Professional Documents
Culture Documents
SUBMITTED TO:
D. Ahmad Hatim Hasan Qadi
Date of submission:
21 October, 2023
INTRO D UCTION
RECENTLY, WE NOTICE TH AT TH ERE IS AN U NPRECEDENTED TREND
WITH TH E EMERGENCE OF TH E EXPERIENCE ECONOMY IN U SING
VIDEO GAMES AS A MARKETING PERFO RMANCE TO MO TIVATE
TOU RIS TS AND GIVE TH EM A VIRTU AL EXPERIENCE O F TH E PLACES
TH EY WANT TO GO TH ROU GH (DES IGNING EXPERIMENTAL
MARKETING S TIMU LI). H OWEVER, TH E FOCU S OF CU RRENT STU DIES
IS LIMITED TO AN EXTENT ON TH E S CALE OF FILM AND TELEVISION.
RECENTLY, THE APPLICATIO N O F VIDEO GAMES H AS BEEN ADO PTED
TO AMPLIFY THE LEVEL O F FREEDO M, EMO TION, IMMERS IO N AND
INTERACTION. HOWEVER, TH E POTENTIAL OF VIDEO GAMES IS STILL
AN AREA U NDER RES EARCH . TH E U S E OF GAMES FOR PROMOTION
HAS NOT BEEN ADOPTED AS AN EXPERIMENTAL MARKETING TOOL
IN THE TOU RIS M INDU S TRY, NOR HAS IT REACHED A MATU RITY
S TAGE IN DEVELOPMENT.
INTRO D UCTION
BECAU S E GAMERS S TILL REPRES ENT A RELATIVELY S MALL MARKET
IN TOU RIS M, IT IS S TILL NOT POS S IBLE FOR GAME DEVELO PERS TO
DESIGN TOU RIS M -S PECIFIC GAMES EXCLU S IVELY FOR TH IS GROU P.
OTHER RESEARCHERS ARGU E TH AT ONE POTENTIAL FACTOR
HINDERING THE DEVELOPMENT OF VIDEO GAME -BAS ED TOU RIS M IS
THAT THE DES IGN OF EXPERIENCES DO ES NO T ATTRACT PAY
ATTENTION BECAU S E GAME DEVELOPERS MAY NOT BE AWARE O F
TH E NEEDS OF TOU RIS TS
This pres entation aims to ex pl ore in an ex pl oratory manner the
experiential factors affecting in -game ex periences, and how they
may contribute to pl ay ers ’ intention to vis it in -game l ocations .
LITERATURE REVIEW
• Incr ea s ingl y, video ga mes ha ve r eceived a ttentio n in
edu ca tio n , h ea l th a n d o th er n o n -ga ming businesses such
a s to u r ism. In to u r ism ma r ketin g, video ga mes a r e ba sed o n
ga mepl a y, r efer r ing to the pr a ctice o f a ppl yin g ga min g
meth o ds to en ga ge a n d in cr ea se th e o ver a l l exper ience in a
n o n-ga ming co ntext, whil e video ga mes in to ur ism
Video Game and Video ma r keting s til l r eceiv e l ittl e a ttentio n. Video ga mes ma y be
Game-Induced Tourism u seful fo r pr io r exper ience o f po ints o f inter est a nd
pr o mo tio n o f to ur ist a ttr a ctio n to pl a yer s. By do ing so ,
video ga mes ma y enco ur a ge pl a yer s to v is it the l o ca tio n
descr ibed in the ga me. W hil e video ga me to u r is m is
co nsider ed o ne o f the mo st effective metho ds to l ea ve a
l a s ting impr es s io n o n pl a yer s due to the high l evel o f
immer s io n.
