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Tourism Management 78 (2020) 104074

Contents lists available at ScienceDirect

Tourism Management
journal homepage: http://www.elsevier.com/locate/tourman

What motivates visitors to participate in a gamified trip? A player typology


using Q methodology
Ye (Sandy) Shen a, *, Hwansuk Chris Choi a, Marion Joppe a, Sunghwan Yi b
a
School of Hospitality, Food and Tourism Management, University of Guelph, 50 Stone Road East, Guelph, Ontario, N1G 2W1, Canada
b
Department of Marketing and Consumer Studies, University of Guelph, 50 Stone Road East, Guelph, Ontario, N1G 2W1, Canada

A R T I C L E I N F O A B S T R A C T

Keywords: Destinations have offered diverse gamified trips in the last 10 years. However, there is a lack of understanding on
Gamification what motivates visitors to participate in such a trip. As one of the first attempts to examine visitors’ motivations
Gamified trip for taking a gamified trip, this paper conceptualizes and categorizes gamified trips, explores reasons for liking or
Motivation
disliking them, proposes 34 travel motivations, and categorizes players of these trips into six types, including
Player typology
Q methodology
knowledge collectors, reward seekers, explorers, curiosity seekers, sensation seekers, and flow experiencers. The
Generation X research sheds light upon this emerging phenomenon and provides implications on how to design appealing
Millennials gamified trips for different market segments. Additionally, this paper expands the use of Q methodology to travel
Generation Z motivation research. The framework of conducting a Q methodology lays a foundation for future studies.

1. Introduction emerging phenomenon, as well as the boundary between video games


and gamified trips. As “gamify” seems to be an overused term (Chang,
Gamification is a motivational technique which applies game me­ 2012), a clear definition of a gamified trip is very necessary. Second, no
chanics, such as rewards and challenges, to non-game contexts to invoke known research has examined visitors’ motivations when they use a
a positive behavioural outcome (Deterding, Dixon, Khaled, & Nacke, gamified trip application. Previous studies mainly examined gaming
2011). The development of information and communication technology motivations or travel motivations (Bartle, 1996; Jang, Bai, Hu, & Wu,
(ICT), including social media, global positioning systems (GPS), and 2009; Xu, Tian, Buhalis, Weber, & Zhang, 2016). Game players often
augmented reality (AR), has popularized gamification (Burke, 2014; play video games in their spare time in their usual environment (e.g., at
Skinner, Sarpong, & White, 2018). Destinations and the IT companies home or at the office), whereas travelers visit places outside their usual
have initiated gamification practices in the last 10 years. For example, environment to experience diverse activities and cultures. Gamified trip
visitors can follow the gamified visitor guide, Strayboots, to explore New players thus combine the characteristics of game players and travelers,
York City and share their travel experiences. They can also locate who play trip-related games in unusual environments. As motivations
themselves by using the interactive maps and enjoy the fun of finding differ with contexts, previous findings about motivation dimensions and
objects in gamified trips, such as Pirate Trail Geocaching Treasure Hunt player/visitor typologies are not applicable to the gamification context.
and Wroclaw’s Dwarfs. In addition, some destinations use gamified trips Since motivation is one of the primary factors explaining visitors’ ac­
to direct visitors away from overly popular sites. Visit London launched tivities (Pearce & Caltabiano, 1983), understanding who wants to take
Play London with Mr. Bean, where players can receive discounts and part in a gamified trip, what motivates them to use a gamified trip
vouchers for attractions, restaurants, and shops. The fun interaction of application, and which motivation is more important can help destina­
this game adds more value to some lesser-known places across the city tions to design more engaging applications for tourists to have memo­
and disperses visitors from crowded to less crowed attractions (WTTC, rable experiences.
2018). Therefore, this study was undertaken to enhance overall under­
Although destinations have actively designed gamified trip applica­ standing of gamified trips, give insights into people’s motivations to take
tions, research on this topic is still at the early stage. First, gamified trips such a trip, and provide practical implications for gamification designers
have not been clearly defined, making it difficult to understand this (i.e., gamified trip application designers, DMOs, IT companies, and

* Corresponding author.
E-mail addresses: yshen04@uoguelph.ca (Y.(S. Shen), hwchoi@uoguelph.ca (H.C. Choi), mjoppe@uoguelph.ca (M. Joppe), syi@uoguelph.ca (S. Yi).

https://doi.org/10.1016/j.tourman.2019.104074
Received 4 October 2019; Received in revised form 31 December 2019; Accepted 31 December 2019
Available online 12 January 2020
0261-5177/© 2020 Elsevier Ltd. All rights reserved.
Y.(S. Shen et al. Tourism Management 78 (2020) 104074

Table 1
The 26 definitions of gamification in previous literature.
Definitions Sources

Definitions in blogs, websites, or videos


Pelling (2011), para. 3
“Applying game-like accelerated user interface design to make electronic transactions both
enjoyable and fast.”

Helgason (2010), para. 1


“The adoption of game technology and game design methods outside of the games
industry.”

Zichermann (2010)
“The process of using game thinking and mechanics to engage audiences and solve
problems.”

Bunchball (2016), p. 2
“In a business context, gamification is the process of integrating game mechanics and dy­
namics into a website, business service, online community, content portal, marketing
campaign or even internal business processes, in order to drive participation and engage­
ment by target audiences.”

Zichermann (2011), slide 9


“The process of using game thinking and game mechanics to solve problems and engage
users.”

Kim (2011), slide 9


“Using game techniques to make activities more engaging and fun.”

Wu (2011), para. 4
“Gamification is the use of game attributes to drive game-like player behaviour in a non-
game context.”

Gartner (2014), para. 5


“The use of game mechanics and experience design to digitally engage and motivate people
to achieve their goals.”

Marczewski (2014), para. 2


“The use of game design metaphors to create more game-like and engaging experiences.”

Werbach (2014), para. 6


“The process of making activities more game-like.”

GamFed (n.d.), para. 2


“The use of game design metaphors to create more game-like experiences.”

Chou (n.d.), para. 2


“Gamification is the craft of deriving all the fun and addicting elements found in games and
applying them to real-world or productive activities.”
Definitions in articles, books, or conference proceedings
Terrill (2008) cited by Huotari and Hamari
(2017), p. 23
“Taking game mechanics and applying them to other web properties to increase
engagement.”

Deterding et al. (2011), p. 2


“The use of game design elements in non-game contexts.”

Deterding (2012), p. 14
“To use elements of game design in non-game contexts, products, and services to motivate
desired behaviors.”

Kapp (2012), p. 10
(continued on next page)

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Y.(S. Shen et al. Tourism Management 78 (2020) 104074

Table 1 (continued )
Definitions Sources

“Gamification is using game-based mechanics, aesthetics and game thinking to engage


people, motivate action, promote learning, and solve problems.”

Huotari and Hamari (2012), p. 19


Huotari and Hamari (2017), p. 25
“Gamification refers to a process of enhancing a service with affordances for gameful ex­
periences in order to support users’ overall value creation.”

Werbach and Hunter (2012), p. 28


“The use of game design methods as a means to leverage games for business benefit.”

Domínguez et al. (2013), p. 381


“Incorporating game elements into a non-gaming software application to increase user
experience and engagement.”

Robson, Plangger, Kietzmann, McCarthy, and


Pitt (2015), p. 412
“Gamification is the application of lessons from the gaming domain to change behaviors in
non-game situations.”

Pace and Dipace (2015), p. 192


“Gamification is referred to the use of video games in the every-day life and more precisely
within not gaming playful dynamics.”

Hofacker, de Ruyter, Lurie, Manchanda, and


Donaldson (2016), p. 26
“The use of game design elements to enhance non-game goods and services by increasing
customer value and encouraging value-creating behaviors such as increased consumption,
greater loyalty, engagement, or product advocacy.”

Liebenson (2018), p. 232


“Gamification is an example of creating a problem-solving environment with camaraderie
where tasks can be explored and enhanced in a goal-oriented manner.”
Dictionary Definitions
A Dictionary of Marketing (2016)
“The concept of applying game-design thinking to non-game applications in order to make
them more engaging and effective.”

A Dictionary of Media and Communication


(2016)
“The application of videogame techniques such as rules, rewards, and levels to real-world
situations—in contexts ranging from business management to social activism—in order to
maximize the loyalty and motivation of participants.”

