Tourism
Meysam Agheli; Maryam Aliei,; Seyed Mohammad Tafreshi; elie moghimikhorasani
Abstract
In this age of digital and smart technology, people's expectations of technical services are increasing. The development of human-computer and nanotechnology has made possible the development and spread of virtual reality technology, which has also been extended to the field of tourism. Therefore, the ...
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In this age of digital and smart technology, people's expectations of technical services are increasing. The development of human-computer and nanotechnology has made possible the development and spread of virtual reality technology, which has also been extended to the field of tourism. Therefore, the purpose of this research is to investigate the effect of gamification on tourist satisfaction with the mediating role of tourism fatigue. This research is applied in terms of purpose and descriptive-correlation in terms of method. The statistical population of the research included all the tourists of Damghan city who had traveled during Nowruz 1402. The minimum sample size was estimated to be 384 people according to Cochran's formula and analyzed. In this research, a questionnaire was used to collect information. Reliability was investigated using Omega Macdonald's coefficient, and face and content validity (Lauche's coefficient) was examined and confirmed with the opinion of the supervisor and experts. Also, the obtained data were analyzed using SPSS and 4pls statistical software. The results showed that gamification has a significant and inverse effect on tourism fatigue and tourist fatigue on tourist satisfaction, and gamification has a positive and significant effect on tourist satisfaction, and emotional exhaustion has a mediating role on the effect of gamification on tourist satisfaction.