Author: Feifei Xu
Publisher: Channel View Publications
ISBN: 1845418247
Category : Business & Economics
Languages : en
Pages : 278
Book Description
This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.
Gamification for Tourism
Author: Feifei Xu
Publisher: Channel View Publications
ISBN: 1845418247
Category : Business & Economics
Languages : en
Pages : 278
Book Description
This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.
Publisher: Channel View Publications
ISBN: 1845418247
Category : Business & Economics
Languages : en
Pages : 278
Book Description
This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.
Gamification in Tourism
Author: Roman Egger
Publisher: BoD – Books on Demand
ISBN: 3734759676
Category : Business & Economics
Languages : en
Pages : 190
Book Description
Tourists' expectations are increasingly complex and sophisticated. They are now seeking meaningful and more stimulating experiences from tourism providers. By combining Gamification with Experience Design the Gamification in Tourism book provides a comprehensive and novel approach on how to design such experiences. With its Memorable Experience Design framework and practical case studies the book should help tourism providers shift their thinking as to what they can offer in order to cater to the new needs of their guests.
Publisher: BoD – Books on Demand
ISBN: 3734759676
Category : Business & Economics
Languages : en
Pages : 190
Book Description
Tourists' expectations are increasingly complex and sophisticated. They are now seeking meaningful and more stimulating experiences from tourism providers. By combining Gamification with Experience Design the Gamification in Tourism book provides a comprehensive and novel approach on how to design such experiences. With its Memorable Experience Design framework and practical case studies the book should help tourism providers shift their thinking as to what they can offer in order to cater to the new needs of their guests.
Positioning and Branding Tourism Destinations for Global Competitiveness
Author: Hashim, Rahmat
Publisher: IGI Global
ISBN: 1522572546
Category : Business & Economics
Languages : en
Pages : 352
Book Description
Market positioning and branding has evolved from a peripheral process in the marketing effort to a critical process in any strategic planning initiative. Effective positioning will result in a strong brand that develops an emotional and productive two-way relationship. Positioning and Branding Tourism Destinations for Global Competitiveness focuses on utilizing destination branding and content marketing for sustainable growth and competitive advantage within the tourism and hospitality industry, including tools and techniques for travel branding and best practices for better tourism management strategies. Featuring coverage on a broad range of topics such as hospitality, brand loyalty, and knowledge transfer, this book is ideally designed for industry professionals including those within the hotel, leisure, transportation, theme park, and food service sectors, policymakers, practitioners, researchers, and students.
Publisher: IGI Global
ISBN: 1522572546
Category : Business & Economics
Languages : en
Pages : 352
Book Description
Market positioning and branding has evolved from a peripheral process in the marketing effort to a critical process in any strategic planning initiative. Effective positioning will result in a strong brand that develops an emotional and productive two-way relationship. Positioning and Branding Tourism Destinations for Global Competitiveness focuses on utilizing destination branding and content marketing for sustainable growth and competitive advantage within the tourism and hospitality industry, including tools and techniques for travel branding and best practices for better tourism management strategies. Featuring coverage on a broad range of topics such as hospitality, brand loyalty, and knowledge transfer, this book is ideally designed for industry professionals including those within the hotel, leisure, transportation, theme park, and food service sectors, policymakers, practitioners, researchers, and students.
Information and Communication Technologies in Tourism 2014
Author: Zheng Xiang
Publisher: Springer Science & Business Media
ISBN: 3319039733
Category : Business & Economics
Languages : en
Pages : 874
Book Description
The papers presented in this volume advance the state-of-the-art research on social media and Web 2.0, electronic tourism marketing, website development and evaluation, search engine marketing and optimization, IT adoption and diffusion, virtual travel communities, mobile technologies, management information systems in tourism, eLearning, recommender systems for tourism businesses and destinations and electronic distribution for hospitality and travel products. This book covers the most significant topics contributed by prominent scholars from around the world and is suitable for both academics and practitioners who are interested in the latest developments in e-Tourism.
Publisher: Springer Science & Business Media
ISBN: 3319039733
Category : Business & Economics
Languages : en
Pages : 874
Book Description
The papers presented in this volume advance the state-of-the-art research on social media and Web 2.0, electronic tourism marketing, website development and evaluation, search engine marketing and optimization, IT adoption and diffusion, virtual travel communities, mobile technologies, management information systems in tourism, eLearning, recommender systems for tourism businesses and destinations and electronic distribution for hospitality and travel products. This book covers the most significant topics contributed by prominent scholars from around the world and is suitable for both academics and practitioners who are interested in the latest developments in e-Tourism.
Smart Systems Design, Applications, and Challenges
Author: Rodrigues, João M.F.