A Dictionary of Human Resource Management


(2017)
“Gamification is the process of applying features of game playing to motivate and engage
employees.”

destination tour companies). Q methodology is adopted to explore vis­ 2. Literature review


itors’ motivations and propose typologies. This method combines a
qualitative explanation with quantitative statistical analysis and over­ 2.1. Concept and categories of gamified trips
comes some drawbacks of exploratory factor analysis (Havlíkova �,
2016a; Stergiou & Airey, 2011). Overall, this study answers the The term ‘gamified trip’ is derived from gamification, which was first
following research questions: 1) What is a gamified trip? 2) What mo­ coined by Nick Pelling in 2002 (Pelling, 2011). Researchers have defined
tivates visitors to take a gamified trip? 3) What is the most important gamification from different perspectives, but no consensus has been
motive? 4) What is the typology of gamified trip players? and 5) What reached (Table 1). Although Deterding et al. (2011) emphasized that
are the characteristics of the players? This study will bridge a literature gamification is not equivalent to full-fledged games, more recently some
gap by shedding light upon theoretical foundations for gamified trips researchers have suggested that using full games is also a way to gamify
and practical implications on how to better design them for different a non-gamified context (Pace & Dipace, 2015). Several destinations,
market segments. such as Los Angeles, Basel, Portland, Norway, and Thailand, have

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Y.(S. Shen et al. Tourism Management 78 (2020) 104074

Table 2
Two categories of gamified trips.
Categories of gamified Gamification practices
trips

Hunting-game trips REXplorer (2007)


Visitors needed to visit different places to find clues for the location-based spell-casting game.
New Mexico Catch the Kid (2011)
The New Mexico Tourism Department offered different clues for visitors to find the bandit Billy the Kid. The winner who successfully tracked down and
brought the bandit to justice received $10,000.
I Spy Denton (2012)
The Lincolnshire county council provided visitors with a checklist to spot different things can be encountered in the village of Denton.
TravelPlot Porto (2012)
Visitors can identify virtual treasures through the digital visitor guide and have a chance to win prizes.
The Pentati Pirate Trail Geocaching Treasure Hunt (2015)
This is a geocaching game. Visitors can explore the Pentati Village by using a GPS to hunt treasures in containers.
Wroclaw’s Dwarfs
Visitors are invited to find small figurines of dwarfs hidden in the city of Wroclaw.
Challenge-game trips Fairy and the Safe (2011)
This is a location-based AR game for the Efteling Theme Park. Players collected coins by completing diverse tasks.
Tripventure (2012)
This platform offers several location-based AR games. Visitors followed a storyline to solve challenges and visit tourist attractions.
Strayboots (2013)
Visitors are provided with different quiz questions and challenges and can explore New York in a fun way.
History Hero (2013)
Visitors are invited to play an interactive video-game museum guide. They gain points by finishing various missions (e.g., answer questions and take
photos).
Legends of Arabia (2016)
This is a live action role play adventure game. Players can dress up in customs, complete different tasks, and have interactive experiences.

incorporated the AR game Pok�emon GO to attract visitors and offer game, motivations to take a gamified trip have not been examined.
enjoyable experiences (Martin-wood, 2016). The effects of Pok�emon GO Therefore, this research reviewed literature about motivations for
on destination engagement have also been empirically investigated traveling as well as for gaming.
(Koo, Choi, Ham, & Chung, 2018). A myriad of studies has discussed travel motivations (e.g., Dann,
Some researchers proposed that gamification aims to enhance 1981; Jang et al., 2009; Shen, Joppe, Choi, & Huang, 2018). Iso-Ahola
engagement on a digital platform, such as smartphones or laptops (1982) proposed two major reasons for traveling: seeking and escaping.
(Domínguez et al., 2013; Gartner, 2014; Pace & Dipace, 2015; Pelling, People want to escape from daily routine as well as a stressful envi­
2011). This is a relatively narrow perspective: even though most ex­ ronment and seek recreational opportunities. The subsequent studies
amples of gamification rely on digital platforms, gamification can exist further categorized these two aspects into multiple dimensions using
beyond the digital world (Deterding et al., 2011). For example, visitors factor analysis. Jang et al. (2009) proposed five motivational factors for
were invited to spot different things on the checklist in the village of the senior market, including novelty seeking, self-esteem, ego
Denton in the game of I Spy Denton, where players do not need to use any enhancement, socialization, and rest and relaxation. Li and Cai (2012)
digital platform. examined travel motivations of outbound Chinese tourists using factor
In spite of definitional differences, researchers agree that gamifica­ analysis and summarized five motivation factors, namely novelty and
tion should be applied outside of the game industry. It is not about knowledge, prestigious and luxury experience, self-development,
creating games for game players, but an innovative way to amplify the exciting experience, escape and relationship. Overall, visitors’ travel
attractiveness of an existing product or service. Based on this concept, motivations differ with contexts (Kim, Lee, Uysal, Kim, & Ahn, 2015;
we define a gamified trip as the use of game mechanics (including full- Wen, Meng, Ying, Qi, & Lockyer, 2018). For example, motivations for
fledged games) in a leisure trip to encourage engagement, improve taking a nature-based tourism trip include enjoying natural environ­
knowledge of the destination, offer enjoyable tourism experiences, and/ ment, escaping from daily life, pursuing new type of travel, pursuing a
or support value creation. healthy lifestyle, and pursuing intimacy (Kim et al., 2015), while mo­
Gamified trips can be categorized into hunting-game trips (e.g., tivations for experiencing drug tourism encompass spiritual/emotional
TravelPlot Porto, Wroclaw’s Dwarfs) and challenge-game trips (e.g., healing, social prestige, relaxation and escape, cannabis authenticity,
Strayboots, Tripventure) according to the type of tasks (Table 2). The commercial cannabis availability, and cannabis experimentation (Wen
former nudges players to visit more places by offering treasure or asking
to complete objective hunting tasks. The surprises and excitement
derived from treasure hunting contribute to an enjoyable tourist expe­
rience. Comments posted on TripAdvisor suggest that the Wroclaw’s
Dwarfs hunting game turned the less-known city of Wroclaw into a
popular and fun destination. Challenge-game trips provide players with
diverse riddles, quests, or missions. Visitors experience a sense of
achievement when they complete these challenges, and the trips become
more educational, playful, and memorable.

2.2. Motives to take a gamified trip

Since gamification is a relatively new topic, only a few studies have


discussed people’s motivations for using a gamified product or service
(Burke, 2014; Hanus & Fox, 2015; Xu et al., 2016). Except for Xu et al.’s
(2016) study exploring people’s motivation to play a tourism video Fig. 1. Gaming motivations and traveling motivations.

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Y.(S. Shen et al. Tourism Management 78 (2020) 104074

