The Existence of Meaningful Gamification Elements Fostering Ecotourism Behavior: Global Trends in a Bibliometric
DOI:
https://doi.org/10.32890/jcisc2025.4.19Keywords:
Ecotourism, meaningful gamification, sustainability, ecotourism behavior, bibliometric analysisAbstract
This study uses a comprehensive bibliometric analysis to look for patterns all across the world to see if there are any unique gamification components in eco-tourism and, if so, what impact they have. With the rise of sustainable tourism practices, gamification elements integrated into eco-tourism experiences have the potential to encourage positive behavioral change and boost visitor engagement. In order to discover important themes, notable works, and global trends in the intersection of gamification and eco-tourism, the bibliometric study systematically examines relevant literature. In order to promote environmental awareness, conservation initiatives, and responsible tourist behavior, this study aims to identify where the meaningful gamification strategies in eco-tourism and assess their effectiveness. Additionally, to better understand and direct future research, the analysis offers helpful insights into the evolving ecotourism. It is possible to use these results as a springboard for more innovative and participatory approaches to sustainable tourist promotion on a global scale.
References
Alzahrani, F. K., & Alhalafawy, W. S. (2023). Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives. Sustainability, 15(5), 4613.
Behl, A., & Zhang, J. (2021). Gamifying human computer interaction for young consumers (Guest Editorial).
Bricker, K. (2017). Travel and tourism research association: advancing tourism research globally. The International Ecotourism Society, 1, 1-10.
Cai, Y., Li, X., & Shi, W. (2023). Does gamification affect knowledge-sharing behavior? The mediating role of intrinsic satisfaction needs. Online Information Review.
Carvache-Franco, M., Carvache-Franco, W., Víquez-Paniagua, A. G., Carvache-Franco, O., & Pérez-Orozco, A. (2021). The role of motivations in the segmentation of ecotourism destinations: A study from Costa Rica. Sustainability, 13(17), 9818.
Cater, C. and Cater, E. (2015). Ecotourism. International Encyclopedia of the Social & Behavioral Sciences
Chandran, C. & Bhattacharya, P. (2023). Tourist's level of awareness and attitude about destination ecotourism development: a case study of Munnar, Kerala, India. Environment, Development and Sustainability.
Cheng, C., & Ebrahimi, O. V. (2023). Gamification: a Novel Approach to Mental Health Promotion. Current Psychiatry Reports, 25(11), 577-586.
Christopoulos, A., & Mystakidis, S. (2023). Gamification in Education. Encyclopedia, 3(4), 1223-1243.
Cordon, C., Carmena, B., Giménez, M. C., García, J. L., & Calderon-Guerrero, C. (2023). Evolution of Ecotourism in Coastal Indigenous Communities: Comparison of the Case Studies of La Ventanilla and La Escobilla in Oaxaca, Mexico. Sustainability, 15(3), 2207.
Cui, X., Lee, G., Lee, S. J., & Kim, T. T. (2019). Structural relationships among antecedents to perceived value of ecotourism for Sichuan giant pandas in China. Sustainability, 11(1), 210.
Damaševičius, R., Maskeliūnas, R., & Blažauskas, T. (2023). Serious games and gamification in healthcare: a meta-review. Information, 14(2), 105.
Das, M. & Chatterjee, B. (2015). Reviews in tourism. Ecotourism: A panacea or a predicament?. Tourism Management Perspectives.
Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2014). From gamification to gameful design and gameful experience in learning. Cybernetics and information technologies, 14(4), 80-100.
Dincă, I., Keshavarz, S. R., & Almodaresi, S. A. (2023). Landscapes of the Yazd-Ardakan Plain (Iran) and the Assessment of Geotourism—Contribution to the Promotion and Practice of Geotourism and Ecotourism. Land, 12(4), 858.
Duarte, M., Dias, Á., Sousa, B., & Pereira, L. (2023). Lifestyle entrepreneurship as a vehicle for leisure and sustainable tourism. International Journal of Environmental Research and Public Health, 20(4), 3241.
