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:

ConQwest. (2011, July 31).
Vist Rochester. (2016, July 26). Top Spots in Rochester for Pokémon. Visit Rochester NY.
Sinke. (2016, July 29). Pokemon GO Guide: Gotta Catch Them All in Croatia. The Dubrovnik Times.
Nicholson, S. (2015). A recipe for meaningful gamification. In Gamification in education and business (pp. 1–20). Springer.
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.
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.
Chess, S. (2014). Augmented regionalism: Ingress as geomediated gaming narrative. Information, Communication & Society, ahead-of-print, 1–13.
Andersen, M. (2009, September 5). ROCHESTER, NEW YORK: Picture the Impossible [Blog]. ARGNet: Alternate Reality Gaming Network.
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.
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.
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.
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.
Yoo, C., Kwon, S., Na, H., & Chang, B. (2017). Factors Affecting the Adoption of Gamified Smart Tourism Applications: An Integrative Approach. Sustainability, 9(12), 2162.
Swacha, J., & Ittermann, R. (2017). Enhancing the tourist attraction visiting process with gamification: key concepts. ENGINEERING MANAGEmENT, 9(4).
Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244–256.
Xu, F., Weber, J., & Buhalis, D. (2013). Gamification in Tourism (pp. 525–537).
Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. GLS 8.0 Conference Proceedings, 223–230.
Audrey, N. (2016, August 12). Travel Destinations Are Using “Pokemon Go” to Capture Tourists. NBC News.
Doran, L., & Davis, M. R. (2016, August 2). Educators Weigh Learning Value of Pokémon Go. Education Week.
Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as Mobile Gamers: Gamification for Tourism Marketing. Journal of Travel & Tourism Marketing, 33(8), 1124–1142.
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.
Long, P., & Morpeth, N. D. (2016). Tourism and the Creative Industries: Theories, policies and practice. Routledge.
Davidson, D., Kelley, H., & Kücklich, J. (2007). Space Time Play (F. von Borries, S. P. Walz, & M. Böttger, Eds.; 1 edition). 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.
Rashid, O., Mullins, I., Coulton, P., & Edwards, R. (2006). Extending cyberspace: location based games using cellular phones. Computers in Entertainment (CIE), 4(1), 4.
Croci, V. (2010). Urban Interactive. Architectural Design, 80(2), 140–141.
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.
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.
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.
Kylänen, M., & Kylänen, M. (2007). Introduction. In Digital Media and Games (pp. 6–22). 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). 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.
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.
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. CHI ’13 Extended Abstracts on Human Factors in Computing Systems, 919–924.
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.
Linehan, C., Kirman, B., Lawson, S., & Doughty, M. (2010). Blowtooth: pervasive gaming in unique and challenging environments. CHI’10 Extended Abstracts on Human Factors in Computing Systems, 2695–2704.
Bassoli, A., Brewer, J., Martin, K., Dourish, P., & Mainwaring, S. (2007). Underground aesthetics: Rethinking urban computing. IEEE Pervasive Computing, 3, 39–45.
Juhlin, O., & Weilenmann, A. (2008). Hunting for fun: solitude and attentiveness in collaboration. Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, 57–66.
Brunnberg, L., Juhlin, O., & Gustafsson, A. (2009). Games for passengers: accounting for motion in location-based applications. Proceedings of the 4th International Conference on Foundations of Digital Games, 26–33.
McKenzie, G. (2011). Gamification and location-based services. Workshop on Cognitive Engineering for Mobile GIS.
Kostakos, V. (2008). Urban Encounters: The Game of Real Life. CHI ’08 Extended Abstracts on Human Factors in Computing Systems, 3555–3560.
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.
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).
Kiefer, P., Matyas, S., & Schlieder, C. (2007). Playing Location-based Games on Geographically Distributed Game Boards. na.