et al., 2018). These are just some examples of a large body of research on 2.3. Typologies of game players
travel motivations.
Player motivations are broadly categorized into two types according Previous researchers used qualitative observations, factor analysis,
to self-determination theory: intrinsic and extrinsic (Ryan & Deci, or conceptual analysis to understand the types of players based on
2000). The former is about deriving satisfaction or pleasure from playing motivation factors (Hamari & Tuunanen, 2014). The most frequently
games while the latter happens when people expect to receive known cited research work is Bartle’s (1996) four types of players. Through
external rewards including both tangible (e.g., prizes or financial re­ observing player behaviour in Multi-User Dungeons, he used a 2 � 2
wards) and psychological ones (e.g., praise or incentive) (Brown, 2007). matrix with “action – interaction” and “player – world” as the two axes,
In terms of intrinsic motivations, researchers have emphasized that to distinguish four types of players: Achievers prefer taking actions and
people will play games even when they are not provided with any re­ world-oriented tasks and want to have a sense of achievement. Explorers
wards because they feel positive emotions, such as a sense of surprise are interested in interacting with the world and having games surprise
(de-Marcos, Domínguez, Saenz-de-Navarrete, & Pag�es, 2014), a sense of them. Socialisers prefer interacting with other players, as well as enjoy
achievement (Olson, 2010), excitement and fun (Jansz & Tanis, 2007), building friendships and show their leadership. Killers want to show
curiosity (Agarwal & Karahanna, 2000), and pleasure or enjoyment their power and superiority over others. Yee (2006) used Bartle’s player
(Venkatesh, 2000). Playing games is also an effective way to escape from typology as a foundation to further examine players’ motivations using
boredom or daily life, as well as an entertaining approach to gain factor analysis. Different from Bartles, Yee (2006) identified three fac­
knowledge and develop skills (Chou & Tsai, 2007). For example, sports tors that motivate online game players: Social aspects, achievement, and
fans can feed their interests and gain knowledge from playing a sport immersion. The factor of immersion emphasizes the role of games in
game, like FIFA 18 or Rocket League (Olson, 2010). Through team play, helping players escape from daily routine and forget unhappiness.
players can collaborate with each other, make friends, and learn lead­ Adding immersion results in a much more robust player typology (Kal­
ership skills (Olson, 2010). What’s more, winning a game can generate a lio, M€ayr€a, & Kaipainen, 2011). Yee (2007) later modified the three
sense of accomplishment and pride, which is a key motivator for categories by adding 10 subcomponents. Discovery and exploration, as
participation (Funk, Chan, Brouwer, & Curtiss, 2006). Some people play an important subcomponent, has been taken into account. Hamari and
games just to kill time when they feel bored (Chou & Tsai, 2007). Tuunanen (2014) systematically reviewed typology research on game
To further explore people’s intrinsic motivation to play a tourism- players and theoretically proposed five dimensions of motivations to
related game, Xu et al. (2016) conducted focus groups and found five classify players: achievement, exploration, sociability, domination, and
types of motivations, including curiosity, exploring the destination, so­ immersion.
cializing, a fun and fantasy experience, challenge and achievement. This Some limitations are associated with the above player typologies.
finding aligns with the motivations mentioned in previous literature. Bartle’s (1996) four types of player has been critiqued for the dichoto­
The innovative approach of incorporating tourism destinations in a mous diagram and less rigorous research process (Hamari & Tuunanen,
video game triggered players’ curiosity and attracted them to play the 2014). Although discovery and customization were categorized under
game Smile Land Thailand. Participants perceived exploring Thai tourist immersion by Yee (2007), discovering something in a game and
attractions through this game more interesting than reading textual customizing an avatar may not necessarily lead to immersion, so these
travel information (Xu et al., 2016). two dimenstions should be separately listed rather than combined into
Extrinsic motivations to play have been intensively discussed in one. Furthermore, the typology proposed by Hamari and Tuunanen
gamification studies and researchers have divergent opinions on the (2014) was based on previous studies, but they did not clearly explain
effects of various game mechanics. Badges or levels of achievement domination, making the distinction between it and achievement rela­
show milestones reached and motivate people to complete more tasks tively vague.
(Hanus & Fox, 2015). They can also make individuals more interested in Additionally, video game players and gamified trip players may have
learning and less concerned about poor performance (Filsecker & different play motivations, so the above typologies are not suitable for a
Hickey, 2014). However, the rewards, incentives, and competition can gamification context. Furthermore, most previous studies used explor­
decrease intrinsic motivations to play in achievement type activities, atory factor analysis. However, the relationship between player de­
like education (Deci, Koestner, & Ryan, 1999; Hanus & Fox, 2015). Once mographic characteristics (e.g. gender, age, and educational level) and
rewards are removed or perceived as undesirable, people may not play player types cannot be explained through this approach. To bridge the
the game (Lepper, Greene, & Nisbett, 1973). Additionally, since lead­ gap, this research will examine what motivates people to take a gamified
erboards typically highlight a single winner, the game may lead to trip and categorize players into different types using Q methodology.
destructive competition (Hanus & Fox, 2015) and demotivate players.
Similar demotivation may occur in the gamification context. 2.4. Q methodology
Gaming motivations and traveling motivations have 15 in common
as shown in Fig. 1. For instance, people would like to have exciting Q methodology is a qualitative research approach that was designed
experiences, satisfy curiosity, or escape routine when playing games and
traveling to destinations. Some motivations, such as killing time,
receiving rewards, gaining badges, and ranking high on leaderboards,
are the motivations only for game players instead of tourists. As argued
by Xu et al. (2016), tourists’ motivations in using mobile games differ
from non-tourists: Tourists often play games within a limited time in an
unfamiliar environment. Some travel motivations, like pursuing a
healthy lifestyle and social prestige, are not motivations for gamers. As
no known research has investigated motivations for taking a gamified
trip, this research included all 22 motivations derived from the literature
including those that only applied to gaming or traveling to determine
whether players might be attracted to gamified trips because of
receiving rewards (e.g., a gaming motivation) or having a specific
tourism experience (e.g., a traveling motivation).
Fig. 2. Fixed distribution used for the Q sorts. Note: Sorting pattern is 3, 4, 6, 8,
6, 4, 3. The numbers in the table are the serial numbers of the Q sorts.

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Y.(S. Shen et al. Tourism Management 78 (2020) 104074

and developed by William Stephenson in 1935. It systematically ex­ research topic and statement number (Stergiou & Airey, 2011). Partic­
plores subjectivity regarding attitudes, beliefs, and opinions (Coogan & ipants then rank the Q sorts based on how the statements reflect their
Herrington, 2011). Q methodology aims to identify the shared subjec­ own opinions (Van Exel & De Graaf, 2005) in the Q-sort table. Follow-up
tivity among people based on inter-correlated and factor analysis in-depth interviews and surveys can be conducted after this procedure to
(Hindman, Mattern, & Iszler, 2004). Different from ordinary factor further probe why people rank the Q sorts in such an order. Q meth­
analysis, Q-factor analysis clusters respondents instead of variables odology can also stand alone as a data collection method (Ekinci & Riley,
(Kline, 1994). Q methodology reveals groups of individuals who have 2001).
ranked statements in the same order and categorizes them under each Q methodology is not a conventional quantitative or qualitative
factor. Additionally, statements ranked at extreme ends of the scale research approach because it does not follow Newton’s classic de­
indicate the characteristics of each factor. Q methodology is a useful ductions from phenomena (Hunter, 2011), nor does it thoroughly probe
approach to study typology and understand market segments (Dewar, Li, questions like in-depth interviews. However, this approach has been
& Davis, 2007). suggested for research that explores new phenomena or unestablished
As an effective way to structure and interpret subjectivity, Q meth­ concepts (Hunter, 2011; Stephenson, 1935). It has been deemed “a
odology has been adopted in consumer behaviour and tourism studies in method for the scientific study of human subjectivity” (McKeown &
recent decades (Dewar et al., 2007; Hunter, 2011). The results of Q Thomas, 1988, p. 12). Previous studies mentioned that the number of Q
methodology not only give insights into the categories of products or statements should be 20 to 60 (Donner, 2004; Kato, 2012), and a modest
services, such as six clusters of touristic representations of Taiwan’s number is 30 (Fairweather & Swaffield, 2002). The validity of a Q
Rukai Indigenous tourism (Hunter, 2011) and four themes of marketing methodology study is checked through the quality of the Q sort pro­
images (Dewar et al., 2007), but also provides implications on the target cedure (content validity), correlation test (discriminant validity), and
markets for each category, which cannot be obtained by conducting factor loading (construct validity) (Ekinci & Riley, 2001).
exploratory factor analysis. A Q methodology study can be conducted face-to-face or through an
Research based on Q methodology is structured and straightforward online platform (Coogan & Herrington, 2011). The sampling technique
(Stergiou & Airey, 2011). The first step is developing viewpoint state­ should be “a diverse non-random selection” (Fairweather & Swaffield,
ments (Q sorts) derived from the literature and interviews. Second, a 2002) and the sample size is relatively small, typically between 20 and
pre-structured Q-sort table should be prepared according to the number 100 because small numbers are able to generate “archetypal patterns of
of statements (Fig. 2). For example, a Q-sort table can contain “the most responses on the issue at hand” (Donner, 2004, p. 6), while a larger
important motives” (þ3) on one end and “the least important motives” sample poses the danger of negating complexities and fine distinctions
( 3) on the other in a prescribed quasi-normal distribution. There is no (Watts & Stenner, 2005). Following this principle, the previous tourism
ideal range, so researchers can design the Q-sort table according to the studies adopting Q methodology used a sample between 30 and 81.

Fig. 3. Framework of conducting Q methodology research.

