{"title":"游戏化改善生态旅游管理中的数字数据收集","authors":"Supriyanto, Jefree Fahana, Sugeng Handoko","doi":"10.1109/EIConCIT.2018.8878581","DOIUrl":null,"url":null,"abstract":"Data needs of ecotourism managers are quite high. Data is used to improve service and quality. However, there is not much data availability and tends to be difficult to collect. Even though they have used information technology to facilitate data collection, they have not yet obtained maximum results. The reason is that managers do not manage information technology properly and not many tourists participate in filling in information technology content. The advancement of information technology especially online-based social networks actually provides a lot of data. But the manager has difficulty retrieving the data, because it requires unique keywords or markers. Keywords or markers are needed for the process of withdrawing data from internet. This marker also makes it easy to cluster very large amounts of data. This paper describes how to design of digital data collection systems uses the gamification approach. Using game strategy theory and game elements such as rewards and leaderboard. The goal is to attract tourists or visitors to share photos, videos and stories through social media. This system is very simple, utilizing existing information technology and social media. Thus, more tourists are interested and motivated to share, more data collection they have, so that management and improvement of ecotourism services can run better.","PeriodicalId":424909,"journal":{"name":"2018 2nd East Indonesia Conference on Computer and Information Technology (EIConCIT)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Gamification to Improve Digital Data Collection in Ecotourism Management\",\"authors\":\"Supriyanto, Jefree Fahana, Sugeng Handoko\",\"doi\":\"10.1109/EIConCIT.2018.8878581\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Data needs of ecotourism managers are quite high. Data is used to improve service and quality. However, there is not much data availability and tends to be difficult to collect. Even though they have used information technology to facilitate data collection, they have not yet obtained maximum results. The reason is that managers do not manage information technology properly and not many tourists participate in filling in information technology content. The advancement of information technology especially online-based social networks actually provides a lot of data. But the manager has difficulty retrieving the data, because it requires unique keywords or markers. Keywords or markers are needed for the process of withdrawing data from internet. This marker also makes it easy to cluster very large amounts of data. This paper describes how to design of digital data collection systems uses the gamification approach. Using game strategy theory and game elements such as rewards and leaderboard. The goal is to attract tourists or visitors to share photos, videos and stories through social media. This system is very simple, utilizing existing information technology and social media. Thus, more tourists are interested and motivated to share, more data collection they have, so that management and improvement of ecotourism services can run better.\",\"PeriodicalId\":424909,\"journal\":{\"name\":\"2018 2nd East Indonesia Conference on Computer and Information Technology (EIConCIT)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 2nd East Indonesia Conference on Computer and Information Technology (EIConCIT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/EIConCIT.2018.8878581\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 2nd East Indonesia Conference on Computer and Information Technology (EIConCIT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EIConCIT.2018.8878581","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification to Improve Digital Data Collection in Ecotourism Management
Data needs of ecotourism managers are quite high. Data is used to improve service and quality. However, there is not much data availability and tends to be difficult to collect. Even though they have used information technology to facilitate data collection, they have not yet obtained maximum results. The reason is that managers do not manage information technology properly and not many tourists participate in filling in information technology content. The advancement of information technology especially online-based social networks actually provides a lot of data. But the manager has difficulty retrieving the data, because it requires unique keywords or markers. Keywords or markers are needed for the process of withdrawing data from internet. This marker also makes it easy to cluster very large amounts of data. This paper describes how to design of digital data collection systems uses the gamification approach. Using game strategy theory and game elements such as rewards and leaderboard. The goal is to attract tourists or visitors to share photos, videos and stories through social media. This system is very simple, utilizing existing information technology and social media. Thus, more tourists are interested and motivated to share, more data collection they have, so that management and improvement of ecotourism services can run better.