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Applying Gamification and Assessing its Effectiveness in a Tourism Context : Behavioural and Psychological Outcomes of the TripAdvisor’s Gamification Users

첫 페이지 보기
  • 발행기관
    한국경영정보학회 바로가기
  • 간행물
    Asia Pacific Journal of Information Systems KCI 등재 바로가기
  • 통권
    제25권 제1호 (2015.02)바로가기
  • 페이지
    pp.179-210
  • 저자
    Marianna Sigala
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A240813

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초록

영어
Despite the increasing adoption of gamification and its huge potential in tourism, research in gamification is still limited. As preliminary findings show that the effectiveness of gamification depends on the context of its application and the players’ use of the gamified app, this paper fills in these gaps: by exploring and analysing the application of gamification in a specific e-commerce tourism context; and assessing the gamification's effectiveness by measuring the players’ gamification usage and the latter's behavioural and psychological outcomes. The gamified TripAdvisor website and its Facebook enabled gamification app are used as the specific context of the study. Findings from a survey conducted on TripAdvisor users provide useful practical and theoretical implications to gamification designers and researchers alike on how game mechanics can be designed for enhancing the users' motivation, flow, task involvement and engagement with the ‘play’ tasks, and so, increasing the gamification's effectiveness.

목차

Abstract
 Ⅰ. Introduction
 Ⅱ. Gamification
  2.1 Gamification: Concept and Aims
  2.2 Funware: Types and Motivational Affordances of Game Mechanics
  2.3 Designing Effective Funwares
  2.4 Psychological and Behavioural Outcomes of Gamification
 Ⅲ. Study Context
  3.1 TripAdvisor's Gamification Goals
  3.2 Funware design of the Trip Advisor's Website and the Facebook Enabled Gamification App
 Ⅳ. Methodology
  4.1 Research aims and Constructs’ Measurement
  4.2 Sample design
 Ⅴ. Analysis and Discussion of the Findings
  5.1 Respondents’ Profile
  5.2 Users’ Behavioural Outcomes
  5.3 Users' Psychological Outcomes
 Ⅳ. Conclusions, Implications, Limitations and Ideas for Future Research
 

키워드

Gamification Game Mechanics Funware Motivation Tourism Tripadvisor Behavioural andPsychological Outcomes

저자

  • Marianna Sigala [ Associate Professor, Department of Business Administration, University of the Aegean, Greece ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국경영정보학회 [The Korea Society of Management information Systems]
  • 설립연도
    1989
  • 분야
    사회과학>경영학
  • 소개
    이 학회는 경영정보학의 연구 및 교류를 촉진하고 학문의 발전과 응용에 공헌함을 목적으로 합니다.

간행물

  • 간행물명
    Asia Pacific Journal of Information Systems
  • 간기
    계간
  • pISSN
    2288-5404
  • eISSN
    2288-6818
  • 수록기간
    1990~2026
  • 등재여부
    KCI 등재,SCOPUS
  • 십진분류
    KDC 325 DDC 658

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