We present an economic impacts model based on direct expenditures for European cycle routes, originally designed in 2009 as part of a study commissioned by the European Parliament. At its request, the study was updated in 2012, including a refined version of our model which takes some limitations of the former model into account. Our main findings are that cycle tourists’ daily spending is comparable to that of other tourists, and that cycle tourism can contribute significantly in particular to rural economies that have not previously enjoyed mainstream tourism development. (European) cycle tourism thus proves to be useful as an (additional) tool for regional rural development. We arrived at a total estimated direct expenditures in Europe of almost €44 billion (€35 billion from day trips and €8.94 billion from overnight trips). We applied the model to the routes of EuroVelo, the European cycle route network which is currently being developed, showing their considerable economic potential of over €7 billion in direct expenditures. Furthermore, cycle tourism has a far lower negative impact on the environment (in terms of carbon dioxide emissions) than other forms of tourism. Cycle tourism is therefore a good example of a low carbon tourism product which could be developed as a major slow travel opportunity across (rural) Europe.
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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 booklet holds a collection of drawings, maps, schemes, collages, artistic impressions etc. which were made by students during an intense design moment in the project (re)CYCLE Limburg, which took place in December 2016. Students of Built Environment, Facility Management, Social Work and Health & Care cooperated in making designs and developing strategies for urban renewal in Kerkrade West (Province of Limburg, the Netherlands). The study focused on the importance of qualitative and shared public spaces. The local community (inhabitants, shopkeepers, entrepreneurs, municipality, housing corporation) was actively engaged by sharing knowledge and information, ideas and opinions. These reflections are part of the Limburg Action Lab (part of the Smart Urban Redesign Research Centre). It engages in research by design on innovative and tactical interventions in public space, that might enhance the identity, sustainability and socio-spatial structure of neighbourhoods.
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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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In a matter of weeks last year, discussions regarding tourism in cities changed from how to deal with overtourism to how to deal with ‘no tourism’. Shortly thereafter, a great number of posts on LinkedIn, websites, and blogs highlighted how the tourism crisis that resulted from the COVID-19 pandemic could help reinvent tourism, into something more equal, inclusive, and sustainable. And so, online – at leastin mypersonalonlinebubble – there seemedtobe a real momentum for proper, transformative changes in (urban) tourism. How can we rebuild urban tourism in a sustainable and resilient way?
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This manifesto describes the notion of sustainable development according to its basic appeal for economic, social and environmental value-creation, together with the implications of its meaning at the level of the individual (the manager), the organisation (the business) and society. As sustainable tourism is focused on the long term, foresight is used to develop four scenarios for a sustainable tourism industry in 2040: “back to the seventies”, “captured in fear”, “unique in the world”, and “shoulders to the wheel”. The implications of the scenarios are mapped for four distinct types of organisational DNA: the blue organisation focusing on quality, professionalism and efficiency, the red organisation for whom challenge, vision and change are most important, the yellow organisation addressing energy, optimism and growth, and the green organisation which is led by care, tradition and security. The manifest concludes with strategic propositions for tourism organisations in each of the four business types and each of the four scenarios.
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The debate on tourism in cities, both academically and in practice, has for a long time taken place in relative isolation from urban studies. Tourism is mostly addressed as an external agent and economic force that puts pressure on cities rather than as an interdependent part of city systems. The recent debate on city touristification and excessive dependence on the visitor economy, as well as the associated processes of exclusion, and displacement of local city users, serves to highlight how tourism is an integral part of urban developments. A wider urban perspective is needed to understand the processes underlying the tourism phenomena and more transdisciplinary perspectives are required to analyze the urban (tourism) practices. The current article seeks to contribute to such a perspective through a discussion of the literature on urban and tourism studies, and related fields such as gentrification, mobilities, and touristification. Based on this, theoretical reflections are provided regarding a more integral perspective to tourism and urban development in order to engage with a transversal urban tourism research agenda.
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In this paper we position sustainable tourism of the Wadden. The aim is to clarify the complex issues at stake and therewith provide a framework for future actions and policies.
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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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In Amsterdam, the phenomenon of overcrowding is increasing, and tourism is one of the causes. Both the public debate and the municipal authorities are pointing to an increasing need for more expertise and knowledge regarding ways of achieving a healthy balance for various stakeholders. This article focuses on the stakeholder role of city residents and discusses their attitudes to tourists and tourism-related developments in their own neighbourhood and in the rest of the city. The term “attitude” can be divided into three components: feeling, behaviour and thinking. The results of this study are based on both quantitative and qualitative fieldwork (surveys and semi-structured interviews) and on desk research. It can be concluded that, for the most part, residents have a positive attitude to tourists and tourism. Differences in attitude are mostly determined by the city district where respondents live and by personal feelings and thinking. Follow-up research in the coming years will examine the complexity of the issue of overcrowding in more depth.
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