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<front>
<journal-meta>
<journal-id>2182-8458</journal-id>
<journal-title><![CDATA[Tourism & Management Studies]]></journal-title>
<abbrev-journal-title><![CDATA[TMStudies]]></abbrev-journal-title>
<issn>2182-8458</issn>
<publisher>
<publisher-name><![CDATA[Escola Superior de Gestão, Hotelaria e Turismo da Universidade do Algarve]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2182-84582014000100008</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[Mobile technology, games and nature areas: The tourist perspective]]></article-title>
<article-title xml:lang="pt"><![CDATA[Tecnologia móvel, games e espaços naturais: a perspectiva do turista]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Nunes]]></surname>
<given-names><![CDATA[Marcelo de Oliveira]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Mayer]]></surname>
<given-names><![CDATA[Verônica Feder]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Universidade Federal do Rio Grande do Sul Business School Post-graduate Programme in Administration]]></institution>
<addr-line><![CDATA[Porto Alegre RS]]></addr-line>
<country>Brasil</country>
</aff>
<aff id="A02">
<institution><![CDATA[,Universidade Federal Fluminense School of Tourism and Hospitality Department of Tourism]]></institution>
<addr-line><![CDATA[Niterói RJ]]></addr-line>
<country>Brasil</country>
</aff>
<pub-date pub-type="pub">
<day>31</day>
<month>01</month>
<year>2014</year>
</pub-date>
<pub-date pub-type="epub">
<day>31</day>
<month>01</month>
<year>2014</year>
</pub-date>
<volume>10</volume>
<numero>1</numero>
<fpage>53</fpage>
<lpage>58</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_arttext&amp;pid=S2182-84582014000100008&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_abstract&amp;pid=S2182-84582014000100008&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_pdf&amp;pid=S2182-84582014000100008&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[New mobile technologies such as smartphones and tablets allow tourists and tourism service providers to interact nearly free of time or space constraints. Since tourists are by definition mobile, it is argued that this trend merits greater focus in research involving the various spaces through which “the always connected traveller” passes. Hence, this study aims to test the acceptance of a smartphone game which would support the tourism experience of visitors to an island with tourism. To this end, a survey was carried out with 378 tourists who perceived using the game as useful, easy, enjoyable, and compatible with the location. Results indicate that an updated tourist profile of a more connected and technologically sophisticated public includes interest in interaction with mobile technologies that assist tourists even on trips where they want to experience nature, adventure, social interaction and relaxation. Finally, the authors reflect on the use of games as a means of promoting sustainable behaviour among tourists.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Novas tecnologias móveis, como smartphones e tablets, propiciam que turistas e prestadores de serviços turísticos interajam praticamente sem restrições de tempo e espaço. Considerando que o turista é por definição móvel, acredita-se que esta tendência mereça destaque nas pesquisas envolvendo os diferentes espaços por onde circula o “viajante sempre conectado”. Assim, este trabalho visa testar a aceitação de um game para smartphones, que auxiliaria a experiência turística de visitantes de uma ilha turística. Para tanto, foi conduzido um levantamento com 378 turistas, que perceberam seu uso como útil, fácil, compatível com o local e divertido. Resultados indicam que o novo perfil do turista, entendido como mais conectado e tecnologicamente sofisticado, demonstra interesse pelo uso interativo de tecnologias móveis que o auxiliem, mesmo em viagens motivadas pelo contato com a natureza, aventura, interação social e descanso. Por fim, os autores refletem sobre o uso dos games na promoção de comportamentos sustentáveis.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Tourism and technology]]></kwd>
<kwd lng="en"><![CDATA[gamification]]></kwd>
<kwd lng="en"><![CDATA[mobile applications]]></kwd>
<kwd lng="en"><![CDATA[smartphones]]></kwd>
<kwd lng="pt"><![CDATA[Turismo e tecnologia]]></kwd>
<kwd lng="pt"><![CDATA[gamificação]]></kwd>
<kwd lng="pt"><![CDATA[aplicativos móveis]]></kwd>
<kwd lng="pt"><![CDATA[smartphones]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[ <p align="right"><font size="2" face="Verdana"><b>TOURISM - SCIENTIFIC PAPERS</b></font></p>  <font face="Verdana" size="2">       <p>&nbsp;</p></font>   <font face="Verdana" size="4">    <p><b>Mobile technology, games and nature areas: The tourist perspective</b></p></font>     <p>&nbsp;</p> <font face="Verdana" size="3">    <p><b>Tecnologia móvel, games e espaços naturais: a perspectiva do turista</b></p></font>     <p>&nbsp;</p> <font face="Verdana" size="2">    <p>&nbsp;</p>     <p><b>Marcelo     de Oliveira Nunes<sup>I</sup>; Ver&ocirc;nica Feder Mayer<sup>II</sup></b></p>       <p><sup>I</sup>Universidade Federal do Rio Grande do     Sul, Business School, Post-graduate Programme in Administration (PPGA/EA), Rua     Washington Luiz, 855 – Centro. CEP: 90010-460. Porto Alegre, RS, Brasil,     <a href="mailto:m.nunes@ufrgs.br">m.nunes@ufrgs.br</a>    <br>     <sup>II</sup>Universidade     Federal Fluminense, School of Tourism and Hospitality, Department of Tourism. 24020-140, Niterói, RJ, Brasil, <a href="mailto:veronicamayer@id.uff.br">veronicamayer@id.uff.br</a></p>     ]]></body>