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Y.(S. Shen et al. Tourism Management 78 (2020) 104074

Hunter (2011) explored representations and cultural identity of Rukai games before. No new information was found in the 13th interview,
Indigenous tourism based on a sample of 30 participants and identified indicating data saturation. These 13 participants came from diverse
four factors of Rotorua experiences (Fairweather & Swaffield, 2002). disciplines and ranged in age from 18 to 42.
Fairweather and Swaffield (2002) interviewed 66 New Zealand visitors The interview transcripts were analyzed in NVivo 12.0, where the 27
to discuss how experiences differ between local residents and overseas motives derived from the first step were used as nodes to categorize the
visitors: Local residents like New Zealand family experience, while motives mentioned by the participants and to identify the new ones.
overseas visitors prefer subline nature, iconic tourist sites, and pictur­ Interviewees felt that three motives (i.e., killing time, pursuing a healthy
esque landscape experiences. Dewar et al. (2007) examined photo­ lifestyle, and social prestige) that only belong to gaming motivations or
graphic images of travel destinations among three groups of 27 travel motivations should be excluded (Fig. 1), but that receiving re­
university students each. Canadian students prefer images showing a wards, gaining badges, and ranking high on leaderboards should be
combination of heritage tourism and adventure tourism, while Chinese included as they not only encourage players to complete hunting tasks or
students who have studied in Canada for one to five years like images challenges in a fun way but also make trips more memorable. The
displaying water or water-related activities, and mainland Chinese stu­ analysis of the interviews resulted in a further eight motives (i.e., Nos.
dents prefer the images presenting natural solitude (Dewar et al., 2007). 27 to 34 in Table 6), which have not been found in either the literature
A growing number of researchers are using Q-methodology as it review or the content analysis of travel reviews. However, they are
combines qualitative explanation with quantitative statistical analysis to crucial as they reflect why people want to take gamified trips. For
understand subjectivity (Dewar et al., 2007; Hunter, 2011). Despite its example, people like to experience AR, use interactive maps, experience
great potential, its application in tourism research is still in its infancy. role playing, receive instant travel information, follow a storyline, check
Only a limited number of published studies were found, covering topics off different places from their checklist, share travel experiences on
on tourism impacts of a film festival (Havlíkov� a, 2016a, 2016b), visitor social media, and receive travel tips. After the in-depth interviews, 32 Q-
experiences (Fairweather & Swaffield, 2001), representations and cul­ sort statements were ready for a pilot study. As regards the videos of the
tural identity of Rukai Indigenous tourism (Hunter, 2011), tourism five gamified trips, participants felt that History Hero was too naive for
marketing photos (Dewar et al., 2007), actors’ perspectives on event adults since it was originally designed for children while Legends of
planning and management (Phi, Dredge, & Whitford, 2014), stake­ Arabia is only suitable for a family trip. Therefore, this research excluded
holders’ interests in ecotourism facility foundations (Lee, 2019), and both at the next stage.
tourists’ inherent subjectivity of creative experiences (Tan, Luh, & Kung, In the first-round pilot study, 20 respondents were invited to com­
2014). There are limited studies investigating travel motivations using Q plete a survey, and a follow-up interview was conducted. This led to two
methodology. Only Tan et al.’s (2014) research included seven Q sorts motive statements being revised for clarification and two double
about motivations for creative tourism. As Stergiou and Airey (2011, barreled statements were broken up into four. The statement “I want to
p.319) said: “Q methodology may open up possibilities for contempo­ receive rewards by playing games” was separated into “I want to earn a
rary tourism researchers, to enhance the nature and richness of the prize (e.g. souvenirs, destination postcards) by playing games” and “I
methodological alternatives for developing tourism knowledge”. want to receive a discount or coupon by playing games.” Although prizes
Therefore, applying Q methodology can not only overcome some and discounts are both rewards, people have different preferences for
drawbacks of using exploratory factor analysis, but also expand its use in them, so the types of rewards should be specified. Another statement
tourism studies. about socialization was divided into “I want to socialize with my friends
or family by playing a trip-related game together” and “It enables me to
3. Data collection and data analysis interact with local people at the destination.” The 34 Q-sort cards
(Table 6) were tested in the second-round pilot study with 23 re­
To develop Q sorts about motives to take a gamified trip, this spondents. The results indicated that the survey questions and Q sort
research first reviewed literature related to motives to play a game, cards were ready for formal data collection.
motives to travel, as well as motives to use a gamified product or service This research collected data through the online panel, Dynata. Peo­
(Fig. 1). Literature, online information, and interviews were used as ple who do not play games at all (e.g., phone games or computer games)
sources to develop Q-sort statements (Fig. 3). Since gamification is a were first screened out. A stratified random sampling technique was
relatively new topic, not many players have taken a gamified trip and adopted as this research targeted 100 participants who were interested
shared their experiences on social media. Only two have been com­ in gamified trips. The qualifying attributes of respondents included age
mented on by players, so 103 comments in English about Strayboots and gender: The proportions for Age 18–24 (Generation Z), Age 25–39
posted on Yelp between September 2013 and January 2019 and 438 (Generation Y), Age 40–54 (Generation X) were 40%, 40% and 20%,
comments in English about Wroclaw’s Dwarfs game posted on Tri­ respectively (Stergiou, Airey, & Apostolakis, 2018; Zopiatis,
pAdvisor between January 2016 and January 2019 were analyzed. A Krambia-Kapardis, & Varnavas, 2012). Female and male participants
total of 27 motives were identified: 22 were derived from the literature were evenly split. The country was set as Canada, whose video-gaming
and five (Nos. 22 to 26 in Table 6) were extracted through content industry ranked No. 3 worldwide in 2017 and where the in-depth
analysis, which supplemented what motivates people to take gamified interview and two-round pilot studies had been conducted. Although
trips, such as experiencing scavenger hunting, exploring a destination this research did not ask participants who were not interested in gami­
beyond the popular tourist areas, being more active on a trip, custom­ fied trips to rank the Q sorts, their preferences and reasons that
izing their tour, and immersing themselves in the destination. discourage them from taking a gamified trip were recorded.
In the next step, participants were asked to watch videos of five
gamified trips and were asked about their reasons for being willing to
take a gamified trip, and opinions on the motives that they had not Table 3
mentioned (e.g. killing time). These particular games were selected Comparison of different numbers of extracted factors (N ¼ 100).
because of their different features: a treasure-hunting game to win a Possible factor The largest Total variance Number of subjects
reward (TravelPlot Porto), a riddle game with AR (Tripventure), a task- solutions correlation coef. explained (%) loaded on each factor
based game to collect points in a city (Strayboots), a quiz game to Three factors 0.3916 47 88
collect points in a museum (History Hero), and a role-play game to Four factors 0.3562 56 87
complete quests (Legends of Arabia). The participants were recruited at a Five factors 0.4932 64 85
university through the website of Research Participants Needed. The Six factors 0.2690 73 84
Seven factors 0.2453 75 79
screening criterion was that they should have played phone or computer

