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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification in tourism context: a systematic literature review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maria Giovina Pasca</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Francesca Renzi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roberta Guglielmetti Mugion</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Martina Toni</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Laura Di Pietro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Roma Tre, Department of Business Studies</institution>
          ,
          <addr-line>00154 Rome, Italy (mariagiovina.pasca, mariafrancesca.renzi, roberta.guglielmettimugion, martina.toni</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>Gamification has been adopted in multidisciplinary areas to achieve business goals. This tool attracts tourists and improves the engagement on cocreation experiences, training employees, increase brand awareness and loyalty to the destination. Despite the wide diffusion of gamification in the tourism industry, the phenomenon is still understated. Therefore, our systematic literature review provides the state of the art on gamification usage in the tourism sector. We focus on existing contributions in business management highlighting the main key themes, advantages of gamification and research gaps. Seventeen studies were reviewed. Our findings evidence the crucial role of gamification and the necessity to differentiate gamified systems and full-fledged games. Moreover, the implications related the tourism management were identified as well as useful insights for future researches.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Tourism and Hospitality</kwd>
        <kwd>Sharing Economy</kwd>
        <kwd>Systematic Literature Review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Since 2011, there has been significantly increased interest in gamification topic
among academics and practitioners [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. From the literature review by Koivisto &amp;
Hamari [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] since 2015 emerges 900 hits from Scopus and AISeL databases.
However, in October 2019 in the same databases, there are over 6000 hits. Gamification is a
new tool applied in non-gaming contexts able to create and increase user engagement
and to guide user behaviour [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        It allows companies to achieve specific objectives by planning experience for
users. Gamification as a service packaging which supports the customers’ value creation
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Several studies highlighted that the gamification is a persuasive strategy that
utilizes points, leaderboards, achievement, badges, levels, feedback to change user
behaviour [
        <xref ref-type="bibr" rid="ref12 ref26 ref3">3,12,26</xref>
        ]. Indeed, users’ engagement through game mechanisms affords
extrinsic motivations as badges, points and rewards and/or intrinsic motivations as
well as relation, autonomy and competence. The benefits of gamification,
operationalized in utilitarian, hedonic and social, depend on the context in which it is applied as
well as on the users who use it [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. What emerges from the gamification theme
derives from fragmented and contextualized research. In particular, the existing
literature is focused on the domains of education and learning, crowdsourcing and health
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The game-play mechanics, identified as affordances, generates psychological
and behavioural outcomes [
        <xref ref-type="bibr" rid="ref18 ref19 ref39">18,19,39</xref>
        ] and drive intrinsic motivation [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. The
following study focuses on the use of gamification in the tourism and hospitality industry.
Vargo &amp; Lusch [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ] described the tourism industry as a field that provides service
characterized by experiences co-created by tourists. Among the game mechanisms
used in the tourism context, there are the frequent player programs [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ] which are a
means of collecting points that can be exchanged for bonuses or rewards [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. The
rapid growth of the sharing economy impacted the tourism industry. Sharing economy
changed traditional market behaviour through technology and meet current needs
based on lower costs, social interaction and environmental sustainability. This
economic model allows to trade, rent or share access to products and services for a
limited time, through community‐based online services [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Indeed, the peer-to-peer
markets changed the dynamic of the tourism industry allows for users to share their home,
car, experiences. These platforms utilize business models that are based on a
customer-centric strategy, which facilitates interactions with companies and users. Social and
economic motivations drive the rise of sharing economy in the accommodation
market [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ]. The sharing economy offers a wider range of alternatives, proposing
alternative and personalized tourist services/products, at more advantageous prices and
promoting social encounters [
        <xref ref-type="bibr" rid="ref10 ref17 ref41">10,17,41</xref>
        ]. The tourism and hospitality industry to influence
consumer engagement, loyalty, satisfaction and user experience applied gamification
mechanisms [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ]. This tool aims to increase the motivation and involvement of
tourists and employees to have a behavioural change (such as product purchases, efficient
work) and generates an intrinsic motivation co-creating value [
        <xref ref-type="bibr" rid="ref14 ref15">14,15</xref>
        ]. Airbnb, a
peerto-peer platform, adopts badges to guide users on how to use the service and how to
improve the quality of the service offered and create trust between host and guest
[
        <xref ref-type="bibr" rid="ref11 ref16 ref23 ref29">11,16,23,29</xref>
        ]. Gamification creates interaction between the user and the system by
increasing loyalty [
        <xref ref-type="bibr" rid="ref6 ref8">6,8</xref>
        ]. Schuckert, Liu &amp; Law [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] highlighted that there are few
studies on gamification on websites and digital platforms in the context of tourism
and hospitality. In general, academic research in this field is still limited [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], and
there aren’t systematic literature reviews on gamification in the tourism industry.
