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Article
Publication date: 1 June 2004

Markus Bylund and Zary Segall

Observes that the future of mobile communication networks lies not only in how successful people are in deploying technologies (2.5G or 3G with a high degree of coverage and…

604

Abstract

Observes that the future of mobile communication networks lies not only in how successful people are in deploying technologies (2.5G or 3G with a high degree of coverage and roaming between operators), but also in how well people can create a functioning environment and usage situation for end‐users in which they can get a homogeneous and continuous usage experience, despite the very heterogeneous world in which they, after all, will live. Concepts are advanced that support this observation (network independence, UI/device flexibility, and user experience continuity), and a possible solution is proposed that would take people in that direction (the personal server).

Details

info, vol. 6 no. 3
Type: Research Article
ISSN: 1463-6697

Keywords

Available. Open Access. Open Access
Article
Publication date: 18 June 2021

Maria Giovina Pasca, Maria Francesca Renzi, Laura Di Pietro and Roberta Guglielmetti Mugion

The present study aims to synthesize and conceptualize, through a systematic literature review (SLR), the current state of gamification knowledge in the tourism and hospitality…

16372

Abstract

Purpose

The present study aims to synthesize and conceptualize, through a systematic literature review (SLR), the current state of gamification knowledge in the tourism and hospitality (T&H) sector, providing a roadmap for future research recommendations for service research and practice.

Design/methodology/approach

The research is based on a systematic literature review and adopts a systematic quantitative approach to summarize existing evidence on gamification usage in the T&H sector, focusing on relevant service literature on gamification. The authors analyze 36 papers published between 2011 and 2019.

Findings

The authors synthesize existing knowledge into five themes describing gamification's role in T&H (Edutainment, Sustainable behavior, Engagement factors, Service provider-generated content and User-generated reviews). Then, a cross-analysis of the five themes reveals the pivotal elements (affordances, behavioral and psychological outcomes, and benefits) generated by gamification mechanics in T&H, simultaneously highlighting potential implications and relevant insights for service literature. The review identifies critical issues affecting gamification research and provides a future research agenda, considering opportunities for T&H and service research.

Originality/value

The study provides the first SLR investigating gamification in T&H. The findings present potential implications and relevant insights for T&H contributing to the construction of a more holistic understanding of gamification adoption in service research.

Details

Journal of Service Theory and Practice, vol. 31 no. 5
Type: Research Article
ISSN: 2055-6225

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