By use of a literature review and an environmental scan four plausible future scenarios will be created, based on the research question: How could the future of backpack tourism look like in 2030, and how could tourism businesses anticipate on the changing demand. The scenarios, which allow one to ‘think out of the box’, will eventually be translated into recommendations towards the tourism sector and therefore can create a future proof company strategy.
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Indonesian tourism has been promoting extensively the country's heritage, be it tangible or intangible. In particular, Batik hand-drawn tradition is featured as a major attraction, encompassing materials and production techniques, motifs, fashion and wearing rules, as well as its philosophic and spiritual roots. Batik has been, additionally, enlisted in 2009 among the UNESCO Intangible Cultural Heritage list, providing a further opportunity for Indonesian tourism to leverage on this. An extensive research, covering both the Indonesian and the English languages, so to cater for domestic and international travelers, has been performed online in order to unveil the role played by Batik within the tourism-related online narratives. Such research has considered the main actors (be they national or international ones), has well as the most frequent types of contents and viewpoints on the Batik online tourism-related world of meaning. While a clear role of Batik as part of Indonesia-related tourism narratives is depicted, the research shows that most of the values stressed by UNESCO are only seldom covered and that there is room for improvement when it comes to providing a deeper understanding of Batik to domestic and international travelers.
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i-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance by: enhancing specific skills and competences in game-based tourism; designing an i-DEMO course "Game-based Tourism"; creating an i-DEMO toolkit to apply gamification to tourism; enhancing the application and replicability potential of innovative game-based solutions.Societal IssueThe tourism and hospitality industry has rapidly evolved with technological advancements, especially through ICT and the rise of the sharing economy. Digital platforms, social media, and mobile technologies have popularized gamification in tourism, creating engaging experiences and enhancing consumer loyalty. Gamification immerses tourists in simulated travel worlds, improving satisfaction, behavior, and involvement. Benefits include increased visitor engagement, loyalty, improved marketing, and support for sustainable tourism. However, despite its potential, gamification adoption remains limited in tourism. To address this, initiatives like i-DEMO aim to enhance skills and competences, improving employability in the evolving tourism market.Benefit to societyThe benefits that gamification can offer in the travel and tourism industry are: 1: More Engaged Visitors: we must not underestimate the immersion level that games can offer to travelers; 2: Increased Visitor Loyalty: when somebody is truly satisfied with their experience, they are much more likely to come back; 3: Improved Marketing for Hospitality and Tourism: tourism and hospitality have been the biggest ones impacted by all of the lockdown restrictions; consequently they are using all kinds of marketing methods to motivate people to start travelling; 4: Sustainability: gamification could help promote more environmentally, socially and culturally sustainable forms of tourism, supporting the twin green and digital transition.
Everybody has conscious and unconscious experiences during their holidays. They usually impact your life to a limited degree, but sometimes you have an experience as a result of which you will have a new outlook on life from that moment onwards: a life-changing experience.There are travelers who consciously seek a place in which they can have this type of experiences. Think, for instance of a wellness resort in Bali, in which you learn to eat healthy food and monitor your work-life balance. When returning from this holiday, you are likely to change course and take the plunge.You could also have an unconscious (spontaneous) experience during your holiday. An experience of which you did not know you would ever have it. You are being triggered, and when arriving home, you are going to take action to change things for the better. You may have visited an orphanage or a nature reserve during a round trip for which you are going to set up a fund-raising appeal after your holidays.This PhD research will seek answers to the following questions:• Can a life-changing experience be designed?• To what degree can a life-changing experience lead to a sustainable behavioural change? Partner: University of Surrey
Vacation travel is an essential ingredient in quality of life. However, the contriubtion of vacations to quality of life could be improved in two ways: by optimizing the decisions people make when planning and undertaking their vacations, and by travel industry testing and implementing––based on evidence––innovative experience products which touch customers' emotions. Secondary analysis of two longitudinal panel datasets will address the impact of people's decisions in planning and undertaking their vacations, on their quality of life. Field experiments in cooperation with travel industry partners will address the effects of innovative experience products, such as apps designed to help vacationers meet fellow travelers, or personalized memory books designed to help people relive their vacations after return home. Experience data in these field experiments will be collected using technology of the Breda University of Applied Sciences' Experience Measurement Lab, a unique facility for measuring emotions continuously from research participants' body and mind. Thus, the project will contribute to general understanding of quality of life, will feed valuable knowledge about experience design, measurement, and implementation to the Dutch travel industry, and will support the Breda University of Applied Sciences' key research theme of Designing, Measuring, and Managing Experiences. Inspiring examples from the project will reinforce research methods courses in the academic Bachelor of Science in Tourism, the HBO Master in Tourism Destination Management, and the academic Master of Science in Leisure Studies. Wearable emotion measurement from the field experiment will be a cornerstone of the fourth-year HBO-bachelor module Business Intelligence, where students will conduct their own research projects on experience measurement using consumer wearables, based on knowledge from this postdoc project. Finally, a number of methodological and content questions within the project will serve as suitable thesis assignments for graduation students in the above educational tracks.