However, Lee [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] evidences the potential and usefulness of game mechanics in this
context.
      </p>
      <p>The study presents a systematic literature review of existing studies that highlights
the crucial role of gamification in the tourism and hospitality context. The paper is
organized as follows. Section 2 describes the systematic review procedure. The results
are shown in Section 3. Section 4 provides findings and discussion and Section 5
concludes the work along with research implications and future research.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Systematic review procedure</title>
      <p>The literature search was conducted in the Scopus database between July-September
2019. We have chosen Scopus database because of indexes other databases with
relevant content from a managerial perspective (e.g. ACM, IEEE, Springer, AIS
Electronic Library, DBCP Computer Science Bibliography).</p>
      <p>The search was conducted on one database for purposes of clarity and rigour (Parè et
al., 2015). The search for the literature in the Scopus database was conducted using
the following search query:</p>
      <p>TITLE-ABS-KEY (gamif* AND touris*OR travel* OR accommodation OR
hospitality OR “sharing economy” OR “peer-to-peer platform”)</p>
      <p>
        The search considered the terms gamif*, touris* and travel* to include all the
possible forms deriving from the root. The literature search resulted in a total of 154
records. Following the PRISMA guidelines of Moher et al. [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] 154 records were
inspected for the following inclusion criteria regarding the characteristics of the
publications:
1) The search was limited to include conference papers and articles;
2) The research paper was written in English;
3) The research includes articles published since 2011.
      </p>
      <p>While considering the characteristics of primary studies, these inclusion criteria have
been established:
1) Studies that mainly focus on gamification in the tourism industry;
2) Papers available in full text;
3) Studies focusing on gamification topic from a managerial perspective.
Technical and engineering papers are excluded.</p>
      <p>Furthermore, 3 duplicate studies were identified and 110 hits have been excluded
because the articles weren’t consistent with the defined criteria. We have evaluated
the studies by reviewing the title and abstract to ensure quality and relevance.</p>
      <p>
        The number of articles selected for eligibility for full-text analysis was 41 hits. 27
articles were excluded: 11 papers were not available in full text; 9 studies had no
managerial implications and 7 researches were analysed from a technical/engineering
perspective. After selecting the 14 references, the cross-reference [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] was carried out,
which added 3 papers to the selected records. The final body of literature consists of
17 articles. The steps that document the systematic literature review procedure is
reported in Figure 1 with the PRISMA flow diagram [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>Records identified through database searching (n =154)</p>
      <p>Records after duplicates removed (n =151)</p>
      <p>Records screened (n = 151)</p>
      <p>Full-text articles assessed for eligibility (n =41)
Full-text articles included in literature review (n=14)</p>
      <p>Studies included in literature review (n =17)
Records excluded (n=110):
-Not in English (n=2)
-Not articles in journals and conference
paper (n=28)
-Not articles on gamification in tourism
(n=80)
Full-text articles excluded: (n =27)
-not available full-text (n=11)
-not managerial implications (n=9)
-technical/engineering articles (n=7)</p>
      <p>Cross-references (n=3)</p>
      <p>In Appendix A, we provide a summary for all selected papers. We extracted and
synthesized aims and results of the reviewed articles.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Analysis</title>
      <p>
        The relevant papers were analyzed, firstly, author-centrically and then
conceptcentrically in order to extract the relevant information. As suggested by Webster and
Watson [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ], the main results of the core of this review were comprised into
frequency tables. The gamification phenomenon spread in 2011 [
        <xref ref-type="bibr" rid="ref13 ref9">9,13</xref>
        ] but the literature
search hits by year evidence that the academic interest in gamification in the tourism
industry has developed since 2015 (Table 1). In 2013, only one conceptual study [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ]
emerged. In particular, 11 studies dating back to the last three years in the period
between 2017-2019. The interest on gamification in the tourism and hospitality context
is rapidly increasing. In 2018 there is only one study. The lack of references in that
period is generated by the exclusion of other research not consistent with the inclusion
criteria considered. In particular, in 2018, the engineering conference papers emerged
that presented prototypes of gamified applications for the tourism industry, without
managerial implications.
