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: https://www.zotero.org/mamamusings/items/collectionKey/CGJ5VAZZ

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. https://doi.org/10.1145/2532630.2532633
Barrett, S. M. (2015). Hidden Mickeys: A Field Guide to Walt Disney World’s Best Kept Secrets (7 edition). Branford, CT: The Intrepid Traveler.
Begy, J. (2015). Board Games and the Construction of Cultural Memory. Games and Culture, 1555412015600066. https://doi.org/10.1177/1555412015600066
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. https://doi.org/10.1007/978-3-540-45209-6_151
Binkhorst, E., & Dekker, T. D. (2009). Agenda for Co-Creation Tourism Experience Research. Journal of Hospitality Marketing & Management, 18(2–3), 311–327. https://doi.org/10.1080/19368620802594193
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. https://doi.org/10.1057/9781137307675_11
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). Retrieved from http://houseoflapland.fi/wp-content/uploads/2014/06/Articles-on-experiences-3-Christmas-Experiences.pdf#page=76
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. https://doi.org/10.1080/13683500.2015.1081158
Carrigy, T., Naliuka, K., Paterson, N., & Haahr, M. (2010). Design and Evaluation of Player Experience of a Location-based Mobile Game. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries (pp. 92–101). New York, NY, USA: ACM. https://doi.org/10.1145/1868914.1868929
Champion, E. (2003). Applying game design theory to virtual heritage environments. In Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia (pp. 273–274). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=604532
Chang, M., & Goodman, E. (2006, July). Asphalt Games: Enacting Place Through Locative Media. Leonardo Online, 14(3). Retrieved from http://www.leoalmanac.org/wp-content/uploads/2012/07/Asphalt-Games-Enacting-Place-Through-Locative-Media-Vol-14-No-3-July-2006-Leonardo-Electronic-Almanac.pdf
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. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play (pp. 323–326). New York, NY, USA: ACM. https://doi.org/10.1145/2658537.2662975
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. In Advanced Applied Informatics (IIAIAAI), 2014 IIAI 3rd International Conference on (pp. 525–526). IEEE. Retrieved from http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=6913353
Chess, S. (2014). Augmented regionalism: Ingress as geomediated gaming narrative. Information, Communication & Society, (ahead-of-print), 1–13. Retrieved from http://www.tandfonline.com/doi/abs/10.1080/1369118X.2014.881903
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. https://doi.org/10.1016/j.compedu.2012.03.004
Corrêaa, C., & Kitanoa, C. (2015). Gamification in Tourism: Analysis of Brazil Quest Game. Retrieved from http://ertr.tamu.edu/files/2015/02/SP05_MobileSession_Correa.pdf
Costa, C. J., & Costa, P. M. J. (2011). Conceptual model for web games with application in local promotion. In Proceedings of the 29th ACM international conference on Design of communication (pp. 75–78). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2038490
Deterding, S. (2012, October). 9.5 Theses on the Power and Efficacy of Gamification. Redmond, WA. Retrieved from http://research.microsoft.com/apps/video/default.aspx?id=174677&l=i
Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19(4), 14–17. https://doi.org/10.1145/2212877.2212883
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9–15). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2181040
Deterding, S., Björk, S., Nacke, L. E., Dixon, D., & Lawley, E. (2013). Designing Gamification: Creating Gameful and Playful Experiences. In Proceedings of the 2013 annual conference extended abstracts on Human factors in computing systems. Retrieved from http://gamification-research.org/wp-content/uploads/2013/03/20.Gamification_Extended_Abstract.pdf
Dini, R., Paternò, F., & Santoro, C. (2007). An Environment to Support Multi-user Interaction and Cooperation for Improving Museum Visits Through Games. In Proceedings of the 9th International Conference on Human Computer Interaction with Mobile Devices and Services (pp. 515–521). New York, NY, USA: ACM. https://doi.org/10.1145/1377999.1378062
Dove, J. (2016). Geographical board game: promoting tourism and travel in Georgian England and Wales. Journal of Tourism History, 0(0), 1–18. https://doi.org/10.1080/1755182X.2016.1140825
