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dc.contributor.authorParapanos, Demos
dc.contributor.authorMichopoulou, Elina
dc.date.accessioned2019-01-28T09:40:15Z
dc.date.available2019-01-28T09:40:15Z
dc.date.issued2018-12-15
dc.identifier.citationParapanos D., Michopoulou E.. (2019) Understanding Key Motivations for Using a Hotel Gamified Application. In Pesonen J., Neidhardt J. (eds) Information and Communication Technologies in Tourism 2019. Switzerland: Springer, Cham.en_US
dc.identifier.isbn9783030059408
dc.identifier.urihttp://hdl.handle.net/10545/623393
dc.description.abstractWhile hospitality has been one of the industries that have been keen to adopt and use various technologies, the proliferation of gamification application is still to materialise. It is therefore very interesting to investigate the potential benefits of gamified applications for both demand and supply in the area of the hospitality industry by identifying the motives of individuals’ when they use a hotel-gamified application. Since fun has become the requirement to ensure continuous demands for many products or services, companies and organizations feel the need to involve fun in their offerings to secure continuity in consumption and use. Hence, this study aims to understand the meaning of fun for individuals when they will use a hotel-gamified application. Visual material was prepared so the interviewees would have an idea of how a hotel-gamified application would look if it were in existence today based on the current definitions of gamification.en_US
dc.description.sponsorshipN/Aen_US
dc.language.isoenen_US
dc.publisherSpringer.en_US
dc.relation.urlhttps://link.springer.com/chapter/10.1007%2F978-3-030-05940-8_32en_US
dc.subjectHospitalityen_US
dc.subjectgamificationen_US
dc.titleUnderstanding key motivations for using a hotel gamified application.en_US
dc.typeBook chapteren_US
dc.contributor.departmentUniversity of Derbyen_US
dc.internal.reviewer-note18/01/2019- Contacted publisher for archiving permissions. HLen


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