Gamification and sustainable tourism
Analysing the educational potential of Find the Seasouls for new generations
Bibliographic Data
| ID | 19554393 |
|---|---|
| Authors | Francisca J Sánchez‐sánchez (0000-0001-5325-3667, Universidad Pablo de Olavide), Francisca J Sánchez-Sánchez, Ana María Sánchez Sánchez (0000-0002-6591-954X, Universidad Pablo de Olavide), Ana M Sánchez-Sánchez |
| Year | 2025 |
| Pages | 1-25 |
| Publication date | 2025-11-07 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Tourism Futures (JOURNAL) |
| Journal identifiers | ISSN: 2055-5911 • E-ISSN: 2055-592X |
| Publisher | Emerald (PUBLISHER) |
| DOI | 10.1108/jtf-06-2025-0169 |
| OpenAlex | W4415906300 |
| Language | EN |
| References cited | 110 |
Purpose This article analyses Find the Seasouls, a video game created by Turismo de Canarias on the Roblox platform, as an innovative tool to promote sustainable tourism among the Alpha and Z generations. It is proposed to interpret it not only as a promotional action but also as an educational experience that contributes to forming more conscious future tourists through playful, emotional and collaborative dynamics. Design/methodology/approach Through a theoretical-conceptual approach, the Stimulus–Organism–Response (S-O-R) model is applied to examine how the game's stimuli (environmental narrative, ecological challenges and social interactions) generate cognitive and emotional responses in users. The analysis is based on the narrative, ecological and participatory design of the video game, in relation to theories of gamification, situated learning and environmental education. Findings The study reveals that Find the Seasouls can foster learning, environmental empathy and collective engagement, stimulating pro-environmental attitudes and sustainable behavioural intentions, reinforcing the construction of the tourist as an agent of change and fostering digital communities linked to real destinations. Originality/value This paper offers an interdisciplinary approach between tourism, sustainability and video games. It provides a novel theoretical basis for investigating the educational and behavioural impact of gamified experiences applied to responsible tourism
Citizen journalism · Empathy · Participatory action research · Situated · Sustainability · Sustainable tourism · Tourism · Educational Games and Gamification · Environmental Education and Sustainability · Sustainability in Higher Education
The Metaverse as a Virtual Form of Smart Cities
Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
Need Satisfaction Supportive Game Features as Motivational Determinants
What video games have to teach us about learning and literacy
Atmospheric qualities of online retailing
Personal and social factors that influence pro-environmental concern and behaviour: A review
From recreation to responsibility
Gamification in theory and action
Pro‐environmental behavior
Twenty years after Hines, Hungerford, and Tomera
Technological environment, virtual experience, and Mooc continuance
Serious games on environmental management
Cultural and Tourism Innovation in the Digital Era
Managing Sustainable Tourism
How to Do Things with Videogames
Location-Based Gaming
Searching for the Future
Meeting the needs of the Millennials and Generation Z
Proactivity in legal education for Generations Z and Alpha
Gamification in Education
Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue
Serious games and the gamification of tourism
Application of the Theory of Planned Behavior to green hotel choice
Can electronic games contribute to the advancement of tourism economy? An empirical investigation of the extended SOR model based on Prospect Theory and Spatial Triad
The attitude–behaviour gap in sustainable tourism
Experiencing the unfamiliar through mobile gameplay
| Citation velocity | historical |
|---|---|
| Highly cited | No |