LOCATION-BASED GAMES IN TOURISM Jessika Weber PhD Researcher School of Tourism, Bournemouth University 58th Meeting of the UNWTO Commission for Europe and Seminar on Mobile Technologies for Improving the Tourism Experience GEOCACHING Jenn Seva • Volunteer and avid geocacher since 2001 • Business Development Manager at Geocaching HQ, Seattle • Editor of The Complete Idiot’s Guide to Geocaching, 3rd Edition • MISSION: To inspire and enable discovery, exploration and adventure. OJOO Peter Symons • Social media, tech and marketing expert from Ghent, Belgium • Founder of OJOO, a revolutionary mobile app for creating, playing, sharing and selling location-based games from any mobile device • MISSION: turn the world into a big playground GOOGLE Anne Beuttenmüller • Joined Google 2008 and worked in various positions • Since 2 years head of Product Marketing & Community Management Europe for Ingress at Google’s Niantic Labs • MISSION: Create adventures & explorations through meaningful interactions with the local environment and people using technology and gameplay GAMES AND TOURISM ARE TEMPORARY ESCAPES INTO ANOTHER WORLD (Ermi and Mäyrä 2005) * USING THE REAL WORLD AS THE PLAYGROUND LOCATION-BASED GAMES … for mobile handheld devices can be understood as outdoor games making use of the player’s physical location via the GPS sensor and compass to facilitate gameplay activities. The player interacts with virtual and physical game mechanics in order to overcome artificial challenges and to proceed gameplay in the real and game environment. ENGAGING EXPERIENCES Tourist LB Game Loca%on-‐based Storytelling Authen%city Real/Virtual World Game Mechanics Posi%ve Player Emo%on s Playfulness rac%on e t n I l ia c o S Tourism Locations Loca%on Engagement Media%on Tool HISTORY, PRESENT & FUTURE 1999 2000 • Mobile phones with GPS 2012 2006 • Google maps for mobile 2013 • Google Glass 2014 • 6th Gen. iPhone 2007 • 1st Gen. iPhone 2015 • VR – Oculus Rift • AR – HoloLens • EyeFly 3D 2008 • Android with GPS 2016 … • 4G • Cloud Gaming * POTENTIALS FOR TOURISM SMARTPHONES ARE KEY ü Advancements in mobile technology ü Affordability & increased connectivity ü Ubiquitous travel companion Dads Mobile device usage during travel Smartphones Over 55 35-54 years Tablets Under 35 yeards Laptop Total 0% 20% 40% 60% 80% 100% MOBILE GAMES MARKET ü Growing 27.3% between 2015-19 ü Among all apps, 65% spend on games ü $ 24 Bn. mobile games revenue in 2016 ü More than 60% of gamers play mobile games daily Mobile Games Revenue 2014 THE MOBILE GAMER ü No longer a ‘stereotype’ game player ü Average mobile gamer is 37 years old ü 2 out of 5 players are female ü Play everywhere and any time ü Play ‘in-between’ ü Like adventure and social games * APPLICATION FIELDS OUTDOOR TOURISM CITY TOURISM HOSPITALITY CULTURAL HERITAGE CURRENT (temporary) CHALLENGES ü High roaming in EU- free Wi-Fi in destinations ü GPS accuracy ü Compatibility of apps and devices ü Courage for innovation LET‘S TURN THE TOURISM WORLD INTO A PLAYGROUND KEY CRITERIA FOR IMPLEMENTATION ü Know your target audience & their interests ü Real world application case ü Consider the gameplay context ü Available, findable & user friendly game app ü Business model ü Games around the tourism journey ü Engaging and meaningful experiences GAME OVER Jessika Weber PhD Researcher School of Tourism, Bournemouth University [email protected] www.jessikaweber.net @JessikaWeber REFERENCES • CCM Benchmark • Technavio Research • Statistica.com (June 2015) • Kallio, Kaipainen and Mäyrä (2007) • Engl and Nacke (2012) • Jacob and Coelho (2011) • Kallio, Kaipainen and Mäyrä (2007) Pictures Shutterstock and private
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