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بي دي اف مشروع قضايا
بي دي اف مشروع قضايا
SUBMITTED TO:
D. Ahmad Hatim Hasan Qadi
Date of submission:
21 October, 2023
INTRODUCTION
RECENTLY, WE NOTICE THAT THERE IS AN UNPRECEDENTED TREND
WITH THE EMERGENCE OF THE EXPERIENCE ECONOMY IN USING
VIDEO GAMES AS A MARKETING PERFORMANCE TO MOTIVATE
TOURISTS AND GIVE THEM A VIRTUAL EXPERIENCE OF THE PLACES
THEY WANT TO GO THROUGH (DESIGNING EXPERIMENTAL
MARKETING STIMULI). HOWEVER, THE FOCUS OF CURRENT STUDIES
IS LIMITED TO AN EXTENT ON THE SCALE OF FILM AND TELEVISION.
RECENTLY, THE APPLICATION OF VIDEO GAMES HAS BEEN ADOPTED
TO AMPLIFY THE LEVEL OF FREEDOM, EMOTION, IMMERSION AND
INTERACTION. HOWEVER, THE POTENTIAL OF VIDEO GAMES IS STILL
AN AREA UNDER RESEARCH. THE USE OF GAMES FOR PROMOTION
HAS NOT BEEN ADOPTED AS AN EXPERIMENTAL MARKETING TOOL
IN THE TOURISM INDUSTRY, NOR HAS IT REACHED A MATURITY
STAGE IN DEVELOPMENT.
INTRODUCTION
BECAUSE GAMERS STILL REPRESENT A RELATIVELY SMALL MARKET
IN TOURISM, IT IS STILL NOT POSSIBLE FOR GAME DEVELOPERS TO
DESIGN TOURISM-SPECIFIC GAMES EXCLUSIVELY FOR THIS GROUP.
OTHER RESEARCHERS ARGUE THAT ONE POTENTIAL FACTOR
HINDERING THE DEVELOPMENT OF VIDEO GAME-BASED TOURISM IS
THAT THE DESIGN OF EXPERIENCES DOES NOT ATTRACT PAY
ATTENTION BECAUSE GAME DEVELOPERS MAY NOT BE AWARE OF
THE NEEDS OF TOURISTS
This presentation aims to explore in an exploratory manner the
experiential factors affecting in -game experiences, and how they
may contribute to players’ intention to visit in -game locations.
LITERATURE REVIEW
• I n c r e asi ngl y, v i de o game s h av e r e c e i ved atte n ti on i n
e du c ati on , h e al th an d oth e r n on - gami n g bu s i n e s ses s u c h
as tou r i s m. I n tou r i s m mar ke ti n g, v i de o game s ar e bas e d on
game pl ay, r e f e r ri ng to th e pr ac ti c e of appl yi n g gami n g
me th ods to e n gage an d i n c r e as e th e ov e r al l e x pe r i e nc e i n a
n on - gami n g c on te x t, w h i l e v i de o game s i n tou r i s m
Video Game and Video mar ke ti n g s ti l l r e c e i v e l i ttl e atte n ti on . Vi de o game s may be
Game-Induced Tourism u s e f u l f or pr i or e x pe r i e nc e of poi n ts of i n te r e s t an d
pr omoti on of tou r i s t attr ac ti on to pl aye r s . By doi n g s o,
v i de o game s may e n c ou r age pl aye r s to v i s i t th e l oc ati on
de s c r i be d i n th e game . Wh i l e v i de o game tou r i s m i s
c on s i de r ed on e of th e mos t e f f e c ti v e me th ods to l e av e a
l as ti n g i mpr e s s i on on pl aye r s du e to th e h i gh l e v e l of
i mme r s i on .
LITERATURE REVIEW
• With the growing interest in video games resembling an
interactiv e and social environment, challenges arise as
players expect more personalized and experiential forms of
trav el through games rather than a simple form of
entertainment. Bridging Experience Design
• Since experiential marketing relies heavily on image to
processing, perception, multi -sensory experiences and Video Game-Induced
symbolic features of the destination serve as key factors Tourism
influencing the effectiveness of marketing messages.
• Video games allow players to explore destinations, but with
a higher lev el of interactivity and immersion. Drawing on the
four areas of experience (i.e. entertainment, education,
escape and aesthetic)
METHODOLOGY
STUDY CONTEXT: SAMPLE AND
ASSASSIN' S CREED SAMPLING
ODYSSEY PROCEDURES
Level of Level of
immersion freedom
Dynamics
Connection
of the
to the
game
characters
world
BELOW IS A DETAILED
DISCUSSION OF EACH
DIM EN SION AN D ITS SUBTHEM ES
It turns out that the dynamics of the The third experiential pillar is the
Immersion is another factor
in-game world is one of the most extent of freedom that is offered to
that influences players'
important factors for players. This players and one of the main features
choice of destination. Many
phenomenon can be explained by that enhanced the feeling of
participants mentioned that
the strength of the landscape. freedom is the size of the map in the
they felt part of the world and
Scientists have emphasized the game that allows one to continue
that they were actually
effectiveness of vast geological exploring new things.
walking through ancient
landscapes as amazing stimuli, and Another feature that conveyed a
Greece
have the potential to promote feeling of freedom was the function
Furthermore, some graphical
personal growth. Many participants of open dialogue. Through this
errors can lead to a loss of
also pointed out the uniqueness of feature, players can influence the
immersion because they do
the local atmosphere. way the story progresses with their
not match real-life settings.
own decisions.
SECTION: 3