<body><![CDATA[<p>&nbsp;</p>     <p>&nbsp;</p> <hr noshade size="1">     <p><b>ABSTRACT</b></p>     <p>New mobile technologies such as smartphones     and tablets allow tourists and tourism service providers to interact nearly     free of time or space constraints. Since tourists are by definition mobile, it     is argued that this trend merits greater focus in research involving the     various spaces through which “the always connected traveller” passes. Hence,     this study aims to test the acceptance of a smartphone game which would support     the tourism experience of visitors to an island with tourism. To this end, a     survey was carried out with 378 tourists who perceived using the game as     useful, easy, enjoyable, and compatible with the location. Results indicate     that an updated tourist profile of a more connected and technologically sophisticated     public includes interest in interaction with mobile technologies that assist     tourists even on trips where they want to experience nature, adventure, social     interaction and relaxation. Finally, the authors reflect on the use of games as     a means of promoting sustainable behaviour among tourists.</p>     <p><b>Keywords: </b>Tourism and technology, gamification, mobile     applications, smartphones.</p>   <hr noshade size="1">       <p><b>RESUMO</b></p>     <p>Novas     tecnologias móveis, como smartphones e tablets, propiciam que turistas e     prestadores de serviços turísticos interajam praticamente sem restrições de     tempo e espaço. Considerando que o turista é por definição móvel, acredita-se     que esta tendência mereça destaque nas pesquisas envolvendo os diferentes     espaços por onde circula o “viajante sempre conectado”. Assim, este trabalho     visa testar a aceitação de um game para smartphones, que auxiliaria a     experiência turística de visitantes de uma ilha turística. Para tanto, foi     conduzido um levantamento com 378 turistas, que perceberam seu uso como útil,     fácil, compatível com o local e divertido. Resultados indicam que o novo perfil     do turista, entendido como mais conectado e tecnologicamente sofisticado,     demonstra interesse pelo uso interativo de tecnologias móveis que o auxiliem,     mesmo em viagens motivadas pelo contato com a natureza, aventura, interação     social e descanso. Por fim, os autores refletem sobre o uso dos games na     promoção de comportamentos sustentáveis.</p>       <p><b>Palavras-chave: </b>Turismo e     tecnologia, gamificação, aplicativos móveis, <i>smartphones</i>.</p>   <hr noshade size="1">       <p>&nbsp;</p>       <p>&nbsp;</p></font>   <font face="Verdana" size="3">    ]]></body>
<body><![CDATA[<p><b>1.   Introduction</b></p></font>  <font face="Verdana" size="2">     <p>Information is commonly recognised as a fundamental attribute of     tourism. For this reason, innovations within Information and Communication     Technologies (ICTs) have a direct impact which can be felt throughout the     production process of tourism (Buhalis &amp; Licata, 2002). As customers,     tourists depend on information available on destinations and service providers     to help them make decisions about their trip, since tourist services cannot be     experienced beforehand. </p>       <p>In this way, new mobile devices such as smartphones     and tablets become important digital platforms which allow interactions between     businesses and tourists, and between tourists themselves. It is argued that     this new technology plays a significant role in that it can benefit tourists     throughout the entire travel cycle (Okazaki, Campo     &amp; Andreu, 2012). Nonetheless, systems which include using     information about the client (i.e., their geographical location) can be     experienced to a certain degree by the client as invasive. Therefore, a     recommended solution for this problem is to develop systems which users think     are not just useful but also engaging and interactive (Heijden, 2004).</p>       <p>To this end, techniques and mechanisms coming out of game and video game     design are proposed as tools which allow greater engagement, contributing to     client loyalty (Zichermann &amp; Linder, 2010; Deterding, Dixon, Khaled &amp;     Nacke, 2011; Huotari &amp; Hamari, 2012). Following on this, this paper aims to     offer and measure the acceptance of an application for mobile devices which     could facilitate tourist activities on an island off the Rio de Janeiro coast     in Brazil. Research was carried out with 378 tourists who assessed the proposed     application in four dimensions: perceived usefulness, ease of use,     compatibility with the location and perceived enjoyment. This study is made     necessary by the intense, daily use of mobile devices by individuals who have     adopted new behaviour and attitudes in their leisure travel. This study also     examines the use of new technologies in natural environments and their conservation. </p>       <p>&nbsp;</p></font>   <font face="Verdana" size="3">    <p><b>2.   