      </p>
      <p>Year
2011
2012
2013
2014
2015
2016
2017
2018
2019</p>
      <p>All research papers (17), were published in Journal. Our study shows a
countertrend regarding the more generic gamification research (17 papers published in
journals). It emerges that a majority of research are papers published in journal that
analyzing gamification mechanisms from a managerial perspective in the tourism
industry. As shown in Table 2, 17 papers included in the analysis review were categorized
based on the type of research conducted. However, 13 researches are empirical
studies and 4 studies are conceptual papers.</p>
      <p>The empirical research most frequently adopted quantitative research methods
(Table 3). In particular, our study reports that 8 studies employed a quantitative
approach and 5 researches were reported qualitative analyses.</p>
      <p>Type of study
Empirical
Conceptual</p>
      <p>To extract, summarize and analyze the results of the studies, MAXQDA11 was
used to identify the main key themes in tourism industry.</p>
      <p>MAXQDA is a qualitative tool that codifies the contents of the papers by tracing
the codes that require interpretation and comparison to the text of the papers. More
specifically, we identified 5 codes, namely 5 key themes. To identify the codes we
considered the context of the study, the research gap and the results.</p>
      <p>
        The analysis of the selected papers showed the following 5 key themes (Table 4):
 Studies focused on online travel platforms, including 5 empirical research [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]
[
        <xref ref-type="bibr" rid="ref32">32</xref>
        ][
        <xref ref-type="bibr" rid="ref35">35</xref>
        ][
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] and a conceptual study [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ];
 4 studies with implications for tourism marketing: 3 conceptual papers [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ][
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]
[
        <xref ref-type="bibr" rid="ref47">47</xref>
        ] and a qualitative empirical research [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ];
 Studies that analyze the drivers of tourists to adopt gamified applications [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref46">46</xref>
        ]
[
        <xref ref-type="bibr" rid="ref48">48</xref>
        ];
 2 studies that explore the theme of sustainability through the use of gamification
mechanisms in the tourism industry [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref25">25</xref>
        ];
 2 research on education in tourism [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ][
        <xref ref-type="bibr" rid="ref34">34</xref>
        ].
      </p>
      <p>Below, we better explained the contents of each key-theme. The key theme "Online
platform" includes studies on online travel platforms such as TripAdvisor and Airbnb
in order to understand how users' behaviour changing through gamification features.
These platforms adopt a gamified system to increase the interest and engagement of
users by motivating them to contribute with reviews or improving the quality of the
service offered.</p>
      <p>“Tourism marketing” includes events and promotional activities that are used by
the various players in the sector to attract new customers or keep current ones in the
different travel phases (before, while and after the visit). Gamification has the
potential to involve tourists in the co-creation of personalized services.</p>
      <p>The key theme “Drivers for gamified technology use” investigates the motivations
and factors that influence tourists to interact with gamified technology and how this
mechanism can contribute before, during and after tourists’ visit. It is crucial to
understand the motivation of users to use a platform to establish a system of points and
incentives suitable for the different types of users. Identifying the factors that
influence tourists to use gamified applications is strategic for companies in order to
improve the service offered and use this tool to meet users' needs. “Sustainability in
tourism” analyses and investigates what factors affect the adoption of sustainable
behaviour. In the tourism context, gamification is used to raise tourists' awareness of
economic, social and environmental sustainability issues by promoting sustainable
tourism practices. These game mechanisms generate information that guides the
user/tourist to use resources efficiently.</p>
      <p>The key theme "Education in tourism" analyses the studies that deepen how it
impacts the acquisition of knowledge on tourist attractions. Tourism education enhances
tourism activities with educational content that meets the needs of tourists and the
motivation to acquire knowledge. This tool influences on knowledge gain about
cultural heritage attractions and improves the perception of destinations involving the
younger generations. Gamification enhances the tourist attraction visiting process and
the destination experience by promoting the continuous development of shared social
practices.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Findings and discussion</title>
      <p>Below the main results on the 5 key themes that emerged from the systematic
literature review (see Appendix B).</p>
      <p>Online travel platform</p>
      <p>
        Studies about online travel platforms are conducted on TripAdvisor and Airbnb.
