Lombok Tourism Information System with Gamification-Based Quest and Reward Features

The development of digital-based tourism applications in Lombok is one solution to improve the tourist experience and support local business actors. This study used a quantitative survey method involving 40 tourist respondents and qualitative interviews with traders and tourism managers in strategic locations such as Goa Lawah Village and Narmada Park. Data analysis showed that the majority of tourists have a high interest in interactive features such as gamification, points/reward systems, interactive maps, and cultural and historical content in tourism applications. In addition, respondents also showed a strong interest in local applications made in the region as a source of tourism information. The interview results support the survey findings by stating that the development of gamification-based applications can increase tourist visits and local merchant income. These findings form the basis for the development of an innovative and sustainable tourism platform in Lombok, which can increase the attractiveness of the destination while strengthening the local economy.

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Publication Details

Journal
English and Tourism Studies
Published
2025-05-17
DOI
https://doi.org/10.59535/ets.v3i1.381
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Lombok Tourism Information System with Gamification-Based Quest and Reward Features

Cynthia Harumy Watanabe Corrêa, Herliana Rosika, Tri Saputra, Patrialis Akbar et al.
English and Tourism Studies
Educational Games and Gamification
article

Lombok Tourism Information System with Gamification-Based Quest and Reward Features

Cynthia Harumy Watanabe Corrêa, Herliana Rosika, Tri Saputra, Patrialis Akbar, Ida Ayu Dewi Purnama Anjani, Indira Felista Sanis Suparsa, Muhammad Daffa Dzaki Ahnaf
article en

Abstract

The development of digital-based tourism applications in Lombok is one solution to improve the tourist experience and support local business actors. This study used a quantitative survey method involving 40 tourist respondents and qualitative interviews with traders and tourism managers in strategic locations such as Goa Lawah Village and Narmada Park. Data analysis showed that the majority of tourists have a high interest in interactive features such as gamification, points/reward systems, interactive maps, and cultural and historical content in tourism applications. In addition, respondents also showed a strong interest in local applications made in the region as a source of tourism information. The interview results support the survey findings by stating that the development of gamification-based applications can increase tourist visits and local merchant income. These findings form the basis for the development of an innovative and sustainable tourism platform in Lombok, which can increase the attractiveness of the destination while strengthening the local economy.

English and Tourism StudiesVol. 3(1)
University of Mataram (ID), Universidade de São Paulo (BR), Universitas Nusa Tenggara Barat (ID), Universitas 45 Mataram (ID)
Universitas Mataram
Openalex Percentile: Top 70%
Educational Games and Gamification
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