Wednesday, December 11, 2019

Reflective Essay for Travel and Tourism Industry- myassignmenthelp

Question: Write about theReflective Essay for Travel and Tourism Industry. Answer: Introduction The gamification in the applications is considered as appealing to the human achievements, rewards and competition, which would act as a tactic to motivate the user to engage with the app (Deterding, 2012). This reflection would be based on the travel app known as Travel, Explore and Go, which would allow the users to interact with the various landmarks and redeem gathered points at various locations. Discussion The innovative evolvement of the smart phones and digital technologies has transformed the travel and tourism industry. Research shows that the travel based mobile apps are considered as seventh most downloaded app category and around 60% of the users do regularly use these apps while planning their trips (Wang, Xiang Fesenmaier, 2014). I have seen that an increasing number of people are making their own travel arrangements through the use of the user-friendly as well as portable mobile apps. The new app named Travel, Explore and Go creates a community in which the users would interact with the local stores and the various landmarks. This app would improve the travel experience and provide pleasure to the travelers. In a broader industry context, this app can also act as a medium for hotel booking, online ticketing, fetching destination details, exploring new travel places and posting feedback regarding the destination (Cabrejos, Kawakami Conte, 2014). The global gamification market is growing at a rapid pace and the increase in the Bring Your Own Device (BYOD) would contribute to the adopters of the gamification techniques (Sharples et al., 2014). There has been an increase in the uses of the social media, which has become a norm among the younger generation. The users in the regions of Europe, North America are increasingly using the social media network to make their daily purchases and also interact with their company of choice. This act has encouraged the organizations to give online gamification techniques so that both the employees and the customers can be benefitted. Ihave witnessed that the gamification technique is an important part in the modern day organizations. It is not only helpful for the customers but this technique is also helpful in conducting the marketing activities such as marketing campaign, advertising and the branding of the different products as well as services. This helps the company in gaining an increased number of prospective clients, which is beneficial for the company in the long run. There are various forms of the gamification such as virtual badges, club cards and the reward points, which are helpful in creating loyalty among the various segments of the customers (Cochoy Hagberg, 2016). The gaming marketing strategy is helpful by giving the customers rewards for using the services of the company, which is automatically being loved by the customers. The strengths of the developed gamifcation app is that it would allow the users to access the information about their surroundings to the places where they are travelling and this could be helpful to them, where there are not much information available. I feel that this kind of app would be helpful in capturing the attention of the audience and influencing the visitors to travel to particular landmarks. This would also help the audiences in removing the obstacles that may come in the way of visiting all the local landmarks. I feel that this app is also used for inducing more automation in the life of a traveler. I have seen that the audience can also use the app to discover new places in the map. I have witnessed that the online gamification app would also give a memorable travel experience. There are certain limitations of this kind of app also. I have witnessed the fact that a poor content, not so engaging content and ineffective app content can turn off the users. There may be certain locations in which the app may not be working and the user may not be able to utilize the app at an optimum level. I feel that the app has immense value as well as future potential as far as the customer engagement is concerned. The app may be very useful in remote locations where there is not adequate information available in Google or other search engines. The global nature of the app would be helpful in the future as there would be more number of international travel and the passengers would need more travel assistance. This type of gaming app is also helpful for increasing the number of tourist footholds in the attractive tourist destinations (Widawska-Stanisz, 2014). I also feel that it would encourage more number of tourists to visit the popular destinations since the app would create interest among the tourists. The gamification has been proved to be an effective method for attracting the attention of the users and emphasizing customer engagement in various domains of social media (Burke, 2016). This is done by placing the user at the center of the provided service and giving more options for user interaction. The technological advances have led to the vulnerability of the various user generated content so that there are obligations of the creators of such input (Xu et al., 2016). The social media service expects the quality as well as appeal control of the various modes of gamification. I feel that the travel based app would be quite helpful in the future for greater user support and greater generation of the user generated content in the social media. Conclusion The gamification is a new technological advancement that is gaining importance in the modern digital world. It is also one of the most powerful tools to increase customer interactions. The technological advancements have made it possible to give more convenient travel experiences to the users. This app is going to improve the nature of the travel and tourism industry. References Burke, B. (2016).Gamify: How gamification motivates people to do extraordinary things. Routledge. Cabrejos, L. J. E. R., Kawakami, G., Conte, T. U. (2014, September). Using a Controlled Experiment to Evaluate Usability Inspection Technologies for Improving the Quality of Mobile Web Applications Earlier in their Design. InSoftware Engineering (SBES), 2014 Brazilian Symposium on(pp. 161-170). IEEE. Cochoy, F., Hagberg, J. (2016). Gamification in the History of Retailing.The Business of Gamification: A Critical Analysis. Deterding, S. (2012). Gamification: designing for motivation.interactions,19(4), 14-17. Sharples, M., McAndrew, P., Weller, M., Ferguson, R., FitzGerald, E., Hirst, T., Gaved, M. (2014). Open university: Innovating pedagogy 2013. Wang, D., Xiang, Z., Fesenmaier, D. R. (2014). Adapting to the mobile world: A model of smartphone use.Annals of Tourism Research,48, 11-26. Widawska-Stanisz, A. (2014). Gamification as a new trend in marketing. Xu, F., Tian, F., Buhalis, D., Weber, J., Zhang, H. (2016). Tourists as mobile gamers: Gamification for tourism marketing.Journal of Travel Tourism Marketing,33(8), 1124-1142.

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