Tourist Guide application is a mobile application that will be useful for all visitors for a holiday. This application (app) is proposed to provide visitor information about attractive places. Through the app, visitors easily find out the most attractive places by using the map as the app will recommend visitors the top destination to visit. Thus, it is important as they do not have to waste their time seeking information about the location's place and details. The less attractive of the current system affects the user engagement. Thus, the gamification elements that will be implemented in the app can provide a new way of interaction and engagement in a fun and rewarding way. The elements of gamification that will be implemented are point, reward and challenge. The challenge or mini-game, such as quizzes, will make visitors go to the location to find the answers. Not only that, but the visitors also may receive some reward based on the point they collect for each of the correct answers they give. Hence, the app was developed to provide information about the attractions to users and encourage and motivate the users who visit the places. The methodology used for developing the Tourist Guide app is prototyping. The software will be developed in a few phases, including an initial requirement, design, prototyping, customer evaluation, review and update, and final system development.
KEYWORDS:
Mobile; User engagement; Attraction; Interaction; Reward
Aguiar-Castillo, L., Clavijo-Rodriguez, A., Saa-Perez, D. & Perez-Jimenez, R. 2019. Gamification as an approach to promote tourist recycling behavior. Sustainability, 11(8), 2201.
Baptista, G. & Oliveira, T. 2017. Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Research, 27(1), 118-139.
Buhalis, D. 2019. Technology in tourism-from information communication technologies to eTourism and smart tourism towards ambient intelligence tourism: a perspective article. Tourism Review, 75(1), 267-272.
Buhalis, D. & Law, R. 2008. Progress in information technology and tourism management: 20 years on and 10 years after the Internet - The state of eTourism research. Tourism management, 29(4), 609-623.
Deterding, S., Khaled, R., Nacke, L. E. & Dixon, D. 2011a. Gamification: Toward a definition. Proceedings of the International Conference on Human Factors in Computing Systems (CHI 2011) Extended Abstracts Volume. May 7-12, 2011. Vancouver, BC, Canada.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K. & Dixon, D. 2011b. Gamification: Using game-design elements in non-gaming contexts. Proceedings of the International Conference on Human Factors in Computing Systems (CHI 2011) Extended Abstracts Volume. May 7-12, 2011. Vancouver, BC, Canada.
Gaya, E. 2013. Understanding motivation of visitors at dark tourism sites: Case study of August 7th Memorial Park, Kenya (https://core.ac.uk/download/pdf/38095097.pdf.) Last accessed on 2 January 2021.
Hamed, H. M. 2017. Investigating the effectiveness of applying gamification on tourism websites from the customers’ perspective: An exploratory study. European Journal of Hospitality and Tourism Research, 5(4), 1-27.
Harwood, T. & Garry, T. 2015. An investigation into gamification as a customer engagement experience environment. Journal of Services Marketing, 29(6/7), 533-546.
Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S. & Hides, L. 2016. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106.
Kandampully, J., Zhang, T.(C). & Bilgihan, A. 2015. Customer loyalty: a review and future directions with a special focus on the hospitality industry. International Journal of Contemporary Hospitality Management, 27(3), 379-414
Kim, S. 2021. How a company’s gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform). Telematics and Informatics, 57, 101505.
Mora, A., Riera, D., González, C. & Arnedo-Moreno, J. 2017. Gamification: a systematic review of design frameworks. Journal of Computing in Higher Education, 29(3), 516-548.
Nguyen, Q., Nguyen, H. & Le, T. 2020. Relationships among novelty seeking, satisfaction, return intention, and willingness to recommend of foreign tourists in Vietnam. Management Science Letters, 10(10), 2249-2258.
Pine, B. J. & Gilmore, J. H. 2013. The Experience Economy: Past, Present and Future. In: Sundbo, J. & Sørensen, F. (Eds). Handbook on the Experience Economy. Edward Elgar Publishing.
Rashid, Y., Rashid, A., Warraich, M. A., Sabir, S. S. & Waseem, A. 2019. Case study method: A step-by-step guide for business researchers. International Journal of Qualitative Methods, 18, 1609406919862424
Shen, Y. S., Choi, H. C., Joppe, M. & Yi, S. 2020. What motivates visitors to participate in a gamified trip? A player typology using Q methodology. Tourism Management, 78, 104074.
Sigala, M. 2015. The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware. Electronic Markets, 25(3), 189-209.
Swacha, J. & Ittermann, R. 2017. Enhancing the tourist attraction visiting process with gamification: Key concepts. Engineering Management in Production and Services, 9(4), 59 - 66.
Teng, C. I. & Chen, W. W. 2014. Team participation and online gamer loyalty. Electronic Commerce Research and Applications, 13(1), 24-31.
Wünderlich, N. V., Gustafsson, A., Hamari, J., Parvinen, P. & Haff, A. 2020. The great game of business: Advancing knowledge on gamification in business contexts. Journal of Business Research, 106, 273-276.
Xu, F., Tian, F., Buhalis, D., Weber, J. & Zhang, H. 2016. Tourists as mobile gamers: Gamification for tourism marketing. Journal of Travel & Tourism Marketing, 33(8), 1124-1142.
Yu, R., Cao, J., Liu, R., Gao, W., Wang, X. & Liang, J. 2019. Participant incentive mechanism toward quality-oriented sensing: understanding and application. ACM Transactions on Sensor Networks, 15(2), 1-25.