Innovative Mobile Technology in Hotels and the Use of Gamification

IF 2.1 Q2 HOSPITALITY, LEISURE, SPORT & TOURISM Tourism Planning & Development Pub Date : 2022-08-06 DOI:10.1080/21568316.2022.2107563
Demos Parapanos, E. Michopoulou
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引用次数: 8

Abstract

ABSTRACT Innovations are often introduced to inspire people’s motivation and help them develop beneficial behaviour, both individually and collectively, and gamification is currently considered to be one of the most promising in that respect. Whilst technology adoption studies have explored users’ attitudes towards various technologies, scarce knowledge exists on users’ behavioural intention to try new mobile gamified applications, particularly in the context of the hospitality industry. This paper examines users’ motives for using a mobile hotel gamified application, by conducting two qualitative studies using gamers and hotel visitors as target groups. Findings reveal ten important key user motivations that fuel both utilitarian and hedonic behaviours. Conclusion highlights that these motivations are critical to consider for the effectiveness of gamification in bridging the gap and fulfilling its dual role of being both a game and a marketing/customer service tool at the same time.
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酒店的创新移动技术和游戏化的使用
创新经常被引入来激发人们的动机,帮助他们发展有益的行为,无论是个人还是集体,而游戏化目前被认为是在这方面最有前途的一种。虽然技术采用研究探索了用户对各种技术的态度,但关于用户尝试新的移动游戏化应用程序的行为意图,特别是在酒店业的背景下,缺乏知识。本文通过将游戏玩家和酒店访客作为目标群体进行两项定性研究,探讨了用户使用手机酒店游戏化应用的动机。研究结果揭示了推动功利主义和享乐主义行为的10个重要关键用户动机。结论强调,这些动机对于游戏化的有效性至关重要,因为它可以弥合差距,同时实现游戏和营销/客户服务工具的双重角色。
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来源期刊
Tourism Planning & Development
Tourism Planning & Development HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
6.80
自引率
8.30%
发文量
40
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