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논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국관광연구학회 관광연구저널 관광연구저널 제29권 제4호
발행연도
2015.4
수록면
55 - 62 (8page)

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The processes of the collection and database construction of leisure travel data are essential for the establishment of leisure environment plans in urban spaces; or related polices; however, the leisure travel survey method still relies on conducting household surveys through interviewers. With the rapid spread of information and communication technologies, modern technologies, such as GPS devices and smartphones, have been available for over a decade. However, the previous smartphone-assisted travel survey contents developed in different countries do not have a motivating tool to collect data. In particular, leisure travel surveys have been applied to encourage active participation from the travel survey. This paper discusses the contents of gamification as a methodology that promotes motivation for an active engagement in leisure travel surveys for the collection of leisure and tourism trips data assisted by smartphones; we propose issues for consideration when a leisure travel survey should be conducted. Contents that use the methodology of gamification can be categorized into input of socio-demographic data points, satisfaction of residential environments, and travel survey functions. We can apply an integrated travel data collection method of both passive data collection and active data collection. In addition, the ability to modify the input data must be included along with the data input feature. Contents created using the methodology of gamification can also produce the followings; incorporating entertainment and motivation for participation encourages active survey participation, individual travelers can use their personal travel information as a source of creating value.

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UCI(KEPA) : I410-ECN-0101-2016-326-002707039