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An Engaging Mobile Application for Tourists with Gamification Elements that Promotes Lesser-Known Coffee Shops in the Copenhagen Suburbs

  • Thomas Bjørner,
  • Maria Krupa

摘要

The present study is focused on how to design an engaging mobile application with gamification elements that, for tourists, promote lesser-known coffee shops in the Copenhagen suburbs. This study follows well-covered design approaches in gamification but also links aesthetic elements with user engagement. The gamification consisted of a timer, badges, a leaderboard, and a mascot. The mascot motivated and guided the users to engage in specific actions in the application. In the application, the participants could scan a photo with pastries, and by a quiz provide guesses from which coffee shop (in the Copenhagen suburbs) the pastries were sold. Convenience sampling was used including 50 participants at the Copenhagen central station The methods consisted of both a questionnaire and interviews. Inspiration from engagement items was used as the questionnaire’s foundation, and a structured interview guide was used as part of the qualitative protocol. The findings revealed a positive evaluation of the mobile application as being imaginative, straightforward, and easy to navigate. The implemented mascot received very positive feedback. The mobile application could be improved by a clearer introduction of the aim and goal, and the included timer seems not to match the application’s overall purpose. Future studies could investigate how to improve the validity and reliability when evaluating gamification as a creative technology used for new business models.