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Information and Communication Technologies in Tourism 2022

Jason L. Stienmetz - Personal Name; Holma - Personal Name; Berta Ferrer-Rosell - Personal Name; David Massimo - Personal Name;

While film and television have a long tradition in tourism marketing,
the potential of video games is overlooked. This study unlocks a novel era of
marketing by investigating the interplay between experiential factors and ingame experiences, and how they may contribute to one’s intention to visit ingame destinations. By taking Assassin’s Creed Odyssey as the study context,
game world dynamics, level of immersion, level of freedom, connection to
characters, and sense of realism are identified as the five pillars that shape
gaming experiences. Drawing upon experience design, this study lays the
groundwork for emerging marketing opportunities using video games for
tourism and contributes to the broader field of media-induced tourism literature.


Availability
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220123024
Available
Detail Information
Series Title
-
Call Number
-
Publisher
: Springer Cham., 2022
Collation
XII, 507
Language
English
ISBN/ISSN
9783030947514
Classification
-
Content Type
-
Media Type
computer
Carrier Type
online resource
Edition
-
Subject(s)
Information

Communication Technologies in Tourism 2022
Specific Detail Info
-
Statement of Responsibility
Holma Jason L. Stienmetz, Berta Ferrer-Rosell, David Massimo
Other Information
Cataloger
angga
Source
-
Validator
-
Digital Object Identifier (DOI)
https://link.springer.com/book/10.1007/978-3-030-94751-4
Journal Volume
-
Journal Issue
-
Subtitle
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Parallel Title
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No other version available

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  • Information and Communication Technologies in Tourism 2022
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