Review of literature</b></p></font>   <font face="Verdana" size="2">    <p>A recent study by Amadeus (2011) provides evidence for a new tendency in     tourism: the always connected traveller. The growing number of people who use     mobile devices such as smartphones and tablets has motivated tourism service     providers to find new ways of interacting with consumers. </p>       <p>To give an idea of this trend, according to     International Data Corporation (IDC), the demand for cell phones grew 14.6% in     Brazil alone in the first trimester of 2013 compared to the same period in the     previous year (Convergência Digital – UOL, 2013). This growth was caused     primarily by the sale of smartphones in Brazil, sales for which grew by 85.7%     during this period with 5.4 million new units in the market. The liveliness of     this market is not restricted to developing nations. Again according to IDC,     the world market for smartphones grew by 41.6% in the first trimester of 2013     compared to the same period in 2012 (IDC, 2013).</p>       <p>In their studies, Amadeus (2011) and Okazaki <i>et al.</i> (2012) argue that thanks to the inherently ubiquitous nature     of mobile devices some interaction and communication strategies of tourist     businesses or Destination Marketing Organisations (DMOs) can be valuable to     tourists in all of the phases of their trip: before, during, and after the     trip. As can be seen in <a href="#f1">Figure 1</a>, the authors adapt the general consumer     behaviour theory.</p>       <p><font size="2" face="Verdana"><a name="f1"></a></font></p> </font>     ]]></body>
<body><![CDATA[<p align="center"><font size="2" face="Verdana"><img src="/img/revistas/tms/v10n1/10n1a08f1.jpg" width="353" height="248"></font></p>     
<p></p> <font face="Verdana" size="2">       <p>“Pre-travel search corresponds to pre-purchase search in general     consumption, which ‘occurs in response to the activation of problem     recognition’ […]. On-site information search occurs after arrival of travel     destination […] [and] is the most important area in mobile tourism marketing,     because travellers are normally unfamiliar with the destination sites and often     need information that is not foreseen before the travel. […] Finally,     post-travel feedbacks can be given through online consumer reviews, such as     TripAdvisor or Twitter” (Okazaki <i>et al</i>.,     2012, p. 340-341). </p>       <p>Focusing on possible practices at destinations,     Neuhofer, Buhalis and Ladkin (2012) state that mobile technologies have offered one of the most significant     contributions within the tourist experience paradigm.  They suggest that new mobile ICTs ‘allow DMOs     to not only co-create experiences in the physical destination space on-site but     to extend experience co-creation into a virtual space’ (p. 44). According to     these authors, smartphones and tablets with wireless connectivity permit     travellers to share personal content from their experiences (i.e., comments,     photos and videos) while they are still experiencing the destination. In this     way, DMOs and local service providers have a chance to co-create experiences     with tourists at various levels of engagement and in physical and virtual     environments at the same time. </p>       <p>It is worth pointing out that mobile devices also facilitate monitoring     tourists at the destination. Before Global Positioning Systems (GPS), this task     was expensive, labour-intensive, inconvenient and tiring – including     observation or the use of questionnaires and interviews. Currently, GPS systems     imbedded in personal mobile devices offer an alternative, as both a more     efficient and effective means to understand the space-time dynamics of tourists     at the destination (Shoval &amp; Isaacson, 2007).</p>       <p>However, the use of GPS in cell phones for commercial ends is still a     controversial topic because it raises questions of invasion of privacy and     security which can be unacceptable to users of these devices. In order to     motivate users to allow this practice, the authors propose that it is necessary     to make use of innovative and interactive techniques of engagement. In this     way, the losses perceived in releasing private information can be minimised by   the benefits gained. </p>       <p>Along these lines, Heijden (2004) argues that the very nature of     utilitarian and hedonic systems can be differentiated based on the tacticts     deployed to encourage their use.  