3,553
Views
4
CrossRef citations to date
0
Altmetric
Articles

Innovative Mobile Technology in Hotels and the Use of Gamification

&

References

  • Agag, G., & El-Masry, A. (2016). Understanding consumer intention to participate in online travel community and effects on consumer intention to purchase travel online and WOM: An integration of innovation diffusion theory and TAM with trust. Computers in Human Behavior, 60, 97–111. https://doi.org/10.1016/j.chb.2016.02.038
  • Agrebi, S., & Jallais, J. (2015). Explain the intention to use smartphones for mobile shopping. Journal of Retailing and Consumer Services, 22, 16–23. https://doi.org/10.1016/j.jretconser.2014.09.003
  • Aguiar-Castillo, L., Hernández-López, L., De Saá-Pérez, P., & Pérez-Jiménez, R. (2020). Gamification as a motivation strategy for higher education students in tourism face-to-face learning. The Journal of Hospitality, Leisure, Sport & Tourism Education, 2710. https://doi.org/10.1016/j.jhlste.2020.10.0267
  • Al-Zaidy, Z. (2012). Gamification’s march to ubiquity. The Guardian. http://www.theguardian.com/media-network/media-network-blog/2012/apr/26/gamification-ubiquity
  • Aren, S., Güzel, M., Kabadayı, E., & Alpkan, L. (2013). Factors affecting repurchase intention to shop at the same website. Procedia, Social and Behavioral Sciences, 99, 536–544. https://doi.org/10.1016/j.sbspro.2013.10.523
  • Bartle, R. A. (2004). Designing virtual worlds. New Riders.
  • Bezova, K., & Azara, I. (2021). Generating and sustaining value through guided tour experiences’ co-creation at heritage visitor attractions. Tourism Planning & Development, 18(2), 226–244. https://doi.org/10.1080/21568316.2021.1879923
  • Bonsón Ponte, E., Carvajal-Trujillo, E., & Escobar-Rodríguez, T. (2015). Influence of trust and perceived value on the intention to purchase travel online: Integrating the effects of assurance on trust antecedents. Tourism Management (1982), 47, 286–302. https://doi.org/10.1016/j.tourman.2014.10.009
  • Bravo, R., Catalán, S., & Pina, J. M. (2021). Gamification in tourism and hospitality review platforms: How to R.A.M.P. up users’ motivation to create content. International Journal of Hospitality Management, 9910. https://doi.org/10.1016/j.ijhm.2021.103064
  • Bressan, A., & Pedrini, M. (2020). Exploring Sustainable-oriented innovation within micro and small tourism firms. Tourism Planning & Development, 17(5), 497–514. https://doi.org/10.1080/21568316.2019.1673810
  • Bryman, A., & Bell, E. (2015). Business research methods. Oxford University Press.
  • Bulencea, P., & Egger, R. (2015). Gamification in tourism: Designing memorable experiences. Books on Demand Norderstedt.
  • Castañeda, J., Martínez-Heredia, M., & Rodríguez-Molina, M. (2019). Explaining tourist behavioral loyalty toward mobile apps. Journal of Hospitality and Tourism Technology, 10(3), 415–430. https://doi.org/10.1108/JHTT-08-2017-0057
  • Cavalheiro, M. B., Joia, L. A., & Cavalheiro, G. M. d. C. (2020). Towards a smart tourism destination development model: Promoting environmental, economic, socio-cultural and political values. Tourism Planning & Development, 17(3), 237–259. https://doi.org/10.1080/21568316.2019.1597763
  • Chamarro, A., Oberst, U., Cladellas, R., & Fuster, H. (2020). Effect of the frustration of psychological needs on addictive behaviors in mobile videogamers – the mediating role of use expectancies and time spent gaming. International Journal of Environmental Research and Public Health, 17(17), 6429. https://doi.org/10.3390/ijerph17176429
  • Chen, C. W. (2017). Five-star or thumbs-up? The influence of rating system types on users’ perceptions of information quality, cognitive effort, enjoyment and continuance intention. Internet Research, 27(3), 478–494. https://doi.org/10.1108/IntR-08-2016-0243
  • Chen, C., & Tsai, J. (2019). Determinants of behavioral intention to use the Personalized Location-based Mobile Tourism Application: An empirical study by integrating TAM with ISSM. Future Generation Computer Systems, 96, 628–638. https://doi.org/10.1016/j.future.2017.02.028
  • Chinomona, R. (2013). The influence of perceived ease of use and perceived usefulness on trust and intention to use mobile social software: technology and innovation. African Journal for Physical Health Education, Recreation, and Dance, 19(2), 258–273.