Eshun, Gabriel & Prince, Osei-Wusu & Adjei, Prince & Knust, & Kumasi, & Segbefia, Alexander & Knust, Kumasi. (2016). 'Beyond Business as Usual': Implications of Tourist Experiences for Ecotourism Development. African Journal of Hospitality, Tourism and Leisure Volume 5 (2)
Ester, P., Morales, I., & Herrero, L. (2023). Micro-videos as a learning tool for professional practice during the post-COVID era: An educational experience. Sustainability, 15(6), 5596.
Gao, J. (2019). How China will protect one-quarter of its land. Nature, 569(7755), 457-458.
Gautam, P. (2022). Effects of gamification mechanisms on the behavior of bank customers using credit cards (Master's thesis).
Ghai, A., & Tandon, U. (2023). Integrating gamification and instructional design to enhance usability of online learning. Education and Information Technologies, 28(2), 2187-2206.
Gheitasi, M., Timothy, D., & Clark, C. (2023). Games and Tourism: An Evaluation of Gamification in the Iranian Tourism Industry. Journal of Hospitality and Tourism Studies, 21, 1-30. https://mapub.org/ojs/index.php/mapeh/article/download/78/120
Hellberg, A. S., & Moll, J. (2023, July). A point with pointsification? clarifying and separating pointsification from gamification in education. In Frontiers in Education (Vol. 8, p. 1212994). Frontiers Media SA.
Huang, C.-C., Li, S.-P., Chan, Y.-K., Hsieh, M.-Y., & Lai, J.-C. M. (2023). Empirical research on the sustainable development of ecotourism with environmental education concepts. Sustainability, 15(13), 10307.
Hugo, N., & Nyaupane, G. (2016). Perceptions of International Tourism Destinations.Travel and Tourism Research Association: Advancing Tourism Research Globally.
Huseinović, L. (2024). The effects of gamification on student motivation and achievement in learning English as a foreign language in higher education. MAP Education and Humanities. Retrieved from https://mapub.org/ojs/index.php/mapeh/article/view/78
Imam, H. Y. (2021). The Impact of Gamification on Customer Experience in E-Banking Sector: A Conceptual Paper, 31(1), 24-43.
Jelinčić, D. A., & Matečić, I. (2021). Broken but well: Healing dimensions of cultural tourism experiences. Sustainability, 13(2), 966.
Jeong, E., Lee, T., Brown, A. D., Choi, S., & Son, M. (2021). Does a national park enhance the environment-friendliness of tourists as an ecotourism destination? International Journal of Environmental Research and Public Health, 18(16), 8321.
Jiang, Y., Xiao, Y., Zhang, Z., & Zhao, S. (2024). How does central-local interaction affect local environmental governance? Insights from the transformation of central environmental protection inspection in China. Environmental Research, 243, 117668.
Jin, M.-l., Choi, Y., Lee, C.-K., & Ahmad, M. S. (2020). Effects of place attachment and image on revisit intention in an ecotourism destination: Using an extended model of goal-directed behavior. Sustainability, 12(18), 7831.
Khan, K. I., Nasir, A., & Rashid, T. (2022). Green practices: a solution for environmental deregulation and the future of energy efficiency in the Post-COVID-19 era. Frontiers in Energy Research, 10, 878670.
Kim, K., Wang, Y., Shi, J., Guo, W., Zhou, Z., & Liu, Z. (2023). Structural Relationship between Ecotourism Motivation, Satisfaction, Place Attachment, and Environmentally Responsible Behavior Intention in Nature-Based Camping. Sustainability, 15(11), 8668.
Lee, B. C. (2019). The effect of gamification on psychological and behavioral outcomes: Implications for cruise tourism destinations. Sustainability, 11(11), 3002.
Li, M., Chau, P. Y., & Ge, L. (2021). Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system. Internet Research, 31(1), 11-58.
