Segmentation in Action: A Classroom Game for Event Design and Policy Alignment

This classroom game assesses the effectiveness of an experiential learning activity designed to teach market segmentation in hospitality and tourism, aligning with public policy objectives for events and festivals. The game tasks students with applying market segmentation theory to design policy-compliant events, utilizing randomized attendee profiles (represented by playing cards). Stakeholder Theory provides a secondary lens to evaluate trade-offs. Mixed-methods assessment reveals a 28% increase in segmentation knowledge post-game, with 85% of groups successfully integrating policy goals, such as sustainability and inclusivity, into event proposals. Qualitative feedback highlights improved critical thinking and engagement, though challenges in feasibility planning persist. Findings support gamification as a tool for bridging theory and practice in tourism education, with implications for curriculum design and stakeholder-driven policy implementation.

Authors

Publication Details

Journal
Edinburgh Napier Research Repository (Edinburgh Napier University)
Published
2025-12-19
DOI
https://doi.org/10.1177/21649987251403476
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Segmentation in Action: A Classroom Game for Event Design and Policy Alignment

Annamarie D. Sisson
Edinburgh Napier Research Repository (Edinburgh Napier University)
Educational Games and Gamification
article

Segmentation in Action: A Classroom Game for Event Design and Policy Alignment

Annamarie D. Sisson
article en

Abstract

This classroom game assesses the effectiveness of an experiential learning activity designed to teach market segmentation in hospitality and tourism, aligning with public policy objectives for events and festivals. The game tasks students with applying market segmentation theory to design policy-compliant events, utilizing randomized attendee profiles (represented by playing cards). Stakeholder Theory provides a secondary lens to evaluate trade-offs. Mixed-methods assessment reveals a 28% increase in segmentation knowledge post-game, with 85% of groups successfully integrating policy goals, such as sustainability and inclusivity, into event proposals. Qualitative feedback highlights improved critical thinking and engagement, though challenges in feasibility planning persist. Findings support gamification as a tool for bridging theory and practice in tourism education, with implications for curriculum design and stakeholder-driven policy implementation.

Edinburgh Napier Research Repository (Edinburgh Napier University)
Openalex Percentile: Top 22%
Educational Games and Gamification
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