Recycling behavior is an issue that affects the sustainability of many seasonal destinations. The EU promotes projects such as the UrbanWaste that try to study how to avoid the deplorable consequences on cities of this situation. This project has implemented a gamified application, named WasteApp in several European cities, in order to promote the recycling behavior of tourists. This study aimed to verify if the application can be a successful tool to foster recycling and to improve tourism destination reputation. The results show that tourist satisfaction will be influenced directly by the perceived usefulness of the application, and perceived usefulness by the perceived ease of use, but the expectations of the prizes can be counterproductive if they are not perceived as useful for the promoted behavior. Likewise, the satisfaction of the user will influence the recycling behavior, which at the same time improves the reputation of the destination. Besides, the initiative will be visible through word of mouth that is generated from the perceived usefulness, the user’s satisfaction, and the recycling behavior itself. That is, according to this study a gamified application can contribute to the recycling behavior of tourists and improve the image of the destination that adopts it.
Gamification lies in using elements explicitly designed for games in non-playful environments to achieve the player’s commitment and to encourage the development of specific behaviors. These tools can also be used as persuasion when it is intended to influence users’ behavior. The boundary would be in what we can call “gamipulation”—the use of game-design elements that impel the user towards undesired behaviors. Gamification has been identified as a promising strategy for achieving sustainable practice among citizens. Through an H2020 EU project, an application has been developed to attain these goals within the framework of some tourist cities. This study attempts to evaluate the intention to use this gamified-application based on premises such as expected benefits, expected threats, technical knowledge, and personal features. A theoretical model has been validated through a survey of 79 experts in some pilot cities before the use of the application. The results showed that only the expected social benefits and the perceived risks have a direct and significant influence on the intention to adopt the sustainability application based on gamification. Moreover, there is a moderating effect of perceived risk on the relation between expected functional benefits and the intention of using WasteApp. It is noteworthy that, although the perceived risks make the user recognize the functionality of the application with less intensity, these perceived risks do not make the user stop using WasteApp. Therefore, it is important to point out the implications derived from the study for the design of sustainability applications based on gamification, such as the need to give visibility of the user in the networks, to expose useful and difficult to obtain information from other sources, and to develop low-level game-design elements.
Purpose: This study aims to demonstrate that gamification applied to an environmental behavior can create a habit. For this, it is necessary to determine the connection between traveler satisfaction and the different kinds of stimulus (extrinsic, intrinsic and internalized extrinsic). Design/methodology/approach: Survey data was gathered from gamers invited to answer a questionnaire after using an app in field experimentation in pilot cities in France, Spain and Portugal designated by the UrbanWaste committee (European Project). All data were studied using path equation modeling in AMOS software to test the study's dimensions and proposed research model. Findings: This study showed that, although gamification tools may be necessary to generate a habit in the first phase, these tools are superfluous when this habit is internalized. Originality/value: This study's originality lies in the relationship between traveler satisfaction with gamification and the generation of an environmental practice that also contributes to forming a positive image of the host destination.
The implementation of Digital Twins (DTs) in hospitality facilities represents a significant opportunity to optimize front-end services, enhancing guest experience and operational efficiency. This paper proposes an ontology-driven approach for DTs in hotel reception areas, focusing on integrating IoT devices, real-time data processing, and service optimization. By modeling interactions between guests, receptionists, and hotel management systems, DTs enhance resource allocation, predictive maintenance, and customer satisfaction. Simulations and historical data analysis enable forecasting demand fluctuations and optimizing check-in/check-out processes. This research provides a structured framework for DT applications in hospitality, validated through scenario-based simulations, showing significant improvements in check-in time and guest satisfaction. Validation was conducted through scenario-based simulations reflecting real-world operational challenges, such as guest surges, room assignment, and staff workload balancing. Metrics including check-in time, guest satisfaction index, task completion rates, and prediction accuracy were used to evaluate performance. Simulations were grounded in historical hotel data and modeled typical peak-period dynamics to ensure realism. Results demonstrated a 25–35% reduction in check-in time, a 20% improvement in staff efficiency, and significant enhancements in guest satisfaction, underscoring the practical value of the proposed framework in real hospitality settings.
This research presents a novel approach by applying convolutional neural networks (CNNs) to enhance optical camera communication (OCC) signal detection under challenging indoor lighting conditions. The study utilizes a smartphone app to capture images of an LED lamp that emits 25 unique optical codes at distances of up to four meters. The developed CNN model demonstrates superior accuracy and outperforms traditional methodologies, which often struggle under variable illumination. This advancement provides a robust solution for reliable OCC detection where previous methods underperform, particularly in the tourism industry, where it can be used to create a virtual museum on the Unity platform. This innovation showcases the potential of integrating the application with a virtual environment to enhance tourist experiences. It also establishes a comprehensive visible light positioning (VLP) system, marking a significant advance in using CNN for OCC technology in various lighting conditions. The findings underscore the effectiveness of CNNs in overcoming ambient lighting challenges, paving the way for new applications in museums and similar environments and laying the foundation for future OCC system improvements.