The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
Abstract
:1. Introduction
2. Literature Review
2.1. Gamification in the Tourism Context
2.2. Research Model Building
2.2.1. Gamification, and Enjoyment and Flow
2.2.2. Gamification and Knowledge Gain
2.2.3. Gamification, Flow and Enjoyment, and Loyalty
3. Methodology
3.1. Research Method
3.2. Context and Design
3.3. Participants and Procedure
3.4. Measurements
4. Results
Hypotheses Test
5. Discussion and Conclusions
5.1. Discussion
5.2. Conclusions and Limitations
Funding
Conflicts of Interest
References
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Factors | Factor Loadings | Eigenvalue | Variance Explained (%) | |
---|---|---|---|---|
Enjoyment | 6.378 | 57.985 | 0.947 | |
The tour was exciting | 0.873 | |||
The tour was interesting | 0.840 | |||
The tour gave me a lot of pleasure | 0.839 | |||
The tour was enjoyable | 0.808 | |||
Loyalty | 1.236 | 11.233 | 0.852 | |
I may recommend Gyeongbok palace to other people. | 0.830 | |||
I may re-visit Gyeongbok palace. | 0.819 | |||
The tour compels me to visit other cultural heritage sites like Gyeongbok palace | 0.767 | |||
I would like to know more about Gyeongbok palace | 0.673 | |||
Flow | 1.028 | 9.349 | 0.850 | |
I was not conscious of the flow of time while touring Gyeongbok palace | 0.864 | |||
While touring Gyeongbok palace, I had a feeling of concentration | 0.777 | |||
I could not think about anything other than Gyeongbok palace during the tour | 0.752 |
DV | IV | Coefficient | SE | T | p |
---|---|---|---|---|---|
Flow | Constant | 5.055 | 0.103 | 49.040 ** | 0.000 |
Gamification | −0.694 | 0.149 | −4.674 ** | 0.000 | |
Enjoyment | Constant | 5.953 | 0.083 | 71.514 ** | 0.000 |
Gamification | −0.882 | 0.120 | −7.352 ** | 0.000 |
DV | IV | Coefficient | SE | T | p |
---|---|---|---|---|---|
Knowledge gain | Constant | −1.634 | 0.562 | −2.908 ** | 0.003 |
Gamification | 1.276 | 0.212 | 6.020 ** | 0.000 | |
Flow | −0.022 | 0.089 | −0.243 | 0.808 | |
Enjoyment | 0.455 | 0.110 | 4.145 ** | 0.01 |
DV | IV | Coefficient | SE | T | p |
---|---|---|---|---|---|
Loyalty | Constant | 2.179 | 0.252 | 8.650 ** | 0.000 |
Gamification | 0.0735 | 0.099 | 0.744 | 0.458 | |
Flow | 0.152 | 0.039 | 3.882 ** | 0.000 | |
Enjoyment | 0.459 | 0.050 | 9.202 ** | 0.000 | |
Knowledge gain | 0.016 | 0.025 | 0.663 | 0.508 |
Path | Effect | BootSE | BootLLCI | BootULCI |
---|---|---|---|---|
Total | −0.496 | 0.089 | −0.675 | −0.323 |
Gamification-Flow-Loyalty | −0.106 | 0.044 | −0.203 | −0.033 |
Gamification-Enjoyment-Loyalty | −0.404 | 0.082 | −0.576 | −0.255 |
Gamification-Knowledge Gain-Loyalty | 0.021 | 0.030 | −0.038 | 0.080 |
Gamification-Flow-Knowledge Gain-Loyalty | 0.001 | 0.002 | −0.004 | 0.005 |
Gamification-Enjoyment-Knowledge Gain-Loyalty | −0.007 | 0.011 | −0.032 | 0.010 |
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Lee, B.C. The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations. Sustainability 2019, 11, 3002. https://doi.org/10.3390/su11113002
Lee BC. The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations. Sustainability. 2019; 11(11):3002. https://doi.org/10.3390/su11113002
Chicago/Turabian StyleLee, Byeong Cheol. 2019. "The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations" Sustainability 11, no. 11: 3002. https://doi.org/10.3390/su11113002
APA StyleLee, B. C. (2019). The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations. Sustainability, 11(11), 3002. https://doi.org/10.3390/su11113002