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Oyunlaştırma Destinasyonlarda Kültürel Mirasın Sürdürülmesi ve Unutulmaz Turizm Deneyimleri Oluşturması İçin Kullanılabilir mi??

Yıl 2023, Cilt: 5 Sayı: 1, 1 - 10, 08.12.2023

Öz

Oyunlaştırma, oyun bileşenlerinin oyun dışı öğelere uyarlanması olarak tanımlanmıştır. Ayrıca bilgi edinme, farkındalık, ilgi, motivasyon kalıpları ve sadık müşteriler kazanma ile son derece ilgilidir. Bu nedenle, bu makale oyunlaştırmanın kültür turizminde nasıl kullanılacağını göstermeyi amaçlamaktadır. Bu makale kavramsal bir çalışma şeklinde hazırlanmıştır. Literatür taramasında oyunlaştırma ve kültür turizmi ele alınmıştır. Daha sonra oyunlaştırmanın kültür turizmi için kullanımına açıklık getirilmiştir. Çalışmaya göre oyunlaştırma, kültürel mirasa sahip destinasyonların tanıtımı, sadık turistlerin kazanılması, farklı ve akılda kalıcı deneyimler yaratılması gibi kültürel miras için çok sayıda amaç için kullanılmalıdır.

Kaynakça

  • References Alberti, F. G., & Giusti, J. D. (2012). Cultural heritage, tourism and regional competitiveness: The Motor Valley cluster. City, culture and society, 3(4), 261-273.
  • Avolicino, S., Di Gregorio, M., Romano, M., Sebillo, M., Tortora, G., & Vitiello, G. (2022). EcoGO: Combining eco-feedback and gamification to improve the sustainability of driving style. In Proceedings of the 2022 International Conference on Advanced Visual Interfaces (pp. 1-5).
  • Bec, A., Moyle, B., Timms, K., Schaffer, V., Skavronskaya, L., & Little, C. (2019). Management of immersive heritage tourism experiences: A conceptual model. Tourism Management, 72, 117-120.
  • Berger, H., Dittenbach, M., Merkl, D., Bogdanovych, A., Simoff, S., & Sierra, C. (2006). Playing the e-business game in 3D virtual worlds. In Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments (pp. 333-336).
  • Brown, E. & Cairns, P. (2004). A grounded investigation of game immersion. In: CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria: ACM.
  • Buhalis, D., Lin, M. S., & Leung, D. (2022). Metaverse as a driver for customer experience and value co-creation: implications for hospitality and tourism management and marketing. International Journal of Contemporary Hospitality Management, 35(2), 701-716.
  • Çeltek, E. (2010). Mobile advergames in tourism marketing. Journal of Vacation Marketing. 267-281.
  • Deterding, S., Dixon, D., Khaled, R. & Nacke, L. E. (2011). From game design elements to gamefulness: Defining "Gamification", Mindtrek 2011 Proceedings. Tampere, Finland: ACM.Press.
  • Douglas, B. D., & Brauer, M. (2021). Gamification to prevent climate change: A review of games and apps for sustainability. Current opinion in psychology, 42, 89-94.
  • Dubois, L. E., & Gibbs, C. (2018). Video game–induced tourism: a new frontier for destination marketers. Tourism Review.
  • Ermi, L. & Mäyrä, F. (2005). Player-centred game design: Experiences in using scenario study to inform mobile game design. The International Journal of Computer Game Research, 5(1).
  • Gabr, F. M., & Abdennadher, S. (2015). Walk Like an Egyptian: A Serious, Pervasive Mobile Game for Tourism. International Association for Development of the Information Society.
  • Hafstein, V. T. (2012). Cultural heritage. A companion to folklore, 500-519.
  • Heger, C., Offermans, S., & Frens, J. (2009). Waiting as part of the fun: Interactive gaming in theme park queues. Offermans SAM, Nagtzaam HA H. Proceedings of SIDER, 9, 52-55.
  • Huber, M. Z., & Hilty, L. M. (2015). Gamification and sustainable consumption: overcoming the limitations of persuasive technologies. In ICT innovations for sustainability (pp. 367-385). Springer International Publishing.
  • Huizinga, J. (1950). Homo Ludens. Boston: Beacon Press.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, p. 1722).
  • Huotari, K., & Hamari, J., (2012). Defining gamification: A service marketing perspective. In: Proceedings of the 16th International Academic MindTrek Conference, Tampere, Finland: ACM.
  • Hurst, A. (2014). Welcome to the Purpose Economy. Fast Company.
  • Jennett, C., Cox, A., Cairns, P., Dhoparee, S., Epps, A., Tijs, T. & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-ComputerStudies,66(9),641-661.
  • Jung, T. H., & Dieck, M. C. (2017). Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places. Journal of Place Management and Development, 10(2), 140-151.
