Please use this identifier to cite or link to this item: http://ithesis-ir.su.ac.th/dspace/handle/123456789/5352
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dc.contributorFankai NIEen
dc.contributorFankai NIEth
dc.contributor.advisorAtithep Chaetnalaoen
dc.contributor.advisorอติเทพ แจ้ดนาลาวth
dc.contributor.otherSilpakorn Universityen
dc.date.accessioned2024-09-25T02:04:17Z-
dc.date.available2024-09-25T02:04:17Z-
dc.date.created2024
dc.date.issued22/11/2024
dc.identifier.urihttp://ithesis-ir.su.ac.th/dspace/handle/123456789/5352-
dc.description.abstractThis 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.isoen
dc.publisherSilpakorn University
dc.rightsSilpakorn University
dc.subjectGamificationen
dc.subjectCultural Tourismen
dc.subjectDigital Toolen
dc.subjectHuizhouen
dc.subject.classificationArts and Humanitiesen
dc.subject.classificationArts, entertainment and recreationen
dc.subject.classificationDesignen
dc.titleGamification-based digital tool for Huizhou cultural tourismen
dc.title-th
dc.typeThesisen
dc.typeวิทยานิพนธ์th
dc.contributor.coadvisorAtithep Chaetnalaoen
dc.contributor.coadvisorอติเทพ แจ้ดนาลาวth
dc.contributor.emailadvisorCHAETNALAO_A@SU.AC.TH
dc.contributor.emailcoadvisorCHAETNALAO_A@SU.AC.TH
dc.description.degreenameDoctor of Philosophy (Ph.D.)en
dc.description.degreenameปรัชญาดุษฎีบัณฑิต (ปร.ด.)th
dc.description.degreelevelDoctoral Degreeen
dc.description.degreelevelปริญญาเอกth
dc.description.degreedisciplineen
dc.description.degreedisciplineth
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