  • Chou, Y. (2020). -12-01T08:00:37+00:00). Octalysis: Complete gamification framework – Yu-kai Chou. http://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
  • Christou, E. (2010). Investigating attitudes towards mobile commerce for travel products. Original Scientific Paper, 58(1), 7–18. https://doi.org/10.5281/zenodo.1209125
  • Coe, N. M., & Yang, C. (2022). Mobile gaming Production Networks, Platform Business Groups, and the Market Power of China’s Tencent. Annals of the American Association of Geographers, 112(2), 307–330. https://doi.org/10.1080/24694452.2021.1933887
  • Collins, H. (2010). Creative research the theory and practice of research for the creative industries. AVA Pub. SA.
  • Corrêa, S., Hott, C., & Gosling, M. d. S. (2021). Travelers’ perception of smart tourism experiences in smart tourism destinations. Tourism Planning & Development, 18(4), 415–434. https://doi.org/10.1080/21568316.2020.1798689
  • da Silva, B., D’arc, R., Contreras Pinochet, L. H., Luiz Lopes, E., & de Oliveira, M. A. (2018). Development of a gamification characteristics measurement scale for mobile application users. Internext: Revista Electrônica De Negócios Internacionais Da ESPM, 13(1), 1–16. https://doi.org/10.18568/1980-4865.1311-16
  • DeFranco, A. L., Morosan, C., & Hua, N. (2017). Moderating the impact of e-commerce expenses on financial performance in US upper upscale hotels: The role of property size. Tourism Economics: The Business and Finance of Tourism and Recreation, 23(2), 429–447. https://doi.org/10.5367/te.2015.0510
  • Douglas, A. (2019). Mobile business travel application usage: Are South African men really from Mars and women from Venus? Journal of Hospitality and Tourism Technology, 10(3), 269–285. https://doi.org/10.1108/JHTT-01-2018-0002
  • Etemad-Sajadi, R. (2016). The impact of online real-time interactivity on patronage intention: The use of avatars. Computers in Human Behavior, 61, 227–232. https://doi.org/10.1016/j.chb.2016.03.045
  • Feijoo, C., Gómez-Barroso, J., Aguado, J., & Ramos, S. (2012). Mobile gaming: Industry challenges and policy implications. Telecommunications Policy, 36(3), 212–221. https://doi.org/10.1016/j.telpol.2011.12.004
  • Gao, Y., & Wu, X. (2010). A cognitive model of trust in E-Commerce: Evidence from a field study in China. Journal of Applied Business Research, 26(1), https://doi.org/10.19030/jabr.v26i1.275
  • Gay, R., Charlsworth, A., & Esen, R. (2007). Online marketing: A customer-led approach. Oxford University Press.
  • Gefen, D. (2000). E-commerce: The role of familiarity and trust. Omega (Oxford), 28(6), 725–737. https://doi.org/10.1016/S0305-0483(00)00021-9
  • Gefen, D., & Straub, D. W. (2004). Consumer trust in B2C e-Commerce and the importance of social presence: Experiments in e-Products and e-Services. Omega (Oxford), 32(6), 407–424. https://doi.org/10.1016/j.omega.2004.01.006
  • Gurtner, S., Reinhardt, R., & Soyez, K. (2014). Designing mobile business applications for different age groups. Technological Forecasting & Social Change, 88, 177–188. https://doi.org/10.1016/j.techfore.2014.06.020
  • Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), 419–431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006
  • Huotari, K., & Hamari, J. (Oct 3, 2012). Defining gamification. Paper presented at the 17–22. http://dl.acm.org/citation.cfm?id=2393137. https://doi.org/10.1145/2393132.2393137
  • Keen, P. G. W. (2001). Integrate for wireless. Computerworld, 35(29), 40.