Luo, Z. (2021). Educational Gamification from 1995 to 2020: A bibliometric analysis. Paper presented at the 2021 the 6th International Conference on Distance Education and Learning.
Milanesi, M., Guercini, S., & Runfola, A. (2023). Let’s play! Gamification as a marketing tool to deliver a digital luxury experience. Electronic Commerce Research, 23(4), 2135-2152.
Milin, I. A., & Merce, I. I. (2020). Research on the tourist traffic in protected areas in Romania. Glob. J. Bus. Econ. Manag, 10, 83-90.
Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification.
Nicholson, S. (2015). A RECIPE for Meaningful Gamification. In Wood, L. & Reiners, T., eds. Gamification in Education and Business, New York: Springer. 1-20.
Okan, T., Köse, N., Arifoğlu, E., & Köse, C. (2016). Assessing ecotourism potential of traditional wooden architecture in rural areas: The case of Papart Valley. Sustainability, 8(10), 974.
Pradhan, D., Malik, G., & Vishwakarma, P. (2023). Gamification in tourism research: A systematic review, current insights, and future research avenues. Journal of Vacation Marketing, 13567667231188879.
Quynh, N., Hoai, N. T., & Van Loi, N. (2021). The role of emotional experience and destination image on ecotourism satisfaction. Spanish Journal of Marketing-ESIC, 25(2), 312-332.
Romano, M., Díaz, P., & Aedo, I. (2022). Gamification-less: may gamification really foster civic participation? A controlled field experiment. Journal of Ambient Intelligence and Humanized Computing, 13(9), 4451-4465.
Ryan, R. M., & Deci, E. L. (2019). Brick by brick: The origins, development, and future of self-determination theory. In A. J. Elliot (Vol. Ed.), Advances in motivation science (pp. 111–156). Cambridge, MA: Elsevier Inc. Šaparnienė, D., Mejerė, O., Raišutienė, J., Juknevičienė, V., & Rupulevičienė, R. (2022). Expression of behavior and attitudes toward sustainable tourism in the youth population: A search for statistical types. Sustainability, 14(1), 473.
Shahzad, M. F., Xu, S., Rehman, O. u., & Javed, I. (2023). Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR. Scientific Reports, 13(1), 21751.
Sharpley, Richard. (2006). Ecotourism: A Consumption Perspective. Journal of Ecotourism.
Sheetal, Tyagi, R., & Singh, G. (2023). Gamification and customer experience in online retail: A qualitative study focusing on ethical perspective. Asian Journal of Business Ethics, 12(1), 49-69.
Shpakova, A., Dörfler, V., & MacBryde, J. (2020). Gamifying the process of innovating. Innovation, 22(4), 488-502.
Slavec, A., Sajinčič, N., & Starman, V. (2021). Use of smartphone cameras and other applications while traveling to sustain outdoor cultural heritage. Sustainability, 13(13), 7312.
Sun, K., Xing, Z., Cao, X., & Li, W. (2021). The regime of rural ecotourism stakeholders in poverty-stricken areas of China: implications for rural revitalization. International Journal of Environmental Research and Public Health, 18(18), 9690.
Taşkın, N., & Kılıç Çakmak, E. (2023). Effects of gamification on behavioral and cognitive engagement of students in the online learning environment. International Journal of Human–Computer Interaction, 39(17), 3334-3345.
Venkatesh, R., & Gouda, H. (2017). Ecotourism-Planning and Developmental Strategies. Global Journal for Research Analysis, 5, 420-422.
Zourmpakis, A. I., Kalogiannakis, M., & Papadakis, S. (2023). Adaptive gamification in science education: An analysis of the impact of implementation and adapted game elements on students’ motivation. Computers, 12(7), 143.
Published
Issue
Section
License
Copyright (c) 2025 Journal of Creative Industry and Sustainable Culture

This work is licensed under a Creative Commons Attribution 4.0 International License.
How to Cite
Research impact
Harvested 2026-09-08Counts differ between services because each indexes a different body of literature. None of them is the whole picture.


