Enhancing Health Tourism Through Gamified Experiences: A Structural Equation Model of Flow, Value, and Behavioral Intentions
Abstract
1. Introduction
2. Literature Review and Hypotheses Development
2.1. Literature Review
2.1.1. Gamification in Tourism
2.1.2. Flow Theory
2.1.3. Perceived Value
2.1.4. Behavioral Intention
2.2. Development of Research Hypotheses
3. Research Method
3.1. Sampling Design and Data Collection
3.2. Measurement Development
3.3. Data Analysis
4. Analysis Results
4.1. Measurement Model
4.1.1. Reliability Analysis
4.1.2. Convergent Validity
4.1.3. Discriminant Validity
4.2. Structural Model Analysis
4.3. The SEM Effects of the Model
5. Discussion
5.1. Theoretical Implications
5.2. Practical Significance
5.3. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
MTE | Memorable tourism experience |
MOT | Motivation |
GDE | Game design elements |
FLE | Flow experience |
PEV | Perceiving value |
BEI | Behavioral intention |
References
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Demographic | Frequency | Percentage |
---|---|---|
Gender | ||
Male | 215 | 53.9 |
Female | 184 | 46.1 |
Age (years) | ||
21–30 | 142 | 35.6 |
31–40 | 154 | 38.6 |
>40 | 63 | 15.8 |
Education | ||
High school or below | 29 | 7.3 |
Bachelor’s degree | 256 | 64.2 |
Master’s degree or above | 114 | 28.5 |
Frequency of visiting scenic areas that include game design elements | ||
1–2 times per year | 73 | 18.3 |
3 or more times per year | 326 | 81.7 |
Construct | Item | Cronbach’s α | Reference |
---|---|---|---|
Memorable tourism experience | MTE1: I really enjoyed this travel experience. | 0.908 | J. H. Kim (2018). Cho et al. (2019). Wei et al. (2019). Antón et al. (2019). Zhang et al. (2018) |
MTE2: I learned more about myself through this travel experience. | |||
MTE3: I experienced new things during this travel experience. | |||
Motivation | MOT1: My main purpose for traveling is to experience different cultures, places, and atmospheres, learn new things, and meet people who are different from me. | 0.788 | M. Kim and Thapa (2018). Kanagasapapathy (2017). S. Huang et al. (2015). |
MOT2: My purpose for traveling is to temporarily forget about work and responsibilities, relax, and relieve stress. | |||
MOT3: My main purpose for traveling is to improve relationships with others, spend time with family and friends, and meet like-minded people | |||
Game design elements | GDE1: The reason I chose to experience this tourist attraction is because it showcases unique creativity through gamification elements (such as NPC interaction, game levels, and scene recreation), allowing me to experience a unique travel story in the real world. | 0.804 | Frijda (1993). Gutierrez (2021). Chan et al. (2020). Eppmann et al. (2018) |
GDE2: I am confident that I can successfully complete the gamified tasks at this tourist attraction, such as interacting with NPCs, completing game levels, or exploring virtual scenes, and enjoy the fun of it. | |||
GDE3: When I engage in gamified experiences at this tourist attraction, I feel like I have entered a world that feels more real than reality, almost as if I am in a virtual scene from an online game. | |||
Flow experience | FLE1: Have you experienced flow during your travel? | 0.904 | Bai et al. (2024) M. J. Kim and Hall (2019) Marques et al. (2021) M. Kim and Thapa (2018). Kanagasapapathy (2017). |
FLE2: Most of the time, do you feel like you are experiencing flow? | |||
FLE3: I was completely immersed in this trip. | |||
Perceiving value | PEV1: Gamified tourism makes me feel pleasant, relaxed, and I really enjoy the experience. | 0.866 | Peng et al. (2023) Pandža Bajs (2015) Cronin et al. (2000) M. Kim and Thapa (2018). J. H. Kim (2018). |
PEV2: Gamified tourism not only improves my perception of travel, but also leaves a lasting impression on others, enhancing my social identity with them. | |||
PEV3: Gamified tourism is consistently high quality in every aspect, especially in NPC interactions, game levels, and the recreation of virtual scenes. | |||
Behavioral intention | BEI1: I will give a positive verbal evaluation of this travel experience. BEI2: I will recommend this destination to others. BEI3: I will revisit this place in the future. | 0.895 | J. H. Kim (2018). M. Kim and Thapa (2018). Marques et al. (2021). Cronin et al. (2000). |
