Proceedings of the 4th International Conference on Tourism, Gastronomy, and Tourist Destination (TGDIC 2023)

Tourists as Gamers: Gamification to Leverage Tourism in Indonesia

Authors
Linda Rotua Maritan Gurning1, 2, *, Rahmat Ingkadijaya2
1Sekolah Tinggi Media Komunikasi Trisakti, Jakarta, Indonesia
2Trisakti Institute of Tourism, Jakarta, Indonesia
*Corresponding author. Email: linda.gurning@trisaktimultimedia.ac.id
Corresponding Author
Linda Rotua Maritan Gurning
Available Online 4 December 2023.
DOI
10.2991/978-94-6463-296-5_22How to use a DOI?
Keywords
Gamification; Indonesia; Mobile Gamers; Storytelling; Tourism
Abstract

This research investigates the use of gamification to enhance tourism experiences in Indonesia, with a focus on travelers as gamers. Using a qualitative research approach, this study combined literature review and interviews with game developers (2 participants), game users (2 participants), and destination managers (2 participants), located in Jakarta between 22 May - 10 June 2023. The limited number of participants is a limitation of this study and may affect the generalizability of the study. Findings showed strong support from game developers to utilize gamification to promote tourism through immersive gameplay and engaging stories. Jakarta-themed games and the incorporation of Indonesian cultural elements, such as mythical creatures like ButoIjo, are examples. However, this research identifies a significant challenge of a lack of investor confidence in the storytelling capabilities of Indonesian game developers. Gamers showed a clear preference for games that facilitate exploration of tourist destinations, emphasizing the importance of strong narrative elements. This research underscores the importance of developing tourism-focused games with compelling narratives and culturally relevant features to effectively attract and engage tourists. Collaborative efforts between game developers, government and tourism stakeholders are crucial in creating tourism-related games that are competitive and promote destinations in Indonesia effectively. This study contributes to understanding how gamification can enhance tourism in Indonesia and highlights the importance of collaborative efforts in developing immersive tourism experiences.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 4th International Conference on Tourism, Gastronomy, and Tourist Destination (TGDIC 2023)
Series
Advances in Economics, Business and Management Research
Publication Date
4 December 2023
ISBN
978-94-6463-296-5
ISSN
2352-5428
DOI
10.2991/978-94-6463-296-5_22How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Linda Rotua Maritan Gurning
AU  - Rahmat Ingkadijaya
PY  - 2023
DA  - 2023/12/04
TI  - Tourists as Gamers: Gamification to Leverage Tourism in Indonesia
BT  - Proceedings of the 4th International Conference on Tourism, Gastronomy, and Tourist Destination (TGDIC 2023)
PB  - Atlantis Press
SP  - 166
EP  - 172
SN  - 2352-5428
UR  - https://doi.org/10.2991/978-94-6463-296-5_22
DO  - 10.2991/978-94-6463-296-5_22
ID  - Gurning2023
ER  -