Kovalenko Mariya (2021) Gamers as specific group of tourists. Kereskedelmi, Vendéglátóipari és Idegenforgalmi Kar.
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Absztrakt (kivonat)
Gamer’s community all around the world includes millions of people of different ages, different backgrounds but one main hobby, for some of them that is even profession which identifies them and characterizes their preferences as tourists as well. This shows the huge target group for research. My goal is to examine differences between the tourism related preferences of gamers and non-gamers.For reaching the goal of the research primary and secondary resources of the information were used. For instance, author’s questionnaire (115 participants) and SWOT-analysis.Research questions:1. WHAT ATTRACTS THIS TYPE OF TRAVELLERS?2. ARE THERE ANY NEW WAYS FOR MARKETING PROMOTION ACCORDING TO THE RESEARCH OF THIS GROUP?3. WHICH BENEFITS MAY HAVE THE EXPLORATION OF THIS GROUP FOR UNKNOWN DESTINATIONS AND REDUCING SEASONALITY?Hypothesis: exploration of this group can open new marketing suggestions for unknown destinations, attract more tourists, the results can be useful in reducing seasonality.For collecting the primary qualitative and quantitative information, survey, interview and direct observation were used as tool. Questionnaire was constructed in Google forms which contains closed and open-ended questions.Residents from Eurasia, North America, Africa and Australia continents took part in survey. Excel was used for counting responses, calculating percentages of the different answers and generating a final report for analyzing. SWOT-analysis was used for the examination of internal (strength and weaknesses) and external (opportunities and threats) factors.The results of the research are presented by statistical data and author’s suggestions. According to the Global Games Market Report of 2020 as gamers considered all people that have played games on PC, console or mobile device in the past six months. And in 2020 when a lot of industries are in a hard financial situation because of COVID-19, game market is expanding. According to predictions, by the end of 2020 the number of players will be 2.7 billion, which is 135 million more than in 2019. And by the end of 2023 the number will exceed 3 billion people. And expected revenues at the end of this year are 159.3 billion dollars, which shows 9.3% growth relative to 2019. Personal experience shows that this group of people has some extra interests in tourism than the main ones. Research proves that this sphere has a gap in scientific research and results open new opportunities in tourism marketing and promoting, reallocation of the tourist flow, creating new work places.
Intézmény
Budapesti Gazdasági Egyetem
Kar
Kereskedelmi, Vendéglátóipari és Idegenforgalmi Kar
Tanszék
Turizmus Tanszék
Tudományterület/tudományág
NEM RÉSZLETEZETT
Szak
Mű típusa: | diplomadolgozat (NEM RÉSZLETEZETT) |
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Kulcsszavak: | gamification, overtourism, promotion, seasonality, tourism |
SWORD Depositor: | Archive User |
Felhasználói azonosító szám (ID): | Archive User |
Rekord készítés dátuma: | 2022. Már. 08. 14:11 |
Utolsó módosítás: | 2022. Már. 08. 14:11 |
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