Gamifying dark tourism : a study on how gamification could be used as a marketing tool in dark tourism museums : case National museum “Chornobyl”
Shustova, Viktoriia (2021)
Shustova, Viktoriia
2021
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2021060414267
https://urn.fi/URN:NBN:fi:amk-2021060414267
Tiivistelmä
The thesis work studied the relationship between dark tourism and gamification by creating a concept of a marketing tool for the National Museum “Chornobyl”. The objective of the study was to demystify dark tourism museums’ marketing and find some conclusive information about whether gamification would be worth using in dark tourism museums.
The data for the thesis was collected by implementing a qualitative data collection method. The author has conducted a semi-structured interview with the case company’s representative. The theoretical framework was developed based on gamification, marketing and dark tourism literature and internet sources.
With the groundwork achieved by studying gamification, the thesis presents an idea of the gamification tool for the National museum “Chornobyl”. By conducting the research, the author helps dark tourism museums to widen their knowledge in gamification and its usage in the industry.
The data for the thesis was collected by implementing a qualitative data collection method. The author has conducted a semi-structured interview with the case company’s representative. The theoretical framework was developed based on gamification, marketing and dark tourism literature and internet sources.
With the groundwork achieved by studying gamification, the thesis presents an idea of the gamification tool for the National museum “Chornobyl”. By conducting the research, the author helps dark tourism museums to widen their knowledge in gamification and its usage in the industry.