In particular, the researches on TripAdvisor [
        <xref ref-type="bibr" rid="ref24 ref32 ref35 ref36">24,32,35,36</xref>
        ] show that the
implementation of gamification encourages the involvement of users and interaction with the
platform, encouraging the intervention to write reviews, improving the experience of
travel and generating social and emotional benefits. The mechanisms, adopting a
usercentred design, are based on intrinsic motivation making the experience more
stimulating. Travellers find the platform's gamified activities to be a reliable and fun way to
assess the quality of travel information. The badge indicates competence and the user
activates on the platform to obtain a “status” in the community. Airbnb [
        <xref ref-type="bibr" rid="ref21 ref37">21,37</xref>
        ] has
also adopted a gamified system that attracts users to provide reviews and incentives
for hosts to improve the services offered. The badge provides intrinsic motivation for
enhancing the quality of services, as well as obtaining more bookings and positive
reviews. In particular, the funware provides the hosts with utilitarian benefits as
priority support, discounts.
      </p>
      <p>Tourism marketing</p>
      <p>
        Gamification mechanisms are a tool to improve and to personalize the travel
experience. Many companies use gamification to increase the involvement of tourists and
encourage the co-creation of value, stimulating intrinsic motivation [
        <xref ref-type="bibr" rid="ref45 ref47">45,47</xref>
        ].
Gamification creates a multidimensional experience with the tourist destination through
augmented reality (AR) and virtual reality (VR) that immerse the tourist within the
destination. For example, some countries have developed AR applications that
provide information on accommodation, restaurants and events. Augmented reality tours
(e.g. Dublin AR; Father and Son) encourage visitors to interact with the attractions by
offering a sensorial immersion with the tourist attraction. Trentino VR is a project that
uses VR and through an application the user lives a travel experience. These tools
allow promoting local tourism and local culture. In other applications (e.g. Urban
      </p>
      <p>
        Sleuth) users carry out missions by visiting the city; these missions aim to immerse
tourists in real reality to discover tourist attractions. Game mechanisms can be used to
improve the experience before, during and after the visit [
        <xref ref-type="bibr" rid="ref38 ref40">38, 40</xref>
        ]. Before the visit, the
games can provide information to potential tourists creating interest. During the visit,
these mechanisms generate entertainment, engagement and increase user satisfaction.
In the next phase, the gamification favours the memory and the sharing of the
experience in one's community.
      </p>
      <p>Drivers for gamified technology use</p>
      <p>
        Several studies [
        <xref ref-type="bibr" rid="ref1 ref46 ref48">1,46,48</xref>
        ] show tourists using games or gamified apps due to
curiosity, utility (to get information about destinations), to socialize and co-create unique
experiences [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. From the exploratory study of Aebli [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] 4 motivational models
emerge for the use of gamified technology during a holiday: success and desire for
self-esteem through competition, social recognition, social interaction and connection
with others and reminiscence of experiences. Game mechanisms encourage social
interactions and improve travel experiences by involving more participants.
In particular, the study conducted by Yoo et al. [
        <xref ref-type="bibr" rid="ref48">48</xref>
        ] regarding the adoption on
gamified smart tourism application shows that the desire for interaction prevails over
utilitarian motivations such as gathering useful information for a visit. However, users try,
with play, to increase their self-esteem and social recognition within the community
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>Sustainability in tourism</p>
      <p>
        The use of gamification in the tourism industry has the potential for achieving the
objectives of economic, social and environmental sustainability. Budeanu [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] argues
that users are adverse to changing their behaviour to promote sustainability,
particularly on holiday [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Gamification is a tool through which companies in the tourism
sector can awareness users and change their behaviour.