  • Kim, H. H., & Law, R. (2015). Smartphones in tourism and hospitality marketing: A literature review. Journal of Travel & Tourism Marketing, 32(6), 692–711. https://doi.org/10.1080/10548408.2014.943458
  • Kim, J. J., Chua, B.-L., & Han, H. (2021). Mobile hotel reservations and customer behavior: Channel familiarity and channel type. Journal of Vacation Marketing, 27(1), 82–102. https://doi.org/10.1177/1356766720952122
  • Kim, M. J., & Preis, M. W. (2016). Why seniors use mobile devices: Applying an extended model of goal-directed behavior. Journal of Travel & Tourism Marketing, 33(3), 404–423. https://doi.org/10.1080/10548408.2015.1064058
  • Kim, Y. H., Kim, D. J., & Wachter, K. (2013). A study of mobile user engagement (MoEN): Engagement motivations, perceived value, satisfaction, and continued engagement intention. Decision Support Systems, 56, 361–370. https://doi.org/10.1016/j.dss.2013.07.002
  • Kirsch, B. A. (2014). Games in Libraries. McFarland & Company, Incorporated Publishers.
  • Lai, J. (2009). How reward, computer self-efficacy, and perceived power security affect knowledge management systems success: An empirical investigation in high-tech companies. Journal of the American Society for Information Science and Technology, 51(2), 332–347. https://doi.org/10.1002/asi.20982
  • Laudon, K. C., & Traver, C. G. (2008). E-commerce: Business, technology, society. Pearson.
  • Laudon, K. C., & Traver, C. G. (2018). E-commerce (Fourteenth edition, global edition ed. Pearson.
  • Law, R., Buhalis, D., & Cobanoglu, C. (2014). Progress on information and communication technologies in hospitality and tourism. International Journal of Contemporary Hospitality Management, 26(5), 727–750. https://doi.org/10.1108/IJCHM-08-2013-0367
  • Law, R., Leung, D., & Chan, I. C. C. (2020). Progression and development of information and communication technology research in hospitality and tourism: A state-of-the-art review. International Journal of Contemporary Hospitality Management, 32(2), 511–534. https://doi.org/10.1108/IJCHM-07-2018-0586
  • Layland, E. K., Stone, G. A., Mueller, J. T., & Hodge, C. J. (2018). Injustice in Mobile Leisure: A conceptual exploration of Pokémon Go. Leisure Sciences, 40(4), 288–306. https://doi.org/10.1080/01490400.2018.1426064
  • Lee, H., Zhang, P., & Mehta, M. R. (2022). Effect of competitors’ eWOM in the mobile game market. The Journal of Computer Information Systems, 62(1), 196–204. https://doi.org/10.1080/08874417.2020.1768176
  • Lee, J., Park, J. S., & Lee, J. (2020). The impact of multimarket competition on innovation strategy: Evidence from the Korean Mobile Game Industry. Journal of Open Innovation, 6(1), 14. https://doi.org/10.3390/joitmc6010014
  • Li, H., Liu, Y., Liang, S., & Zhou, Q. (2020). Tourism firm restructuring: Does the attention of individual investor matter? Tourism Management (1982), 80, 104126. https://doi.org/10.1016/j.tourman.2020.104126
  • Li, M., & Mao, J. (2015). Hedonic or utilitarian? Exploring the impact of communication style alignment on user’s perception of virtual health advisory services. International Journal of Information Management, 35(2), 229–243. https://doi.org/10.1016/j.ijinfomgt.2014.12.004
  • Lin, H. (2007). The impact of website quality dimensions on customer satisfaction in the B2C E-commerce Context. Total Quality Management & Business Excellence, 18(4), 363–378. https://doi.org/10.1080/14783360701231302
  • Lin, H.-H., Wang, Y.-S., & Chou, C.-H. (2012). Hedonic and utilitarian motivations for physical game systems use behavior. International Journal of Human–Computer Interaction, 28(7), 445–455. https://doi.org/10.1080/10447318.2011.618097
  • Lu, C.-C., Ting, Y.-S., & Hsu, Y.-L. (2017). The impact of mobile hotel booking by customer reviews and experience. International Journal of Organizational Innovation, 9(4), 171–184.