Utilitarian systems are designed to better performance and efficiency in     users’ tasks; therefore, these systems are geared towards productive use. On     the other hand, hedonic systems offer fun and pleasure through multiple sensory     channels and, consequently, they tend to be used for longer periods of time. </p>       <p>A technique widely used lately in the design of     interactive applications for smartphones and tablets is called “gamification”,     however, due to its novelty, it still lacks theoretical definition within     academic research (Deterding <i>et al</i>.,     2011; Huotari &amp; Hamari, 2012). As a consequence, we present some     preliminary definitions which may contribute to a greater understanding of this     technique and its objectives, so as to encourage its acceptance and application     within the tourism literature. </p>       <p>Generally, gamification has been defined as the use     of game mechanics, elements, and thinking in contexts, activities or products     previously not related to games (Deterding <i>et     al</i>., 2011; McGonigal, 2011; Zichermann &amp; Linder, 2010). Typically, it     is thought that gamification has the potential to generate highly engaging     systems because they make use of conceptual characteristics of games which,     according to McGonigal (2011) are: </p>       <p>1) Goal: This is the result expected by the player. This becomes the     main focus and continually guides the player throughout the game. The goal     triggers a sense of purpose in the player within the game environment; </p>       ]]></body>
<body><![CDATA[<p>2) Rules: These are the limits placed on the way the goal can be met. By     removing or limiting the most obvious paths to the goal, the rules compel the     players to explore the possible use of unexplored places. The rules stimulate     creativity and strengthen strategic thinking. </p>       <p>3) Feedback system: This shows the players how close they are to their     goal. This can take the form of points, levels, grades or progress bars.     Continuous feedback promises players that the goal is attainable and sustains     motivation to keep playing. </p>       <p>4) Voluntary participation: This means that all those who take part in     the game consciously and deliberately accept the goal, the rules, and the     feedback. Through the player’s awareness of being part of a game, a common     basis for various people to play together is established. Additionally, this     characteristic guarantees that a task which is purposefully stressful and challenging     is experienced as a safe and pleasurable activity. </p>        <p>Zichermann and Linder (2010) add to this list one more trait: the Reward.     According to these authors, rewards through points – which might or might not    be redeemed for prizes in real life – confer greater meaning to participation    in the game. One alternative is the concept of virtual badges which have become    popular thanks to the application Foursquare (<a href="https://pt.foursquare.com/" target="_blank">https://pt.foursquare.com/</a>)    (Deterding <i>et al</i>., 2011). Badges hold symbolic value for their wearers    and for the reference groups to which they belong. Even though society in general    condemns boasting about personal achievements, these badges allow individuals    to be proud of their achievements without being too obvious. In a virtual environment,    badges can also be shared on social networks, which for users means greater    visibility for their achievements, and for companies means more visibility for    their brands (Zichermann &amp; Linder, 2010).</p>       <p>In a different take on this subject, Huotari and Hamari (2012) find     potential in game methods to increase profits for services. In this way, they     define gamification as a process of improving a service by offering game     experiences so as to create more added value for clients. </p>       <p>Along these lines, Zichermann and Linder (2010) propose the concept of     “incidental games”. Every day we engage in behaviours which can easily be     experienced as games, based on the above-mentioned conceptual characteristics.     Morning visits to the bakery and transportation from home to work are, among     others, examples of repetitive activities which according to these authors have     latent potential for gamification, since some people perceive these as passive     games. </p>       <p>In view of these opportunities, it remains for the     relevant professionals to identify and activate these as games. To do this, one     way would be to incorporate the concept of rules and a system of points into     the activities in question. This point system would generate zones for the     different levels of “players” – or clients – allowing companies to offer     conveniences and privileges to the most common groups – or to the most loyal     clients. One example which illustrates these authors’ proposal are the     “frequent flyer” programmes offered by airlines and hotels, where tourists     receive miles (points) every time they travel and they advance through levels     (phases) until they reach the condition (status) of preferred client. These     programmes use more sophisticated mechanisms as compared to typical customer     loyalty programmes, which most often only offer financial incentives     (discounts) on future purchases and which, therefore, have the potential for     gamification (Zichermann &amp; Linder, 2010).