Gamification and proenvironmental performance: could tourists return home with more sustainable habits?

IF 5.3 3区 管理学 Q1 HOSPITALITY, LEISURE, SPORT & TOURISM Journal of Hospitality and Tourism Technology Pub Date : 2023-03-17 DOI:10.1108/jhtt-06-2022-0161
Lidia Aguiar-Castillo, Shivani Rajendra-Teli, R. Pérez-Jiménez
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引用次数: 1

Abstract

Purpose This study aims to demonstrate that gamification applied to an environmental behavior can create a habit. For this, it is necessary to determine the connection between traveler satisfaction and the different kinds of stimulus (extrinsic, intrinsic and internalized extrinsic). Design/methodology/approach Survey data was gathered from gamers invited to answer a questionnaire after using an app in field experimentation in pilot cities in France, Spain and Portugal designated by the UrbanWaste committee (European Project). All data were studied using path equation modeling in AMOS software to test the study's dimensions and proposed research model. Findings This study showed that, although gamification tools may be necessary to generate a habit in the first phase, these tools are superfluous when this habit is internalized. Originality/value This study's originality lies in the relationship between traveler satisfaction with gamification and the generation of an environmental practice that also contributes to forming a positive image of the host destination.
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游戏化和环保表现:游客回国后能否养成更可持续的习惯?
本研究旨在证明将游戏化应用于环境行为可以创造一种习惯。为此,有必要确定旅游者满意度与不同类型刺激(外在刺激、内在刺激和内化外在刺激)之间的关系。设计/方法/方法调查数据是由城市废物委员会(欧洲项目)在法国、西班牙和葡萄牙指定的试点城市使用一款应用程序进行现场实验后,邀请玩家回答一份问卷。采用AMOS软件中的路径方程建模对所有数据进行研究,检验研究的维度和提出的研究模型。这项研究表明,虽然游戏化工具在第一阶段可能是产生习惯所必需的,但当这种习惯内化时,这些工具就变得多余了。独创性/价值本研究的独创性在于旅行者对游戏化的满意度与环境实践的产生之间的关系,而环境实践也有助于形成东道国的积极形象。
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来源期刊
Journal of Hospitality and Tourism Technology
Journal of Hospitality and Tourism Technology HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
8.40
自引率
12.80%
发文量
41
期刊介绍: The Journal of Hospitality and Tourism Technology is the only journal dedicated solely for research in technology and e-business in tourism and hospitality. It is a bridge between academia and industry through the intellectual exchange of ideas, trends and paradigmatic changes in the fields of hospitality, IT and e-business. It covers: -E-Marketplaces, electronic distribution channels, or e-Intermediaries -Internet or e-commerce business models -Self service technologies -E-Procurement -Social dynamics of e-communication -Relationship Development and Retention -E-governance -Security of transactions -Mobile/Wireless technologies in commerce -IT control and preparation for disaster -Virtual reality applications -Word of Mouth. -Cross-Cultural differences in IT use -GPS and Location-based services -Biometric applications -Business intelligence visualization -Radio Frequency Identification applications -Service-Oriented Architecture of business systems -Technology in New Product Development
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