Wednesday 17 April 2013

The Gamification of Tourism: how DMO can transform players into clients?


According to the WTM Trends Report (2011), tourism gamification will be one of the most important trends in the upcoming years. This new phenomenon deals with the uses of gaming elements in a non-traditional gaming context.


 
Actually, this marketing tool to engage with customers has already been implemented within others industries for a couple of years, and is now spreading to touristic activities.



Tourism gamification:

According to Gartner, a firm specialized in new technology, more than 70% of Forbes Touristic 2000 companies are expected to have at least one gamed application by 2015. Further, the amount spent by US touristic organisations on games should equal $2.5 billion by 2015.  (emarketer.com, 2011)

The expanding use of gaming elements meets the audience’s new habits. Indeed, in 2012, 26.7% of US Internet users played social games on a regular basis – at least once a month. Forecasts even expect the total number of users to increase in 2013, representing a raise of 11.7 million and reaching 73.6 million Americans in total. (emarketer.com, 2011)

The audience’s commitment is also a significant indicator of gamification strategies’ development. In fact, Internet users are dedicating greater amounts of their time on games. For instance, the number of Internet users playing social games for more than 6 hours per week doubled between January 2010 and September 2011. (emarketer.com, 2011)

Hence, tourism organisations have to embrace this trend and adapt to new consumers’ expectations. Moreover, developing gamed apps will also allow these companies to be more attractive to young travellers (18 to 29 years). Indeed, the audience for games is strongly shifting: the average age of social gamers has decreased by 4 years between 2011 and 2011. (emarketer.com, 2011)

As we can see below, in 2011, 18-29 year-old users represent the largest segment since they are accounting for more than 30% of games participants.




Source : eMarketer, 2011


Further, 18-to-29 year-old users are a significant target for tourism organizations. Indeed, they are more likely to spend money on this kind of apps.

Usage for DMOs:

This increasing interest towards games is redefining the way organizations conduct their business. This is why we can see some gamification campaigns launched by DMOs to promote their destination. Indeed, after hotels, airlines and travel agencies, some DMOs have also been embracing this new trend and delivering gamed services to consumers.

By implementing such marketing strategies, DMOs want to achieve higher inbound and outbound tourism rates, as well as a higher visibility and destination’s awareness.
Actually, gamification can help DMOs gain immediate feedbacks, create a viral buzz, increase loyalty and awareness.

To respond to consumers’ new expectations, these organizations couldn’t rely solely on traditional marketing supports anymore – such as paper brochures and official websites. Indeed, consumers look for unique experiences and entertainment. Hence, gamed services seem to be an effective way to engage with customers and to make them discover destinations in a funny way. But gamification provides a much larger range of advantages to consumers: they can get rewards, they feel valued by co-operating in products and services’ creation, they can express their creativity, develop their skills while competing with other users etc.

Two examples of successful gamification campaigns are provided by Tourism Australia and Tourism Ireland.

In 2011, Tourism Ireland implemented gamed techniques in order to promote the island of Ireland as a vacation destination; the related objectives were to create brand awareness and increase loyalty. These gamed services allowed consumers to create their own Irish town, to run their own pub and to virtually visit the country. By spreading the games on several e-channels such as Facebook and Twitter, Tourism Ireland succeeded to gather data on potential visitors, to make them discover Ireland, and to get ideas and feedbacks about what could have been implemented to attract more visitors.
Then, within a few months, the DMO succeeded to engage with 214 000 players, to get 552 000 shares and 71 million opportunities to be viewed.



Source : AboutTourism, 2011


Another example of a successful gamification buzz is Tourism Australia’s « Best Job in the world » campaign. Its main objective was to strengthen its static young traveller market. Since last March, when the competition has been launched, Tourism Australia has already received more than 75 000 application forms. By requiring a unique video of the country, as the only way to select the winners, the Australian DMO succeeded to create a huge buzz around its campaign: all videos are being shared, posted and re-posted on social medias. Young travellers, especially the Brits, are now travelling to Australia to create their video.

Other examples of australian gamification campaigns can be found on the following link: http://busification.com/gamification-in-australia/



If you’re interested in this topic and want to attend the next gamification summit, register on the following link: http://gsummit.com/

Sources:

Written by: Hélène Roudeix and Laura Rulens

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