DESAIN APLIKASI MOBILE GAMIFIKASI UNTUK DESA WISATA DI INDONESIA
Main Author: | PRAKASA, FEDELIS BRIAN PUTRA |
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Format: | Thesis NonPeerReviewed Book |
Bahasa: | ind |
Terbitan: |
, 2019
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Subjects: | |
Online Access: |
http://e-journal.uajy.ac.id/22359/1/MTF%20002860.pdf http://e-journal.uajy.ac.id/22359/2/MTF%20102860.pdf http://e-journal.uajy.ac.id/22359/3/MTF%20202860.pdf http://e-journal.uajy.ac.id/22359/4/MTF%20302860.pdf http://e-journal.uajy.ac.id/22359/5/MTF%20402860.pdf http://e-journal.uajy.ac.id/22359/6/MTF%20502860.pdf http://e-journal.uajy.ac.id/22359/7/MTF%20602860.pdf http://e-journal.uajy.ac.id/22359/ |
Daftar Isi:
- Tourism in Indonesia is one of the contributing factors for income for the county, especially in the non-oil and gas sector. In addition, Indonesian tourism is also expected to help the economy of the community. Because of this problem a tourist village was created. However, in its development, tourist villages are still experiencing some obstacles. Among them is a stagnation in the development of attractiveness, weak tourist competitiveness, limited human resources and lack of promotion. All of these problems can be solved by using the gamification method. Therefore, the purpose of this study is to make a prototype of a mobile application for a tourist village using gamification. Gamification uses motivation in its application. This method can have a beneficial effect on the tourism sector. These effects include raising brand awareness, loyalty/repeat visits, and enhancing tourist experiences. Therefore, in this study, a prototype mobile gamification application design will be made for tourism villages, especially in Indonesia. The result of this paper is the design of a mobile application prototype, which is designed based on the needs of a tourist village and based on the responses of several respondents.