| Kitap Adı | Gamification for Tourism |
| Bölüm(ler) | Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications (SSCI BOOK INDEX) |
| Bölüm Sayfaları | 237-279 |
| Kitap Türü | Kitap Bölümü |
| Kitap Alt Türü | Alanında uluslararası yayınlanan kitap bölümü |
| Kitap Niteliği | Web of Science Core Collection indeksinde taranan bilimsel kitap |
| Kitap Dili | İngilizce |
| Basım Tarihi | 01-2021 |
| DOI Numarası | 10.21832/9781845418236-014 |
| ISBN | 9781845418236 |
| Basıldığı Ülke | İngiltere |
| Basıldığı Şehir | |
| Kitap Linki | https://doi.org/10.21832/9781845418236-002 |
| Özet |
| Augmented reality (AR) is a technology that adds ‘flavour’to real-world environments by enriching them with virtual objects. AR utilises devices such as smartphones or tablets to expand ‘reality’. They help gain information about users’ immediate surroundings via a kind of geolocation and use this information to superimpose virtual objects into reality (Buhalis et al., 2019). Virtual reality (VR) is a computer technology that allows users not only to replicate an environment, either real or imagined, but also includes the simulation of the user in that environment, which is achieved by mainly appealing to the vision and hearing of users via a headset, like the Oculus Rift, used in the application. VR is an artificial, computer-generated experience mostly utilised in gaming.Games help promote brands at different levels by either including the product in the game without giving it an active role or making the product an integral part of it. There are several opportunities for companies to include AR and VR games into promotional campaigns. With any game, there is the potential for promoting and branding because people get pleasure from games that use AR and VR applications since they connect the digital world with the real world. Businesses will take the advantage of this trend by making their own AR and VR games or by profiting from existing ones. Therefore, the main purpose of this chapter is to look at the potential of AR and VR games in tourism marketing. The chapter presents the profile of AR and VR game applications and their marketing advantages for the tourism industry. In this chapter, 16 AR and VR game applications are examined, namely … |
| Anahtar Kelimeler |