</p>       <p>According to the website Gamification.com (CGO,     2013), gamification applications can make sense in connection to consumers,     education, businesses, governments, health and social welfare. Within tourist     consumption, an example of success is the mobile application Epic Mix (Epic     Mix, 2013), launched by Vail Resorts in 2010, in the United States. This     application was developed to enhance the experience of skiers and snowboarders     on the mountains managed by this resort group, providing interactive maps and     integration into social networks with the option of connecting with friends     also on the mountain, and offering badges to tourists as they explore the ski     slopes.</p>       <p>The authors of this paper argue, therefore, that the technique of     gamification has a rich potential within tourism, especially when it is linked     to mobile devices which constantly accompany the 21st century traveller. Along     these lines, the differences between the profiles of travellers need to be     considered, as summarised in the following theoretical discussion. </p>       <p>In the literature, it can be found different typologies and models for     tourist characteristics in their choice or preference for particular tourist     destinations. Perhaps one of the most significant models is the Psychographic     System of Stanley Plog, which attempts to associate psychological traits and     personalities of tourists with their preferences expressed in their choice of     destinations to satisfy their needs (Plog, 2002).</p>       ]]></body>
<body><![CDATA[<p>Plog has identified two principle types of tourists: allocentric and     psychocentric. The allocentric (or adventurous) tourists are those which like     to try little known destinations. They are self-confident and energetic,     trusting more in their own judgement than that of specialists, and they enjoy     challenges. At the other extreme are found the psychocentric (or dependent)     tourists who are considered more conservative and cautious and who prefer more     well-known and safe destinations. </p>       <p>Despite some controversy and limited empirical support, the Plog system     is simple and offers good insight into the attitudes of different kinds of     tourists in relation to diverse destinations, which may or may not be reflected     in actual travelling behaviour (Litvin, 2006). In this way, some types of     psychographic categories have been applied to ecotourism. The latter includes     motivations to travel linked to experiencing nature, escaping stress, and     seeking sensations (Galloway, 2002), as well as finding peace and tranquillity,     while escaping urban settings and crowds (Weaver &amp; Lawton, 2002).</p>       <p>In connection to this, according to Weaver and Lawton (2007), the     dominant dichotomy in terms of behaviour in the literature is the hard/soft     ecotourists one and their variations. According to these authors, tourists in     nature areas can show either characteristics of a high level of environmental     commitment, sustainability, physical activity and rejection of typical tourism     services (harder), or lower levels of these traits (softer). One important     variation is that of “structured ecotourists” who maintain a strong interest     (hard) in interacting with natural attractions one moment and in another they     show weak interest (soft) in ecotourism, such as seeking comfort and     sophisticated meals (Weaver &amp; Lawton, 2002).</p>       <p>This apparently conflicted relationship shows how diverse the categories     and subcategories of tourists in nature areas can be. Additionally, it is     argued that technological advances play a significant role in increasing this     conflict since, as suggested above, mobile technologies can also help     ecotourists, offering them convenience throughout their trip. </p>       <p>In reference to convenience, it is clear that new technology has the     potential to improve the performance of tasks by its users, although the     expected gains are limited to the ability of these users to accept and use     available systems (Davis, 1989). Consistent with factors in the acceptance of     innovation as found in the literature, the most important factors in consumer     decisions to accept a mobile device service include the relative advantages and     the perceived complexity of the innovation (Shankar &amp; Balasubramanian,     2009).</p>       <p>One of the most widely used models of consumer behaviour is the     Technology Acceptance Model (Davis, 1989), which includes in the antecedents of     the intention to use new technology, the perception of users of how useful and     user-friendly it is. Therefore, one of the determining factors is the usefulness     of the technology or its instrumental value, according to which users aim to     achieve goals beyond merely interacting with the system (Heijden, 2004).