Publisher: IGI Global
ISBN: 1799821145
Category : Computers
Languages : en
Pages : 459
Book Description
Smart systems when connected to artificial intelligence (AI) are still closely associated with some popular misconceptions that cause the general public to either have unrealistic fears about AI or to expect too much about how it will change our workplace and life in general. It is important to show that such fears are unfounded, and that new trends, technologies, and smart systems will be able to improve the way we live, benefiting society without replacing humans in their core activities. Smart Systems Design, Applications, and Challenges provides emerging research that presents state-of-the-art technologies and available systems in the domains of smart systems and AI and explains solutions from an augmented intelligence perspective, showing that these technologies can be used to benefit, instead of replace, humans by augmenting the information and actions of their daily lives. The book addresses all smart systems that incorporate functions of sensing, actuation, and control in order to describe and analyze a situation and make decisions based on the available data in a predictive or adaptive manner. Highlighting a broad range of topics such as business intelligence, cloud computing, and autonomous vehicles, this book is ideally designed for engineers, investigators, IT professionals, researchers, developers, data analysts, professors, and students.
Publisher: IGI Global
ISBN: 1799821145
Category : Computers
Languages : en
Pages : 459
Book Description
Smart systems when connected to artificial intelligence (AI) are still closely associated with some popular misconceptions that cause the general public to either have unrealistic fears about AI or to expect too much about how it will change our workplace and life in general. It is important to show that such fears are unfounded, and that new trends, technologies, and smart systems will be able to improve the way we live, benefiting society without replacing humans in their core activities. Smart Systems Design, Applications, and Challenges provides emerging research that presents state-of-the-art technologies and available systems in the domains of smart systems and AI and explains solutions from an augmented intelligence perspective, showing that these technologies can be used to benefit, instead of replace, humans by augmenting the information and actions of their daily lives. The book addresses all smart systems that incorporate functions of sensing, actuation, and control in order to describe and analyze a situation and make decisions based on the available data in a predictive or adaptive manner. Highlighting a broad range of topics such as business intelligence, cloud computing, and autonomous vehicles, this book is ideally designed for engineers, investigators, IT professionals, researchers, developers, data analysts, professors, and students.
Handbook of Research on Smart Technology Applications in the Tourism Industry
Author: Çeltek, Evrim
Publisher: IGI Global
ISBN: 1799819906
Category : Business & Economics
Languages : en
Pages : 569
Book Description
In today’s modernized society, certain technologies have become more applicable within many professional fields and are much easier to implement. This includes the tourism industry, where smart technology has provided a range of new marketing possibilities including more effective sales tactics and delivering a more personalized customer experience. As the scope of business analytics continues to expand, professionals need research on the various applications of smart technology within the field of tourism. The Handbook of Research on Smart Technology Applications in the Tourism Industry is an essential reference source that discusses the use of intelligent systems in tourism as well as their influence on consumer relationships. Featuring research on topics such as digital advertising, wearable technology, and consumer behavior, this book is ideally designed for travel agents, tour developers, restaurateurs, hotel managers, tour directors, airlines, marketers, researchers, managers, hospitality professionals, policymakers, business strategists, researchers, academicians, and students seeking coverage on the use of smart technologies in tourism.
Publisher: IGI Global
ISBN: 1799819906
Category : Business & Economics
Languages : en
Pages : 569
Book Description
In today’s modernized society, certain technologies have become more applicable within many professional fields and are much easier to implement. This includes the tourism industry, where smart technology has provided a range of new marketing possibilities including more effective sales tactics and delivering a more personalized customer experience. As the scope of business analytics continues to expand, professionals need research on the various applications of smart technology within the field of tourism. The Handbook of Research on Smart Technology Applications in the Tourism Industry is an essential reference source that discusses the use of intelligent systems in tourism as well as their influence on consumer relationships. Featuring research on topics such as digital advertising, wearable technology, and consumer behavior, this book is ideally designed for travel agents, tour developers, restaurateurs, hotel managers, tour directors, airlines, marketers, researchers, managers, hospitality professionals, policymakers, business strategists, researchers, academicians, and students seeking coverage on the use of smart technologies in tourism.
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1799892255
Category : Computers
Languages : en
Pages : 657
Book Description
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.
Publisher: IGI Global
ISBN: 1799892255
Category : Computers
Languages : en
Pages : 657
Book Description
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.
Gamification
Author: Stefan Stieglitz
Publisher: Springer
ISBN: 3319455575
Category : Computers
Languages : en
Pages : 166
Book Description
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
Publisher: Springer
ISBN: 3319455575
Category : Computers
Languages : en
Pages : 166
Book Description
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
The Gamification of Learning and Instruction Fieldbook
Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 111867443X
Category : Business & Economics
Languages : en
Pages : 487
Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.
Publisher: John Wiley & Sons
ISBN: 111867443X
Category : Business & Economics
Languages : en
Pages : 487
Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.