Cultural and Historical Heritage: Preservation, Representation, Digitalization, 2020
Gamified applications are gaining increasing popularity for marketing reasons. The paper explores... more Gamified applications are gaining increasing popularity for marketing reasons. The paper explores the specifics of gamed applications for Sofia as a tourist destination based on the cultural and historical heritage of the city. As a result, leading good practices in Europe have been studied and a detailed analysis of the most popular applications for Sofia, their capabilities and limitations has been carried out. Keywords: Gamification, Sofia, In English. Cultural Heritage, Tourist Destination
The main aim of the research is to identify the potential of location-based gamification apps for... more The main aim of the research is to identify the potential of location-based gamification apps for promoting tourist destinations. The specific goal is to investigate and evaluate the existing gamified apps for Sofia and reveal their potential as a marketing tool for enhancing the capital as a tourist destination. The study is based on a literature review on the topic and desk research of the available location-based gamification apps for promoting Sofia as a tourist destination thus allowing a comparative analysis of the main attributes of the gamified apps to be made. The qualitative research technique of using key informants is also applied, providing an expert source of information and a deeper insight into current and potential practices in the research area and their effectiveness. The results indicate that this has the greatest potential for further engagement of users and the co-creation of products and services as well as for raising awareness of the destination. The main li...
The main aim of the research is to identify the potential of location-based gamification apps for... more The main aim of the research is to identify the potential of location-based gamification apps for promoting tourist destinations. The specific goal is to investigate and evaluate the existing gamified apps for Sofia and reveal their potential as a marketing tool for enhancing the capital as a tourist destination. The study is based on a literature review on the topic and desk research of the available location-based gamification apps for promoting Sofia as a tourist destination thus allowing a comparative analysis of the main attributes of the gamified apps to be made. The qualitative research technique of using key informants is also applied, providing an expert source of information and a deeper insight into current and potential practices in the research area and their effectiveness. The results indicate that this has the greatest potential for further engagement of users and the co-creation of products and services as well as for raising awareness of the destination. The main li...
The paper presents results from the conducted research of the available gamified applications pro... more The paper presents results from the conducted research of the available gamified applications promoting Sofia city as a tourist destination. The aim of the research is to study the opportunities and the limitations of gamified location based applications as a marketing tool by applying the qualitative research technique of key informants, providing the expert source of information and a deeper insight to the current and potential practices in the research area and their effectiveness. The results indicate that the highest is the potential for greater engagement of users and co-creation of products and services as well as for creating positive attitude towards the destination. Commenting on the main limitations, the key informants point out the fact that they are a relatively new and little-known marketing tool in the field of tourism, which predetermines the lack of sufficient knowledge and experience for their use and promotion.
Głównym celem artykułu jest określenie możliwości wykorzystania aplikacji opartych na grywalizacj... more Głównym celem artykułu jest określenie możliwości wykorzystania aplikacji opartych na grywalizacji i lokalizacji w miejscowościach turystycznych. Celem szczegółowym jest zbadanie i ewaluacja już istniejących aplikacji tego typu dla Sofii, jak również odkrycie ich potencjału jako narzędzia marketingowego w rozwoju tego miasta turystycznego. Studium opiera się na przeglądzie literatury przedmiotu oraz badaniach kameralnych nad rolą, jaką w promocji Sofii jako destynacji turystycznej odgrywają dostępne aplikacje oparte na grywalizacji i lokalizacji. W ten sposób możliwe było przeprowadzenie analizy porównawczej głównych atrybutów aplikacji, które mają być stworzone w przyszłości. Zastosowano również technikę badań jakościowych, opierając się na wypowiedziach kluczowych informatorów, którzy stanowili eksperckie źródło informacji oraz umożliwili dokładniejsze przyjrzenie się bieżącym i potencjalnym praktykom w tym obszarze badawczym oraz ich skuteczności. Wyniki wskazują, że aplikacje op...