e Silva, A. de S. (2009). Digital cityscapes: Merging digital and urban playspaces (Vol. 57). Peter Lang. Retrieved from https://books.google.com/books?hl=en&lr=&id=OfUDGUI_GXgC&oi=fnd&pg=PR11&dq=CONQWEST+An+Urban+Treasure+Hunt&ots=wzesbZByMd&sig=Y3vc0TQ3gZ5fSBlyi1_3Yuv038A
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. https://doi.org/http://dx.doi.org/10.1007/s11747-010-0200-y
Egger, R., & Bulencea, P. (2015). Gamification in Tourism. Norderstedt: 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. In Virtual Systems and Multimedia (VSMM), 2010 16th International Conference on (pp. 253–260). IEEE. Retrieved from http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5665978
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. https://doi.org/10.1007/978-3-319-28231-2_4
Gartner. (2011, April 12). Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. Retrieved May 6, 2016, from http://www.gartner.com/newsroom/id/1629214
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. Retrieved from http://search.proquest.com/openview/4ebf24cf51d8f9e10756a1dee051a32b/1?pq-origsite=gscholar
Gursoy, D., & Sandstrom, J. K. (2016). An Updated Ranking of Hospitality and Tourism Journals. Journal of Hospitality & Tourism Research, 40(1), 3–18. https://doi.org/10.1177/1096348014538054
Hamari, J. (n.d.). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior. https://doi.org/10.1016/j.chb.2015.03.036
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. Retrieved from http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=6758978
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. https://doi.org/10.1007/978-3-319-03973-2_37
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. Retrieved from http://www.igi-global.com/article/engineering-sociability-friendship-drive-visibility/67549
Hielscher, J. (2006). CollecTic–Discovering The World Around Us. Leiden University. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.108.717&rep=rep1&type=pdf
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. https://doi.org/10.1007/978-3-319-20678-3_28
Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. In Proceeding of the 16th International Academic MindTrek Conference (pp. 17–22). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2393137
Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31. https://doi.org/10.1007/s12525-015-0212-z
Ihamäki, P. (2012). Geocachers: the creative tourism experience. Journal of Hospitality and Tourism Technology, 3(3), 152–175. https://doi.org/http://dx.doi.org/10.1108/17579881211264468
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. Retrieved from http://www.inderscienceonline.com/doi/abs/10.1504/IJWMC.2014.065605
Kiefer, P., Matyas, S., & Schlieder, C. (2006). Learning about cultural heritage by playing geogames. In Entertainment Computing-ICEC 2006 (pp. 217–228). Springer. Retrieved from http://link.springer.com/chapter/10.1007/11872320_26
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. https://doi.org/10.1007/978-3-211-69566-1_10
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. https://doi.org/10.1016/j.dss.2013.07.002
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. https://doi.org/10.1007/978-3-319-20609-7_53
Kylänen, M., & Kylänen, M. (2007). Introduction. In Digital Media and Games (pp. 6–22). Rovaniemi, Lapland: 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. Retrieved from http://www.latimes.com/travel/deals/la-tr-webbuzz-20160403-story.html
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. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 2409–2418). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=1979295
Lu, Y., Chao, J. T., & Parker, K. R. (2015). Hunt: scavenger hunt with augmented reality. Interdisciplinary Journal of Information, Knowledge and Management, 10, 21+. Retrieved from http://go.galegroup.com/ps/i.do?id=GALE%7CA430168947&v=2.1&u=nysl_ro_rrlib&it=r&p=AONE&sw=w&asid=3c6ac1b74869a0337e18f35cd15eb058
Lucke, U. (2011). A pervasive game for freshmen to explore their campus: requirements and design issues. In Proceedings of the IADIS international conference on mobile learning. Retrieved from https://www.researchgate.net/profile/Ulrike_Lucke/publication/262486741_A_Pervasive_Game_for_Freshmen_to_Explore_their_Campus_Requirements_and_Design_Issues/links/0deec53afba76aeed9000000.pdf