Mapping Gamification for Sustainable Urban Development: Generating New Insights for Tourism Education
Abstract
:1. Introduction
2. Literature Review
3. Materials and Methods
3.1. Data Collection Procedure
3.2. Data Analysis Procedure
4. Results and Discussion
4.1. Spatial Trends and Patterns of Gamification Strategies in Sustainable Urban Development
4.2. Structuring and Analysing Convergences and Divergences Between Key Concepts in the Literature
4.3. Similarities in Research Themes and Trends Can Inform Innovative Strategies for Tourism Education
4.4. Identifying Gamification Strategies for Urban Sustainability
5. Conclusions
5.1. Theoretical and Practical Implications
5.2. Future Lines of Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Author (Year)/ Journal | Base n—Type (Years) | Search String | Methodology Approaches |
---|---|---|---|
Araújo et al. (2019)/International Journal of Marketing Communication and New Media | Scopus 40—practices (2013–2019) | Words filtered in the title, keywords or summary of articles using the words “gamification+ tourism” | Bibliometric and content analysis |
Pasca et al. (2021)/Journal of Service Theory and Practice | Scopus 36—papers (2011–2019) | Title-Abs-Key (gamif* AND touris* OR travel* OR accommodation OR hospitality OR “sharing economy” OR “peer-to-peer platform” | Protocol of SRL from Pickering and Byrne (2014) and Pickering et al. (2015) (apud Pasca et al., 2021) |
Paixão and Cordeiro (2021)/Revista Brasileira de Pesquisa em Turismo | Portal de Periódicos, Science Direct, Publicações em Turismo (USP), Website Gamificação em Turismo 40—practices (Not located) | “Gamificação and Turismo”; ”Game and Turismo”; ”Gamification and Tourism”; ”Game and Tourism”; ”Gamification and Tourisme”; ”Ludification and Tourisme”; ”Gamificación and Turismo”; ”Ludificación and Turismo” | The results of SRL were analysed by the Model of Werbach e Hunter (2012) apud Paixão & Cordeiro, (2021). |
Quiroz-Fabra et al. (2022)/Human Behavior and Emerging Technologies | Scopus 54—studies (2008–2022) | Title (“e-learning” or “gamification” or “apprehension” or “learning process”) and title (“Natural Park” or “environmental park” or “National park” or “tourism” or “outdoors” or “outside”). | Systematic review of literature (SRL) |
Pradhan et al. (2023)/ Sustainability | Scopus 64—articles (2015–2022) | Title-Abs-Key (“Gamification”) AND TITLE-ABS-KEYTitle- Abs- Key (“Tourism” OR “Tourist,” OR “Travel”), | Hybrid systematic review—combined (1) bibliographic and (2) content analysis |
Steps | Description | Papers |
---|---|---|
(1) Identification | gamification * (topic) AND sustainability * OR sustainable * OR smart * (topic) AND touris * OR hospitalit * OR travel * OR vacation * (topic). | n = 115 |
(2) Screening | Filters: (1) articles (n = 65) (2) English (n = 114) | n = 65 |
(3) Eligibility * | Abstract available | n = 65 |
(4) Included * | Direct or indirect link between gamification and sustainable development in urban perspective | n = 61 |
Techniques | Description |
---|---|
Factorial Correspondence Analysis (FCA) | In this analysis, only the active terms per modality were determined, including all the variables (abstract 1–61). In addition, the default of the Iramuteq software (2020) version 0.7 Alpha 2 was maintained, i.e., a frequency equal to or greater than 10 terms. |
Similarity Analysis (SA) | At this stage, the Iramuteq software was calibrated as follows: (a) Score: co-occurrence; (b) presentation: Fruchterman Reingold; (c) Graph type: statistics; (d) Communities and halos: edge betweenness community; (e) Frequency of terms equal to or greater than 20 terms. |
Quadrant | Convergence (Status Quo) | Divergence (Outliers) |
---|---|---|
1 | 14, 41, 56, 61 | 10 |
2 | 6, 7, 13, 30 | 32 |
3 | - | 29 |
4 | 2, 17, 50 | 36 |
Halos | Abstract Evidence |
---|---|
1. Study | A first connection is made with the word environment, followed by a stronger connection with tourist, which in turn is linked to destination, technology, gamified and experience. It turns out that the technology in question is the mobile phone/information. |