  • Kask, S. (2018). Virtual reality in support of sustainable tourism. Experiences from Eastern Europe (Doctoral dissertation, Eesti Maaülikool).
  • Kaya, B. (2020). Unutulmaz turizm deneyiminin hikâye anlatıcılığına etkisi - Master's thesis, Batman Üniversitesi Sosyal Bilimler Enstitüsü.
  • Kempiak, J., Hollywood, L., Bolan, P., & McMahon-Beattie, U. (2017). The heritage tourist: An understanding of the visitor experience at heritage attractions. International Journal of Heritage Studies, 23(4), 375-392.
  • Khan, I., Melro, A., Amaro, A. C., & Oliveira, L. (2020). Systematic review on gamification and cultural heritage dissemination. Journal of Digital Media & Interaction, 3(8), 19-41.
  • Kim, J. H., Ritchie, J. B., & McCormick, B. (2012). Development of a scale to measure memorable tourism experiences. Journal of Travel research, 51(1), 12-25.
  • Kotler, P., Kartajaya, H. & Setiawan, I. (2016). Marketing 4.0: Moving from traditional to digital. New Jersey: John Wiley & Sons.
  • Lee, B. C. (2019). The effect of gamification on psychological and behavioral outcomes: Implications for cruise tourism destinations. Sustainability, 11(11), 3002.
  • Lee, C. S., & Wong, K. S. D. (2018). Deriving a gamified learning-design framework towards sustainable community engagement and mashable innovations in Smart Cities: Preliminary findings. International Journal of Knowledge and Systems Science (IJKSS), 9(1), 1-22.
  • Loureiro, S. M. C., Guerreiro, J., & Ali, F. (2020). 20 years of research on virtual reality and augmented reality in tourism context: A text-mining approach. Tourism Management, 77, 104028.
  • Luoh, H. F., Tsaur, S. H., & Lo, P. C. (2020). Cooking for fun: The sources of fun in cooking learning tourism. Journal of Destination Marketing & Management, 17, 100442.
  • Negruşa, A. L., Toader, V., Sofică, A., Tutunea, M. F. & Rus, R. V. (2015). Exploring gamification techniques and applications for sustainable tourism. Sustainability, 7(8), 11160-11189.
  • Oh, H. (1999). Service quality, customer satisfaction and customer value: a holistic perspective. International Journal of Hospitality Management. 18. 67-82.
  • Paharia, R. (2013). Loyalty 3.0. McGraw - Hill Publishing.
  • Patricio, R. (2017). A gamified approach for engaging teams in corporate innovation and entrepreneurship. World Journal of Science, Technology and Sustainable Development, 14(2/3), 254-262.
  • Petric, J. F. (2004). Are loyalty visitors desired visitors. Tourism Management. 25(4): 463-470
  • Ritchie, J. R. B. & Hudson, S., (2009). Understanding and meeting the challenges of consumer/tourist experience research. International Journal of Tourism Research, 11(2), 111-126.
  • Vargo, S. L. & Lusch R. F. (2008). Service-Dominant Logic: Continuing the Evolution. Journal of the Academy of Marketing Science 36, 1-10
  • Wach, E., & Ward, R. (2013). Learning about qualitative document analysis. Impact and Learning Team Practice Paper in Brief, Institute of Development Studies.
  • Werbach, K., & Hunter, D. (2015). The gamification toolkit: dynamics, mechanics, and components for the win. Wharton School Press.
  • Widarti, E., & Emanuel, A. W. (2020). Mobile Application Design for Heritage Tourism Uses Gamification Approach in Indonesia. International Journal of Engineering Pedagogy, 10(5).
  • 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.
  • Xu, F., Weber, J., & Buhalis, D. (2013). Gamification in tourism. Information and communication technologies in tourism 2014 (pp. 525-537). Springer, Cham.
  • Yılmaz, E. A. (2020). İş’te Oyunlaştırma. İstanbul: Ceres Yayınları.
  • Yung, R., & Khoo - Lattimore, C. (2019). New realities: a systematic literature review on virtual reality and augmented reality in tourism research. Current Issues in Tourism, 22(17), 2056-2081.
  • Zhang, Y., Li, X. R., Su, Q., & Hu, X. (2017). Exploring a theme park's tourism carrying capacity: A demand-side analysis. Tourism Management, 59, 564-578.
  • Zichermann, G. (2010). Fun is the future: Mastering gamification. Google Tech Talk, 26.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".
  • Zichermann, G., & Linder, J. (2010). Game-based marketing: inspire customer loyalty through rewards, challenges, and contests. John Wiley & Sons.

Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences?

Yıl 2023, Cilt: 5 Sayı: 1, 1 - 10, 08.12.2023

Öz

Gamification has been defined as the adaptation of game components to non-game elements. It is also highly related to gaining knowledge, awareness, interest, motivational patterns and gaining loyal customers. Therefore, this article aims to show how gamification can be used in cultural tourism. This article has been prepared as a conceptual study. Gamification and cultural tourism are discussed in the literature review. Then, the use of gamification for cultural tourism has been clarified. According to the study, gamification should be used for a multitude of purposes for cultural heritage, such as promoting cultural heritage destinations, acquiring loyal tourists, and creating different and memorable experiences.

Kaynakça

  • References Alberti, F. G., & Giusti, J. D. (2012). Cultural heritage, tourism and regional competitiveness: The Motor Valley cluster. City, culture and society, 3(4), 261-273.
  • Avolicino, S., Di Gregorio, M., Romano, M., Sebillo, M., Tortora, G., & Vitiello, G. (2022). EcoGO: Combining eco-feedback and gamification to improve the sustainability of driving style. In Proceedings of the 2022 International Conference on Advanced Visual Interfaces (pp. 1-5).
  • Bec, A., Moyle, B., Timms, K., Schaffer, V., Skavronskaya, L., & Little, C. (2019). Management of immersive heritage tourism experiences: A conceptual model. Tourism Management, 72, 117-120.
  • Berger, H., Dittenbach, M., Merkl, D., Bogdanovych, A., Simoff, S., & Sierra, C. (2006). Playing the e-business game in 3D virtual worlds. In Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments (pp. 333-336).
  • Brown, E. & Cairns, P. (2004). A grounded investigation of game immersion. In: CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria: ACM.
  • Buhalis, D., Lin, M. S., & Leung, D. (2022). Metaverse as a driver for customer experience and value co-creation: implications for hospitality and tourism management and marketing. International Journal of Contemporary Hospitality Management, 35(2), 701-716.
  • Çeltek, E. (2010). Mobile advergames in tourism marketing. Journal of Vacation Marketing. 267-281.
  • Deterding, S., Dixon, D., Khaled, R. & Nacke, L. E. (2011). From game design elements to gamefulness: Defining "Gamification", Mindtrek 2011 Proceedings. Tampere, Finland: ACM.Press.
  • Douglas, B. D., & Brauer, M. (2021). Gamification to prevent climate change: A review of games and apps for sustainability. Current opinion in psychology, 42, 89-94.
  • Dubois, L. E., & Gibbs, C. (2018). Video game–induced tourism: a new frontier for destination marketers. Tourism Review.
  • Ermi, L. & Mäyrä, F. (2005). Player-centred game design: Experiences in using scenario study to inform mobile game design. The International Journal of Computer Game Research, 5(1).
  • Gabr, F. M., & Abdennadher, S. (2015). Walk Like an Egyptian: A Serious, Pervasive Mobile Game for Tourism. International Association for Development of the Information Society.
  • Hafstein, V. T. (2012). Cultural heritage. A companion to folklore, 500-519.
  • Heger, C., Offermans, S., & Frens, J. (2009). Waiting as part of the fun: Interactive gaming in theme park queues. Offermans SAM, Nagtzaam HA H. Proceedings of SIDER, 9, 52-55.
  • Huber, M. Z., & Hilty, L. M. (2015). Gamification and sustainable consumption: overcoming the limitations of persuasive technologies. In ICT innovations for sustainability (pp. 367-385). Springer International Publishing.
  • Huizinga, J. (1950). Homo Ludens. Boston: Beacon Press.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, p. 1722).
  • Huotari, K., & Hamari, J., (2012). Defining gamification: A service marketing perspective. In: Proceedings of the 16th International Academic MindTrek Conference, Tampere, Finland: ACM.
  • Hurst, A. (2014). Welcome to the Purpose Economy. Fast Company.
  • Jennett, C., Cox, A., Cairns, P., Dhoparee, S., Epps, A., Tijs, T. & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-ComputerStudies,66(9),641-661.
  • Jung, T. H., & Dieck, M. C. (2017). Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places. Journal of Place Management and Development, 10(2), 140-151.
  • Kask, S. (2018). Virtual reality in support of sustainable tourism. Experiences from Eastern Europe (Doctoral dissertation, Eesti Maaülikool).
  • Kaya, B. (2020). Unutulmaz turizm deneyiminin hikâye anlatıcılığına etkisi - Master's thesis, Batman Üniversitesi Sosyal Bilimler Enstitüsü.
