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 Usergenerated 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

Pasca, M.G., Renzi, M.F., Di Pietro, L., Guglielmetti Mugion, R. (2021). Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review. JOURNAL OF SERVICE THEORY AND PRACTICE, 31(5), 691-737 [10.1108/JSTP-05-2020-0094].

Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review

Pasca, Maria Giovina
;
Renzi, Maria Francesca;Di Pietro, Laura;Guglielmetti Mugion, Roberta
2021-01-01

Abstract

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 Usergenerated 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
2021
Pasca, M.G., Renzi, M.F., Di Pietro, L., Guglielmetti Mugion, R. (2021). Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review. JOURNAL OF SERVICE THEORY AND PRACTICE, 31(5), 691-737 [10.1108/JSTP-05-2020-0094].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11590/391986
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