Gamified Participatory Sensing in Tourism: An Experimental Study of the Effects on Tourist Behavior and Satisfaction

Gamified Participatory Sensing in Tourism: An Experimental Study of the Effects on Tourist Behavior and Satisfaction
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DOI:
10.3390/smartcities3030037
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发表时间:
2020-07
期刊:
影响因子:
6.4
通讯作者:
S. Kawanaka;Yuki Matsuda;H. Suwa;Manato Fujimoto;Yutaka Arakawa;K. Yasumoto
S. Kawanaka;Yuki Matsuda;H. Suwa;Manato Fujimoto;Yutaka Arakawa;K. Yasumoto
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文献类型:
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作者:
S. Kawanaka;Yuki Matsuda;H. Suwa;Manato Fujimoto;Yutaka Arakawa;K. Yasumoto

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在旅游部门,用户生成的信息和游客之间的交流被认为是更有效和可靠的内容。此外,还需要收集高时空分辨率的动态旅游信息,以提供舒适的旅游,以应对信息技术进步带来的旅游方式的变化。参与式感知可以收集各种类型的信息,是收集这些内容的有用方法。然而,用户的持续参与是参与式感知的必要条件,激发参与动机是最重要的一点。在旅游的情况下,我们还需要关注参与者的总体游客满意度。在本文中,我们采用游戏化,即在非游戏目的的现实环境中执行游戏设计元素,将参与性感知作为激励机制,以激励参与者积极参与并有效收集必要的信息。在框架内,当完成请求的感知任务(=任务)时给予积分,两个不同负担的感知任务;区域任务和签到任务,以及三种不同类型的奖励机制;固定变量、可变变量和动态变量被设计为一种游戏化机制。我们在提议的参与式传感平台应用程序中实施了这些元素,并在日本京都的一个实际旅游景点进行了33名参与者的实验案例研究。然后,我们通过分析收集到的传感器数据、任务日志和调查后的回答来研究对游客行为和满意度的影响。结果表明:(1)游戏化设计改变了游客的行为,有效地收集了必要的信息;(2)被试倾向于将“报到任务”置于观光观光之上,这可以诱导行为改变,但可能影响观光观光的享受。
In the tourism sector, user-generated information and communication among tourists are perceived to be more effective and reliable contents. In addition, the collection of dynamic tourism information with high spatio-temporal resolution is required to provide comfortable tourism in response to the changing tourism style with the advancement of information technology. Participatory sensing, which can collect various types of information is a useful method by which to collect these contents. However, continuous participation of users is essential in participatory sensing, and it is one of the most important points to stimulate participation motivation. In the tourism situation, we also need to pay attention to the total tourist satisfaction of participants. In this paper, we adopt gamification, i.e., the implementation of game design elements in real-world contexts for non-gaming purposes, for participatory sensing as an incentive mechanism to motivate participants with active participation and collect the necessary information efficiently. Within the framework, where points are given when completing the requested sensing task (=mission), two sensing missions with different burdens; Area Mission and Check-in Mission, and three different types of rewarding mechanisms; Fixed, Variable and Dynamic Variable, are designed as a gamification mechanism. We implemented these elements in the proposed participatory sensing platform application and conducted an experimental case study with 33 participants at an actual tourist spot: Kyoto, Japan. Then, we investigate the effects on tourist behavior and satisfaction by analyzing collected sensor data, mission logs, and post-survey answers. As a result, we can conclude the following: (1) the tourist behavior is changed due to the proposed gamification design and the necessary information was collected efficiently; (2) the participants tend to prioritize Check-in Mission over the sightseeing, which can induce a behavior change but might impact sightseeing enjoyment.