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To introduce gamified trips, participants were shown the official 13 most important statements. After completing this task, participants
marketing videos of Tripventure, TravelPlot Porto, and Strayboots. All were asked to explain their ranking by answering open-ended questions
three need participants to use cellphones or mobile tablets. No official and provide their frequency of game play, demographic information,
marketing videos were found for gamified trips that do not involve the and their 2018 travel experiences. Two verification questions tested the
use of digital platforms, which limited their demonstration. Addition­ quality of the online survey, and if participants had contradictory an­
ally, most gamified trips are designed for digital platforms because AR swers, their data were excluded.
and GPS can effectively enhance travel experiences (Shah, 2019). The final data set consisted of 100 participants interested in taking
Therefore, this research examined people’s motivations for taking a gamified trips and 78 that were not, but had played games (e.g. mobile
gamified trip that relies on digital platforms. The three selected cases and computer games). These were analyzed in terms of frequency of
represent challenge-game (i.e., Tripventure and Strayboots) and game play, preferences for a gamified trip, the features that participants
hunting-game trips (i.e., TravelPlot Porto). like most in a gamified trip, and the reasons for discouraging partici­
As part of the survey, participants were asked to watch the videos of pants from taking a gamified trip. The 100 sorts were analyzed using
three gamified trips for 4 min and 30 s. In Qualtrics, the timing function PQMethod Software (Atkinson, 1992), and several possible factor solu­
was used to hide the next button until the participant had enough time to tions were examined (Table 3). A 6-factor solution was deemed the best
complete the video. Thereafter, they evaluated their preferences for based on the correlation matrix, total variance explained, and number of
each trip, explained their reasons for liking or disliking each one, and subjects loaded on each factor. The correlation test and total variance
sorted the statements into three piles according to the importance of the explained show that the 6-factor solution has a good discriminant and
motives: 13 statements in the first pile (i.e. the least important group), construct validity.
eight statements in the second pile (i.e. the important group), and 13
statements in the third pile (i.e. the most important group). Participants 4. Results and findings
then ranked these motive statements based on the Q-sort table (Fig. 2).
The sorting pattern of the 13 least important statements is three, four 4.1. Comparison of gamification fans and uninterested groups
and six for the columns of least important, moderately least important,
and slightly least important, respectively. It is the same pattern for the The 178 participants are evenly divided by gender and have a rela­
tively high education level as 20% completed high school, 21%
completed college, 37% have university degrees, and 22% have post-
Table 4 graduate degrees. The data were collected in Canada so most of the
The comparison of interested and uninterested participants.
participants are Canadians with 17% other nationalities including
Items Interested Uninterested American, Polish, Chinese, Dutch, Scottish, Irish, Italian, and Filipino.
participants (N ¼ participants (N ¼ 78)
On average, they took 3.5 leisure trips in 2018.
100)
This research first compared the 100 participants who were inter­
Frequency of game play ested in gamified trips with 78 participants who were not. The com­
4 to 7 times per week 65% 38%
1 to 3 times per week 21% 27%
parison shows that people who often play phone and computer games
1 to 3 times per month 11% 8% are more likely to have positive attitudes toward a gamified trip
Less than one time per month 3% 27% (Table 4). Gamification fans preferred Tripventure (a challenge game)
a
Preferences for a gamified trip Mean Mean compared to TravelPlot Porto (a treasure-hunting game). Over half
Tripventure: A riddle game with 4.88 2.85
declared that they like interactive maps (62%), challenges or quests
augmented reality
Strayboots: A task-based game to 4.76 2.87 (60%), and rewards (55%). However, challenges did not appeal to
collect points people who are not interested in gamified trips, whereas their top three
TravelPlot Porto: A treasure- 4.59 2.93 preferred features were rewards (44%), interactive maps (40%), and a
hunting game to win a reward storyline (25%). Using rewards is an effective way to attract people who
Features that participants like most about a gamified trip
are less motivated to take a gamified trip.
Interactive maps 62% 40%
Challenges or quests 60% 9% Overall, the cost of using mobile data and purchasing the game, as
Rewards 55% 44% well as concerns about focusing too much on a screen were the main
Storyline 47% 25% reasons for discouraging players from taking a gamified trip. They felt
Scavenger hunting 32% 13%
that most of the current gamified trips rely on digital platforms, which
Virtual characters 30% 9%
Augmented reality 20% 9% need them to focus on the screen. It may distract them from being pre­
Badges 17% 4% sent in the moment and cherishing the actual experiences of the trip.
Leaderboard 11% 4% A gamified trip was perceived as time consuming by almost half
Reasons that discourage participants from taking a gamified trip (49%) of the uninterested participants because they lacked intrinsic
It may need Wi-Fi access or 61% 46%
motivations to play a game. One of these even commented that “It’s just
require mobile data.
It may require me to purchase an 56% 35% another excuse to be on your phone versus taking in the city you’re in.” The
app. virtual characters or cartoon designs were not attractive to them: “I did
It may make me focus too much 47% 51% not necessarily care for the ‘cartoon’ like graphics of the app. These com­
on a screen instead of the
ponents seemed a bit childish to me.” Some participants also complained
destination.
The trip may become a more 39% 29%
about improper tasks. For example, Tripventure asked players to search
mission-oriented list of tasks. for clues to solve a murder mystery, which was deemed “distracting and
It is time consuming. 32% 49% juvenile”. Strayboots challenged players to take photos with a police of­
It has some undesired challenges 26% 31% ficer, which was deemed to be “potentially a hindrance to the local
or tasks.
community.”
The battery time of my cell phone 6% 31%
is limited.
It requires effort to download the 3% 13% 4.2. Six types of gamified trip players
app.
a
Participants were asked to rate each gamified trip on a 6-point scale, where The 100 interested participants were further analyzed to examine
1 ¼ extremely dislike, 2 ¼ moderately dislike, 3 ¼ slightly dislike, 4 ¼ slightly player typology. As the top and bottom three Q sort statements stand for
like, 5 ¼ moderately like, and 6 ¼ extremely like. the most important and least important motives respectively (Fig. 2),

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Table 5 Table 6
Six types of gamified trip players (N ¼ 84). Q statements and scores for each factor.
Q sorts Z- Q sorts Factor Arrays
Scores
A B C D E F
Factor A – Knowledge collector (n ¼ 36)
1. It allows me to explore the destination in 3 2 2 2 2 3
Top 3 motives
an interesting way.
I want to know more about the destination. 1.858
2. I want to know more about the 3 1 0 1 1 2
It lets me gain more knowledge about the destination. 1.855
destination.
It allows me to explore a destination beyond the popular tourist areas. 1.635
3. I like to complete challenges. 2 2 0 0 3 1
Bottom 3 motives
4. I want to earn a prize (e.g. souvenirs, 1 3 3 1 0 0
I want to escape from boredom through playing games while traveling. 1.185
destination postcards) by playing games.
I want to receive badges by exploring different places. 1.432
5. I want to receive a discount or coupon by 0 3 3 2 2 2
I want to rank high on a scoreboard of a trip-related game. 1.857
playing games.
Factor B – Reward seeker (n ¼ 14)
6. It enables me to explore the destination 2 0 1 1 1 2
Top 3 motives
in a more engaging way.
I want to earn a prize (e.g. souvenirs, destination postcards) by playing 2.011
7. Having a gamified trip would excite me. 1 1 2 2 3 0
games.
8. I want to escape from boredom through 3 2 0 1 0 3
I want to receive a discount or coupon by playing games. 1.743
playing games while traveling.
I want to use interactive maps provided by a game app while traveling. 1.639
9. Having a gamified trip would entertain 1 0 0 1 1 1
Bottom 3 motives
me.
I want to socialize with my friends or family by playing a trip-related 1.306
10. I want to experience surprises through 0 0 0 3 1 2
game together.
playing games while traveling.
It enables me to interact with local people at the destination. 2.088
11. It lets me gain more knowledge about 3 2 1 1 1 1
I want to share my interesting trip experiences on social media. 2.224
the destination.
Factor C – Explorer (n ¼ 9)
12. It enables me to interact with local 1 3 3 3 0 0
Top 3 motives
people at the destination.
It enables me to interact with local people at the destination. 2.075
13. I want to have a sense of achievement 2 1 3 1 1 0
I want to have fun by playing a game while traveling. 1.907
through completing challenges of a trip-
I want to have a sense of achievement through completing challenges of a 1.680
related game.
trip-related game
14. I want to rank high on a scoreboard of a 3 1 1 3 0 1
Bottom 3 motives
trip-related game.
I want to receive a discount or coupon by playing games. 1.278
15. I want to have fun by playing a game 1 2 3 2 1 0
I want to earn a prize by playing games. 1.704
while traveling.
I like to visit a destination by following a storyline. 2.289
16. I want to socialize with my friends or 0 3 1 0 3 1
Factor D – Curiosity seeker (n ¼ 8)
family by playing a trip-related game
Top 3 motives
together.
I think scavenger hunting at a destination is interesting. 2.005
17. Gamification enables me to have a 0 2 2 2 2 2
I want to experience surprises through playing games while traveling. 1.564
better travel experience.
I am curious about a trip-related game. 1.506
18. It makes a destination more exciting. 1 0 0 0 2 2
Bottom 3 motives
19. I enjoy competing with others. 2 1 1 3 1 2
I enjoy competing with others. 1.668
20. I want to receive badges by exploring 3 1 1 0 1 2
I want to rank high on a scoreboard of a trip-related game. 1.675
different places.
It enables me to interact with local people at the destination. 2.174
21. I am curious about a trip-related game. 0 1 0 3 1 0
Factor E – Sensation seekers (n ¼ 9)
22. It enables me to immerse myself in the 0 2 2 1 2 3
Top 3 motives
destination and forget my daily life.
Having a gamified trip would excite me. 2.155
23. I want to experience a customized tour 1 0 1 0 3 1
I think experiencing augmented reality while traveling is interesting. 1.762
by playing a trip-related game.
I like to complete challenges. 1.375
24. I think scavenger hunting at a 0 2 2 3 0 1
Bottom 3 motives
destination is interesting.
I want to socialize with my friends or family by playing a trip-related 1.394
25. It allows me to explore a destination 2 0 1 1 2 3
game.
beyond the popular tourist areas.
I want to experience role playing through a trip-related game. 2.034
26. Gamification makes me more active on 1 1 2 2 1 3
I want to experience a customized tour by playing a trip-related game. 2.294
a trip.
Factor F – Flow experiencer (n ¼ 8)
27. I think experiencing augmented reality 0 1 1 0 3 1
Top 3 motives
while traveling is interesting.
It enables me to immerse myself in the destination and forget my daily 2.219
28. I want to use interactive maps provided 1 3 2 2 0 1
life.
by a game app while traveling.
It allows me to explore the destination in an interesting way. 2.074
29. I want to experience role playing 2 0 1 1 3 1
I want to escape from boredom through playing trip-related games while 1.744
through a trip-related game.
traveling.
30. It provides suggestions on attractions, 2 1 1 0 1 0
Bottom 3 motives
restaurants and commercial
It allows me to explore a destination beyond the popular tourist areas. 1.284
establishments.
Gamification makes me more active on a trip. 1.717
31. I want to share my interesting trip 1 3 0 2 2 3
I want to share my interesting trip experiences on social media. 1.736
experiences on social media.
Note: 84 participants were loaded on the six factors. 32. I like to check off different attractions, 1 0 1 0 0 1
hotels and restaurants that I have been
to.
they are used to define the theme of each factor and differentiate it from 33. I like to visit a destination by following 1 1 3 1 2 0
other factors (Sexton, Snyder, Wadsworth, Jardine, & Ernest, 1998). Six a storyline.
types of players were identified: knowledge collectors, reward seekers, 34. I want to receive instant travel 2 1 2 1 0 1
information from service providers.
explorers, curiosity seekers, sensation seekers, and flow experiencers
(Table 5).
learn stories, cultures, and fun facts, and want to “have fun while
4.2.1. Factor A – knowledge collectors exploring and enriching knowledge about the destination” and “have
Knowledge collectors are motivated by acquiring more information connection to the place’s history and culture.” For example, the quest for
about the destination. They treat a gamified trip as an engaging way to treasure in TravelPlot Porto uses transmedia narrative to tell the story of

