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Gamified Mobile Experiences S
Gamified Mobile Experiences S
Gamified Mobile Experiences S
PAGE 30 j TOURISM REVIEW j VOL. 74 NO. 1 2019, pp. 30-49, © Emerald Publishing Limited, ISSN 1660-5373 DOI 10.1108/TR-08-2017-0131
Gamified mobile experiences are a new channel for DMOs to interact with tourists. Not only
do they allow DMOs to influence the behaviour of tourists, they also open new opportunities
a et al.,
to gain insights into their real on-site behaviour. Researchers (Xu et al., 2014; Negrus
2015; Xu et al., 2017) have already highlighted several benefits of gamified experiences,
such as the increase in the duration of visits or the uniform load distribution of tourists
through the destination.
The impact of these experiences can be measured based on analytics tools. Interaction
data traces gathered by the mobile applications have become a new valuable information
source for DMOs. This information can be applied directly, to not only offer better
experiences to tourists but also improve their decision-making process. This information
might be shared with local tourism service providers to improve their knowledge about their
customers.
This new interaction channel and information source might be even more relevant for small-
and medium-sized DMOs, as they usually lack resources to develop these experiences,
measure their impact and access information about the behaviour of tourists on-site.
Given that there is a gap in the research on the analysis of the real impact of gamified
mobile experiences on-site and the information they can provide about the behaviour of
tourists, this paper describes the implementation and validation of gamified mobile
experiences as a smart technology for DMOs to promote their destinations during the on-
site phase of the trip. The experiences have been designed and implemented by three
DMOs using a user-friendly authoring tool which has been validated by real tourists over a
period of seven weeks. Lastly, the data provided by tourists and data automatically
gathered by the mobile experience have been analysed to provide an additional valuable
information source for DMOs.
This paper has been organised as follows. Section 2 reviews the state of the art of
gamification and the application of gamified mobile experiences and analytics tools in the
tourism domain. Section 3 presents the research objectives. Section 4 focuses on a
gamified mobile experience and its validation by real tourists. Lastly, Section 5 summarises
the conclusions and proposes future work.
3. Research objectives
Although on-site gamified experiences may include several potential benefits for DMOs,
there are only few examples that have measured their real impact. To address this research
gap, this paper focuses on the validation of the following research objectives:
RO1. Gamified mobile experiences are valuable tools for DMOs and tourists for the on-
site phase of the trip.
This objective will analyse the fulfilment of the theoretical benefits presented by Garcia et al.
(2016) in a real scenario. These theoretical benefits presented by Garcia et al. (2016) are: to
increase visit duration at PoIs (points of interest), balance the distribution of tourists over the
destination, improve the brand image of the destination, increase tourist knowledge of the
destination and offer a better service to niche tourism markets.
DMOs may be able to provide enhanced information to tourists so they can discover the
destination more deeply. Furthermore, gamified mobile experiences should also allow
DMOs influence the behaviour of tourists at the destination, such as the choice of PoIs to
visit or the time spent at them, to improve their image of the destination.
Gamified mobile experiences may also enrich the visiting experience of tourists, as their
discovery of the destination will be a more enjoyable experience:
RO2. Analytics from gamified mobile experiences provide relevant information for DMOs.
The integration of analytics tools with gamified mobile experiences could provide DMOs with
relevant information not only about the impact of the experiences but also about the behaviour
of tourists while at the destination in a cost-effective way. Such information can offer DMOs
and local service providers new insights about tourists, their behaviour and the destination.
The archetypes of the mobile experiences are based on the Ionic Framework and they are
converted to native applications using Apache Cordova. Certain secondary actions of the
mobile experiences (surveys, suggestions and codes for collecting prizes) connect to the
server to load and save data.
Finally, the management process allows DMOs to access the Google Analytics dashboard
to analyse the information generated automatically from the interaction of tourists to access
an additional data source to support their decisions.
