Background: Tourism in Norway is an industry with long traditions, but Covid-19 has required many Norwegian tourism destinations to rethink the way they provide experiences for tourists. Hence, it is imperative to research how new methods and systems for innovation can be applied to develop memorable experiences. Purpose: This study aims to research best practice on how to apply Design Thinking and gamification in the development of memorable experiences. To answer this, we came up with the following problem statement: How can Design Thinking and gamification improve innovation in the development of memorable experiences within tourism? Method: To answer the problem statement, we used Action Research as the methodical approach to the four ...
The effects of COVID-19 have shown that tourism is a fragile industry, but vital to the economic hea...
Gamification theory right now has drawn researchers in many areas. This is because gamif...
The development of the society has gone from customers buying products, to consuming guest experienc...
Background: Tourism in Norway is an industry with long traditions, but Covid-19 has required many No...
This Master’s thesis discusses how design games can facilitate customers’ co-creation of value, goal...
This article aims at providing a theoretical framework for the practice of experience design in tour...
This article aims at providing a theoretical framework for the practice of experience design in tour...
In the fast-changing world with increasingly empowered customers, human-centricity and designing mea...
The main purpose of this paper is to describe key gamification techniques that can be applied to enh...
The main purpose of this paper is to describe key gamification techniques that can be applied to enh...
Experience innovation is described as collaborative and integrated in day-to-day work. However, a ch...
The purpose of this study is to empirically examine the effect of gamification on tourist psychologi...
This dissertation aims to understand if consumers are interested to have gamification incorporated i...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Experience innovation is described as collaborative and integrated in day-to-day work. However, a ch...
The effects of COVID-19 have shown that tourism is a fragile industry, but vital to the economic hea...
Gamification theory right now has drawn researchers in many areas. This is because gamif...
The development of the society has gone from customers buying products, to consuming guest experienc...
Background: Tourism in Norway is an industry with long traditions, but Covid-19 has required many No...
This Master’s thesis discusses how design games can facilitate customers’ co-creation of value, goal...
This article aims at providing a theoretical framework for the practice of experience design in tour...
This article aims at providing a theoretical framework for the practice of experience design in tour...
In the fast-changing world with increasingly empowered customers, human-centricity and designing mea...
The main purpose of this paper is to describe key gamification techniques that can be applied to enh...
The main purpose of this paper is to describe key gamification techniques that can be applied to enh...
Experience innovation is described as collaborative and integrated in day-to-day work. However, a ch...
The purpose of this study is to empirically examine the effect of gamification on tourist psychologi...
This dissertation aims to understand if consumers are interested to have gamification incorporated i...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Experience innovation is described as collaborative and integrated in day-to-day work. However, a ch...
The effects of COVID-19 have shown that tourism is a fragile industry, but vital to the economic hea...
Gamification theory right now has drawn researchers in many areas. This is because gamif...
The development of the society has gone from customers buying products, to consuming guest experienc...