1. Gamification in the Tourism and Hospitality Sector: A Narrative Literature Review and Research DirectionsRola Hamie, Ali Abou Ali, Alaa Abbas, 2025, original scientific article Abstract: This paper represents a narrative literature review on gamification within tourism and hospitality sector (T&H). Out of 61 studies, 55 papers examined the importan-ce of adopting gamification in this industry but failed to acknowledge the role of motivational affordances that are responsible for invoking gameful experiences in tourism apps and promoting sustainable travel practices which benefits all gamifi-cation parties specifically app designers, core service providers, third party service providers, and tourists or players. Motivational affordances are crucial for the fulfil-ment of basic psychological needs for relatedness, autonomy, mastery, and purpose, that in turn induces further behavioural outcomes reflected in achieving meanin-gful users’ interaction, engagement, and loyalty in addition to potentially achieving rewards. Hence, the researchers have searched in a number of databases including Elsevier, ResearchGate, Routledge, Springer, and Scopus to reveal whether gamifica-tion literature within T&H sector provided enough examinations for motivational affordances and their ultimate effects on psychological and behavioural outcomes. Finally, the researchers elaborated on specific future research directions. Keywords: gamification, tourism and hospitality sector, hospitality and tourism review platforms, motivational affordances Published in RUP: 16.12.2025; Views: 173; Downloads: 1
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2. Using Landscape Drawings to Explore Destination ImagesYihao Zhuo, Hirofumi Ueda, original scientific article Abstract: This paper represents a narrative literature review on gamification within tourism and hospitality sector (T&H). Out of 61 studies, 55 papers examined the importan-ce of adopting gamification in this industry but failed to acknowledge the role of motivational affordances that are responsible for invoking gameful experiences in tourism apps and promoting sustainable travel practices which benefits all gamifi-cation parties specifically app designers, core service providers, third party service providers, and tourists or players. Motivational affordances are crucial for the fulfil-ment of basic psychological needs for relatedness, autonomy, mastery, and purpose, that in turn induces further behavioural outcomes reflected in achieving meanin-gful users’ interaction, engagement, and loyalty in addition to potentially achieving rewards. Hence, the researchers have searched in a number of databases including Elsevier, ResearchGate, Routledge, Springer, and Scopus to reveal whether gamifica-tion literature within T&H sector provided enough examinations for motivational affordances and their ultimate effects on psychological and behavioural outcomes. Finally, the researchers elaborated on specific future research directions. Keywords: gamification, tourism and hospitality sector, hospitality and tourism review platforms, motivational affordances Published in RUP: 16.12.2025; Views: 171; Downloads: 1
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3. The effect of gamification-based exercises on footA systematic review and meta-analysis : a posture in children and adolescents with flatfoot:Ebrahim Ebrahimi, Rahman Sheikhhoseini, Žiga Kozinc, Seyed Alihossein Nourbakhsh, 2025, review article Abstract: BackgroundGamification has emerged as a novel approach in rehabilitation. This systematic review and meta-analysis aimed to evaluate the effectiveness of gamification-based exercises on foot posture in children and adolescents with flatfoot. MethodsA systematic review and meta-analysis were conducted in accordance with PRISMA guidelines, utilizing the PubMed, Scopus, Web of Science, and Google Scholar databases to search for original and peer-reviewed articles with selected keywords from inception to July 2025. The quality of the included studies was assessed using the Joanna Briggs Institute checklist. Statistical analysis was conducted with Comprehensive Meta-Analysis software version 3. To evaluate data heterogeneity, the Q-test and I2 statistic were applied. Egger’s test was used to assess publication bias. ResultsAfter searching the mentioned databases, 2160 articles were found. Finally, seven articles were included in the current review. It was shown that gamification-based exercise had a significant effect, leading to a reduction in navicular drop (95% CI = −1.796 to −0.516, p = 0.000) and an increase in balance scores (95% CI = −1.647 to −0.462, p = 0.000), compared to the passive control groups that did not receive any intervention. However, no significant differences were seen in the Staheli index (95% CI = −3.298 to 0.023, p = 0.053). High heterogeneity was noted in the navicular drop test (95% CI = −2.412 to −0.603, p = 0.001). Egger’s test indicated no statistically significant publication bias for either navicular drop (p = 0.080) or Staheli index (p = 0.210). ConclusionThe results showed that exercise with gamification may be effective in improving foot alignment in children and adolescents. Specifically, positive effects were evident when using the navicular drop test, whereas no significant changes were detected with the Staheli index. However, interpretation should be made cautiously due to the limited number of studies and lack of age or gender stratification. Keywords: flatfoot, gamification, therapeutic exercise, meta-analysis Published in RUP: 04.12.2025; Views: 257; Downloads: 6
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5. Social mechanisms to engage visitors in cultural heritage monuments preservationAna Slavec, Vesna Starman, Nežka Sajinčič, Gertrud Fábián, László Hajdu, Miklós Ferenz Krész, Anna Malgorzata Sandak, Jakub Michal Sandak, Črtomir Tavzes, 2021, published scientific conference contribution abstract Keywords: cultural heritage, focus groups, gamification, ICT, tourism Published in RUP: 24.06.2021; Views: 2526; Downloads: 64
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7. Gamification in education and learningNežka Sajinčič, Anna Malgorzata Sandak, Andreja Istenič, 2020, published scientific conference contribution Keywords: basic psychological needs, education, engagement, game elements, gamification, motivation, self-determination theory Published in RUP: 18.03.2020; Views: 3166; Downloads: 31
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