LITERATURE REVIEW
• W ith t h e gro win g in terest in vid eo ga m es resem b l in g a n
in tera ct ive a n d so cia l en viro n m en t , ch a l l en ges a rise a s
pl a yers ex p ect m o re p erso n a l ized a n d ex p erien tia l f o rm s o f
t ra vel t h ro u gh ga m es ra th er th a n a sim p l e f o rm o f
en tert a in m en t. Bridging Experience Design
• Sin ce ex p erientia l m a rketing rel ies h ea vil y o n im a ge to
p ro cessin g, p ercep tio n , m u l ti -sen so ry ex p erien ces a n d Video Game-Induced
sym b o l ic f ea tu res o f th e d estin a t io n serve a s key f a ct o rs Tourism
in f l u en cin g the ef f ectiveness o f m a rketin g m essa ges.
• Vid eo ga m es a l l o w p l a yers to ex p l o re d est in a t io n s, b u t wit h
a h igh er l evel o f in tera ctivity a n d im m ersio n . Dra win g o n th e
f o u r a rea s o f ex p erien ce ( i. e. en terta in m en t, ed u ca tio n ,
esca p e a n d a esth etic)
MET HO D OLOGY
ST U DY C ON T E X T : SAM PL E AN D
ASSASSI N ' S C RE E D SAM PL I N G
ODY SSE Y PROC E DU RE S
A T M O S P HE R E , C U L T U R E ,
E M O T IO N A L P E R C E P T IO N S T O WA R D S IN T E N T IO N T O V IS IT IN -
HIS T O R Y A N D N A T U R E
E X PE R IE N C E S T HE P L O T G A M E L O C A T IO N S
O F IN -G A M E L O C A T IO N S
PE R S O N A L P E R C E P T IO N S T O WA R D S S IM IL A R T O R E A L L IFE
C O N N E C T IO N T O T HE P L O T . -G A M E E N V IR O N M E NT , A S WE L L
T HE C HA R A C T E R FU N C T IO N S AS
MET HO D OLOGY
SA M PL E A N D
SA M PL I N G
PROC E DU RE S
Level of Level of
immersion freedom
Dynamics
Connection
of the
to the
game
characters
world
BE LOW I S A DE T AI LE D
DI S CUS S I ON OF E A CH
DI M E N S ION AN D I T S S UBT HE M E S
It tur ns out tha t the d y na m ics of the T he thir d e xp e r ie ntia l p il l a r is the
Im m e r sion is a nothe r f a c tor
in-ga m e wor l d is one of the m ost e xte nt of fr e e d om tha t is offe r e d to
tha t influe nce s p la y e r s'
im p or ta nt f a ctor s f or p l a y e r s. T his p la y e r s a nd one of the m a in fe a tur es
c hoic e of d e stina tion. Ma ny
p henom enon ca n b e e xp l a ine d b y tha t e nha nce d the f e e ling of
p a r ticip a nts m e ntione d tha t
the str e ngth of the l a nd sca p e . fr ee d om is the size of the m a p in the
the y fe lt p a r t of the wor ld a nd
S cientists ha v e em p ha sized the ga m e tha t a llows one to continue
tha t the y we r e a ctua lly
e ffe ctiv e ne ss of v a st ge ol ogica l e xp l or ing ne w things.
wa lking thr ough a ncie nt
la nd sca p es a s a m a zing stim ul i, a nd Anothe r f e a tur e tha t conv e y e d a
G r e e ce
ha v e the p ote ntia l to p r om ote fe e ling of fr e e d om wa s the function
F ur the r m or e , som e gr a p hica l
p e r sona l gr owth. Ma ny p a r ticip a nts of op e n d ia logue . T hr ough this
e r r or s ca n l e a d to a l oss of
a lso p ointe d out the uniq ue ne ss of fe a tur e , p la y e r s ca n influe nce the
im m e r sion b e c a use the y d o
the loca l a tm osp he r e . wa y the stor y p r ogr e sse s with the ir
not m a tch r e a l -life settings.
own d e cisions.
M on tah a M oh am m e d He n d i
4 4 20 153 72
As m a M u h am m ad al - Qu r as h i
4 4 20 16967
S afan a Y as s i r S i n d i
4 4 20 13 821
D oaa r u s h d i fatn i
4 4 20 17811
S EC TION: 3