Tourists' motives for gamified technology use
Publikation: Beiträge in Zeitschriften › Zeitschriftenaufsätze › Forschung › begutachtet
Standard
in: Annals of Tourism Research, Jahrgang 78, 102753, 09.2019.
Publikation: Beiträge in Zeitschriften › Zeitschriftenaufsätze › Forschung › begutachtet
Harvard
APA
Vancouver
Bibtex
}
RIS
TY - JOUR
T1 - Tourists' motives for gamified technology use
AU - Aebli, Annika
PY - 2019/9
Y1 - 2019/9
N2 - Game-related technologies have been discussed as a promising means for tourists' co-creation of meaningful experiences. However, little is known about tourists' underlying motivations for using gamified technologies. This study explores tourists' motives for engaging with gamified technology during a pleasure vacation. By employing a qualitative laddering technique based on the rationale of the means-end chain analysis, this study explores tourists' desired end values in using gamified features on a destination-related mobile app. The results show that gamified features help tourists to achieve several superior motivational goals and foster their interactions within the vacation destination. The findings of this study contribute to the understanding of motivational affordances of gamified technology and the underlying causality of why people use gamified technology.
AB - Game-related technologies have been discussed as a promising means for tourists' co-creation of meaningful experiences. However, little is known about tourists' underlying motivations for using gamified technologies. This study explores tourists' motives for engaging with gamified technology during a pleasure vacation. By employing a qualitative laddering technique based on the rationale of the means-end chain analysis, this study explores tourists' desired end values in using gamified features on a destination-related mobile app. The results show that gamified features help tourists to achieve several superior motivational goals and foster their interactions within the vacation destination. The findings of this study contribute to the understanding of motivational affordances of gamified technology and the underlying causality of why people use gamified technology.
KW - Tourism studies
KW - Gamified technology Usage motives Desired end values Means-end chain laddering Tourist experience
KW - Gamified technology
KW - Usage motives
KW - Desired end values
KW - Means-end chain laddering
KW - Tourist experience
KW - Sustainability Science
U2 - 10.1016/j.annals.2019.102753
DO - 10.1016/j.annals.2019.102753
M3 - Journal articles
VL - 78
JO - Annals of Tourism Research
JF - Annals of Tourism Research
SN - 0160-7383
M1 - 102753
ER -