Cultural and Historical Heritage: Preservation, Representation, Digitalization
Gamified applications are gaining increasing popularity for marketing reasons. The paper explores... more Gamified applications are gaining increasing popularity for marketing reasons. The paper explores the specifics of gamed applications for Sofia as a tourist destination based on the cultural and historical heritage of the city. As a result, leading good practices in Europe have been studied and a detailed analysis of the most popular applications for Sofia, their capabilities and limitations has been carried out. Keywords: Gamification, Sofia, In English. Cultural Heritage, Tourist Destination
The paper presents results from the conducted research of the available gamified applications pro... more The paper presents results from the conducted research of the available gamified applications promoting Sofia city as a tourist destination. The aim of the research is to study the opportunities and the limitations of gamified location based applications as a marketing tool by applying the qualitative research technique of key informants, providing the expert source of information and a deeper insight to the current and potential practices in the research area and their effectiveness. The results indicate that the highest is the potential for greater engagement of users and co-creation of products and services as well as for creating positive attitude towards the destination. Commenting on the main limitations, the key informants point out the fact that they are a relatively new and little-known marketing tool in the field of tourism, which predetermines the lack of sufficient knowledge and experience for their use and promotion.
Recently gamification has entered as a marketing tool with great success for enhanced engagement ... more Recently gamification has entered as a marketing tool with great success for enhanced engagement and dynamic interaction with consumers (Seaborn, Fels, 2015). As a concept, gamification is defined as the "use of game design element and game thinking in a non-gaming context" (Deterding, Dixon, Khaled, Nacke, 2011, p. 5). In the field of tourism, gamification as a theory has only recently captured researchers' attentions and is seen as a powerful acceleration tool for consumer loyalty (Zichermann, Cunningham, 2011) whereas in fact it is a new concept for an old phenomenon (Swacha, Ittermann, 2017). In the tourism sector gamification is not unknown and has been applied to building loyalty programs for consumer engagement (Xu, Weber, Buhalis, 2014), nevertheless only a limited number of publications consider a gamification app at destination level. Gamification in tourism has been approached in different ways and six areas of impact are identified: raising of awareness, enhanced tourist experience,
The paper presents results from the conducted research of the available gamified applications pro... more The paper presents results from the conducted research of the available gamified applications promoting Sofia city as a tourist destination. The aim of the research is to study the opportunities and the limitations of gamified location based applications as a marketing tool by applying the qualitative research technique of key informants, providing the expert source of information and a deeper insight to the current and potential practices in the research area and their effectiveness. The results indicate that the highest is the potential for greater engagement of users and co-creation of products and services as well as for creating positive attitude towards the destination. Commenting on the main limitations, the key informants point out the fact that they are a relatively new and little-known marketing tool in the field of tourism, which predetermines the lack of sufficient knowledge and experience for their use and promotion.
Cultural and Historical Heritage: Preservation, Representation, Digitalization, 2020
Gamified applications are gaining increasing popularity for marketing reasons. The paper explores... more Gamified applications are gaining increasing popularity for marketing reasons. The paper explores the specifics of gamed applications for Sofia as a tourist destination based on the cultural and historical heritage of the city. As a result, leading good practices in Europe have been studied and a detailed analysis of the most popular applications for Sofia, their capabilities and limitations has been carried out. Keywords: Gamification, Sofia, In English. Cultural Heritage, Tourist Destination
The main aim of the research is to identify the potential of location-based gamification apps for... more The main aim of the research is to identify the potential of location-based gamification apps for promoting tourist destinations. The specific goal is to investigate and evaluate the existing gamified apps for Sofia and reveal their potential as a marketing tool for enhancing the capital as a tourist destination. The study is based on a literature review on the topic and desk research of the available location-based gamification apps for promoting Sofia as a tourist destination thus allowing a comparative analysis of the main attributes of the gamified apps to be made. The qualitative research technique of using key informants is also applied, providing an expert source of information and a deeper insight into current and potential practices in the research area and their effectiveness. The results indicate that this has the greatest potential for further engagement of users and the co-creation of products and services as well as for raising awareness of the destination. The main li...
The main aim of the research is to identify the potential of location-based gamification apps for... more The main aim of the research is to identify the potential of location-based gamification apps for promoting tourist destinations. The specific goal is to investigate and evaluate the existing gamified apps for Sofia and reveal their potential as a marketing tool for enhancing the capital as a tourist destination. The study is based on a literature review on the topic and desk research of the available location-based gamification apps for promoting Sofia as a tourist destination thus allowing a comparative analysis of the main attributes of the gamified apps to be made. The qualitative research technique of using key informants is also applied, providing an expert source of information and a deeper insight into current and potential practices in the research area and their effectiveness. The results indicate that this has the greatest potential for further engagement of users and the co-creation of products and services as well as for raising awareness of the destination. The main li...
