Scripted Gamified Hotel: An Edgework Perspective of the Impact of Gamification on Hotel Selection
Yanwen Xu et al.
Abstract
Hotels are lodging establishments whose primary goal is to provide guests with comfort and safety during their stay. Yet, the emergence of scripted hotels (e.g., the Star Wars hotel and the Hollow Hotel) has redefined the accommodation experience by turning ordinary lodging establishments into themed outings with endless adventurous encounters, while engaging guests in role-playing scripted scenes. This research works to explore the impact of scripted gamification on hotel selection intention from the perspective of edgework theory. Results from two experimental studies, a survey, and two qualitative studies show that scripted gamification exerts a positive influence on guests’ hotel selection intention, mediated by a heightened level of perceived enjoyment and customer engagement. Furthermore, sensation seeking works as a boundary condition that facilitates the role of gamification. This study provides valuable insights for both researchers and practitioners, facilitating a deeper understanding of the potential benefits of integrating game-like scripts within the accommodation business.
Evidence weight
Balanced mode · F 0.40 / M 0.15 / V 0.05 / R 0.40
| F · citation impact | 0.50 × 0.4 = 0.20 |
| M · momentum | 0.50 × 0.15 = 0.07 |
| V · venue signal | 0.50 × 0.05 = 0.03 |
| R · text relevance † | 0.50 × 0.4 = 0.20 |
† Text relevance is estimated at 0.50 on the detail page — for your query’s actual relevance score, open this paper from a search result.