Games & Tourism Literature Review

This Zotero collection shows the items that I intend to include in my literature review. It is still being developed, with items being selected from a preliminary collection of ~250 items. I’m working my way through the preliminary list in alphabetical title order, so if you don’t see something here, I might not have gotten to it yet. (But if you know of something I ought to include, and it’s not on the preliminary list, please leave a comment and let me know!)

As of 3 May, the sort order isn’t working properly, so it’s not alphabetized. If you want to see the collection on the Zotero website, it’s here:

Antoniou, A., Lepouras, G., Bampatzia, S., & Almpanoudi, H. (2013). An Approach for Serious Game Development for Cultural Heritage: Case Study for an Archaeological Site and Museum. J. Comput. Cult. Herit., 6(4), 17:1–17:19.
Barrett, S. M. (2015). Hidden Mickeys: A Field Guide to Walt Disney World’s Best Kept Secrets (7 edition). The Intrepid Traveler.
Begy, J. (2015). Board Games and the Construction of Cultural Memory. Games and Culture, 1555412015600066.
Bellotti, F., Berta, R., Gloria, A. D., Ferretti, E., & Margarone, M. (2003). Designing Mobile Games for a Challenging Experience of the Urban Heritage. In H. Kosch, L. Böszörményi, & H. Hellwagner (Eds.), Euro-Par 2003 Parallel Processing (pp. 1129–1136). Springer Berlin Heidelberg.
Binkhorst, E., & Dekker, T. D. (2009). Agenda for Co-Creation Tourism Experience Research. Journal of Hospitality Marketing & Management, 18(2–3), 311–327.
Bogost, I. (2013). Exploitationware. In R. Colby, M. S. S. Johnson, & R. S. Colby (Eds.), Rhetoric/Composition/Play through Video Games (pp. 139–147). Palgrave Macmillan US.
Boswijk, A., Thijssen, T., & Peelen, E. (2006). A New Perspective on the Experience Economy–Meaningful Experiences. In M. Kylänen (Ed.), Digital Media & Games (pp. 76–99).
Campos, A. C., Mendes, J., Valle, P. O. do, & Scott, N. (2015). Co-creation of tourist experiences: a literature review. Current Issues in Tourism, 1–32.
Carrigy, T., Naliuka, K., Paterson, N., & Haahr, M. (2010). Design and Evaluation of Player Experience of a Location-based Mobile Game. Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, 92–101.
Champion, E. (2003). Applying game design theory to virtual heritage environments. Proceedings of the 1st International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia, 273–274.
Chang, M., & Goodman, E. (2006, July). Asphalt Games: Enacting Place Through Locative Media. Leonardo Online, 14(3).
Chang, K. P., Huang, Y. W., Hsueh, S. Y., Chen, Y. T., Huang, S. N., Chen, C.-H., & Chien, S.-F. (2014). HIDDEN LION: A Location Based App Game of Sword Lion Searching. Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, 323–326.
Chen, H. C., Kao, Y. F., & Kuo, C. L. (2014). A Multimedia Storytelling in a Rural Village: The Show Taiwan e-Tourism Service Using Tablet Technologies. Advanced Applied Informatics (IIAIAAI), 2014 IIAI 3rd International Conference On, 525–526.
Chess, S. (2014). Augmented regionalism: Ingress as geomediated gaming narrative. Information, Communication & Society, ahead-of-print, 1–13.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.
Corrêaa, C., & Kitanoa, C. (2015). Gamification in Tourism: Analysis of Brazil Quest Game.
Costa, C. J., & Costa, P. M. J. (2011). Conceptual model for web games with application in local promotion. Proceedings of the 29th ACM International Conference on Design of Communication, 75–78.
Deterding, S. (2012, October 12). 9.5 Theses on the Power and Efficacy of Gamification.
Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19(4), 14–17.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15.
Deterding, S., Björk, S. L., Nacke, L. E., Dixon, D., & Lawley, E. (2013). Designing gamification: creating gameful and playful experiences. CHI’13 Extended Abstracts on Human Factors in Computing Systems, 3263–3266.
Dini, R., Paternò, F., & Santoro, C. (2007). An Environment to Support Multi-user Interaction and Cooperation for Improving Museum Visits Through Games. Proceedings of the 9th International Conference on Human Computer Interaction with Mobile Devices and Services, 515–521.
Dove, J. (2016). Geographical board game: promoting tourism and travel in Georgian England and Wales. Journal of Tourism History, 0(0), 1–18.
e Silva, A. de S. (2009). Digital cityscapes: Merging digital and urban playspaces (Vol. 57). Peter Lang.