4.2.2 Authoring tool. The authoring tool is based on the authoring tool described by Garcia
et al. (2016). The main requirement of the authoring tool is to allow DMOs to autonomously
generate gamified mobile experiences, independent from a technology provider. The tool
must be easy to use and minimise the efforts required to perform this task. Gamified mobile
experiences must also fulfil some functional requirements. First, the mobile experiences
must be available offline, so that their main functionalities should work without an internet
connection. Second, the experiences must be multilingual to be available in the more
relevant languages for each DMO. Third, they must be connected to social media. Finally,
the experiences must integrate surveys for DMOs to gain knowledge about tourists and
include practical and contact information about the destinations.
Garcia et al. (2016) validate the capacity of DMOs to autonomously generate simplified
gamified experiences of differing complexity using this tool. To simplify the generation
process, the authoring tool can be easily adapted to fit the special characteristics and
complexity of each type of gamified experience. In this paper DMOs generate a gamified
mobile experience ready to be publicly launched and validated by real tourists.
The flow of this authoring tool has been personalised for the Jokotur pilot. The final workflow
of the authoring process has been divided into the following eight steps (Figure 2). Step 1
(load) allows DMOs to not only generate new experiences, but also load, preview and copy
existing ones. In Step 2 (start), the type of experience (pilot gamified mobile experience), its
name and the desired mobile output platforms (iOS, Android, etc.) are selected. Step 3
(design) is related to the customization of the visual appearance of the graphical interface
of the mobile experiences, including primary and secondary colours (Figure 3a). The main
content of the experience is defined in Step 4 (define), which includes the definition of the
PoIs (Figures 3b and c), mini-games attached to PoIs and rewards obtained by tourists
during the experience.
Within Step 5 (inform), the DMO can introduce additional information to be shown to tourists
or gathered from them. The former includes information about the gamified experience
(collaborating DMOs and entities and a brief description of the experience), weather
forecast, information about the DMO (description, contact information, social media, etc.)
and a tutorial about the mobile application. Regarding the latter, a survey has been defined
(Figure 3e) including two questions (“Is Jokotur user friendly?” and “Has Jokotur enriched
your experience in Euskadi?”) and a free text field to make suggestions.
Once all the content has been inserted, Step 6 (translate) is related to the translation of the
experience (Figure 3f). The information is primarily generated in Spanish and a CSV file with
the same content in Basque, English and French is also uploaded.
The final two steps are related to the publication of the mobile experience. Step 7 (publish)
defines the information to be shown on the App stores where the mobile experience is going
to be published, such as a description, category or an image (Figure 3d). Although the
mobile experience is automatically generated within Step 8 (finish), it should be manually
deployed at the App stores the first time an experience is published. Each time an
application is launched by a tourist, it automatically checks whether contents of the
experience have been updated, so that when a new version of an experience is generated,
the previously installed mobile applications automatically update their contents.
The DMOs have generated the Jokotur experience with the support of a technology
provider to successfully upload it to the mobile app stores and to update its contents
autonomously. This further validates the hypothesis presented by Garcia et al. (2016), as
DMOs have been able to generate a market-ready gamified mobile experience. The
authoring tool greatly decreases the technological gap for DMO staff, promoting the
development of new gamification initiatives for the on-site phase of the trip.
4.2.3 Gamified mobile experience. The mobile application automatically loads the
information provided by DMOs from the JSON files to generate the final experience, which
starts with the selection of the language (Figure 4a) and a short tutorial (Figure 4b). A list of
the eight PoIs is then displayed (Figure 4c), in which each PoI has an icon (an eye) that
represents whether it has been already visited. When a PoI is selected, its details are
displayed (Figure 4e) and the corresponding mini-game is activated (Figure 4f). Tourists are
informed if they have successfully fulfilled it and the remaining points to win a prize. Once
they reach this minimum amount of points (three) (Figure 4h), a brief survey about the
experience is visualized (Figure 4i), including the code that can be redeemed at the tourism
office.