  • Kempiak, J., Hollywood, L., Bolan, P., & McMahon-Beattie, U. (2017). The heritage tourist: An understanding of the visitor experience at heritage attractions. International Journal of Heritage Studies, 23(4), 375-392.
  • Khan, I., Melro, A., Amaro, A. C., & Oliveira, L. (2020). Systematic review on gamification and cultural heritage dissemination. Journal of Digital Media & Interaction, 3(8), 19-41.
  • Kim, J. H., Ritchie, J. B., & McCormick, B. (2012). Development of a scale to measure memorable tourism experiences. Journal of Travel research, 51(1), 12-25.
  • Kotler, P., Kartajaya, H. & Setiawan, I. (2016). Marketing 4.0: Moving from traditional to digital. New Jersey: John Wiley & Sons.
  • Lee, B. C. (2019). The effect of gamification on psychological and behavioral outcomes: Implications for cruise tourism destinations. Sustainability, 11(11), 3002.
  • Lee, C. S., & Wong, K. S. D. (2018). Deriving a gamified learning-design framework towards sustainable community engagement and mashable innovations in Smart Cities: Preliminary findings. International Journal of Knowledge and Systems Science (IJKSS), 9(1), 1-22.
  • Loureiro, S. M. C., Guerreiro, J., & Ali, F. (2020). 20 years of research on virtual reality and augmented reality in tourism context: A text-mining approach. Tourism Management, 77, 104028.
  • Luoh, H. F., Tsaur, S. H., & Lo, P. C. (2020). Cooking for fun: The sources of fun in cooking learning tourism. Journal of Destination Marketing & Management, 17, 100442.
  • Negruşa, A. L., Toader, V., Sofică, A., Tutunea, M. F. & Rus, R. V. (2015). Exploring gamification techniques and applications for sustainable tourism. Sustainability, 7(8), 11160-11189.
  • Oh, H. (1999). Service quality, customer satisfaction and customer value: a holistic perspective. International Journal of Hospitality Management. 18. 67-82.
  • Paharia, R. (2013). Loyalty 3.0. McGraw - Hill Publishing.
  • Patricio, R. (2017). A gamified approach for engaging teams in corporate innovation and entrepreneurship. World Journal of Science, Technology and Sustainable Development, 14(2/3), 254-262.
  • Petric, J. F. (2004). Are loyalty visitors desired visitors. Tourism Management. 25(4): 463-470
  • Ritchie, J. R. B. & Hudson, S., (2009). Understanding and meeting the challenges of consumer/tourist experience research. International Journal of Tourism Research, 11(2), 111-126.
  • Vargo, S. L. & Lusch R. F. (2008). Service-Dominant Logic: Continuing the Evolution. Journal of the Academy of Marketing Science 36, 1-10
  • Wach, E., & Ward, R. (2013). Learning about qualitative document analysis. Impact and Learning Team Practice Paper in Brief, Institute of Development Studies.
  • Werbach, K., & Hunter, D. (2015). The gamification toolkit: dynamics, mechanics, and components for the win. Wharton School Press.
  • Widarti, E., & Emanuel, A. W. (2020). Mobile Application Design for Heritage Tourism Uses Gamification Approach in Indonesia. International Journal of Engineering Pedagogy, 10(5).
  • 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.
  • Xu, F., Weber, J., & Buhalis, D. (2013). Gamification in tourism. Information and communication technologies in tourism 2014 (pp. 525-537). Springer, Cham.
  • Yılmaz, E. A. (2020). İş’te Oyunlaştırma. İstanbul: Ceres Yayınları.
  • Yung, R., & Khoo - Lattimore, C. (2019). New realities: a systematic literature review on virtual reality and augmented reality in tourism research. Current Issues in Tourism, 22(17), 2056-2081.
  • Zhang, Y., Li, X. R., Su, Q., & Hu, X. (2017). Exploring a theme park's tourism carrying capacity: A demand-side analysis. Tourism Management, 59, 564-578.
  • Zichermann, G. (2010). Fun is the future: Mastering gamification. Google Tech Talk, 26.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".
  • Zichermann, G., & Linder, J. (2010). Game-based marketing: inspire customer loyalty through rewards, challenges, and contests. John Wiley & Sons.
Toplam 49 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Turizm (Diğer)
Bölüm Makaleler
Yazarlar

Büşra Kaya 0000-0002-6133-7518

Ferhat Eren 0000-0001-5498-5878

Erken Görünüm Tarihi 7 Aralık 2023
Yayımlanma Tarihi 8 Aralık 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 5 Sayı: 1

Kaynak Göster

APA Kaya, B., & Eren, F. (2023). Could Gamification Have Use to Sustain Cultural Heritage in Destinations and Create Memorable Tourism Experiences?. Turizm Çalışmaları Dergisi, 5(1), 1-10.