  • Luo, J. M., Lam, C. F., & Wang, H. (2021). Exploring the relationship between hedonism, tourist experience, and revisit intention in entertainment destination. SAGE Open. https://doi.org/10.1177/21582440211050390
  • Miao, L., Im, J., Fu, X., Kim, H., & Zhang, Y. E. (2021). Proximal and distal post-COVID travel behavior. Annals of Tourism Research, 88, 103159. https://doi.org/10.1016/j.annals.2021.103159
  • Marczewski, A. (2014). Marczewski’s gamification user types [online]. https://elearningindustry.com/marczewski-gamification-user-types
  • Marinao Artigas, E., Vilches-Montero, S., & Chasco Yrigoyen, C. (2015). Antecedents of tourism destination reputation: The mediating role of familiarity. Journal of Retailing and Consumer Services, 26, 147–152. https://doi.org/10.1016/j.jretconser.2015.06.005
  • McGuire, M., & Jenkins, O. C. (2009). Creating games: Mechanics, content and technology. A K Peters.
  • Morosan, C., & DeFranco, A. (2016). Modeling guests’ intentions to use mobile apps in hotels: The roles of personalization, privacy, and involvement. International Journal of Contemporary Hospitality Management, 28(9), 1968–1991. https://doi.org/10.1108/IJCHM-07-2015-0349
  • Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to design gamification? A method for engineering gamified software. Information and Software Technology, 95, 219–237. https://doi.org/10.1016/j.infsof.2017.10.015
  • Mullins, J. K., & Sabherwal, R. (2020). Gamification: A cognitive-emotional view. Journal of Business Research, 106, 304–314. https://doi.org/10.1016/j.jbusres.2018.09.023
  • Natarajan, T., Balasubramanian, S. A., & Kasilingam, D. L. (2017). Understanding the intention to use mobile shopping applications and its influence on price sensitivity. Journal of Retailing and Consumer Services, 37, 8–22. https://doi.org/10.1016/j.jretconser.2017.02.010
  • O’Neill, J. W., & Mattila, A. S. (2004). Hotel branding strategy: Its relationship to guest satisfaction and room revenue. Journal of Hospitality & Tourism Research (Washington, D.C.), 28(2), 156–165. https://doi.org/10.1177/1096348004264081
  • Orea-Giner, A., De-Pablos-Heredero, C., & Vacas-Guerrero, T. (2021). The role of industry 4.0 Tools on museum attributes identification: An exploratory study of Thyssen-Bornemisza National Museum (Madrid, Spain). Tourism Planning & Development, 18(2), 147–165. https://doi.org/10.1080/21568316.2021.1873831
  • Ozturk, A. B., Bilgihan, A., Nusair, K., & Okumus, F. (2016). What keeps the mobile hotel booking users loyal? Investigating the roles of self-efficacy, compatibility, perceived ease of use, and perceived convenience. International Journal of Information Management, 36(6), 1350–1359. https://doi.org/10.1016/j.ijinfomgt.2016.04.005
  • Pai, F., & Yeh, T. (2013). The effects of information sharing and interactivity on the intention to use social networking websites. Quality & Quantity, 48(4), 2191–2207. https://doi.org/10.1007/s11135-013-9886-5
  • Pappas, N., Caputo, A., Pellegrini, M. M., Marzi, G., & Michopoulou, E. (2021). The complexity of decision-making processes and IoT adoption in accommodation SMEs. Journal of Business Research, 131, 573–583. https://doi.org/10.1016/j.jbusres.2021.01.010
  • Parapanos, D., & Michopoulou, E. (2019). Understanding key motivations for using a hotel gamified application. In J. Pesonen & J. Neidhardt (Eds.), Information and communication technologies in tourism 2019 (pp. 411–422). Springer. https://doi.org/10.1007/978-3-030-05940-8_32
  • Parapanos, D., & Michopoulou, E. (2021). Gamification, game mechanics, game thinking and players’ profile and life cycle. In F. Xu & D. Buhalis (Eds.), Gamification for tourism (pp. 13–34). Multilingual Matters. https://doi.org/10.21832/9781845418236-004
  • Parapanos, D., & Michopoulou, E. (2022a). Let’s all play together: Motivations of different gamification user types. In O. Bernardes, V. Amorim, & A. C. Moreira (Eds.), Handbook of research on cross-disciplinary uses of gamification in organizations (pp. 1–23). IGI Global. https://doi.org/10.4018/978-1-7998-9223-6.ch001
  • Parapanos, D., & Michopoulou, E. (2022b). How to design hotel gamified applications effectively: Understanding the motives of users as hotel visitors. In J. Stienmetz, B. Ferrer-Rosell, & D. Massimo (Eds.), Information and communication technologies in tourism (pp. 2022). Springer. 463-472.
