Preliminary Games & Tourism Literature Review

This collection of citations (which is still growing) is the preliminary list of articles gathered through a search on games and/or gamification and tourism, done in a variety of different scholarly databases (including, but not limited to, Google Scholar). Articles that clearly focused on “olympic games” (or other sporting events), wild animal “game”, game theory, or other unrelated uses of the word game were not included, nor were articles from known predatory publishers.

Items chosen from this preliminary collection to be included in the literature review are being stored in a separate collection.

Zotero Link:

Andersen, M. (2009, September 5). ROCHESTER, NEW YORK: Picture the Impossible [Blog]. Retrieved September 5, 2009, from
Gentes, A., Guyot-Mbodji, A., & Demeure, I. (2010). Gaming on the move: urban experience as a new paradigm for mobile pervasive game design. Multimedia Systems, 16(1), 43–55. Retrieved from
Zender, R., Metzler, R., & Lucke, U. (2014). FreshUP—A pervasive educational game for freshmen. Pervasive and Mobile Computing, 14, 47–56.
Negruşa, A. L., Toader, V., Sofică, A., Tutunea, M. F., & Rus, R. V. (2015). Exploring Gamification Techniques and Applications for Sustainable Tourism. Sustainability, 7(8), 11160–11189.
e Silva, A. de S. (2009). Digital cityscapes: Merging digital and urban playspaces (Vol. 57). Peter Lang. Retrieved from
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.
Neuhofer, B., Buhalis, D., & Ladkin, A. (2014). A Typology of Technology-Enhanced Tourism Experiences. International Journal of Tourism Research, 16(4), 340–350.
Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31.
Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. In GLS 8.0 Conference Proceedings (pp. 223–230). Madison, WI: ETC Press. Retrieved from
Audrey, N. (2016, August 12). Travel Destinations Are Using “Pokemon Go” to Capture Tourists. Retrieved August 22, 2016, from
Pokemon GO Guide: Gotta Catch Them All in Croatia. (2016, July 29). Retrieved August 20, 2016, from
Doran, L., & Davis, M. R. (2016, August 2). Educators Weigh Learning Value of Pokémon Go. Retrieved August 20, 2016, from
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.
Binkhorst, E., & Dekker, T. D. (2009). Agenda for Co-Creation Tourism Experience Research. Journal of Hospitality Marketing & Management, 18(2–3), 311–327.
Top Spots in Rochester for Pokémon. (2016, July 26). Retrieved August 14, 2016, from
Long, P., & Morpeth, N. D. (2016). Tourism and the Creative Industries: Theories, policies and practice. Routledge.
ConQwest. (2011). Retrieved from
Davidson, D., Kelley, H., & Kücklich, J. (2007). Space Time Play. (F. von Borries, S. P. Walz, & M. Böttger, Eds.) (1 edition). Basel; Boston: Birkhäuser Architecture.
e Silva, A. de S., & Hjorth, L. (2009). Playful Urban Spaces A Historical Approach to Mobile Games. Simulation & Gaming, 40(5), 602–625. Retrieved from
Rashid, O., Mullins, I., Coulton, P., & Edwards, R. (2006). Extending cyberspace: location based games using cellular phones. Computers in Entertainment (CIE), 4(1), 4. Retrieved from
Croci, V. (2010). Urban Interactive. Architectural Design, 80(2), 140–141. Retrieved from
Bittner, J. V., & Schipper, J. (2014). Motivational effects and age differences of gamification in product advertising. The Journal of Consumer Marketing, 31(5), 391–400. Retrieved from
Agapito, D., & Lacerda, A. (2014). Marketing and Brand Design of Destination Experiences: The Role of ICT. Journal of Spatial and Organizational Dynamics, 2(3), 201–216. Retrieved from
Buhalis, D., & Wagner, R. (2013). E-destinations: Global Best Practice in Tourism Technologies and Applications. In L. Cantoni & Z. (Phil) Xiang (Eds.), Information and Communication Technologies in Tourism 2013 (pp. 119–130). Springer Berlin Heidelberg.
Leung, R., Schuckert, M., & Yeung, E. (2013). Attracting User Social Media Engagement: A Study of Three Budget Airlines Facebook Pages. In L. Cantoni & Z. (Phil) Xiang (Eds.), Information and Communication Technologies in Tourism 2013 (pp. 195–206). Springer Berlin Heidelberg.