</p>       <p>Subsequently, it has been discovered that some systems can be     pleasurable to interact with in and of themselves, which needs to be taken into     account when evaluating acceptance (Davis, Bagozzi &amp; Warshaw 1992). In this     way, once again we note the hedonic nature of some systems, that is, those with     interactions which do not imply a utilitarian function (Heijden, 2004).</p>       <p>Additionally, Moore and Benbasat (1991) point out the importance of     distinguishing between the individual’s perceptions of the object itself (in     this case, of the technology or computer system) and a perception of the     utilisation of the object (performance).  According to these authors, an innovation spreads not only because of     perceptions of the innovation itself but also because of perceptions of its     utilisation.  In this way, the variables     proposed in their model, such as compatibility, should observe these specifics     in the environment of analysis. </p>       <p>Based on these findings, the variables used to measure acceptance of the     proposed application in this study are shown in <a href="/img/revistas/tms/v10n1/10n1a08f2.jpg">Figure 2</a>. </p>     
<p>&nbsp;</p></font> <font face="Verdana" size="3">    ]]></body>
<body><![CDATA[<p><b>3.     Methods</b></p></font> <font face="Verdana" size="2">    <p>This study used quantitative and exploratory research methods in order     to gather data on tourists’ impressions of a device for smartphone type cell     phones which did not yet exist, called “Ilha Grande (Big Island) Mix”, in order     to test this service idea with the public. </p>       <p><b>3.1 ilha Grande</b></p>       <p>As for the object of this study, Ilha Grande (“Big Island”) is located     off the Costa Verde (“Green Coast”) in the state of Rio de Janeiro, considered     for administration purposes one of the islands within the municipality of Angra     dos Reis. Despite the obvious tourist appeal of the region, it was only after     the construction and paving of the Rio-Santos road (BR-101) that the flow of     tourists to the southern part of the state began to grow. Another decade passed     before Ilha Grande shut down its last prison (1994) and tourists discovered the     island for both Sun and Sand and Ecotourism (Ferreira, 2010). </p>       <p>The choice of this location for this study is     justified by the fact that it is a destination which typically attracts young     tourists as an ideal place to go hiking. Additionally, it bears other     characteristics which facilitate the application of the concept being tested,     among which are transformations in the technological infrastructure of the     island and observed changes in the habits of visitors.  </p>       <p><b>3.2 The Ilha Grande     Mix</b></p>       <p>The application tested as a concept in this study will trace the     activities of visitors as they walk along park trails. It will be integrated     into a web platform which permits users to visualise the following: their route     on the island throughout the day, the interesting places they find, how long     they take to follow their route, and other functions related to tourist     behaviour and interaction with the natural environment. </p>       <p>In addition, as in a game, users receive badges as they progress through     the system as a way to incentivise their exploration of the park. They can also     access what they have achieved and overcome in real time on their smartphone or     at the end of the day on an internet website, and share this on social     networks. Finally, the system will list local tourism services providers.     Tourists, therefore, will have access to information on excursions,     restaurants, “pousadas”, hostels, in addition to public services such as health     clinics, police, and firefighters. </p>       <p><b>3.3 Procedures</b></p>       <p>Between 17 and 21 February, 2012, 378 people were interviewed. The     research was carried out with visitors to the Parque Estadual da Ilha Grande     (Ilha Grande State Park or PEIG) at the entrance located in the town of Abraão,     the most important island community within the municipality of Angra dos Reis,     in the state of Rio de Janeiro, Brazil. The sample was non-randomised because     the research covers topics which require a basic familiarity with mobile     applications and new technologies. Therefore, those surveyed were predominantly     young visitors familiar with technological innovations and who make up the     target public of the service tested in this study. </p>       ]]></body>