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Fig. 4. Six types of gamified trip players and demographic information.

the destination. The tedious descriptions regarding historic monuments exploring a place following a storyline that makes their trip planning
become more attractive. A gamified trip would also be a good way to more prescribed. One participant commented “travelers should explore
explore a city, unknown or familiar, without necessarily taking the destinations flexibly by choosing what they really want to enjoy.” Therefore,
tourist-heavy path. Participants especially pointed out that “It’s kind of they would not like to sacrifice their travel time to visit some places they
cool if you spend a weekend with your friends to know more about the city have no interest in just to win some rewards. Explorers also mentioned
you live in.” However, knowledge collectors are not interested in badges gamified trips can help children explore a destination in a fun way rather
or scoreboards and do not enjoy competing with others. Having a sense than simply walking with their parents.
of achievement is not an important motive for them. This factor explained 12% of the total variance, making them the
Knowledge collectors held the largest share among the six types of third largest group of players. About 29% of people who graduated from
players based on the explained variance of 25%. In terms of the target college (including vocational school or less) were explorers. However,
market, they are older than the other groups with 53% of Generation people with higher education levels were less likely to be found in this
Xers, 45% of Millennials, and 27% of Generation Zers (Fig. 4), high­ category. Males are more likely to prefer exploring a city in this way
lighting the importance of amplifying the epistemic value using compared to females.
gamification.
4.2.4. Factor D – curiosity seekers
4.2.2. Factor B – reward seekers As the name suggests, curiosity seekers are motivated by curiosity,
Reward seekers are motivated by prizes and discounts. Souvenirs playing scavenger hunts and experiencing surprises. Scavenger hunts
designed for winners are especially appealing to them, and more so than allow players to know the most important landmarks or objects they
discounts or coupons. Participants explained that they were less price should visit or see at a destination. They do not want to explore a city
sensitive when traveling, so discounts or coupons were not as appealing without purpose. Instead, they would expect to find or see something,
as prizes. The prizes, such as souvenirs, destination postcards, and T- making their trips more interesting and memorable. In the words of one
shirts, can make their trip more memorable. As one participant stated, “a participant, “I really enjoyed the spontaneity of having to find people and
gamified trip should tie to actual physical awards that relate to the location locations throughout the city.” Uncertainties can make a less-known
visited.” The interactive maps are favoured by reward seekers because destination or a destination with fewer attractions become more
they can “get more detailed information of the locations they visit in real- enjoyable and interesting. A good example is the Wroclaw’s Dwarfs
time and win rewards.” Surprisingly, reward seekers are not interested hunting game. Situated in western Poland, Wroclaw was not a popular
in socializing or sharing their trip experiences on social media. They are tourist destination in the past. Since this city placed dwarf figurines in
not likely to post information unless they have to do so to receive 2005 and offered the dwarf hunting game, it attracted more visitors. The
rewards. gamified trip motivates curiosity seekers to explore and investigate the
The variance of the factor B (reward seekers) explains 13% of the city, as indicated by a comment on TripAdvisor: “It was a nice surprise to
total variance of the 34 motives, making it the second largest group of find and spot the figurines as you walked around the city. It just added
the six types of players. Regarding age groups, more Millennials (21%) another level of enjoyment to the visit.”
were reward seekers compared to Generation Xers (10%) and Genera­ For curiosity seekers, competing with others, ranking on a score­
tion Zers (14%). Interestingly, rewards were more attractive to males board or interacting with local people is not attractive. They want to feel
(21%) than females (12%). DMOs could tailor rewards to make gamified a sense of surprise instead of joining a competitive game. No Generation
trips especially appealing to Millennials and males. Xers belonged to this category, possibly because they consider this type
of scavenger hunt childish. A Generation Xer commented on TripAdvi­
4.2.3. Factor C – explorers sor, “How on earth can adults fall for dwarf hunting? Some kids in their
Explorers would like to interact with local people, have fun, and feel Chamber of Commerce came up with this empty idea and everyone fell for it.”
a sense of achievement but do not favour rewards (e.g. prizes and dis­ It indicates that DMOs should focus on younger age groups and target
counts). They enjoy “the interactive elements to explore different aspects of players whose highest degree is high school because they are more likely
the city.” For instance, Strayboots works as a visitor guide, off-setting to be curiosity seekers (38%). Curiosity seekers, as the fourth largest
uncertainties regarding the place visited. Explorers want to go to sites group of players, accounted for 9% of the total variance.
that they did not think about before. Gamified trips satisfy their need by
providing players with tasks, travel suggestions, and directions. These 4.2.5. Factor E – sensation seekers
tasks and suggestions should be adjustable to players, as they dislike This type of visitor seeks thrills associated with experiencing AR and