  • Paulino, I., Domènech, A., & Bassols, N. (2022). Do visitors visit what the tours industry supplies? Sightseeing tours versus first-timers’ photos. Routledge. https://doi.org/10.10.1080/21568316.2021.2023206
  • Pestek, A., & Sarvan, M. (2021). Virtual reality and modern tourism. Journal of Tourism Futures, 7(2), 245–250. https://doi.org/10.1108/JTF-01-2020-0004
  • Post, R. (2014). Game on: could gamification help business change behaviour? The Guardian. http://www.theguardian.com/sustainable-business/game-on-gamification-business-change-behavior
  • Rouibah, K., Lowry, P. B., & Hwang, Y. (2016). The effects of perceived enjoyment and perceived risks on trust formation and intentions to use online payment systems: New perspectives from an Arab country. Electronic Commerce Research and Applications, 19, 33–43. https://doi.org/10.1016/j.elerap.2016.07.001
  • Saunders, M. N. K., Thornhill, A., & Lewis, P. (2015). Research methods for business students (7th ed.). Pearson Education.
  • Schell, J. (2010). The art of game design: A book of lenses. Morgan Kaufmann.
  • Schell, J. & Schell, J. (2008). The art of game design : A book of lenses (ist ed.). CRC Press. https://doi.org/10.1201/9780080919171
  • 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 (1982), 78, 104074. https://doi.org/10.1016/j.tourman.2019.104074
  • Skinner, H., Sarpong, D., & White, G. R. (2018). Meeting the needs of the Millennials and Generation Z: Gamification in tourism through geocaching. Journal of Tourism Futures, 4(1), 93–104. https://doi.org/10.1108/JTF-12-2017-0060
  • Smith, R., Deitz, G., Royne, M. B., Hansen, J. D., Grünhagen, M., & Witte, C. (2013). Cross-cultural examination of online shopping behavior: A comparison of Norway, Germany, and the United States. Journal of Business Research, 66(3), 328–335. https://doi.org/10.1016/j.jbusres.2011.08.013
  • Sohn, S. (2017). A contextual perspective on consumers’ perceived usefulness: The case of mobile online shopping. Journal of Retailing and Consumer Services, 38, 22–33. https://doi.org/10.1016/j.jretconser.2017.05.002
  • Sook Harn, T. C., Tanakinjal, G. H., Sondoh, Jr., S. L., & Rizal, H. (2014). Determinants of online group buying behaviour: The moderating role of informational social influence. Jurnal Pengurusan, 41, 133–143. https://doi.org/10.17576/pengurusan-2014-41-12
  • Statista. (2022a). Distribution of video gamers in the United States in 2021, by age group. Retrieved March 24, 2022, from https://www.statista.com/statistics/189582/age-of-us-video-game-players/
  • Statista. (2022b). Gaming penetration in the United Kingdom (UK) from 2013 to 2021, by age group and gender. Retrieved March 24, 2022, from https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/
  • Swacha, J. (2019). Architecture of a dispersed gamification system for tourist attractions. Information (Basel), 10(1), 33. https://doi.org/10.3390/info10010033
  • Tan, G. W., Lee, V., Hew, J., Ooi, K., & Wong, L. (2018). The interactive mobile social media advertising: An imminent approach to advertise tourism products and services? Telematics and Informatics, 35(8), 2270–2288. https://doi.org/10.1016/j.tele.2018.09.005
  • Tasci, A. D. A., & Ko, Y. J. (2016). A FUN-SCALE for understanding the hedonic value of a product: The destination context. Journal of Travel & Tourism Marketing, 33(2), 162–183. https://doi.org/10.1080/10548408.2015.1038421
