Gamification and Social Media as Tools for Tourism Promotion

Author(s):  
Magdalena Kachniewska

The goal of this chapter is to present the application of gamification mechanism and social media tools in the promotion of tourism regions and enterprises as well as the promotion of tourism activity itself. The framework distinguishes between stimulus characteristics of the game (promotion mechanism) that lead to sociological responses toward the game (tourism brand) and actual buyers' (tourists') behaviour. Though the game-like mechanism has been applied in tourism for decades and some funware elements are well known among teens – they hardly deal with competition of computer games. Two popular systems of tourism badges in Poland are thus discussed in order to look for reasons of their falling popularity and teenagers' resistance to participate in the systems. Mobile devices enable teens to combine playing and travelling. The development of mobile applications, integrating social gaming, and location-based technology has led to the growing interest in location-based social network marketing, particularly in tourism and hospitality. The chapter concludes with a proposal how to revitalize an old-school system of tourism badges through the modern gamification mechanism combined with social media tools.

2018 ◽  
pp. 1358-1393
Author(s):  
Magdalena Kachniewska

The goal of this chapter is to present the application of gamification mechanism and social media tools in the promotion of tourism regions and enterprises as well as the promotion of tourism activity itself. The framework distinguishes between stimulus characteristics of the game (promotion mechanism) that lead to sociological responses toward the game (tourism brand) and actual buyers' (tourists') behaviour. Though the game-like mechanism has been applied in tourism for decades and some funware elements are well known among teens – they hardly deal with competition of computer games. Two popular systems of tourism badges in Poland are thus discussed in order to look for reasons of their falling popularity and teenagers' resistance to participate in the systems. Mobile devices enable teens to combine playing and travelling. The development of mobile applications, integrating social gaming, and location-based technology has led to the growing interest in location-based social network marketing, particularly in tourism and hospitality. The chapter concludes with a proposal how to revitalize an old-school system of tourism badges through the modern gamification mechanism combined with social media tools.


Author(s):  
Luís Pacheco ◽  
Fernando Moreira

Online hotel reviews, ratings, or opinions have gained importance with the growth of social media tools. The objective of this chapter is to study the impact of specific satisfaction attributes on overall satisfaction. It is used a secondary data set obtained from three of the most influential online travel platforms, being analyzed the guests' average ratings for around 130 hotel units, distributed by four quality segments, located in the Porto metropolitan area. The application of this methodology to a large sample of Portuguese hotels has not been done before, been that the main contribution of this study. It is evidenced that the different platforms, while all incorporating consumer reviews as primary social knowledge, are distinct from each other on some aspects. The three platforms present roughly the same supply of hotels, albeit presenting some differences in terms of volume of data. In terms of specific attributes, with the exception of “service,” the three platforms present significant differences that may reflect the different user bases on these platforms.


2021 ◽  
Vol 13 (12) ◽  
pp. 6581
Author(s):  
Jooyoung Hwang ◽  
Anita Eves ◽  
Jason L. Stienmetz

Travellers have high standards and regard restaurants as important travel attributes. In the tourism and hospitality industry, the use of developed tools (e.g., smartphones and location-based tablets) has been popularised as a way for travellers to easily search for information and to book venues. Qualitative research using semi-structured interviews based on the face-to-face approach was adopted for this study to examine how consumers’ restaurant selection processes are performed with the utilisation of social media on smartphones. Then, thematic analysis was adopted. The findings of this research show that the adoption of social media on smartphones is positively related with consumers’ gratification. More specifically, when consumers regard that process, content and social gratification are satisfied, their intention to adopt social media is fulfilled. It is suggested by this study that consumers’ restaurant decision-making process needs to be understood, as each stage of the decision-making process is not independent; all the stages of the restaurant selection process are organically connected and influence one another.


Author(s):  
Yogesh K. Dwivedi ◽  
Elvira Ismagilova ◽  
Nripendra P. Rana ◽  
Ramakrishnan Raman

AbstractSocial media plays an important part in the digital transformation of businesses. This research provides a comprehensive analysis of the use of social media by business-to-business (B2B) companies. The current study focuses on the number of aspects of social media such as the effect of social media, social media tools, social media use, adoption of social media use and its barriers, social media strategies, and measuring the effectiveness of use of social media. This research provides a valuable synthesis of the relevant literature on social media in B2B context by analysing, performing weight analysis and discussing the key findings from existing research on social media. The findings of this study can be used as an informative framework on social media for both, academic and practitioners.