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completing challenges. More Generation Zers (27%) are sensation reward seekers (Factor B) are interested in receiving prizes, discounts or
seekers, but fewer Generation Xers (10%) and Millennials (3%) fall into coupons. They are not important motives for the others. As mentioned
this category. Sensation seekers like to go on adventures and finish by participants, they have “paid for the time” spent at a destination, so
different challenges. Gamified trips allow them to have a good experi­ little prizes or small discounts would not be attractive. The emotional
ence and memories by completing challenges. Additionally, they enjoy and epistemic values added to their travel experiences are more
following the story and going to different places to solve the riddles, important motives.
which is different from explorers who prefer more flexible trip planning.
Sensation seekers are the fifth largest group of players (8%). They are 5. Discussion
not interested in socializing with friends or family by playing a trip-
related game as these may have different travel interests. “Bonding” This paper conceptualizes and categorizes gamified trips, explores
them by playing the same game is not a good idea. Sensation seekers like reasons for liking or disliking them, proposes 34 motives to take such a
to take a gamified trip on their own. The interesting challenges can trip, and used Q methodology to categorize gamified trip players into six
relieve the loneliness of traveling solo. Interestingly, sensation seekers types. The majority of Generation Xers and the largest segment of Mil­
dislike playing role-playing games because they believe them to be naive lennials are knowledge collectors, who are motivated by the epistemic
and do not want to pretend to be someone else or engage in some sce­ value of a gamified trip, while Generation Zers have relatively diverse
nario with strangers, nor are they motivated by a customized tour interests. In addition to acquiring knowledge, seeking curiosity and
through a gamified visitor guide. They prefer to follow a scheduled route experiencing excitement are appealing to this younger generation.
provided by an app or printed brochure. The research makes both theoretical and practical contributions. It
advances the understanding of the emerging phenomenon of taking a
4.2.6. Factor F – flow experiencers gamified trip. It conceptualizes a gamified trip, which sheds light on the
Flow experiencers intend to immerse themselves in a destination, boundary between games and gamified trips. For example, playing a
explore it in an interesting way and escape from boredom through a game unrelated to tourism (e.g. Candy Crush Saga or FarmVille) when
gamified trip. They are not interested in sharing information on social traveling is not considered a gamified trip because the game does not
media, being active on a trip, exploring a less-known destination, win­ encourage tourist engagement or improve the gamer’s knowledge of the
ning rewards, or competing with others. They seek to become immersed destination. Another example is that playing Pok�emon Go per se is not a
in the trip. A flow experiencer mentioned that a gamified trip can offer gamified trip unless a destination dynamically integrates it with a leisure
visitors “great experiences and memorable trips”, especially if “it’s an trip, as was the case for Los Angeles, Basel, Portland, Norway, and
immersed experience [such] as playing games [that] often make me forget Thailand (Martin-wood, 2016).
unhappiness.” Flow experiencers hope trip-related games make travel Thirty-four motivations for taking a gamified trip were proposed to
more interesting and allow them to better engage in tours. There is no bridge the literature gap. As argued by Xu et al. (2016), it is essential to
explicit relationship between the type of flow experiencer and players’ explore whether general motivations of game players apply to tourist
demographic information. Even though not many players are flow game players. This paper clearly demonstrates the relationship between
experiencers as the factor accounted for only 6% of the participants, motivations for gaming, traveling, and taking a gamified trip. General
they do exist in every age cohort (Fig. 4). motivations are not applicable to the context of gamified trips: “Killing
time” motives people to play video games (Chou & Tsai, 2007); “pur­
4.3. Q-sort values for each statement suing a healthy lifestyle” and “gaining social prestige” (Kim et al., 2015;
Wen et al., 2018) might motive people to travel; however, neither is a
The Q-sort values indicate the common and divergent motives across motivation for taking a gamified trip. It should be noted that theories
the six typologies (Table 6). Two motives are important for all players: differ with contexts, so previous theoretical foundations for games or
experiencing surprises and feeling excited. Through gamification, DMOs other types of travel are not applicable to gamified trips.
can provide more touch points to offer unexpected services or enjoyable This research is the first study investigating the typology of gamified
experiences. For example, the gamified visitor guide Eye Shakespeare trip players. Previous studies classified video or online game players into
contains exhibition introduction and videos, treasure hunting, instant different types. As the contexts are different, understanding the typology
event messages, and maps. Visitors can explore the museum by of gamified trip players is necessary. Through Q methodology six types
following the interactive videos and feel that they have a tour guide of gamified trip players are proposed, including knowledge collectors,
leading the way. The instant event messages allow visitors to acquire reward seekers, explorers, curiosity seekers, sensation seekers, and flow
information about special events and offers. What’s more, it offers an experiencers. This categorization shows some similarities as well as
unexpected service for visitors – they can take a photo with the virtual differences with the previous typologies (Bartle, 1996; Hamari & Tuu­
Shakespeare and print it at the souvenir store. This gamified visitor nanen, 2014; Yee, 2006).
guide significantly contributes to a memorable tourism experience. In terms of similarities, explorers in this study are compatible with
Another good example is the gamified app EpicMix™ Challenges. In previous research findings (Bartle, 1996; Hamari & Tuunanen, 2014).
addition to the exciting challenges, it notifies skiers about the estimated They are motivated by interacting with local people, having fun, and
wait times for each lift line so that they can avoid congestion and better feeling a sense of achievement. Explorers of a gamified trip and a video
enjoy their vacation in Vail, Colorado. game are very similar in that they like to wander without a specific
It should be noted that not all players are interested in sharing trip purpose and are not interested in gaining rewards or following a
experiences on social media, competing with others, or receiving scheduled route. The slight difference is that the digital playground of
badges. Gamifying a trip is different from gamifying a class or work­ video games turns into destinations.
place, where competition may motivate people to perform better. Knowledge collectors and reward seekers in this research appear to
Instead, competition may impede the authentic travel experience. be similar to the player type of achievers identified by previous re­
Despite badges being a common game mechanic for gamifying a loyalty searchers in the domain of video games (Bartle, 1996; Hamari & Tuu­
program (e.g. Hilton Honors) or an online platform (e.g. TripAdvisor), nanen, 2014; Yee, 2007). In this latter context, gaining points,
they are not effective in the tourism context since badges per se cannot advancing levels, or attaining equipment are the concrete measurements
add value to a trip. of success. However, levels, badges, and virtual objects are not attractive
Although the motives of ‘immersing myself into a destination’ and to gamified trip players. They want to acquire knowledge about the
‘escaping from boredom’ were rated highly by flow experiencers (Factor destination or receive rewards. As a result, knowledge collectors and
F), they were given low importance by other groups. Surprisingly, only reward seekers are new typologies proposed in this research. Knowledge

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Y.(S. Shen et al. Tourism Management 78 (2020) 104074

collectors are the dominant gamified trip players as most visitors want to & Cai, 2012; Wen et al., 2018). Q methodology could be a better
learn more about destinations by playing fun games and completing approach as it not only shows the relationship between the character­
challenges, or by reading stories about destinations through virtual re­ istics of participants and each factor, but also provides a qualitative
ality and interactive maps. Reward seekers, who are motivated by prizes explanation from the participants’ perspectives (Davis & Michell, 2011).
and discounts, are the second largest group of players. They are more It can also overcome some drawbacks of using exploratory or confir­
utilitarian as they may not be interested in gamified trips per se, but they matory factor analysis. Participants tend to overstate positive answers
want to receive tangible rewards, such as souvenirs, destination post­ when completing a Likert scale survey, leading to a lower diversity of
cards, T-shirts, and discounts, or use the interactive maps offered by the items; on the other hand, the ranking process of Q methodology is
gamified trips. similar to people’s decision-making process, so it can reflect people’s
Flow experiencers are related to the dimension of immersion pro­ real attitudes (Havlíkov� a, 2016a, b).
posed by Yee (2007) and Hamari and Tuunanen (2014). Immersion in­ The framework (Fig. 3) demonstrates the process of using Q meth­
cludes discovery, role-playing, customization, and escapism (Yee, odology, laying a foundation for future studies that wish to use this
2007). The first subdimension, discovery, may not lead to immersion approach. The Q sort statements were developed through multi-sources:
and is classified as explorers in Bartle’s (1996) typology. From this in addition to a review of the literature, this research analyzed online
perspective, immersion is not consistent with the previous studies and reviews of gamified trips to further develop Q-sort statements. It mini­
may cause some confusion. Therefore, this research proposed the cate­ mizes the risk of missing any important motives. Two-round pilot studies
gory of flow experiencers, who want to immerse themselves in the ensured the survey and statements are understandable and clear. To
gamified trip and hope to escape from unhappiness, boredom, or daily collect viewpoints from different participants, this research used an
routine. online panel to obtain information from three age cohorts. All these
Curiosity seekers are a type not previously mentioned by studies. practices increase research validity and set an example for future
These players are motivated by curiosity, going on scavenger hunts, and studies.
experiencing surprises. As gamified trips are a new phenomenon, some From a practical perspective, the reasons for liking or disliking
visitors want to try them just out of curiosity. Others enjoy having a gamified trips provide implications for gamification designers (either
sense of surprise when they see anything beyond their expectation. A DMOs, IT companies, or private sectors) on how to design appealing
delightful surprise is very essential for customer satisfaction and has a gamified trips such as the inclusion of different levels of challenges or
great impact on positive word of mouth and repurchase intention (Crotts quests (e.g., riddles, quiz questions), interactive maps, rewards, and
& Magnini, 2011); therefore, offering surprise is very crucial for desti­ engaging stories to enhance tourist experiences. Badges and leader­
nation and service providers. The game aspects of gamified trips satisfy boards are important for game design but not for gamified trips as vis­
people’s need for surprises. Although Bartle (1996) mentioned that ex­ itors pay less attention to virtual achievements or rankings. AR and
plorers are interested in having games surprise them, because of the scavenger hunting are attractive to visitors when they exploring some
unique role of curiosity and surprises, curiosity seekers are proposed as a lesser-known destinations, such as Wroclaw, Pentati Village, and Denton
separate player type in this research. Village. For popular destinations, visitors often have an attraction
Sensation seekers are another typology that has not been mentioned checklist, so they do not want to sacrifice their time on finding some
in previous studies. They enjoy thrills when completing challenges and virtual treasures or following a storyline to visit attractions that are of
experiencing AR. The gamified components add more sensation expe­ little interest to them. Offering flexibility to visitors with several
riences, such as listening to audio and music, viewing virtual reality different themed routes (e.g, adventure, culinary or historic route) is
components, and interacting with game characters. All these experi­ crucial when designing gamified trips as scheduled routes may decrease
ences can bring excitement and trigger positive emotions. Sensation their visit interest. As experiencing destinations is the main travel pur­
seekers are found in gamified trips rather than video games because of pose for visitors, gamified trip application designers should have a good
the important role of gamification in adding sensation values to tourism balance between providing information and allowing visitors to expe­
experiences (Wymer, 2010). rience the real destination.
Bartle’s (1996) player type of killers and Hamari and Tuunanen’s To date, most gamified trip apps, such as Tripadventure, Strayboots,
(2014) domination were not found in this research as visitors do not and History Hero, are offered by IT companies. Players pay for using
want to show off or demonstrate their superiority by taking a gamified these gamified visitor guides as software companies need to cover the
trip. In typical gaming contexts, killers want to win a game and see cost of developing them. It may make visitors reluctant to purchase the
everyone else lose, and dominators are willing to exert control over app since they do not know what experience they can get. Additionally,
others. Since gamified trips need people to play games at a certain some gamified visitor guides require wifi connection, which means
destination instead of playing games whenever and wherever, the paying extra for mobile data. The cost of taking a gamified trip impedes
one-time interaction or short play time may not lead people to want to their development. DMOs should consider collaborating with software
“kill” others or “be dominant” in the game. Although socialization is a companies by paying for the development costs since gamified trips will
crucial motivation for playing games (Bartle, 1996; Hamari & Tuuna­ eventually contribute to the local tourism industry. Cheaper or even free
nen, 2014; Yee, 2007), gamified trip players attach less importance to it. gamified trips can attract more visitors to participate. For example,
Taking a trip is already a way to spend time with family and friends as partnering with a software company, Visit London offered London with
well as meet new people, so the game aspects will not add much more Mr. Bean to visitors for free. This game not only brings more visitors to
value in terms of socialization. In addition, a gamified trip is usually of London but also tackles overtourism at major sites. Players can win re­
relatively short duration while playing a video game (e.g. Dota and wards, such as discounts, coupons, and free gifts, but they need to
League of Legends) can last several months and even years. The short time redeem these rewards in some less-known boroughs, like Wandsworth
period does not allow players to really build enduring relationship with and Greenwich. Redeeming rewards effectively attracts people from the
other players. Therefore, people do not think socialization can motivate overcrowded tourist areas to other places (Peltier, 2018). Some desti­
them to take a gamified trip, and thus the six typologies do not include nations could also utilize their existing destination app and add gamified
socialisers. components, as did the Efteling Theme Park which integrated the virtual
This paper also expanded the use of Q methodology in tourism reality game Fairy and the Safe to their digital visitor guide app. Once this
studies by applying it to examine motivation. Motivation is a crucial game is no longer attractive to visitors, they can add other games. It not
topic intensively investigated in previous research, but exploratory or only maintains the basic function of a visitor guide, but also makes the
confirmatory factor analysis seems to be the dominant, if not the only experiences of visiting the theme park diversified.
method to understand motivation (Jang et al., 2009; Kim et al., 2015; Li This study also provides insights into the target market segments.