Construct | Item | Factor Loading | Construct Reliability | Convergent Validity |
---|---|---|---|---|
CR | AVE | |||
Memorable tourism experience | MTE1 | 0.938 | 0.920 | 0.793 |
MTE2 | 0.866 | |||
MTE3 | 0.865 | |||
Motivation | MOT1 | 0.798 | 0.810 | 0.588 |
MOT2 | 0.685 | |||
MOT3 | 0.812 | |||
Game design elements | GDE1 | 0.830 | 0.808 | 0.585 |
GDE2 | 0.725 | |||
GDE3 | 0.735 | |||
Flow experience | FLE1 | 0.928 | 0.911 | 0.774 |
FLE2 | 0.854 | |||
FLE3 | 0.855 | |||
Perceiving value | PEV1 | 0.944 | 0.874 | 0.700 |
PEV2 | 0.756 | |||
PEV3 | 0.799 | |||
Behavioral intention | BEI1 | 0.945 | 0.902 | 0.756 |
BEI2 | 0.818 | |||
BEI3 | 0.840 |
MTE | MOT | GDE | FLE | PEV | BEI | |
---|---|---|---|---|---|---|
MTE | 0.891 | |||||
MOT | 0.153 | 0.767 | ||||
GDE | 0.181 | 0.310 | 0.765 | |||
FLE | 0.429 | 0.258 | 0.243 | 0.880 | ||
PEV | 0.327 | 0.210 | 0.375 | 0.205 | 0.837 | |
BEI | 0.204 | 0.125 | 0.150 | 0.377 | 0.248 | 0.869 |
Path | Path Coefficient | p Value | Supported? |
---|---|---|---|
H1: Memorable tourism experience has a positive effect on flow experience. | 0.557 | *** 1 | Yes |
H2: Memorable tourism experience has a positive effect on perceived value. | 0.215 | *** 1 | Yes |
H3: Motivation has a positive effect on flow experience. | 0.341 | 0.004 | Yes |
H4: Motivation has a positive effect on perceived value. | 0.091 | 0.178 | NO |
H5: Game design elements have a positive effect on flow experience. | 0.278 | 0.027 | Yes |
H6: Game design elements have a positive effect on perceived value. | 0.386 | *** 1 | Yes |
H7: Flow experience has a positive effect on behavioral intention. | 0.334 | *** 1 | Yes |
H8: Perceived value has a positive effect on behavioral intention. | 0.307 | *** 1 | Yes |
Path | Effect | Estimate | 95% Confidence Interval | p | |
---|---|---|---|---|---|
Bootstrapped Lower Limit | Bootstrapped Upper Limit | ||||
Memorable tourism experience—flow experience—behavioral intention | Total effect | 0.668 | 0.538 | 0.814 | 0.000 |
Direct effect | 0.527 | 0.386 | 0.680 | 0.000 | |
Indirect effect | 0.141 | 0.074 | 0.213 | 0.000 | |
Memorable tourism experience—perceived value—behavioral intention | Total effect | 0.670 | 0.539 | 0.816 | 0.000 |
Direct effect | 0.072 | 0.026 | 0.136 | 0.000 | |
Indirect effect | 0.072 | 0.026 | 0.136 | 0.003 | |
Motivation—flow experience—behavioral intention | Total effect | 0.480 | 0.268 | 0.742 | 0.000 |
Direct effect | 0.299 | 0.092 | 0.539 | 0.002 | |
Indirect effect | 0.181 | 0.100 | 0.296 | 0.000 | |
Motivation—perceived value—behavioral intention | Total effect | 0.487 | 0.274 | 0.754 | 0.000 |
Direct effect | 0.382 | 0.168 | 0.638 | 0.001 | |
Indirect effect | 0.105 | 0.034 | 0.225 | 0.002 | |
Gamification design elements—flow experience—behavioral intention | Total effect | 0.228 | −0.008 | 0.482 | 0.061 |
Direct effect | 0.032 | −0.196 | 0.276 | 0.775 | |
Indirect effect | 0.196 | 0.096 | 0.345 | 0.000 | |
Gamification design elements—perceived value—Behavioral intention | Total effect | 0.229 | −0.008 | 0.481 | 0.063 |
Direct effect | −0.005 | −0.249 | 0.266 | 0.972 | |
Indirect effect | 0.235 | 0.134 | 0.371 | 0.000 |
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Qin, T.; Chen, M. Enhancing Health Tourism Through Gamified Experiences: A Structural Equation Model of Flow, Value, and Behavioral Intentions. Tour. Hosp. 2025, 6, 140. https://doi.org/10.3390/tourhosp6030140
Qin T, Chen M. Enhancing Health Tourism Through Gamified Experiences: A Structural Equation Model of Flow, Value, and Behavioral Intentions. Tourism and Hospitality. 2025; 6(3):140. https://doi.org/10.3390/tourhosp6030140
Chicago/Turabian StyleQin, Tianhao, and Maowei Chen. 2025. "Enhancing Health Tourism Through Gamified Experiences: A Structural Equation Model of Flow, Value, and Behavioral Intentions" Tourism and Hospitality 6, no. 3: 140. https://doi.org/10.3390/tourhosp6030140
APA StyleQin, T., & Chen, M. (2025). Enhancing Health Tourism Through Gamified Experiences: A Structural Equation Model of Flow, Value, and Behavioral Intentions. Tourism and Hospitality, 6(3), 140. https://doi.org/10.3390/tourhosp6030140