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Gamification for Marketplace Adventure Tour and Travel


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1 Binus University, Indonesia
     

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Technology in the world is changing, but the market of tour and travel business does not comply but will grow rapidly with the help of the world of high technology, because technology is changing our lives, new technologies are creating new industries, resulting in, the current generation entering a new era where shopping habits change, when customers change the new need for experiences, facilities and attractions, in offering products where marketing must have something unique to compete in competition, gamification has the potential in handing customers over to fans, gamification helps align consumptive interests with motivational intrigues, reinforced with mechanics and gifts make them come bring friends and keep coming back to use the application, the adoption of gamification can increase engagement and ensure repetition of participans and help from the community to improve collaboration, applying gamification is also expected to help organizations in finding data and more easily interact with players, although it needs a good mechanism in running gamification in a platform, exploring the desire of players is also needed in gamification design, which will provide something new for further research on gamification.

Keywords

Adventure, Element design, Gamification, Marketplace, Tour and travel.
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  • Gamification for Marketplace Adventure Tour and Travel

Abstract Views: 116  |  PDF Views: 0

Authors

Yohanes Chandra
Binus University, Indonesia
Gunawan Wang
Binus University, Indonesia

Abstract


Technology in the world is changing, but the market of tour and travel business does not comply but will grow rapidly with the help of the world of high technology, because technology is changing our lives, new technologies are creating new industries, resulting in, the current generation entering a new era where shopping habits change, when customers change the new need for experiences, facilities and attractions, in offering products where marketing must have something unique to compete in competition, gamification has the potential in handing customers over to fans, gamification helps align consumptive interests with motivational intrigues, reinforced with mechanics and gifts make them come bring friends and keep coming back to use the application, the adoption of gamification can increase engagement and ensure repetition of participans and help from the community to improve collaboration, applying gamification is also expected to help organizations in finding data and more easily interact with players, although it needs a good mechanism in running gamification in a platform, exploring the desire of players is also needed in gamification design, which will provide something new for further research on gamification.

Keywords


Adventure, Element design, Gamification, Marketplace, Tour and travel.

References