The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism

The current travelling and visitation method are needing a change or else, the sustainability of tourism of a place would face serious consequences. The adoption of technology was rather slow to be implemented as stakeholders and businesses hesitate to take risks and gave unrealistic goals and expec...

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Main Authors: Johar, Muhammad Izzat, Saad, Mazni
Format: Conference or Workshop Item
Language:English
Published: 2019
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Online Access:http://irep.iium.edu.my/78835/1/39%2039%20The%20acceptance%20of%20gamified%20smart%20tourism%20application%20mobile%20augmented%20reality%20in%20Malaysia%20tourism.pdf
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spelling my.iium.irep.788352020-02-20T07:54:21Z http://irep.iium.edu.my/78835/ The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism Johar, Muhammad Izzat Saad, Mazni GV Recreation Leisure The current travelling and visitation method are needing a change or else, the sustainability of tourism of a place would face serious consequences. The adoption of technology was rather slow to be implemented as stakeholders and businesses hesitate to take risks and gave unrealistic goals and expectations despite not having enough literacy on the subject such as the usage of gamified smart tourism application. This study empirically investigates what factors affect the acceptance of smart tourism applications that incorporate game elements, using Google Maps Local Guide program and augmented reality games that use geocaching as an example application. As an initial approach, it is incorporated with diverse theoretical approaches: perceived usefulness; perceived ease of use; and perceived enjoyment from technology acceptance model. Regression and Pearson Correlation were used as an analysis tool using IBM-SPSS. Results from 40 total respondents obtained shows that while the acceptance is achieved, not all the studied variables were significant. The perceived usefulness and enjoyment have a strong positive relationship towards the acceptance of gamified smart tourism application while the perceived ease of use did not. 2019-12-17 Conference or Workshop Item NonPeerReviewed application/pdf en http://irep.iium.edu.my/78835/1/39%2039%20The%20acceptance%20of%20gamified%20smart%20tourism%20application%20mobile%20augmented%20reality%20in%20Malaysia%20tourism.pdf Johar, Muhammad Izzat and Saad, Mazni (2019) The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism. In: 1st Research Colloquium on Tourism & Hospitality, 17 December 2019, Studio 4, Kulliyyah of Languages and Management, IIUM Pagoh. (Unpublished)
institution Universiti Islam Antarabangsa Malaysia
building IIUM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider International Islamic University Malaysia
content_source IIUM Repository (IREP)
url_provider http://irep.iium.edu.my/
language English
topic GV Recreation Leisure
spellingShingle GV Recreation Leisure
Johar, Muhammad Izzat
Saad, Mazni
The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism
description The current travelling and visitation method are needing a change or else, the sustainability of tourism of a place would face serious consequences. The adoption of technology was rather slow to be implemented as stakeholders and businesses hesitate to take risks and gave unrealistic goals and expectations despite not having enough literacy on the subject such as the usage of gamified smart tourism application. This study empirically investigates what factors affect the acceptance of smart tourism applications that incorporate game elements, using Google Maps Local Guide program and augmented reality games that use geocaching as an example application. As an initial approach, it is incorporated with diverse theoretical approaches: perceived usefulness; perceived ease of use; and perceived enjoyment from technology acceptance model. Regression and Pearson Correlation were used as an analysis tool using IBM-SPSS. Results from 40 total respondents obtained shows that while the acceptance is achieved, not all the studied variables were significant. The perceived usefulness and enjoyment have a strong positive relationship towards the acceptance of gamified smart tourism application while the perceived ease of use did not.
format Conference or Workshop Item
author Johar, Muhammad Izzat
Saad, Mazni
author_facet Johar, Muhammad Izzat
Saad, Mazni
author_sort Johar, Muhammad Izzat
title The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism
title_short The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism
title_full The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism
title_fullStr The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism
title_full_unstemmed The acceptance of gamified smart tourism application: mobile augmented reality in Malaysia's tourism
title_sort acceptance of gamified smart tourism application: mobile augmented reality in malaysia's tourism
publishDate 2019
url http://irep.iium.edu.my/78835/1/39%2039%20The%20acceptance%20of%20gamified%20smart%20tourism%20application%20mobile%20augmented%20reality%20in%20Malaysia%20tourism.pdf
http://irep.iium.edu.my/78835/
_version_ 1662753848149671936
score 13.160551