  • Thakur, R., & Srivastava, M. (2015). A study on the impact of consumer risk perception and innovativeness on online shopping in India. International Journal of Retail & Distribution Management, 43(2), 148–166. https://doi.org/10.1108/IJRDM-06-2013-0128
  • Tham, A., & Wang, M. (2021). Revisiting online tourism forums as vehicles for value co-destruction. Tourism Planning & Development, 18(2), 125–146. https://doi.org/10.1080/21568316.2021.1873832
  • Torabi Farsani, N., Sadeghi, R., Shafiei, Z., & Shahzamani Sichani, A. (2016). Measurement of satisfaction with ICT services implementation and innovation in restaurants (Case Study: Isfahan, Iran). Journal of Travel & Tourism Marketing, 33(2), 250–262. https://doi.org/10.1080/10548408.2015.1050540
  • Tussyadiah, I. P. (2016). The influence of innovativeness on on-site smartphone use among American travelers: Implications for context-based push marketing. Journal of Travel & Tourism Marketing, 33(6), 806–823. https://doi.org/10.1080/10548408.2015.1068263
  • Veal, A. J. (2011). Research methods for leisure and tourism: A practical guide (4th ed.). Financial Times Prentice Hall.
  • Venkatesh, V., Thong, J. Y. L., Chan, F. K. Y., Hu, P. J., & Brown, S. A. (2011). Extending the two-stage information systems continuance model: Incorporating UTAUT predictors and the role of context. Information Systems Journal (Oxford, England), 21(6), 527–555. https://doi.org/10.1111/j.1365-2575.2011.00373.x
  • Walters, T. (2016). Using thematic analysis in tourism research. Tourism Analysis, 21(1), 107–116. https://doi.org/10.3727/108354216X14537459509017
  • Wu, B., & Andrizal, K. (2021). Perceived value and willingness to consume in online mobile games. Social Behavior and Personality, 49(5), 1–10. https://doi.org/10.2224/sbp.10193
  • Xiong, Y., & Zhang, Y. (2018). Analysis of influence factors of customer loyalty under e-commerce environment. Journal of Discrete Mathematical Sciences & Cryptography, 21(6), 1455–1460. https://doi.org/10.1080/09720529.2018.1527814
  • Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management (1982), 60, 244–256. https://doi.org/10.1016/j.tourman.2016.11.020
  • 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. https://doi.org/10.1080/10548408.2015.1093999
  • Yang, Y., Asaad, Y., & Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, 459–469. https://doi.org/10.1016/j.chb.2017.03.066
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9, 772–775. https://doi.org/10.1089/cpb.2006.9.772
  • Yılmaz, H., & Olgaç, S. (2016). Mobile communication and applications in tourism. In e-consumers in the era of new tourism (pp. 13–33). Springer. https://doi.org/10.1007/978-981-10-0087-4_2
  • Yoo, C., Kwon, S., & Chang, B. (2017). factors affecting the adoption of Gamified Smart Tourism applications: An integrative approach. Sustainability (Basel, Switzerland), 9(12), 2162. https://doi.org/10.3390/su9122162
  • Zhao, Q., Chen, C., & Wang, J. (2016). The effects of psychological ownership and TAM on social media loyalty: An integrated model. Telematics and Informatics, 33(4), 959–972. https://doi.org/10.1016/j.tele.2016.02.007
  • Zhou, X., Wang, M., & Li, D. (2017). From stay to play – A travel planning tool based on crowdsourcing user-generated contents. Applied Geography (Sevenoaks), 78, 1–11. https://doi.org/10.1016/j.apgeog.2016.10.002