      </p>
      <p>
        Gamification enhances the efficient use of resources and promotes sustainable
behaviours such as waste sorting [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. These mechanisms strengthen economic sustainability
by increasing customer loyalty and brand awareness and creating interactions
involving users in charitable acts.
      </p>
      <p>
        Education in tourism
Lee [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] has shown that game mechanisms increase interest and have a positive effect
on acquiring knowledge about a tourist destination. Gamification favours learning and
education by transmitting all information and curiosity before visiting, positively
influencing user expectations [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. The study [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] shows that gamification has
negative effects on the fun if users perceive the activities (quizzes, missions) as stressful
and difficult compared to their level of knowledge. The study conducted by Seraphin
et al. [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] confirmed the crucial role of gamification as a useful means of providing
information on post-colonial, post-conflict and post-disaster (PCCD) destinations.
Through the gamification mechanisms, the tourist is instructed in a pre-visit phase,
improving the perception of the destination and contrasting the negative
preconceptions about it. In fact, in the pre-visit phase, technology can play a crucial role in
transmitting knowledge through visual online learning materials (VOLM).
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>The research shows the state of the art of the existing literature on gamification use in
the tourism and hospitality industry. The findings demonstrate that there is a limited
number of studies addressing on gamification in the tourism industry. From the
literature analysis, a confusion emerged between "gamification" and "serious games".
Subjectivity and contextuality make it difficult to understand whether a system is a
fullfledged game or a gamified system. Moreover, the research conducted has the
limitation of not having included in the review some studies for the confusion between the
two concepts and full-text studies not available. Our research has highlighted the
crucial role of gamification in the tourism industry. In particular, through these game
mechanisms, users are more informed, involved and participate in the co-creation of
value. Gamification in tourism is used as an innovative marketing tool in the various
phases of travel, creating benefits for the consumer and for the company and
improves knowledge about a destination. Sustainable behaviour can be promoted by
educating and transmitting rules through games. The gamified system brings benefits
to the user by creating personalized, entertaining experiences and providing useful
information to the company, increasing brand awareness and strengthening customer
loyalty. The main motivations for consumers to use gamified applications are:
interaction, socialization for co-creating experiences and connecting with others. Funware
must include game elements that stimulate intrinsic and extrinsic motivation and
game mechanics must be built based on user profiles, motivations and objectives.
Regarding the calls for further research for the theme "Online travel platform"
emerges the necessity to analyse different platforms in which gamification is applied,
collecting gamification outcomes from different countries. Further researches need to
explore if culture, technology attitude and personality are mediators in influencing the
user through gamification mechanisms. For the “Tourism marketing” theme, further
research could include the outcomes of gamification in different sectors of tourism,
the implications for the company and for the user of gamification, and improve
empirical research on how gamification contributes to tourist experience and customer
loyalty. It's necessary to analyse and explore the proposed techniques for enhancing the
tourist attraction visiting process, for each of the phases of the visiting process
(before, during and after the visit). The researches could include empirical studies that
explore tourists' “Drivers for gamified technology use” Further studies (with
quantitative analyses and experiments) should compare results from different countries to
confirm the key factors that motivate users. For the theme "Sustainability in
tourism" other studies must be developed, also in various sectors, on how gamification
promotes ethical and correct practices (recycling behaviour, limiting the refusal of
excess tourism in saturated destinations). Call for further studies on “Education in
tourism” should adopt empirical studies to test the effectiveness of specific game
design mechanism that educate the tourist.</p>
      <p>In general, further studies need to discuss the affordances applicable in the tourism
industry and identify benefits and risks for any stakeholder.</p>
      <p>References [Reviewed papers are marked with asterisk (*)]</p>
    </sec>
    <sec id="sec-6">
      <title>Appendices (A,B)</title>
      <p>Appendices are available as online source at the following
https://www.dropbox.com/s/yri2knwye4l49px/Appendix_paper%2011.pdf?dl=0</p>
    </sec>
  </body>
  <back>
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