Tourists can also select PoIs from a map view (Figure 4d), which shows their current
position. Finally, the main menu (Figure 4g) allows the user to change the language, repeat
the tutorial again, check the weather forecast, access information about the application and
the pilot and contacting the DMOs (Figure 4j).
The mobile application traces the actions of tourists using GA. The default tracking
provided by GA has been extended with customized views and events, which have been
defined for each screen of the mobile application (PoI, language, tutorial, weather, etc.).
Four types of event categories have been defined for tracking: game, language, survey and
contact. The game category tracks the following actions: check-in to discover successful
and unsuccessful check-in attempts, start viewing the last screen of the tutorial, correct and
incorrect answers to PoI questions, new point gained by tourists; minimum amount of points
reached by tourists to win a prize and end of the experience, when submitting the survey
after reaching the minimum amount of points. Second, the language category tracks the
selection of the language (Basque, Spanish, English and French) to identify the most
commonly used languages. Finally, survey and contact categories are only tracked when
tourists perform these actions.
Finally, it should be mentioned that the tracking of the location of the tourists based
on GPS data has been discarded by DMOs, although it would have been technically
feasible. This decision has been taken due to privacy concerns and negative
impacts on the duration of the battery. Thus, the mobile application only checks
locally whether a tourist is indeed close to a PoI, but the location of the tourist is not
stored.
Finally, paint sets, paint books, cups, buffs and bags (Figure 7) have been available at
tourism offices as prizes for tourists gaining at least three points.
4.3.1 Data collected by DMOs. Staff at the tourism offices were in charge of the promotion
of the pilot and the interaction with tourists. Owing to their workload, they did not perform
additional tasks such as interviews or focus groups. Furthermore, local service providers
taking part in the validation were not interviewed.
Although this has limited the amount of data provided by DMOs, it is a common situation for
small- and medium-sized DMOs and tourism service providers. They do not have enough
resources to further involve their staff in the measurement of the impact of these types of
initiatives.
Regarding the acceptance of the application, 70 per cent of the families visiting the tourism
offices downloaded the mobile experience. Further, 90 per cent of downloads were made
through the QR code located on the posters at the offices; 22 per cent of downloads came
from iOS devices; and 78 per cent from Android devices.
Tourists considered that Jokotur was easy to use (average of 2.85 out of 3 responding to the
question “Is Jokotur user-friendly?”) and that it had improved their visiting experience
(average of 2.7 out of 3 responding to the question “Has Jokotur enriched your experience
in Euskadi?”).
These results partially validate RO1, so that it can be assumed that gamified mobile
experiences enrich the visiting experience of tourists. Jokotur has been validated by only a
target group of tourists, so further research is required to extend conclusions to other target
groups.
Although the questions responded by tourists could have an ambiguous interpretation,
these results align with three of the benefits of these experiences detected by DMOs:
improve the brand image of the destination, increase tourists’ knowledge about the
destination and offer a better service to niche tourism markets.
There are no data on the impact of Jokotur regarding the higher number of visits to selected
PoIs or the distribution of tourists in the destination as local service providers have not been
able to check which of the visitors came as a result of the gamified application. The DMO
Basquetour undertook to reimburse the discount coupons and some tourists have
confirmed they did make use of them, although none of the service providers has put in a
claim for a reimbursement.
The small amount of information collected by DMOs demonstrates the relevance of the
integration of automatic measuring tools, such as GA, in the gamified experiences. These
analytics tools neither increase the burden on DMO staff or local service providers nor
depend on them. Their integration costs during the development stage of the mobile
experiences are insignificant, and they provide a user-friendly interface for DMOs.
4.3.2 Data collected from google analytics. The analysis of the data tracked and
consolidated by GA provides a deeper insight about the results of the validation and the
behaviour of tourists. Although the figures may not be completely accurate, as is the case of
the analytics of Web pages, they offer a solid insight into the gamified mobile experience.
