{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,20]],"date-time":"2026-03-20T21:45:57Z","timestamp":1774043157304,"version":"3.50.1"},"reference-count":46,"publisher":"MDPI AG","issue":"2","license":[{"start":{"date-parts":[[2022,5,9]],"date-time":"2022-05-09T00:00:00Z","timestamp":1652054400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"name":"European Union and Greek national funds","award":["T1EDK\u201403874"],"award-info":[{"award-number":["T1EDK\u201403874"]}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Digital"],"abstract":"<jats:p>In this paper, we discuss the gamification strategies and methodologies used by TRIPMENTOR\u2014a game-oriented cultural tourism application in the region of Attica. Its primary purpose is to provide visitors with rich media content via the web and mobile environments by redirecting travellers, highlighting points of interest, and providing information for tour operators. Gamification is a critical component of the project; it relates users to specific sites and activities, improves their visiting experiences, and encourages a constant interaction with the application through a playful experience. In TRIPMENTOR, gamification serves both as a tourism marketing strategy and as a tool for encouraging users to share their experiences while exploring Attica in a way designed to meet their personal needs, interests, and habits. This paper aims to describe and analyse the gamification mechanisms applied, following the Octalysis framework, and discuss the opportunities and challenges of gamification as a tourist marketing strategy.<\/jats:p>","DOI":"10.3390\/digital2020012","type":"journal-article","created":{"date-parts":[[2022,5,9]],"date-time":"2022-05-09T21:23:27Z","timestamp":1652131407000},"page":"191-205","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":21,"title":["Gamification in Tourism: A Design Framework for the TRIPMENTOR Project"],"prefix":"10.3390","volume":"2","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-4265-5032","authenticated-orcid":false,"given":"Elina","family":"Roinioti","sequence":"first","affiliation":[{"name":"Department of Communication, Media and Culture, Panteion University for Social and Political Science, 17671 Athens, Greece"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Eleana","family":"Pandia","sequence":"additional","affiliation":[{"name":"Department of Communication, Media and Culture, Panteion University for Social and Political Science, 17671 Athens, Greece"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-0656-693X","authenticated-orcid":false,"given":"Markos","family":"Konstantakis","sequence":"additional","affiliation":[{"name":"Department of Cultural Technology and Communication, Aegean University, 81100 Mytilene, Greece"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-8460-1676","authenticated-orcid":false,"given":"Yannis","family":"Skarpelos","sequence":"additional","affiliation":[{"name":"Department of Communication, Media and Culture, Panteion University for Social and Political Science, 17671 Athens, Greece"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1968","published-online":{"date-parts":[[2022,5,9]]},"reference":[{"key":"ref_1","unstructured":"(2022, March 11). 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