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http://ithesis-ir.su.ac.th/dspace/handle/123456789/5352
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor | Fankai NIE | en |
dc.contributor | Fankai NIE | th |
dc.contributor.advisor | Atithep Chaetnalao | en |
dc.contributor.advisor | อติเทพ แจ้ดนาลาว | th |
dc.contributor.other | Silpakorn University | en |
dc.date.accessioned | 2024-09-25T02:04:17Z | - |
dc.date.available | 2024-09-25T02:04:17Z | - |
dc.date.created | 2024 | |
dc.date.issued | 22/11/2024 | |
dc.identifier.uri | http://ithesis-ir.su.ac.th/dspace/handle/123456789/5352 | - |
dc.description.abstract | This study explores developing a gamified digital tool to enhance the cultural tourism experience. The primary research objectives include: 1) To explore the concept of gamification and the use of gamified digital tools in enhancing the tourism experience in Huizhou's cultural tourism. 2) To propose guidelines for the design of digital tools for cultural tourism gamification. 3) To develop and evaluate a Huizhou cultural tourism gamified digital tool. This study adopted a mixed methodology, combining qualitative and quantitative research methods. First, the researchers collected opinions from 10 experts, 15 tourists, and 10 scenic spot staff through interviews and analyzed 514 questionnaires for tourists. These data were used to explore gamification design, the travel behavior of the target group, needs, and design preferences. The researchers then developed and tested a prototype of a gamified digital tool. The results demonstrated that gamified digital tools significantly stimulated user participation, increased the desire to explore attractions, and enhanced cognition and memory of cultural content. The experimental group using the prototype scored an average of 49.33, notably higher than the control group's 27.17 (p < 0.05). Participant feedback and behavioral data further validated the effectiveness and appeal of gamified tools in cultural tourism. The findings suggest that aligning gamified digital tool design with the target user group's travel behaviors, needs, and preferences dramatically enhances their effectiveness. However, it is essential to balance gamification elements, as overly complex tasks may detract from the overall travel experience by consuming too much user time. | en |
dc.description.abstract | - | th |
dc.language.iso | en | |
dc.publisher | Silpakorn University | |
dc.rights | Silpakorn University | |
dc.subject | Gamification | en |
dc.subject | Cultural Tourism | en |
dc.subject | Digital Tool | en |
dc.subject | Huizhou | en |
dc.subject.classification | Arts and Humanities | en |
dc.subject.classification | Arts, entertainment and recreation | en |
dc.subject.classification | Design | en |
dc.title | Gamification-based digital tool for Huizhou cultural tourism | en |
dc.title | - | th |
dc.type | Thesis | en |
dc.type | วิทยานิพนธ์ | th |
dc.contributor.coadvisor | Atithep Chaetnalao | en |
dc.contributor.coadvisor | อติเทพ แจ้ดนาลาว | th |
dc.contributor.emailadvisor | CHAETNALAO_A@SU.AC.TH | |
dc.contributor.emailcoadvisor | CHAETNALAO_A@SU.AC.TH | |
dc.description.degreename | Doctor of Philosophy (Ph.D.) | en |
dc.description.degreename | ปรัชญาดุษฎีบัณฑิต (ปร.ด.) | th |
dc.description.degreelevel | Doctoral Degree | en |
dc.description.degreelevel | ปริญญาเอก | th |
dc.description.degreediscipline | en | |
dc.description.degreediscipline | th | |
Appears in Collections: | Decorative Arts |
Files in This Item:
File | Description | Size | Format | |
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630430036.pdf | 10.89 MB | Adobe PDF | View/Open |
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