Abstract
While film and television have a long tradition in tourism marketing, the potential of video games is overlooked. This study unlocks a novel era of marketing by investigating the interplay between experiential factors and in-game experiences, and how they may contribute to one’s intention to visit in-game destinations. By taking Assassin’s Creed Odyssey as the study context, game world dynamics, level of immersion, level of freedom, connection to characters, and sense of realism are identified as the five pillars that shape gaming experiences. Drawing upon experience design, this study lays the groundwork for emerging marketing opportunities using video games for tourism and contributes to the broader field of media-induced tourism literature.
Originalsprache | Englisch |
---|---|
Titel | Information and Communication Technologies in Tourism 2022 |
Erscheinungsort | Cham |
Herausgeber (Verlag) | Springer Verlag |
Seiten | 3-15 |
ISBN (Print) | 978-3-030-94750-7 |
DOIs | |
Publikationsstatus | Veröffentlicht - 2022 |
Schlagwörter
- Video game-induced tourism
- Experience design
- Media-related tourism
- Experiential marketing
Forschungsfelder
- Digital Transformation
- Marketing and consumer studies
IMC Forschungsschwerpunkte
- Tourism marketing and technology
ÖFOS 2012 - Österreichischen Systematik der Wissenschaftszweige
- 502040 Tourismusforschung