This paper seeks to highlight underlying issues of the tourism system that have led to tourism extremes of too much or too little tourism. Five phases are recognized that reflect different ways of dealing with too much tourism over time, after which the impact of a sudden lack of tourism is investigated in light of future renewal processes. This discussion highlights the remarkable capacity of the tourism industry to adjust to rapidly changing circumstances and crises, even when these cause anguish to individuals and within societies at large. The paper thus seeks to contextualize the current discussions regarding the transformation of tourism post COVID-19. It highlights the complexity of changing a tourism that multiple stakeholders depend on or have grown accustomed to. To come to a more balanced tourism, it is necessary to not only come up with alternative visions and strategies, but also to engage with the political economy nature of tourism development. A future research agenda should therefore also discuss facets of entangled power, social exclusion, inequalities and class differences to come to new reference points of what actually constitutes a more inclusive tourism success.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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Purpose – This study aims to investigate the tourism stakeholders’ opinions about developing smart tourism(ST) in the West Bank, Palestine. This research fulfils intriguing gaps in the literature on stakeholders’perceptions and views on developing ST in the West Bank, Palestine.Design/methodology/approach – The research study employed a qualitative methodology using semi-structured interviews with nineteen respondents. All data collected were in April and May 2022.Findings – The findings show that the understanding of ST-related stakeholders in the West Bank is mainlylinked to information communication and technology, digitalisation, and online use of technology within thetourism industry. Moreover, the results show the high potential of developing the ST industry in the WestBank. However, this study revealed that challenges could affect the West Bank’s development at differentlevels, such as managerial, technological, awareness, public sector restrictions, infrastructural, financial andpolitical challenges.Research limitations/implications – This research has some shortcomings. The first restriction of thisstudy was the political restrictions and the checkpoints, which limited the reach of some of the participants whoreside in Jerusalem or other cities outside of the West Bank, which delayed the time of the interviews orconverted it to be done through a digital platform. Secondly, the sample of this study was small in tourismstakeholders in the West Bank.Originality/value – To the author’s knowledge, this paper is the first on ST from the stakeholders’perspectives. Therefore, this study has set the first step in closing the existing gap in the literature.
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This paper proposes a new framework for the production and development of immersive and playful technologies in cultural heritage in which different stakeholders such as users and local communities are involved early on in the product development chain. We believe that an early stage of co-creation in the design process produces a clear understanding of what users struggle with, facilitates the creation of community ownership and helps in better defining the design challenge at hand. We show that adopting such a framework has several direct and indirect benefits, including a deeper sense of site and product ownership as direct benefits to the individual, and the creation and growth of tangential economies to the community.
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Tourism growth, particularly in cities, is coming under increased scrutiny. However, even often visited cities appear to find it difficult to agree upon a strategy to limit tourism growth. The current paper investigates this issue by looking at the extent to which different stakeholders’ perspectives on tourism development align. Q-sort methodology is employed to find the main worldviews and the extent to which they are shared by stakeholders in similar roles (e.g. policymakers, industry, resident). Results point to the existence of five different worldviews, which differ in the extent to which tourism growth is desirable or problematic and whether resident participation is advantageous or counterproductive. Stakeholders have highly different worldviews, even those with similar roles, which may help explain the difficulty to change the tourism growth paradigm as they limit opportunities for generating new consensus-based collective solutions. If we accept that tourism development strategies are driven and informed at least in part by individual worldviews, it may be impossible to make ‘objective’ policy choices. Instead, it might be more useful to explore possibilities to allow stakeholders to express their worldviews to better understand what sustainable tourism development entails for different people at different places and moments in time.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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The aim of this QSR 2022 on tourism is to make an attempt to assess available information about the tourism industry from three countries and various sources and present it in a comprehensive manner. We, thereby, describe common features of regional tourism structures, as well as differences, and we present some of the identified data incompatibilities (sections 2.2 and 2.3). The recommendations in section 3 present avenues along which data collection and monitoring can be improved, inspired by a set of key forces driving change intourism that stakeholders should be prepared for (section 2.4).
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The general aim of this research project has been to examine this phenomenon of tourism flow switching and consider the factors driving the geopolitical instability that can compromise destination security. On a more practical level the research has also examined what the reactions of Dutch tourists are to security threats affecting their tourism decisions and looked at the development of preventive measures against attacks by destinations and travel organisations. Finally, the research on the regional geopolitics of the MENA and European areas have together with the attitudes of Dutch tourists towards destination security been used as inputs into a scenario planning process involving the steering group of tour operators who originally commissioned this research, as participants. This process has focussed on macro environmental analysis, identification of key uncertainties, and the development of resilient strategies for the future.
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In less than two years, the concept of overtourism has come to prominence as one of the most discussed issues with regards to tourism in popular media and, increasingly, academia. In spite of its popularity, the term is still not clearly delineated and remains open to multiple interpretations. The current paper aims to provide more clarity with regard to what overtourism entails by placing the concept in a historical context and presenting results from a qualitative investigation among 80 stakeholders in 13 European cities. Results highlight that overtourism describes an issue that is multidimensional and complex. Not only are the issues caused by tourism and nontourism stakeholders, but they should also be viewed in the context of wider societal and city developments. The article concludes by arguing that while the debate on overtourism has drawn attention again to the old problem of managing negative tourism impacts, it is not well conceptualized. Seven overtourism myths are identified that may inhibit a well-rounded understanding of the concept. To further a contextualized understanding of overtourism, the paper calls for researchers from other disciplines to engage with the topic to come to new insights.
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This book employs epistemological, methodological and discursive approaches to explore the practices of tourism stakeholders in Covid-19 affected destinations and to understand and explain their everyday real-time doings and sayings. It discusses the changing practices of tourists and stakeholders at both micro and meso levels and provides a range of contexts and destination case studies offering insights into supply and demand. The issues examined in the volume will have continued implications for further study of the relationships between tourism, crises, pandemics and global travel. It will be a useful resource for researchers and students in tourism studies, geography, politics and policy, as well as sociology, history, crisis management and development studies.
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