<body><![CDATA[<p>Participants were invited to attend a 15 minute presentation on the     details of functions included in the “Ilha Grande Mix” application as described     above. After the presentation, interviewees responded to a questionnaire where     they evaluated their acceptance of the game in four dimensions (usefulness,     ease of use, compatibility with the location, and enjoyment) and indicated     their intent to use on a 7-point Likert scale. For the entertainment value, a     semantic differential scale was used, also of 7 points. </p>       <p>&nbsp;</p></font> <font face="Verdana" size="3">    <p><b>4.   Results</b></p></font>   <font face="Verdana" size="2">    <p>Of those interviewed, 61.4% were between 20 and 29     years old, and 24.1% were between 30 and 39 years old. Using Getúlio Vargas     Foundation’s criteria for income classes (Neri, 2011), the majority fell within     class C (43.7%) and AB (30.4%), with 54.5% men and 45.5% women. These tourists     were mostly residents in the state of Rio de Janeiro (72.2%), with a high level     of education (77% had degrees and post-graduate degrees) and were travelling     with friends and family (97%). Of those interviewed with smartphones (46%), 38%     asserted they used them to search for information on the Internet about Ilha     Grande.</p>       <p>The participants in this study said their main reason for travelling was     to relax (30%), interact socially with friends and other people (18.9%), have     an adventure, take a break from their routine, have new experiences (14.2%) and     experience nature (10.2%).</p>       <p><b>4.1 Acceptance of     the application</b></p>       <p>In order to verify the degree of acceptance of the application in the     defined dimensions, an exploratory factor analysis (EFA) was carried out.  The sample was shown to be adequate for use     in this procedure, with a KMO of 0.908 and a level of significance of 0.000 on     Bartlett’s test. For the EFA, the method of principal component analysis with     an equamax rotation was used. The results indicated four factors with     eigenvalues over 1.0 and 76.8% of variance explained. After the EFA, the     factors found were measured for Cronback’s alpha, demonstrating robust     reliability above 0.8, as shown in <a href="/img/revistas/tms/v10n1/10n1a08t1.jpg">Table 1</a>.</p>       
<p>The results of the EFA and the reliability analysis indicate that the     proposed items initially put on the questionnaire adequately reflect the four     dimensions recommended in the literature on technology acceptance. The averages     obtained for the dimensions of usefulness, ease of use, compatibility with the     location, and enjoyment indicate that the concept of the “Ilha Grande Mix”     application created a positive perception for all the dimensions. It can be     stated that the research subjects showed a high level of acceptance of this     interactive tourism game. </p>       <p>&nbsp;</p>       <p align="center"><a href="/img/revistas/tms/v10n1/10n1a08t2.jpg">Table 2</a></p>       
]]></body>
<body><![CDATA[<p>&nbsp;</p>       <p>Additional analysis indicated that there was no statistically     significant difference between men and women in perception, or between age     groups or income classes. In terms of motivation, no significant levels of     differences were identified between the groups. </p>       <p><b>4.2 Intention to use</b></p>       <p>Regarding the intention to utilise the application, the results indicate     strong probability of use, with an average of 5.81 and a standard deviation of     1.36, on a scale of 1 to 7. The majority of respondents (63.1%) indicated a     strong probability they would use the “Ilha Grande Mix”.</p>       <p>In order to find out which of the four dimensions studied have a greater     capacity to predict respondents’ declared intention to use, a multiple     regression was carried out using the stepwise method. Multiple regression     allows an assessment of the relationship between a dependent variable     (intention to use) and different independent variables (usefulness, ease of     use, compatibility, and enjoyment). The stepwise method enables identification     of the most fitting model, that is, the model that contains the best     combination of predictive variables (Hair, Black, Babin, Anderson &amp; Tatham,     2009). The results of the multiple regression indicated that three variables     contributed to a significant degree to the intention to use the application:     usefulness, enjoyment and compatibility. The model obtained an R=0.736 and an R<sup>2</sup>=0.538,     with a significance of 0.000. The regression coefficients are presented in     <a href="/img/revistas/tms/v10n1/10n1a08t3.jpg">Table 3</a>.</p>     