Robinson, P. (2015). I Remember it Well: Epiphanies, Nostalgia, and Urban Exploration As Mediators of Tourist Memory. Tourism Culture & Communication, 15(2), 87–101. Retrieved from
Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318–325.
Kylänen, M., & Kylänen, M. (2007). Introduction. In Digital Media and Games (pp. 6–22). Rovaniemi, Lapland: University of Lapland Press.
Neuhofer, B., & Buhalis, D. (2014). Experience, co-creation and technology: Issues, challenges and trends for technology enhanced tourism experiences. In The Routledge Handbook of Tourism Marketing (pp. 124–139). Florence, GB: Routledge.
Chao, J. T., Du, T., Wagenheim, C. P., & Rippey, T. F. (2014). Mise En Scene: A Film Scholarship Augmented Reality Mobile Application. Interdisciplinary Journal of Information, Knowledge and Management, 9, 19. Retrieved from
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.
Traunmueller, M., Fatah gen. Schieck, A., Schöning, J., & Brumby, D. P. (2013). The Path is the Reward: Considering Social Networks to Contribute to the Pleasure of Urban Strolling. In CHI ’13 Extended Abstracts on Human Factors in Computing Systems (pp. 919–924). New York, NY, USA: ACM.
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
Linehan, C., Kirman, B., Lawson, S., & Doughty, M. (2010). Blowtooth: pervasive gaming in unique and challenging environments. In CHI’10 Extended Abstracts on Human Factors in Computing Systems (pp. 2695–2704). ACM. Retrieved from
Bassoli, A., Brewer, J., Martin, K., Dourish, P., & Mainwaring, S. (2007). Underground aesthetics: Rethinking urban computing. IEEE Pervasive Computing, (3), 39–45. Retrieved from
Juhlin, O., & Weilenmann, A. (2008). Hunting for fun: solitude and attentiveness in collaboration. In Proceedings of the 2008 ACM conference on Computer supported cooperative work (pp. 57–66). ACM. Retrieved from
Brunnberg, L., Juhlin, O., & Gustafsson, A. (2009). Games for passengers: accounting for motion in location-based applications. In Proceedings of the 4th International Conference on Foundations of Digital Games (pp. 26–33). ACM. Retrieved from
McKenzie, G. (2011). Gamification and location-based services. In Workshop on Cognitive Engineering for Mobile GIS. Retrieved from
Kostakos, V. (2008). Urban Encounters: The Game of Real Life. In CHI ’08 Extended Abstracts on Human Factors in Computing Systems (pp. 3555–3560). New York, NY, USA: ACM.
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.
Jeffrey, P., Blackstock, M., Finke, M., Tang, A., Lea, R., Deutscher, M., & Miyaoku, K. (2006). Chasing the Fugitive on Campus: Designing a Location-based Game for Collaborative Play. Loading.. Journal, 1(1). Retrieved from
Kiefer, P., Matyas, S., & Schlieder, C. (2007). Playing Location-based Games on Geographically Distributed Game Boards. na. Retrieved from
Shiratuddin, N., & Zaibon, S. B. (2009). Mobile game-based learning with local content and appealing characters. International Journal of Mobile Learning and Organisation, 4(1), 55–82.
Lv, Z., Halawani, A., Feng, S., Réhman, S. ur, & Li, H. (2015). Touch-less interactive augmented reality game on vision-based wearable device. Personal and Ubiquitous Computing, 19(3–4), 551–567.
Casey, S., Kirman, B., & Rowland, D. (2007). The Gopher Game: A Social, Mobile, Locative Game with User Generated Content and Peer Review. In Proceedings of the International Conference on Advances in Computer Entertainment Technology (pp. 9–16). New York, NY, USA: ACM.
Bell, M., Chalmers, M., Barkhuus, L., Hall, M., Sherwood, S., Tennent, P., … others. (2006). Interweaving mobile games with everyday life. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 417–426). ACM. Retrieved from
Terlutter, R., & Capella, M. L. (2013). The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal of Advertising, 42(2/3), 95–112. Retrieved from
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
Barrett, S. M. (2015). Hidden Mickeys: A Field Guide to Walt Disney World’s Best Kept Secrets (7 edition). Branford, CT: The Intrepid Traveler.
Dholakia, N., & Schroeder, J. (2001). Disney: Delights and Doubts. Journal of Research for the Consumer, 1(2). Retrieved from