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Gamification and storytelling enhancing successful wine and food tourism products

dc.contributor.authorLiberato, Dália
dc.contributor.authorLiberato, Pedro
dc.contributor.authorNunes, Marta
dc.date.accessioned2023-06-05T11:34:31Z
dc.date.available2023-06-05T11:34:31Z
dc.date.issued2023
dc.description.abstractThis research focuses on the proposed tourism offer gamification and storytelling in the Douro region. Currently, the use of games in the tourism sector is beginning to be a strategy applied in several destinations. However, the application of gamification to the tourism sector has not always been successful. There are shortcomings in travelers’ engagement due to the underestimation of tourism facts/events or resources of the regions. The main objective is to combine gambling with storytelling as part of wine and food tourism, to ensure greater tourist involvement. Gamification associated with storytelling can disseminate and enhance the tourism offer in a region, creating value in tourism experience. Considering the research methodology, it was considered relevant to implement a qualitative approach, using a focus group interview script, with residents, as well as the use of semi-structured interviews applied to Farms and the Douro Museum. The main results highlight the development of the region’s tourism resources, which are crucial in a process of international promotion, increasing tourism demand by proposing a game as a driver of tourism and gambling associated with storytelling, and a key element in involving the player, telling the story, and spreading the word about the destination. Studies and projects dealing with gamification and storytelling in tourism are unknown, particularly in low-density inland destinations, being crucial to propose projects on this topic, suitable to similar destination typologies.pt_PT
dc.description.sponsorshipThe authors acknowledge the financial support of CiTUR, R&D unit funded by the FCT - Portuguese Foundation for the Development of Science and Technology, Ministry of Science, Technology and Higher Education, under the scope of the project UID/BP/04470/2020.
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.doi10.1007/978-3-031-26829-8_27pt_PT
dc.identifier.isbn978-3-031-26828-1
dc.identifier.isbn978-3-031-26829-8
dc.identifier.urihttp://hdl.handle.net/10400.22/23070
dc.language.isoengpt_PT
dc.publisherSpringerpt_PT
dc.relationUID/BP/04470/2020
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-031-26829-8_27pt_PT
dc.subjectGamificationpt_PT
dc.subjectStorytellingpt_PT
dc.subjectCultural heritagept_PT
dc.subjectWine and food tourismpt_PT
dc.subjectTourism experiencept_PT
dc.subjectDouro regionpt_PT
dc.titleGamification and storytelling enhancing successful wine and food tourism productspt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceSyros, Greecept_PT
oaire.citation.endPage452pt_PT
oaire.citation.startPage433pt_PT
oaire.citation.titleTourism, Travel, and Hospitality in a Smart and Sustainable World: 9th International Conference, IACuDiTpt_PT
person.familyNameLiberato
person.familyNameLiberato
person.givenNameDália
person.givenNamePedro
person.identifier.ciencia-idF610-22F9-C504
person.identifier.ciencia-id0E18-9B6A-FE45
person.identifier.orcid0000-0003-0513-6444
person.identifier.orcid0000-0003-2908-1599
person.identifier.scopus-author-id57200377509
person.identifier.scopus-author-id57200381200
rcaap.rightsclosedAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublication8af17803-7f2e-4819-bfd8-8ce657eff119
relation.isAuthorOfPublication5cb18f24-fc60-43a7-9b13-a54edc06d66e
relation.isAuthorOfPublication.latestForDiscovery8af17803-7f2e-4819-bfd8-8ce657eff119

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