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Authors, year | Technology type | Type of development | Description | Country | Scenario |
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Widarti et al. [7] | Gamification | Mobile application | Development of an exploration game to promote the patrimonial knowledge of a series of temples with the use of mechanisms and game dynamics for the process of knowledge apprehension. | Indonesia | Heritage tourism |
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Annansingh & Bright [29] | e-Learning | Modules on web platform | Use of e-Learning in the ICT training process for employees of a national natural park and evaluation of its acceptance. | United Kingdom | Employee training |
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Sigala [30] | e-Learning | Collaborative e-Learning model | Geoportals as e-Learning tools for tourism education integrating geovisualization and geocollaboration. | N/A | Training in tourism |
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Kidi et al. [8] | Gamification | Mobile application | Design of an educational game focused on providing knowledge on Indonesian culture through a series of gamification techniques. | Indonesia | Culture education |
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Hoffman [31] | e-Learning | Modules on web platform/3D display | Development of didactic tools in e-Learning 3D exhibition mechanics for use in a technological museum as an educational component for students during their visit. | Czech Republic | Interactive museum |
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Fermoso et al. [32] | e-Learning | Mobile application | Development of an application to serve as a guide for tourists around cultural heritage and a collaborative e-Learning tool between institutions. | Spain | Cultural tourism |
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Negrusa et al. [33] | Gamification | Mobile application | Identification of gamification techniques and the use of mobile applications in sustainable tourism. | N/A | Sustainable tourism |
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Sigala [25] | Gamification | Mobile application | Study on gamification elements that can be integrated into tourism marketing and their effects on tourist behavior. | N/A | Tourism marketing |
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Királová [4] | Gamification | Mobile application | Analysis of how gamification can be used as a tool in tourism marketing. | N/A | Tourism marketing |
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Kachniewska [5] | Gamification | Mobile and online application | Application of gamification principles and the connection with social networks as tools for the promotion of tourism through mobile applications in a young population. | Poland | Tourism marketing |
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Xu et al. [34] | Gamification | Mobile and online application | Gamification as a tool used for tourism marketing and as an option to improve the tourist experience. | China | Tourism marketing and user experience |
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Mesaros et al. [6] | Gamification | Mobile application with augmented reality | Application development that combines principles of gamification and augmented reality to create a virtual tour of a historical site and learn from it. | Slovakia | Cultural and heritage tourism |
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Skinner et al. [17] | Gamification | Mobile application with geocaching | Study on the implications of gamification and geocaching as practices with good benefits for the tourism sector, with emphasis on the younger generations. | N/A | User experience |
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Madlberger et al. [27] | Gamification | Advergame | Analysis on the use of advergames within the promotion of destinations and experiences and on the behavior within the tourism sector. | Austria | Tourism marketing |
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Lee [35] | Gamification | Mobile application | Use of a gamification application in order to analyze the psychological behavior of users around learning and travel experience. | South Korea | Cultural and heritage tourism |
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Barreal et al. [26] | Gamification/e-Learning | Web platform/simulator | Development of a gamification tool for its integration within the training process of students in the tourism sector, developing a simulation of the context to be applied. | Spain | Training in tourism |
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Alves et al. [36] | Gamification | GRS model architecture | Development of a model for the improvement of group recommendation systems (GRS) using gamification techniques and intelligent agents in tourism. | N/A | User experience |
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Aguiar-Castillo et al. [37] | Gamification | Mobile application | Development of an application to study the acceptance of gamification as a complementary learning strategy in face-to-face classes in the educational environment. | Spain | Education |
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Chan et al. [38] | e-Learning | Web platform/simulator | Use of gamification tools for the development of an e-Learning strategy focused on virtually mediated urban tourism education. | N/A | Training in tourism |
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Souza et al. [39] | Gamification | Mobile application | Study of gamification as a tool for sustainable tourism as an activity linked to the fulfillment of the SDGs. | N/A | Sustainable tourism |
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Bao et al. [40] | Gamification | Mobile application | Development of a gamification application aimed at cultural and heritage tourism in order to enhance the experience and learning of associated concepts, through immersive tools. | China | Cultural tourism |
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Pageh & Permana [18] | e-Learning | Web platform | Use of a collaborative platform of knowledge on aspects of culture and heritage tourism for the training of students in tourism. | Thailand | Cultural and heritage tourism |
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Bahtiar et al. [41] | Gamification | Mobile application | Development of a gamified mobile application that focuses on the transmission of knowledge and enhances the experience in rural tourism. | Indonesia | Rural tourism |
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Liberato et al. [28] | Gamification | Mobile application | Proposal of an application with the use of games for the promotion of cultural and heritage knowledge around tourism derived from wine and gastronomy. | Portugal | Cultural tourism |
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Zorrilla et al. [24] | e-Learning | Modules on web platform | Analysis of the use of gamification tools for e-Learning processes as dynamic alternatives for student training. | N/A | Education |
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Kim et al. [23] | Gamification | Mobile application | Study of the impact of two gamification functions of an application as a tool for the analysis of the psychological responses of tourists in an open environment (corn maze). | South Korea | User experience |
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