Boivin, M., & Tanguay, G. A. (2018). How Urban Sustainable Development Can Improve Tourism Attractiveness: The case of Québec City and Bordeaux. Ara: Journal of Tourism Research, 8(2). doi:10.1344/ara.v8i2.27144
Chen, W., Li, T., & Zhang, Y. (2025).
Embodied cognition model for museum gamification cultural heritage communication: a grounded theory study. npj Heritage Science, 13, 239.
10.1038/s40494-025-01821-9
Chou, Y.-K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Fremont, CA: CreateSpace Independent Publishing Platform.
Chuang, C.-M. (2023).
The conceptualization of smart tourism service platforms: A sustainable service ecosystem framework. Humanities and Social Sciences Communications, 10, 367.
https://doi.org/10.1057/s41599-023-01867-9
Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed methods research (3rd ed.). SAGE Publications.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011).
From game design elements to gamefulness: Defining "gamification". In
Proceedings of the 15th International Academic MindTrek Conference (pp. 9- 15).
https://doi.org/10.1145/2181037.2181040
Gehl, J. (2010). Cities for people. Island Press.
Kooiman, J. (۲۰۰۳). Governing as Governance. Sage Publications.
Malik, G., Sharma, P., & Pradhan, D. (2024).
Leveraging gamification for tourism marketing activities: Toward a comprehensive conceptual model. Journal of Vacation Marketing. Advance online publication.
https://doi.org/10.1177/13567667241268725
Martusciello, C., Rossi, M., & Romano, F. (2025).
Reference architecture for gamified augmented reality cultural heritage applications: Integrating narrative design, learning theories, and interactive storytelling. arXiv.
https://arxiv.org/abs/2506.04090
Martusciello, F., Muccini, H., & Bucchiarone, A. (2025).
A Reference Architecture for Gamified Cultural Heritage Applications Leveraging Generative AI and Augmented Reality.arXiv preprint. 10.48550/arXiv.2506.04090
Mehmetoglu, Mehmet & Engen, Marit. (2011). Pine and Gilmore's Concept of Experience Economy and Its Dimensions: An Empirical Examination in Tourism. Journal of Quality Assurance in Hospitality & Tourism. 12. 237-255. 10.1080/1528008X.2011.541847.
Neuhofer, B., Buhalis, D., & Ladkin, A. (2015).
Smart technologies for personalized experiences: A case study in the hospitality domain. Electronic Markets, 25(3), 243- 254.
https://doi.org/10.1007/s12525-015-0182-1
OECD. (2020). The Future of Tourism: Leveraging Digitalization for Sustainable Development. OECD Publishing.
Wilk Oliveira & Juho Hamari (2025). Flow Experience in Gameful Approaches: A Systematic Literature Review, Scientometric Analysis, and Research Agenda, International Journal of Human–Computer Interaction, DOI: 10.1080/10447318.2025.2470279
Pallasmaa, J. (2005). The eyes of the skin: Architecture and the senses (2nd ed.). Wiley.
Pradhan, D., Malik, G., & Vishwakarma, P. (2023).
Gamification in tourism research: A systematic review, current insights, and future research avenues. Journal of Vacation Marketing. Advance online publication.
https://doi.org/10.1177/13567667231188879
Pasca, M. G., Renzi, M. F., Di Pietro, L., & Guglielmetti Mugion, R. (2021). Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review. Journal of Service Theory and Practice, 31(5), 691- 737. https://doi.org/10.1108/JSTP-05-2020-0094
Pine, B., & Gilmore, J. H. (1999). The experience economy. Boston, MA: Harvard
Business School Press.
Rogerson, Christian & Rogerson, Jayne. (2019). Tourism, Local economic Development and inclusion: Evidence from overstrand local municipality, South Africa. GeoJournal of Tourism and Geosites. 25. 293-308. 10.30892/gtg.25202-360.
Ryan, R. M., & Deci, E. L. (2000).
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68- 78.
https://doi.org/10.1037/0003-066X.55.1.68
Sangamuang, S., Phongsuphap, S., & Rungsawang, A. (2025).
Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning. Informatics, 12(1), 27.
10.3390/informatics12010027
Sigala, M. (2015). Gamification for crowdsourcing marketing practices: Applications and benefits in tourism. In Marketing in tourism (pp. 129- 144). Springer.
Stylos, N., & Vassiliadis, C. A. (2025).
Gamification design: Toward developing image perception scales for Generation Z consumers.
International Journal of Contemporary Hospitality Management, 37(5), 1516–1533.
https://doi.org/10.1108/IJCHM-12-2022-1616
tom Dieck, M. C., & Jung, T. H. (2017). Value of augmented reality at cultural heritage sites: A stakeholder approach. Journal of Destination Marketing & Management, 6(2), 110- 117. https://doi.org/10.1016/j.jdmm.2017.03.002
Tussyadiah, I. P. (2014). Expectancy theory of motivation and gamification for consumer travel behavior. In Z. Xiang & I. Tussyadiah (Eds.), Information and communication technologies in tourism 2014 (pp. 244–255). Springer.
UN Tourism (World Tourism Organization). (2024).
Quantifying tourism in city destinations – Towards a better understanding of urban tourism. Madrid: UN Tourism.
https://doi.org/10.18111/9789284425341
Xu, F., Weber, J., & Buhalis, D. (2013). Gamification in tourism. In Information and Communication Technologies in Tourism 2013 (pp. 525- 535). Springer.
Yung, R., & Khoo-Lattimore, C. (2019).
New realities: A systematic literature review on virtual reality and augmented reality in tourism research. Current Issues in Tourism, 22(17), 2056- 2081.
https://doi.org/10.1080/13683500.2017.1417359
Zhu, C., Io, M. U., Hall, C. M., Ngan, H. F. B., & Peralta, R. L. (2024).
Exploring the influence of augmented reality on tourist word-of-mouth through the lens of museum tourism. Journal of Heritage Tourism, 20(1), 78–91.
https://doi.org/10.1080/1743873X.2024.2393102