• How to design hotel gamified applications effectively: Understanding the motives of users as hotel visitors

      Parapanos, Demos; Michopoulou, Eleni; University of Cumbria; University of Derby (Springer, 2022-01)
      The service sector including tourism and hospitality have recognized the need for a turn to a customer-centric approach that primarily values tourists’ needs, wants, preferences and requirements as major determinants in travel decisions. Considering that mobile devices are becoming travel buddies and that their use is profoundly influencing traveller’s journey highlights the need of Gamification. As a relatively new phenomenon in the industry, motives encouraging usage behaviour have yet to be researched. Identifying these motives could offer several advantages to hotels by providing relationship marketing, engagement and strengthening customer loyalty. This research tries to fill this gap and enhance existing gamification research by understanding the motives of users’ continuance intention in adopting technology with gamification characteristics. Visual material based on the current definitions of gamification was prepared to create a hotel gamified application to help participants discuss their preferences.
    • Let's All Play Together: Motivations of Different Gamification User Types

      Michopoulou, Eleni; Parapanos, Demos; University of Derby (IGI Global, 2022-01)
      Gamification is recognized as the next big thing in marketing by using game design elements in a nongame context. Producing desirable experiences and motivating users to remain engaged in an activity is one of the strengths of gamification. The introduction of digital social networks has become the biggest change regarding digital technology, also leading to the evolution and popularity of gamification. Although it is possible to design games, serious games, or gamified systems without knowing who the target users are, it is more likely to create a more engaging experience when these users are identified first. Taking this into consideration, this chapter will look to identify and present the motivations of individuals when using gamification systems. Identifying the motivations behind gamification usage and acknowledging the interaction between them will help organizations understand their audience and create more engaging experiences
    • Understanding key motivations for using a hotel gamified application.

      Parapanos, Demos; Michopoulou, Elina; University of Derby (Springer., 2018-12-15)
      While 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.