The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations

The purpose of this study is to empirically examine the effect of gamification on tourist psychological outcome and knowledge gain in the context of cultural heritage sites, which are popular cruise tourism destinations. A comprehensive literature review revealed the critical role of gamification in...

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Main Author: Byeong Cheol Lee
Format: Article
Language:English
Published: MDPI AG 2019-05-01
Series:Sustainability
Subjects:
Online Access:https://www.mdpi.com/2071-1050/11/11/3002
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spelling doaj-d920bf25b79244a0b24c9ccdc3bae3962020-11-25T02:31:27ZengMDPI AGSustainability2071-10502019-05-011111300210.3390/su11113002su11113002The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism DestinationsByeong Cheol Lee0Department of Tourism and Event Management, Kyonggi University, Seoul 03746, KoreaThe purpose of this study is to empirically examine the effect of gamification on tourist psychological outcome and knowledge gain in the context of cultural heritage sites, which are popular cruise tourism destinations. A comprehensive literature review revealed the critical role of gamification in facilitating psychological (enjoyment, flow experience, and loyalty) and behavioral outcomes (knowledge gain) at cultural heritage sites. Using a field experiment, this study employed a gamified app as a manipulation. A total of 342 gamified app users (n = 165) or non-users (n = 177) were selected by stratified random sampling method from among college students majoring in tourism and cruise management in South Korea. After screening the data, a Hayes’ PROCESS modeling technique was mainly utilized to test the proposed hypotheses based on 331 cases. The results showed that gamification had a strong influence on knowledge gain about cultural heritage attractions. On the other hand, gamification had negative effects on enjoyment and flow experience. More importantly, gamification had a negative indirect effect on loyalty toward cultural heritage attractions. These findings imply the usefulness of gamified apps to convey memorable and real-time information and knowledge to users in cultural heritage sites.https://www.mdpi.com/2071-1050/11/11/3002gamificationflowenjoymentknowledge gaincruise tourismcultural heritage site
collection DOAJ
language English
format Article
sources DOAJ
author Byeong Cheol Lee
spellingShingle Byeong Cheol Lee
The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
Sustainability
gamification
flow
enjoyment
knowledge gain
cruise tourism
cultural heritage site
author_facet Byeong Cheol Lee
author_sort Byeong Cheol Lee
title The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
title_short The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
title_full The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
title_fullStr The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
title_full_unstemmed The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
title_sort effect of gamification on psychological and behavioral outcomes: implications for cruise tourism destinations
publisher MDPI AG
series Sustainability
issn 2071-1050
publishDate 2019-05-01
description The purpose of this study is to empirically examine the effect of gamification on tourist psychological outcome and knowledge gain in the context of cultural heritage sites, which are popular cruise tourism destinations. A comprehensive literature review revealed the critical role of gamification in facilitating psychological (enjoyment, flow experience, and loyalty) and behavioral outcomes (knowledge gain) at cultural heritage sites. Using a field experiment, this study employed a gamified app as a manipulation. A total of 342 gamified app users (n = 165) or non-users (n = 177) were selected by stratified random sampling method from among college students majoring in tourism and cruise management in South Korea. After screening the data, a Hayes’ PROCESS modeling technique was mainly utilized to test the proposed hypotheses based on 331 cases. The results showed that gamification had a strong influence on knowledge gain about cultural heritage attractions. On the other hand, gamification had negative effects on enjoyment and flow experience. More importantly, gamification had a negative indirect effect on loyalty toward cultural heritage attractions. These findings imply the usefulness of gamified apps to convey memorable and real-time information and knowledge to users in cultural heritage sites.
topic gamification
flow
enjoyment
knowledge gain
cruise tourism
cultural heritage site
url https://www.mdpi.com/2071-1050/11/11/3002
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