Refereed academic paper for presentation
Destinations have initiated different gamification practices in the last 10 years. However, there is a lack of understanding of what constitutes gamified trips as well as tourists’ motives to take such a trip. Knowing why tourists would like to engage in a gamified context can help designers create valuable games and offer more memorable experiences. This research sheds light upon the concept and categorization of gamified trips, expands the use of Q method to examine travel motives, and proposes six types of players of gamified trips. Additionally, it provides implications for DMOs on how to apply gamification to attract potential tourists and offer enjoyable tourist experiences for different segment markets.