La Gamificación aplicada al Sector Turístico: Análisis sistemático sobre la base de datos Scopus

Noelia Araújo Vila, Bárbara Barroso, Rogério Azevedo Gomes, Lucília Cardoso

Abstract


Nowadays, the concept of gamification takes part in various disciplines since it can be applied to fields such as education, health, welfare or tourism. Given the current digital society, its use becomes a solution to motivate and improve an user’s experience, becoming an emerging multidisciplinary field. The present work focuses on the use of gamification in a sector with an important weight in the economy of many countries, tourism. To this end, a systematic analysis is carried out on the Scopus database, and a bibliometric and content analysis is used to answer the main question of this research, which consists in knowing how much is sedimented the subject, as well as to know which countries are investigating the subject. The results show that the usual topics are gamification, mobile, city, augmented, experience, application, marketing or location and in regards to the geographical area of research, Spain is positioned as the first country, followed by Portugal, the United Kingdom and China.


Keywords


Gamification; Tourism; Literature review; Scopus

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References


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International Journal of Marketing, Communication and New Media

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Emerging Sources Citation Index (Clarivate Analytics) - QUALIS CAPESGOOGLE SCHOLAR - LATINDEX - REDIB - RCAAP - OAJI - DRJI - MIAR - LIVRE - ERIH PLUS.