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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Building experience for Seichi Junrei "Anime pilgrimage"

Axelsson, Edgar January 2020 (has links)
Despite growing as a new popular facet of tourism in Japan, Seichi junrei is still niche and largely undocumented, stifling both the experiences of participants as well as the opportunities in the tourism industry. The tourism industry is changing and always trying to improve but lacks a personal touch. According to studies, the tourism industry focuses more on mainstream tourism than it does on niche tourism. Seichi junrei community issues are not being heard by the tourism industry; There are no user-friendly platforms available for the subculture to contribute towards tourism. This text explores the development of tourism and improving the experiences of tourists participating in the phenomena known as seichi junrei. Seichi junrei is explored through ethnography to create bonds. Together as a team of voluntary participants, through participatory design challenges the current problems with tourist experiences and improves them through digital tourism. The thesis creates a community and a platform that solves the user experience problems of seichi junrei. Seichi junrei becomes a guide for new fans where everyone can work as a community and help evolve the tourism phenomena of seichi junrei.
2

AYM - Augment Your Moments : En studie om digitala turistupplevelser och utforskande av destinationer med Augmented Reality

Hylin, Frida, Lithander, Dennis January 2021 (has links)
Modern society largely consists of digital artifacts such as smartphones, smart watches and virtual technology that have the ability to change, expand or enhance the reality of the user. Technologies such as Augmented Reality are a relatively new phenomenon that in the future is believed to have an impact in the tourism industry since it can provide optimized user experiences. Digitization and the development of new technologies have, however, led to a change in consumer behavior in the tourism sector and sets higher demands on companies than before. How this technology can be beneficial in alignment with tourist experiences is something that this thesis has been based on, and with the help of a digital survey, people's attitude towards an Augmented Reality application in digital discovery and what functions meet people's needs regarding accommodation, eating, travel and activities during their holiday are investigated. The results indicate that people are generally positive about both downloading and using digital Augmented Reality applications in digital discovery, provided that the user's integrity is protected and that the general security is well developed. The results of this inquiry suggest that people prefer features that meet the user's primary needs, such as hotel and restaurant suggestions.
3

Gamification som verktyg för ökad miljömedvetenhet och hållbar turism

Hafmar, Alexandra, Åkesson, Ellen January 2024 (has links)
Gamification är ett nytt innovativt sätt att uppmuntra till hållbart beteende genom att ta tillvara gamifications förmåga att påverka individers motivation och engagemang. Därför är det intressant att undersöka möjligheterna gamification har att användas av turistdestinationer som ett verktyg för att motivera besökare till ett mer hållbart beteende. Studien är inriktad främst på miljömässig hållbarhet, studien har en hermeneutisk utgångspunkt och datainsamling har skett genom semistrukturerade intervjuer med turistdestinationer. Studien syftar till att öka kunskapsområdet inom ämnet gamification som ett verktyg för hållbar turism. Studiens teoretiska ramverk är turistdestinationer och digital utveckling, gamification och turistupplevelser, eco-gamification, turisters miljövänliga beteende och hållbar turism.Studien behandlar sambandet mellan gamification, miljömässig hållbar utveckling, turistdestinationer och turistbeteende. Studien är uppdelad i tre faser; fas 1 är en förstudie i form av en kvantitativ enkätundersökning, fas 2 är en kvalitativ förstudie för fördjupad förförståelse och den tredje fasen innefattar datainsamling genom kvalitativa semistrukturerade intervjuer. Teman som framkom från den tematiska analysen av empirin är som följande: (1) gamification kan skapa nya innovativa turistupplevelser; (2) potentialen för gamification att användas som ett verktyg för miljömässig hållbar turism; (3) hur destinationer kan påverka turisters miljömedvetna beteende; (4) gamification medför negativa effekter och utmaningar i utvecklingen av turistupplevelser.Studiens resultat visar att samtliga destinationerna ser gamification som ett intressant verktyg för miljömässig hållbar turism, ett par av de intervjuade destinationerna använder, eller har använt, gamification som ett sätt att öka turisters miljömedvetna beteende. Tävlingar, lära sig något nytt och utvecklas anser destinationerna är de viktigaste drivkrafterna för att delta i en gamifierad aktivitet, men både inre och yttre motivation är viktigt att ha i beaktande. / Gamification is a new innovative way to encourage sustainable behavior by using gamification's ability to influence individuals motivation and commitment. Therefore, it is interesting to investigate the possibilities gamification has for being used by tourist destinations as a tool to motivate visitors to a more sustainable behavior. The study is focused primarily on environmental sustainability, the study has a hermeneutic research model and data collection has taken place through semi-structured interviews with tourist destinations. The study aims to increase the knowledge area within the subject of gamification as a tool for sustainable tourism. The study's theoretical framework is tourist destinations and digital development, gamification and tourist experiences, eco-gamification, tourists environmentally friendly behavior and sustainable tourism. The study deals with the connection between gamification, environmentally sustainable development, tourist destinations and tourist behaviour. The study is divided into three phases; phase 1 is a pre-study in the form of a quantitative survey, phase 2 is a qualitative pre-study for in-depth pre-understanding and the third phase includes data collection through qualitative semi-structured interviews. The themes that emerged from the thematic analysis of the empirical work are: (1) gamification can create new innovative tourist experiences; (2) the potential for gamification to be used as a tool for environmentally sustainable tourism; (3) how destinations can influence the environmentally conscious behavior of tourists; (4) negative effects and challenges of gamification in the development of tourist experiences. The results of the study show that all the destinations see gamification as an interesting tool for environmentally sustainable tourism. A couple of the interviewed destinations use, or have used, gamification as a way to increase the environmentally conscious behavior of tourists. Competitions, learning something new and progress are considered by the destinations to be the most important motivators for participating in a gamified activity. Both intrinsic and extrinsic motivators are important to take into account in the development of gamification. / <p>2024-05-29</p>

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