<p>The results of the multiple regression point towards excluding the     variable ease of use from the model, which could mean that this public is not     concerned with this aspect when choosing to acquire the application. </p>       <p>The “Ilha Grande Mix” appears to be in line with the principle     motivations of tourists on Ilha Grande, since it is a technology which can     increase social interaction and interaction with nature, as well as having the     potential for individual entertainment and having new experiences. In this way,     it has a strong chance of success in a nature destination popular with a young     public which connects to and acquires new technologies, with a high level of     education. </p>     <p>&nbsp;</p></font> <font face="Verdana" size="3">    <p><b>5.   Conclusions</b></p></font> <font face="Verdana" size="2">    <p>This paper discussed the topic of new mobile devices and their     applications in the travel sector, in addition to presenting a new trend     towards using game methods in non-game areas in order to promote consumer     engagement – gamification. As a way to find out if this phenomenon could be     found in nature tourism destinations, this study proposed that an application     for smartphones be developed and tested this idea’s acceptance with visitors on     an island with tourism. </p>       ]]></body>
<body><![CDATA[<p>Overall, the use of this application was perceived as useful, easy, fun,     and compatible with the location, which generated a strong intention to use     this application among respondents. According to the tested model, the     variables most responsible for this intention were usefulness, compatibility,     and perceived enjoyment. As a result, some comments can be made on this topic.     Firstly, people from younger age groups and those who interact regularly with     technology are already using other applications and games in their day to day,     and possibly feel that ease of use would not therefore affect the likelihood of     their using the “Ilha Grande Mix”. Secondly, the application was not available     for testing. Thus respondents experienced only its general concept, which     prevented a proper evaluation of this dimension. </p>       <p>Additionally, this research provided empirical support for the concept     of structured ecotourists discussed previously. This fieldwork revealed trip     motivations typically ascribed to hard ecotourists (to have adventures and     participate in activities in nature), as well as soft ecotourists (relaxation).     In terms of the relevance of this disparity, the application is considered     suited for useful as well as pleasure-oriented uses since the proposal for the     application was equally well received by both groups. </p>       <p>Given the results of the research, the potential for mobile devices to     enhance tourist experiences for their users is clear, promoting various levels     of engagement and interaction. It is recommended, therefore, that local service     providers such as “pousadas”, hostels, restaurants and travel agencies invest     in this model of interaction with tourists, keeping in mind interesting tools     in game techniques and mechanics are available. </p>       <p>Finally, we believe that a system such as that presented in this study     would be valuable also to the public sector and destination planning     organisations, especially in nature areas. Clearly tourism in these areas can     be a “double-edged sword”: even as it generates funds and drives local     economies, without adequate planning it can lead to exhaustion of natural     resources.  </p>       <p>Therefore, a gamified application which can be entertaining and     functional at the same time, such as the “Ilha Grande Mix”, can help control     and monitor visits to conservation areas, also adding to the presentation of     educational activities for tourists connected to interpretation of     environmental and cultural heritage, and to the importance and different forms     of environmentally responsible behaviour in these areas.  In this way, technology would assist in     helping visitors. Besides having fun and improving their social interactions,     they can develop a greater sensitivity and commitment to the environment, which     in the long run would contribute to the development of sustainable tourism in     these regions.  </p>       <p>&nbsp;</p></font>   <font face="Verdana" size="3">    <p><b>References</b></p></font>   <font face="Verdana" size="2">    <!-- ref --><p>Amadeus - Travel Tech Consulting, Inc.     (2011). <i>The always-connected traveler: How mobile will transform the future     of air travel.</i> Retrieved may 17, 2013, from     <a href="http://www.amadeus.com/airlineIT/the-always-connected-traveller/index.html?REF=41" target="_blank">http://www.amadeus.com/airlineIT/the-always-connected-traveller/index.html?REF=41</a>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[&#160;<a href="javascript:void(0);" onclick="javascript: window.open('/scielo.php?script=sci_nlinks&ref=000100&pid=S2182-8458201400010000800001&lng=','','width=640,height=500,resizable=yes,scrollbars=1,menubar=yes,');">Links</a>&#160;]<!-- end-ref --><!-- ref --><p>Buhalis, D. &amp; Licata,     M. C. (2002). The future eTourism intermediaries. <i>Tourism Management</i>, <i>23</i>(3), 207–220.    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[&#160;<a href="javascript:void(0);" onclick="javascript: window.open('/scielo.php?script=sci_nlinks&ref=000101&pid=S2182-8458201400010000800002&lng=','','width=640,height=500,resizable=yes,scrollbars=1,menubar=yes,');">Links</a>&#160;]<!-- end-ref --></p>       ]]></body>
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