2020 ◽  
Vol 31 (3) ◽  
pp. 313-343
Author(s):  
Aurora Garrido-Moreno ◽  
Víctor García-Morales ◽  
Stephen King ◽  
Nigel Lockett

PurposeAlthough Social Media use has become all-pervasive, previous research has failed to explain how to use Social Media tools strategically to create business value in today's increasingly digital landscapes. Adopting a dynamic capabilities perspective, this paper empirically examines the specific process through which Social Media use translates into better performance and the capabilities involved in this process.Design/methodology/approachA research model is proposed that includes both antecedents and consequences of Social Media use. Existing research was examined to derive the research hypotheses, which were tested using SEM methodology on a sample of 212 hotels.FindingsThe results show that Social Media use does not exert significant direct impact on organizational performance. Rather, the findings confirm the mediating role played by Social CRM and Customer Engagement capabilities in the value creation process.Practical implicationsThe results demonstrate how Social Media tools should be implemented and managed to generate business value in hotels. Implications yield interesting insights for hotel managersOriginality/valueThis study is a first attempt to analyze empirically the real impact of digital media technologies, particularly Social Media use, drawing on the dynamic capabilities perspective and focusing on service firms (hotels). Including the variable “Organizational Readiness” as a basic prerequisite to benefit from Social Media use enhances the study's novelty and contribution.


2019 ◽  
Vol 28 (13) ◽  
pp. 870-877
Author(s):  
Calvin Moorley ◽  
Theresa Chinn

Background: In 2016 the Nursing and Midwifery Council in the UK introduced revalidation, which is the process nurses are required to follow to renew their registration. This provides an opportunity for nurses to shape, develop and evolve social media to meet their professional requirements. Aims: to examine different ways nurses can use social media tools for continuous professional development (CPD) and revalidation. Methods: using a qualitative reflective design, data were gathered from content on the @WeNurses platform and activities organised with other leading health organisations in England. These data were analysed using the social media relationship triangle developed by the authors with a thematic analysis approach. Findings: analysis revealed that social media was used in six categories: publishing, sharing, messaging, discussing, collaborating, and networking. Organised social media events such as: blogs, tweetchats, Twitter storms, webinars, infographics, podcasts, videos and virtual book clubs can support nurses with revalidation and professional development. Conclusion: Through using a participatory CPD approach and embracing professional social media applications nurses have moved social media from the concept of a revolution to an evolution.


Author(s):  
Terri Schmitt ◽  
Susan Sims-Giddens ◽  
Richard Booth

As technological advances continue to expand connectivity and communication, the number of patients and nurses engaging in social media increases. Nurses play a significant role in identification, interpretation, and transmission of knowledge and information within healthcare. Social media is a platform that can assist nursing faculty in helping students to gain greater understanding of and/or skills in professional communication; health policy; patient privacy and ethics; and writing competencies. Although there are barriers to integration of social media within nursing education, there are quality resources available to assist faculty to integrate social media as a viable pedagogical method. This article discusses the background and significance of social media tools as pedagogy, and provides a brief review of literature. To assist nurse educators who may be using or considering social media tools, the article offers selected examples of sound and pedagogically functional use in course and program applications; consideration of privacy concerns and advantages and disadvantages; and tips for success.


2017 ◽  
Vol 26 (1) ◽  
pp. 97
Author(s):  
Monika Übner ◽  
Kandela Õun ◽  
Merle Mägi

In 2013/2014, a study on students’ health behaviour was conducted in Estonia. In 2016, a school-aged children’s lifestyle study was carried out in Pärnu City and Pärnu County. The survey explored the students’ relations with their family and friends, family affluence, physical activity, use of alcohol, tobacco, and cannabis. 2,512 respondents participated in the study, 48% of them were boys and 52% girls. The respondents mainly had a family with two biological parents and their family financial status was mostly “good”. About half of the respondents played computer games 0.5–3 hours a day, but those who were physically active spent less hours behind the computer and had higher family financial status. Respondents who were not physically very active met friends less frequently. In communication with friends, they used more social media. The questionnaire included several questions about risk behaviours. If the respondent had one bad habit, this was likely to lead to other bad habits, too.


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