—What is the context (initial situation) and challenge being addressed?
- Validation—Confirmation by the beneficiaries that the practice addresses the needs properly. Has the good practice been validated with the stakeholders/final users?
- Impact—What has been the impact (positive or negative) of this good practice on the beneficiaries?
- Lessons—What are the key messages and lessons learned to take away from the good practice experience?
- Sustainability—What are the elements that need to be put into place for the good practice to be institutionally, socially, economically and environmentally sustainable?
- Which is the scope or final objective of the implementation of gamified applications?
- Which is the player target group?
- What types of behavioural changes could gamification trigger?
- How much is the tourism experience influenced?
- Does it have the capacity to support local community and environment?
4. Results and Discussion
4.1. Gamification Effects on Tourism Organisation—Tourist Relationship
Type of Gamification Applications by Activities | Economic Effects | Social Effects | Environmental Effects |
---|---|---|---|
1. Loyalty programmes (InterContinental Hotels Group, Starwood Hotels and Resorts, BJ’s Restaurant and Brewhouse, Caesars Entertainment and Starbucks) |
|
| Easier, quicker and less resource consuming interactions between customers and supporting systems |
2. Advertising and promotions (gift cards apps) |
| Increased visibility on social networks | Resource consumption reduction |
3. Developing or creating new services (Pizza Hut, EpicMix, 4food) |
| Learning about nutrition facts, tourism destinations, etc. |
|
4.2. Gamification Effects on the Tourism Organisation—Employee Relationship
Type of Gamification Applications by Activities | Economic Effects | Social Effects | Environmental Effects |
---|---|---|---|
1. Training (Costa) |
|
| Reduce resource consumption for trainings in terms of money, traveling (carbon footprint) and manpower. |
2. Recruiting (My Marriott Hotel) | Innovative way to market job openings bypassing classical methods. Increase brand awareness and target performance. Targeting specific recruiting sources (the Millennials). | Gamification practices in recruitment and selection can promote equal opportunities by focusing on performance and not on race, experience, education, etc. | Targeting simultaneous potential employees at international level, lower resource consumption. |
3. Stimulating & monitoring productivity (Disneyland) | Increased labour productivity. Ability to monitor performance and compare “players”. Inject adrenalin into the company. | Delicate area considering the potential adverse effects: fierce competition between employees—they tend to work individually not as a team members; discrimination (e.g., for pregnant employees). | Reduction of resource consumption. |
- Stimulate people to apply for a job—candidates or potential employees from the labour market or other companies;
- Increase the assimilation of knowledge and skills of the internal stakeholders—employees;
- Increase productivity levels—employees;
- Increase the degree of control over employees’ activities.
4.3. Gamification Effects on the Tourism Organisation—Community Relationship
Type of Gamification Applications by Activities | Economic Effects | Social Effects | Environmental Effects |
---|---|---|---|
1. Residents reactions toward tourism and tourists (TripAdvisor) |
| Smooth cultural interactions between tourists and local community. | Equitable use of resources. |
2. Stimulating sustainable consumption (Nest, students dorms) | Increased efficiency in the use of resources |
| Interest for environmentally sustainable products or services. |
3. Charity (Hotel Prinz Luitpold) | Clients’ loyalty | Increase life quality | Funds for protecting the environment and endangered species |
4. Information, education, tourists guiding (Tourism Ireland, Tourism Australia, Travel Plot Porto, Sighter, Spy Denton, Catch the Kid, History Hero, APA, SFMOMA Families, Race Against Time) |
|
| Management of tourist flows |
- Motivate tourists to involve in a new activity or to visit a new destination they never did previously or;
- Motivate visitors to make permanent changes in their holiday behaviour.
- Raise awareness about the necessity for sustainable consumption among tourists and local residents;
- Responsible consumption during the holidays;
- Save energy and reduce waste;
- Involve in charitable acts.
5. Conclusions
- (a)
- Tunnelling, manipulating, distracting attention, squeezing more than appropriate, or
- (b)
- Synergy, responsible consumption, work or life balance, genuine fun, authenticity.
- Mostly, both providers and buyers of these solutions are often part of large companies that already have a recognized brand on the market, financial resources and development strategies that make possible these innovations;
- The majority of organisations that have adopted these solutions are part of a specific offline community, geographically bounded, or of an online one, purpose bounded and have a special supportive relationship with the stakeholders.
Author Contributions
Conflicts of Interest
References
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Negruşa, A.L.; Toader, V.; Sofică, A.; Tutunea, M.F.; Rus, R.V. Exploring Gamification Techniques and Applications for Sustainable Tourism. Sustainability 2015, 7, 11160-11189. https://doi.org/10.3390/su70811160
Negruşa AL, Toader V, Sofică A, Tutunea MF, Rus RV. Exploring Gamification Techniques and Applications for Sustainable Tourism. Sustainability. 2015; 7(8):11160-11189. https://doi.org/10.3390/su70811160
Chicago/Turabian StyleNegruşa, Adina Letiţia, Valentin Toader, Aurelian Sofică, Mihaela Filofteia Tutunea, and Rozalia Veronica Rus. 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism" Sustainability 7, no. 8: 11160-11189. https://doi.org/10.3390/su70811160
APA StyleNegruşa, A. L., Toader, V., Sofică, A., Tutunea, M. F., & Rus, R. V. (2015). Exploring Gamification Techniques and Applications for Sustainable Tourism. Sustainability, 7(8), 11160-11189. https://doi.org/10.3390/su70811160