The paper presents results from the conducted research of the available gamified applications pro... more The paper presents results from the conducted research of the available gamified applications promoting Sofia city as a tourist destination. The aim of the research is to study the opportunities and the limitations of gamified location based applications as a marketing tool by applying the qualitative research technique of key informants, providing the expert source of information and a deeper insight to the current and potential practices in the research area and their effectiveness. The results indicate that the highest is the potential for greater engagement of users and co-creation of products and services as well as for creating positive attitude towards the destination. Commenting on the main limitations, the key informants point out the fact that they are a relatively new and little-known marketing tool in the field of tourism, which predetermines the lack of sufficient knowledge and experience for their use and promotion.
Głównym celem artykułu jest określenie możliwości wykorzystania aplikacji opartych na grywalizacj... more Głównym celem artykułu jest określenie możliwości wykorzystania aplikacji opartych na grywalizacji i lokalizacji w miejscowościach turystycznych. Celem szczegółowym jest zbadanie i ewaluacja już istniejących aplikacji tego typu dla Sofii, jak również odkrycie ich potencjału jako narzędzia marketingowego w rozwoju tego miasta turystycznego. Studium opiera się na przeglądzie literatury przedmiotu oraz badaniach kameralnych nad rolą, jaką w promocji Sofii jako destynacji turystycznej odgrywają dostępne aplikacje oparte na grywalizacji i lokalizacji. W ten sposób możliwe było przeprowadzenie analizy porównawczej głównych atrybutów aplikacji, które mają być stworzone w przyszłości. Zastosowano również technikę badań jakościowych, opierając się na wypowiedziach kluczowych informatorów, którzy stanowili eksperckie źródło informacji oraz umożliwili dokładniejsze przyjrzenie się bieżącym i potencjalnym praktykom w tym obszarze badawczym oraz ich skuteczności. Wyniki wskazują, że aplikacje op...
Cultural and Historical Heritage: Preservation, Representation, Digitalization
Gamified applications are gaining increasing popularity for marketing reasons. The paper explores... more Gamified applications are gaining increasing popularity for marketing reasons. The paper explores the specifics of gamed applications for Sofia as a tourist destination based on the cultural and historical heritage of the city. As a result, leading good practices in Europe have been studied and a detailed analysis of the most popular applications for Sofia, their capabilities and limitations has been carried out. Keywords: Gamification, Sofia, In English. Cultural Heritage, Tourist Destination
The paper presents results from the conducted research of the available gamified applications pro... more The paper presents results from the conducted research of the available gamified applications promoting Sofia city as a tourist destination. The aim of the research is to study the opportunities and the limitations of gamified location based applications as a marketing tool by applying the qualitative research technique of key informants, providing the expert source of information and a deeper insight to the current and potential practices in the research area and their effectiveness. The results indicate that the highest is the potential for greater engagement of users and co-creation of products and services as well as for creating positive attitude towards the destination. Commenting on the main limitations, the key informants point out the fact that they are a relatively new and little-known marketing tool in the field of tourism, which predetermines the lack of sufficient knowledge and experience for their use and promotion.
Recently gamification has entered as a marketing tool with great success for enhanced engagement ... more Recently gamification has entered as a marketing tool with great success for enhanced engagement and dynamic interaction with consumers (Seaborn, Fels, 2015). As a concept, gamification is defined as the "use of game design element and game thinking in a non-gaming context" (Deterding, Dixon, Khaled, Nacke, 2011, p. 5). In the field of tourism, gamification as a theory has only recently captured researchers' attentions and is seen as a powerful acceleration tool for consumer loyalty (Zichermann, Cunningham, 2011) whereas in fact it is a new concept for an old phenomenon (Swacha, Ittermann, 2017). In the tourism sector gamification is not unknown and has been applied to building loyalty programs for consumer engagement (Xu, Weber, Buhalis, 2014), nevertheless only a limited number of publications consider a gamification app at destination level. Gamification in tourism has been approached in different ways and six areas of impact are identified: raising of awareness, enhanced tourist experience,
The paper presents results from the conducted research of the available gamified applications pro... more The paper presents results from the conducted research of the available gamified applications promoting Sofia city as a tourist destination. The aim of the research is to study the opportunities and the limitations of gamified location based applications as a marketing tool by applying the qualitative research technique of key informants, providing the expert source of information and a deeper insight to the current and potential practices in the research area and their effectiveness. The results indicate that the highest is the potential for greater engagement of users and co-creation of products and services as well as for creating positive attitude towards the destination. Commenting on the main limitations, the key informants point out the fact that they are a relatively new and little-known marketing tool in the field of tourism, which predetermines the lack of sufficient knowledge and experience for their use and promotion.
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