2. Gamification | Gamification is directly linked to behaviour and recovers two key perspectives when thinking about gamification as a strategy: design and model. |
3. Behaviour | The central word behaviour has three connections: app, travel and user influence. |
4. Tourism | The tourism has a direct connection with the game and several ramifications with the words development, enhance, learn, knowledge and impact. |
5. Sustainable | Sustainability has three branches: finding, promote and transport. The ramification of transport connects with service, mobility, reward and urban. |
Top Eight | Gamification on Urban Tourism Education Context |
---|---|
1. Union between Global South and North | Create a collaborative network aimed at teaching and learning about the issue, fostering the exchange of experiences and practical collaborations involving various stakeholders from the Global North and South. |
2. Local and global participation | Encourage the creation of forums on gamification on different geographical scales, from local to global, with a view to debating gamification and human behaviour (involving all stakeholders, including tourists), covering central themes such as sustainability, playfulness and intelligence. |
3. Collaboration with 17 SDGs | Encouraging the study of gamification to collaborate with the fulfilment of the 17 SDGs (sustainable development) in a dialogue with playfulness and intelligence. |
4. Marketing of urban destination | Teaching and learning about the ethical use of gamification, combating gamipulation. This is in favour of building and maintaining place brands that are sensitive to the concepts of sustainable and intelligent urban tourist destinations. |
5. Disruption technology and ethics | Promoting coherent education in order to draw up planning and management strategies pari passus with technological disruption and the ethical challenges involved |
6. Transformation of reality by sciences | Encourage a two-way flow between teaching and research, so that the classroom and scientific research can feed back theoretical and practical lessons, enabling science to be applied to the positive transformation of reality. |
7. Interdisciplinary perspectives | Include a less obvious interface between neuroscience and computing to deal with issues such as emotions and behaviour, as neurophysiological data can be useful, if triangulated, to understand more about gamification. In addition, the nuances between online/offline and hybrid, as well as real/virtual and imagined should be taken into account from this interdisciplinary perspective. |
8. Tourism and hospitality (T&H) industries | Encouraging the T&H industry to incorporate, in an ethical and responsible manner, the teaching and learning of gamification from the perspective of playfulness, sustainability and intelligence, establishing parameters of how to act in the provision of services in an urban space mediated by the growing need to be more inclusive, participatory and fair. In this way, the T&H industry can contribute to achieving or maintaining titles related to tourism destinations. |
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Fraga, C.; Cardoso, L.; de Stefano, E.; Lima Santos, L.; Motta, N. Mapping Gamification for Sustainable Urban Development: Generating New Insights for Tourism Education. Tour. Hosp. 2025, 6, 17. https://doi.org/10.3390/tourhosp6010017
Fraga C, Cardoso L, de Stefano E, Lima Santos L, Motta N. Mapping Gamification for Sustainable Urban Development: Generating New Insights for Tourism Education. Tourism and Hospitality. 2025; 6(1):17. https://doi.org/10.3390/tourhosp6010017
Chicago/Turabian StyleFraga, Carla, Lucília Cardoso, Ercília de Stefano, Luís Lima Santos, and Natália Motta. 2025. "Mapping Gamification for Sustainable Urban Development: Generating New Insights for Tourism Education" Tourism and Hospitality 6, no. 1: 17. https://doi.org/10.3390/tourhosp6010017
APA StyleFraga, C., Cardoso, L., de Stefano, E., Lima Santos, L., & Motta, N. (2025). Mapping Gamification for Sustainable Urban Development: Generating New Insights for Tourism Education. Tourism and Hospitality, 6(1), 17. https://doi.org/10.3390/tourhosp6010017