Analyze the Gamification Application User Target Group and Formulate Design Strategies for Cultural Tourism: Case Study of Huizhou
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Abstract
In the era of digital tourism, integrating gamified interactive entertainment with traditional tourism has enhanced the cultural tourism experience. This study explores tourists’ diverse needs for cultural tourism gamification in Huizhou through precise user research, aiming to attract and maintain user participation and provide a scientific basis for developing such applications. The research objectives are to understand users’ needs and expectations for Huizhou’s cultural tourism gamified applications and to clarify target user groups for formulating targeted gamification strategies. Based on user-centered design principles, researchers interviewed and observed tourists in tourist attractions (N = 30) and distributed and collected valid questionnaires (N = 514). The study used the MDA framework to conduct qualitative and quantitative analyses of tourists’ concerns, experiences, functional needs, and artistic style preferences. Results indicate that target users are mainly digital native self-guided tourists, with 81.12% showing high interest in gamified cultural tourism applications, compared to 28.69% of non-digital natives. Tourists expect apps to provide useful information features to enhance their travel experience, particularly by providing detailed and informative explanations of attractions. Additionally, they are concerned with the application’s ease of use and privacy protection. Aesthetically, Chinese line-drawing cartoon styles and travel visual experiences are favored. The proposed gamification strategy balances education, entertainment, and practicality to improve user engagement and experience. These findings offer crucial insights for developers and provide precise guidance for market positioning and product design strategies.
Keywords: Cultural Tourism, Gamification Application, Design Strategies, User-Centered Design, MDA Gamification Design
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