Tour Game-Likeness and Immersive Tourism Experience: The Role of Arousal Need and Gamification

This study provides novel insights into immersive tourism experiences by analyzing the game-like qualities of tours. It introduces and measures new concepts of Tour Game-Likeness and a corresponding index to quantify the extent to which a tour resembles an ideal game. It identifies nine game-like components in tours and explores how the degree of game-likeness influences immersive tourism experience, while also examining the moderating effects of past travel experience and arousal need, drawing on gamification and arousal theories. These relationships were compared among three types of tours with three distinct gamification modes. Results reveal that these relationships vary across different tour types, highlighting that Tour Game-Likeness, visitors’ arousal needs, and a tour’s gamification mode collectively influence visitors’ immersive tourism experience. Tours can be gamified by incorporating game-like components, and, depending on visitors’ arousal needs, tour designers can employ either active or passive gamification strategies to enhance visitors’ immersive tourism experiences.

Authors

Institutions

Publication Details

Journal
Journal of Travel Research
Published
2025-11-04
DOI
https://doi.org/10.1177/00472875251379413
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Tour Game-Likeness and Immersive Tourism Experience: The Role of Arousal Need and Gamification

Yingsha Zhang, Ning Zhang, Junyu Zhou, Yang Zhou
1 citations
Journal of Travel Research
Educational Games and Gamification
3.44
article

Tour Game-Likeness and Immersive Tourism Experience: The Role of Arousal Need and Gamification

Yingsha Zhang, Ning Zhang, Junyu Zhou, Yang Zhou
article en
1 citations

Abstract

This study provides novel insights into immersive tourism experiences by analyzing the game-like qualities of tours. It introduces and measures new concepts of Tour Game-Likeness and a corresponding index to quantify the extent to which a tour resembles an ideal game. It identifies nine game-like components in tours and explores how the degree of game-likeness influences immersive tourism experience, while also examining the moderating effects of past travel experience and arousal need, drawing on gamification and arousal theories. These relationships were compared among three types of tours with three distinct gamification modes. Results reveal that these relationships vary across different tour types, highlighting that Tour Game-Likeness, visitors’ arousal needs, and a tour’s gamification mode collectively influence visitors’ immersive tourism experience. Tours can be gamified by incorporating game-like components, and, depending on visitors’ arousal needs, tour designers can employ either active or passive gamification strategies to enhance visitors’ immersive tourism experiences.

Journal of Travel Research
Sun Yat-sen University (CN), China Tourism Academy (CN)
Openalex Percentile: Top 6%
Educational Games and Gamification
3.44
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.