During the pilot, 124 tourists used the application, generating 210 sessions and visualizing
2,315 screens of the mobile experience. The average session duration was 6 min and 5 s
(Figure 8). The maximum number of active users within a day was 39. After this peak, the
average number of users during weekends reached an average value between 10 and 15
in October and early November, and it declined to 2-3 users by the end of the validation
period. The results clearly reflect the effect of the initial marketing campaign and the regular
tourist distribution for these DMOs during the off-peak season.
With respect to the demographic information, 82 per cent of the tourists had a mobile
phone configured in Spanish, 12 per cent of them in English, 4 per cent in Catalan and
2 per cent in Basque. These data are calculated by GA mainly based on the IP address
assigned to mobile devices by communication services providers. For example, nearly
half of the sessions originated in Bilbao, the main internet connection point in the area.
With regard to the provider, the only relevant data that could be outlined are that the
local service provider Euskaltel was responsible for one-third of the sessions.
Therefore, it can be concluded that at least these sessions were related to tourists
coming from the Basque Country.
The analysis of the mobile devices detected that 75.71 per cent of the sessions came from
Android devices and the remaining from iOS devices. Samsung devices accounted for
34.76 per cent of the sessions, Apple for 24.29 per cent and the rest of the manufacturers
(BQ, Google, Sony, LG, Xiaomi, Acer, etc.) with a share of less than 8 per cent each.
Analysis of screen sizes showed that the most common screen resolution was 480 800
(18.57 per cent of the sessions), while small screens (320 480 or less) were used only in
less than 5 per cent of the sessions, and less than 10 per cent of tourists had a resolution
smaller than 640 480. These results emphasize the need of including images with an
approximate resolution of 1,080 1,920 to offer an appealing visualization experience
across all devices.
Although the average viewing time was 36 s/screen, tourists spent an average of 1 min and
33 s on the survey; 57 s on the PoI screen and 53 s on the map screen. The contact page
was the least used page of the application with an average stay of just 4 s; 28 per cent of
tourists ended their visit on the about screen, while 20.83 per cent exited the experience on
the survey screen.
Turning to language selection, of the 115 related events, 78.26 per cent changed the
language to Spanish, 15.65 per cent to Basque, 4.35 per cent to English (seven people)
and 1.74 per cent to French (two people).
In terms of visited content, the most accessed screen was the home page with 1129 views,
followed by details about PoIs (616 views), the tutorial (191 views), language (163 views),
5. Conclusions
Gamification, defined as the use of game design elements in non-game contexts, has been
successfully applied to several domains to change user behaviour. However, as there are
few examples of gamified mobile experiences implemented by DMOs for the on-site phase
of the trip, to overcome this gap, this paper has presented the design, implementation and
validation of the Jokotur gamified mobile experience by three DMOs in Basque Country for
a period of seven weeks.
The validation is based on the data provided by the DMOs and an analytics tool (GA)
integrated into the mobile application. The validation has assessed and highlighted the
benefits of these types of experiences to enrich the experiences of visiting tourists and
provide a better service to target groups.
The integration of analytics tools such as GA in these types of experiences has proved to be
a cost-effective way of measuring their impact and accessing information about the
behaviour of tourists. DMOs should include these analytics tools in their technological
mobile developments. These tools are a relevant source of information that should be
exploited by DMOs, especially by small- and medium-sized ones, to define and measure
the KPIs of the experiences.
The validation has also faced some issues that should be considered by DMOs, mainly
related to engagement issues.
The discovery and downloading of the experiences should be prioritized, as tourists may be
reluctant to download new applications onto their device. The gamified experiences have to
compete with other mobile applications, such as social media, that may already have the
attention of tourists. DMOs must be aware of the real risk of only very few tourists being
aware of and making use of these experiences. To mitigate this risk, the development of
gamified mobile experiences should be accompanied by marketing efforts to make them
appealing to tourists. Otherwise, few tourists will discover and install these applications.
Secondly, these experiences must be attractive for tourists. Few tourists will finish these
experiences if they only include descriptive content that is already present on the Web and
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Corresponding author
Ander Garcia can be contacted at: agarcia@vicomtech.org
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