Some ideas seem very interesting while they are in the development stage. Only when reactions are received from the market can a negative result be seen, or a misunderstanding can be seen. In order to confirm the hypothesis about whether an idea is good, it is necessary to conduct research. It is a pre-designed, logical and systematic process by which we connect opinions and experiences, come to (new) knowledge and increase (existing) knowledge.
Within the project 'Window2Bar', before the implementation of the pilot project, we conducted research on the topic of gamification in tourism. They put forward the thesis that 'gamification' can be a good business model for the destination Bar. According to this goal, we prepared a methodology - 'Window2Bar' methodology for the development of smart tourism innovative product (new tourism product in adventure and empirical tourism using the concept of gamification) and based on research results identified technology that would be adequate for a new tourism product.
There are a large number of types of research, such as: qualitative, quantitative and combined research. Qualitative research is research that refers to the study, examination, determination of properties, objects, relationships. It answers the question 'why ?, what is someone like ?, how often, with what ?, where?'. Researchers focus more on the research process than on the results. Quantitative research is research that refers to the study, examination, determination of quantities, quantities, values, size of some phenomena, objects, relationships. It can be combined with other types of research, especially qualitative, for more compatible and complementary results. He tries to answer the question 'how much?'. Combined research is a combination of quantitative and qualitative research, research strategies and methods of both approaches are applied to solve research problems.
Research in tourism is a good indicator of the development of future trends, the process begins with defining problems and setting goals. In order to analyze a phenomenon, it is necessary to select data whose accuracy is known and guaranteed, followed by their analysis and interpretation. A research question or hypothesis should be asked beforehand. It depends on what type of research you used. The sub-hypothesis confirming quality research with realistic results is confirmed.
During the research, we tried to interview only tourists. The results show that of the respondents, 49.5% are men and 50.5% are women. According to the obtained data, 35.1% is the younger population, up to 25 years of age. Also, the results show us that people come to Bar mainly with friends and acquaintances, 41.4%. Most tourists come in individual organization (64%) and stay at the destination for more than 4 days. Visitors have mostly higher education (49.5%), with an approximately bipolar structure of monthly net household income in which groups with incomes up to € 1,000 (56.8%) and incomes 1,001 to 2,500 € (31.5%) are clearly distinguished. The hotel stands out as a type of accommodation facility in which tourists stay (44.1%). Respondents came to the destination of Bar mostly by car (43.2%), the highest percentage from the region (39.6%), which is not surprising, given the growing problems with the virus during the survey period.
The result that is especially interesting is that, according to the surveyed tourists, tourists would conduct gamification, ie. played games with destination feedback and with the possibility of learning about the destination; and games that involve interaction and that can be played in a group, because younger tourists mostly visit the destination in a group and would rather do it for new experiences, compared to adventure and fun at the destination Bar. These attitudes are similar to the attitudes of other young players. We do not have data for the elderly because a very small number of them were included in the research. The Old Town of Bar is mentioned as the main and most attractive place for gamification, which is expected considering that tourists single out cultural and historical monuments at the destination, more precisely in the Old Town, as the most attractive place to visit. The surveyed tourists mostly see discounts when booking accommodation as the main reward in participating in playing games.
Many Stakeholders agreed that the gamification process could be carried out at the destination Bar and suggested, as our partners, challenging and attractive locations for placing bicons. The surveyed businessmen use already existing marketing activities, a small number of them switched to the use of digital marketing. A large number of stakeholders would participate in the gamification in order to better promote their own company as well as to raise the image of the business entity.
Although in the age of the covid crisis, which undoubtedly 'stopped' the entire planet, the survey undoubtedly showed that every tourist wants easy and fast internet access and exploring new places. Therefore, through the Window2Bar project, it will be easier for everyone individually with the solution of a small game (puzzle), to better explore the destination and get to the desired place.
Young researcher on a project