Gaming to go….W2B
- 1. Montenegro Tourism School, Podgorica, Josipa Broza Tita bb, 81000 Podgorica, Montenegro
- 2. Faculty for Business Economics and Law, University Adriatic, Bar, Montenegro,
- 3. Faculty of Commercial and Business Sciences Lava 7, 3000 Celje, Slovenia
Description
Purpose: The present research focuses mainly on one issue: "Turizam u krizi: kako može igrifikacija povećati interes turista za dolazak u destinaciju?” The purpose was to find out the to determine the views of SMEs and tourists at the destination Bar on the offer of tourist gamification.
Methodology: To conduct the research, a quantitative and quality study was applied. Main target group is business sector working in tourism and tourism support businesses like local businesses, tourism services providers, accommodation providers, tourism agencies; public institutions working in the field of tourism and culture. The second target grout are tourists. A total of 40 SMEs and 111 tourists were involved. The obtained replies were analysed by using SPSS.
Results: The results of review of gamification literatures showed that, gamification by boosting data driving, customer loyalty, brand awareness, user generated content, viriality, online engagement and of course revenue can be useful tool for success of online advertising activities. Gamification of tourism can contribute to a more rewarding interactions and higher level of satisfaction, as well as increase brand awareness and loyalty to the destination. Research has shown that there is potential for gamification development in Bar. This is all the more important at a time when tourist flows are being disrupted due to COVID-19. Gamification could extend the time of stay at the destination and greater integration into the daily tourist offer.
Files
Perfectus AC_1_2020_8.pdf
Files
(7.3 MB)
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