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Y.(S. Shen et al. Tourism Management 78 (2020) 104074

Generation Xers and Millennials are motivated by learning history and relationships between motivations and other constructs, such as
stories about destinations, so gamification designers and DMOs should perceived value and visit intention. Understanding these relationships
add epistemic values when targeting these two cohorts. In addition to would shed light on how to attract potential visitors and offer enjoyable
being knowledge collectors, Generation Zers are sensation seekers, who tourist experiences.
like experiencing AR and completing challenges. If DMOs want to attract Overall, gamification is an emerging technology for the travel in­
Generation Zers, they should integrate both into a gamified trip app. dustry. More efforts should be put into understanding its use in tourist
Proper challenges should be provided since some tasks may be prob­ marketing practices and tourism experience design as it could offer
lematic for destinations (e.g. taking a photo with a policeman in Stray­ different customer touchpoints and travel experiences. The digital
boots). The findings also indicate that gamification designers should platform, virtual objects, interactive maps, instant message, role play,
offer scavenger hunts to visitors whose highest education level is high and other components of this advanced technology application make
school as they prefer this kind of game. gamified trips different from traditional trips. This research focuses on
Some common interests across the six types provide suggestions on examining motivations. Other research topics, such as the value co-
how to satisfy all players. Experiencing surprises and feeling excited are creation of stakeholders of gamified trips, the important components
two crucial motives, so gamification designers should use games to offer and the effects of gamified trip on wellbeing could be discussed and
instant travel information and provide surprises to go beyond visitors’ investigated in future studies.
expectations. For instance, visitors can take a photo with the virtual
Shakespeare and print it at the souvenir store through the gamified trip, Author contributions
Eye Shakespeare. It greatly enhances the visitor experience. Although
receiving rewards motivates some visitors to take a gamified trip, they Ye (Sandy) Shen: Conceptualization; Data curation; Formal anal­
are not deemed the most important except by reward seekers. Using ysis; Investigation; Methodology; Software; Visualization; Writing -
game mechanics to allow visitors to learn more about the destination original draft.
and explore it in an interesting way should be the priority. Dr. Hwansuk Chris Choi: Supervision; Validation; Writing - review
& editing.
6. Limitations and future research Dr. Marion Joppe: Supervision; Validation; Writing - review &
editing.
Despite its contribution to the existing literature, this study is not free Dr. Sunghwan Yi: Supervision; Validation; Writing - review &
of limitations. First, being exploratory, the study recruited online panel editing.
participants in Canada and thus it is recommended that future studies
expand the research by targeting visitors from different cultures such as References
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Zichermann, G. (2010). Fun is the future: Mastering gamification. Retrieved September 2, Dr. Marion Joppe is a Professor in the School of Hospitality,
2019, from http://www.youtube.com/watch?v¼6O1gNVeaE4g. Food and Tourism Management, University of Guelph, Canada.
Zichermann, G. (2011). A long engagement and a shotgun wedding: Why engagement is the She specializes in destination planning, development and
power metric of the decade. Retrieved September 8, 2019, from https://www.slidesh marketing. She has extensive private and public sector expe­
are.net/gzicherm/g-summit-opener. rience and continues to be involved in the tourism industry,
Zopiatis, A., Krambia-Kapardis, M., & Varnavas, A. (2012). Y-ers, X-ers and Boomers: sitting on a number of local, provincial and federal task groups,
Investigating the multigenerational (mis)perceptions in the hospitality workplace. committees and boards. Her main areas of research interest
Tourism and Hospitality Research, 12(2), 101–121. include policy, planning and destination management.

Dr. Ye (Sandy) Shen is a Lecturer and holds a Ph.D. degree


from the School of Hospitality, Food and Tourism Manage­
ment, University of Guelph. She received a master’s degree in
Human Geography from Peking University and a bachelor’s
degree in Tourism Management from Southeast University.
Sandy also studied hotel and tourism management at Hong
Dr. Sunghwan Yi, trained in consumer behaviour and psy­
Kong Polytechnic University. Before joining the University of
chology, is interested in psychological drivers of consumer
Guelph, she worked as a consultant for the China Academy of
behaviour and subtle behavioural change strategies for con­
Urban Planning & Design, where she conducted tourist
sumer well-being. Furthermore, he has recently investigated
behaviour studies, tourism experience design, tourism market
how nudge or choice architecture may be used to increase
analysis and strategic research for municipal and regional
healthy food products with moderate-to-low hedonic proper­
tourism planning projects.
ties, especially vegetables. In the realm of tourism, Dr. Yi is
interested in how tourists’ expectation and experience of flow
as well as authentic experience in destinations may drive their
choice of creative activities while traveling.

Dr. Hwansuk Chris Choi is professor and has served as the


interim director in the School of Hospitality, Food and Tourism
Management at University of Guelph, Canada. He has worked
as an active strategic marketing specialist who has worked on
many tourism projects at the regional, national and interna­
tional levels in various regions and counties and has had more
than 25 years of research and consulting experiences in policy-
making, marketing, development planning and consumer
behaviour in tourism related fields. He has served as an
editorial board member for five academic journals.

15

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