Edvardsson, B., Tronvoll, B., & Gruber, T. (2011). Expanding understanding of service exchange and value co-creation: a social construction approach. Academy of Marketing Science. Journal, 39(2), 327–339.
Egger, R., & Bulencea, P. (2015). Gamification in Tourism. Books On Demand.
Froschauer, J., Seidel, I., Gärtner, M., Berger, H., & Merkl, D. (2010). Design and evaluation of a serious game for immersive cultural training. Virtual Systems and Multimedia (VSMM), 2010 16th International Conference On, 253–260.
Garcia, A., Linaza, M. T., Gutierrez, A., Garcia, E., & Ornes, I. (2016). Generation of Gamified Mobile Experiences by DMOs. In A. Inversini & R. Schegg (Eds.), Information and Communication Technologies in Tourism 2016 (pp. 45–57). Springer International Publishing.
Gartner. (2011, April 12). Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. Gartner Newsroom.
Gilmore, J. H., & Pine II, B. J. (2002). Differentiating hospitality operations via experiences: Why selling services is not enough. Cornell Hospitality Quarterly, 43(3), 87.
Gursoy, D., & Sandstrom, J. K. (2016). An Updated Ranking of Hospitality and Tourism Journals. Journal of Hospitality & Tourism Research, 40(1), 3–18.
Hamari, J. (n.d.). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034.
Han, D.-I., Jung, T., Gibson, A., Xiang, Z., & Tussyadiah, I. (2013). Dublin AR: Implementing Augmented Reality in Tourism. In Information and Communication Technologies in Tourism 2014 (pp. 511–523). Springer International Publishing.
Heeter, C., Sarkar, C. D., Palmer-Scott, B., & Zhang, S. (2012). Engineering sociability: Friendship drive, visibility, and social connection in anonymous co-located local Wi-Fi multiplayer online gaming. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 4(2), 1–18.
Hielscher, J. (2006). CollecTic–Discovering The World Around Us [Leiden University].
Ho, T.-Y., Chen, C.-H., Chien, S.-F., Chen, Y.-H., Liu, S.-Y., & Bayona, J. S. (2015). BeaconPass: A Location Based APP Game for Traveler. In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction. Access to Today’s Technologies (pp. 288–297). Springer International Publishing.
Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Proceeding of the 16th International Academic MindTrek Conference, 17–22.
Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31.
Ihamäki, P. (2012). Geocachers: the creative tourism experience. Journal of Hospitality and Tourism Technology, 3(3), 152–175.
Ihamäki, P. (2014). GameFlow experience model: understanding player enjoyment in pervasive adventure geocaching game. International Journal of Wireless and Mobile Computing, 7(6), 536–548.
Kiefer, P., Matyas, S., & Schlieder, C. (2006). Learning about cultural heritage by playing geogames. In Entertainment Computing-ICEC 2006 (pp. 217–228). Springer.
Kim, H., & Schliesser, J. (2007). Adaptation of Storytelling to Mobile Entertainment Service for Site-Specific Cultural and Historical Tour. In D. M. Sigala, D. L. Mich, & D. J. Murphy (Eds.), Information and Communication Technologies in Tourism 2007 (pp. 97–108). Springer Vienna.
Kim, H., An, S., Keum, S., & Woo, W. (2015). H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Historic Site. In P. Zaphiris & A. Ioannou (Eds.), Learning and Collaboration Technologies (pp. 561–572). Springer International Publishing.
Kim, Y. H., Kim, D. J., & Wachter, K. (2013). A study of mobile user engagement (MoEN): Engagement motivations, perceived value, satisfaction, and continued engagement intention. Decision Support Systems, 56, 361–370.
Kylänen, M., & Kylänen, M. (2007). Introduction. In Digital Media and Games (pp. 6–22). University of Lapland Press.
Leo, J. (2016, April 3). With the Stray Boots app, play a scavenger hunt that’s really a city tour. Los Angeles Times.
Lindqvist, J., Cranshaw, J., Wiese, J., Hong, J., & Zimmerman, J. (2011). I’m the mayor of my house: examining why people use foursquare-a social-driven location sharing application. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2409–2418.
Lu, Y., Chao, J. T., & Parker, K. R. (2015). Hunt: scavenger hunt with augmented reality. Interdisciplinary Journal of Information, Knowledge and Management, 10, 21+. Academic OneFile.
Lucke, U. (2011). A pervasive game for freshmen to explore their campus: requirements and design issues. Proceedings of the IADIS International Conference on Mobile Learning.