Tourism 2.0. The Social Web As A Platform To Develop A Knowledge-Based Ecosystem
Tourism 2.0. The Social Web As A Platform To Develop A Knowledge-Based Ecosystem
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Tourism 2.0.
Authors
Edu. William.
Destinum.com
e-mail: [email protected]
E. Pérez Martell.
Physics Department
e-mail: [email protected]
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Abstract
The maturity of Internet and its use as a platform has led to the appearance of the so-called Web 2.0,
where the software industry sees how its chain of value develops through networks thanks to the collective
intelligence of their members. This phenomenon enables business sectors to move to the Knowledge
Economy.
The objective of this work is to propose and develop model 2.0 in the tourism sector in order to establish a
To that end, the work analyses the DESTINUM system as an example of strategic design for the
Keywords
Web 2.0, internet, long tail, social networks, tourism 2.0, tourist ecosystem
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1. From Web 2.0 to model 2.0 to adapt sectors to the Knowledge Society
After the dot.com bubble burst in 2001, it would have been impossible to imagine the continuous
development of a great number of new applications that has since taken place. Almost all of them,
together with those that survived the crisis, have a series of characteristics in common. Dale Dougherty
(O’Reilly, 2005), Web pioneer and Vice-President of O’Reilly Media, reached that conclusion in a joint
session with Craig Cline of MediaLive International for the preparation of conferences. Tim O’Reilly and
In that conference, they focused on comparisons rather than definitions and identified the business models
that were changing and moving from Web 1.0 to Web 2.0. They presented their perception by means of
Figure 1.1: Examples of applications or characteristics that mark the step from Web 1.0 to Web 2.0
Ofoto Flickr
Akamai BitTorrent
Mp3.com Napster
publishing participation
content management
wikis
systems
stickiness syndication
Although both authors commented on each case and made comparisons, they summarised the principles
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• The Web as platform
Of those seven principles, those that possibly best define the concept of Web 2.0 are the first two, with the
Following that conference, an avalanche of definitions and concepts based on Web 2.0 (Hinchcliffe, 2006)
appeared on its own medium: Internet. Being a term born of and for the Web, the immaturity of the term
itself is indicated in its beginning, its adaptation and later consistency thanks to the feedback from
everyone. Thus, at the end of 2006, O’Reilly published another article that aimed to close a definition that
is possible the most accurate and which constitutes the reference for this work (O’Reilly, 2006):
“Web 2.0 is the business revolution in the computer industry caused by the move to the internet as
platform, and an attempt to understand the rules for success on that new platform. Chief among those
rules is this: Build applications that harness network effects to get better the more people use them. (This
• It is a business revolution of an industry, namely the software industry, hence the prefix Web. The
• The components of that industry (its chain of value) move to a common platform, namely,
• The effect of those networks makes possible the development of the industry based on collective
Hence, Web 2.0 is the model that has been followed by the software industry to adapt to the Knowledge
Economy. It is important to qualify the concept since, in the blogosphere, it is common to use the term
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Since the appearance of Web 2.0, many 2.0 terms that are based on Web 2.0 have appeared with the aim
of defining different social and business sectors The principal and most rigorous of those include
If one analyses those terms, the underlying idea is to apply social tools to those sectors rather than to
Although it cannot be said that this use is incorrect, it is not supported in this article, which focuses on
analysing model 2.0 as a true revolution and transformation of business sectors to the Knowledge
economy rather than the simple use of the social tools typical of Web 2.0. The objective is to analyse and
propose a model of adaptation to the Knowledge Economy. Therefore, following the step that has been
taken by the software sector and is called 2.0, it is understood that this is a good model to develop in other
It is necessary to separate the concept of 2.0 from that of Web 2.0 to be able to adapt it to any other
sector. To that end, this article proposes the following three characteristics that 2.0 models must possess:
• Delimitation of the sector to which it refers: the scope of the sector in relation to the chain of value
• Move to a common platform where organisation into networks can develop. This platform is
Internet.
• Development according to the collective intelligence of the network members so that the objective
and the system improve before the participation of more individuals and agents.
Thus, the support on the social Web, insofar as 2.0 models los models use the Web as a platform and its
social tools for the construction of networks and the use of collective intelligence. However, one must not
confuse the mere use of social tools with the true objective, which is a strategic change in the sectors
adapted to the Knowledge Economy on the basis of the construction of networks and their development
according to collective intelligence. Model 2.0 is a social, and not just a technological, issue (Hinchcliffe,
2007).
In a study of the comparisons between multimedia online sales and offline sales, Brynjolfsson, Hu and
Smith (2003) and Anderson (2004) reached the conclusion that the digitalisation of contents and products
and their sale via online media is going to have an effect on the economic model that goes beyond the
mere transfer of the distribution channel. This model is known as “the long tail” (Anderson, 2004).
In the offline world, the distribution of products follows Pareto’s Principle, which in turn is based on the
power law. Pareto’s Principle proposes that the distribution model generates a centrifuge effect which is
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reinforced by the dynamics of the offer in the physical world: the shortage of space and the distribution
costs, two factors that lead to the tail being cut prematurely. However, the birth of the online channel,
which entails practically no distribution or marketing costs, permits the minority – products that, in many
cases, were discontinued or unsold – to access the same distribution channel, thus increasing the size of
the market.
Anderson’s work was based on a comparison between the principal items that are sold in offline stores
and generate the majority of their revenues and those that do so in the case of the online stores Amazon
(books), Rhapsody (music-to-go) and Netflix (DVD rentals). That author showed that articles that hardly
appeared in offline sales constituted more than half of the sales of online stores. In other words, the new
He also described how, in the new model, the big Hits, for the mass public, will still exist alongside the
‘long tail’, for a niche segment. All of that is due to the market opening up, which has enabled Internet to
That work (Anderson, 2004) contains no comments on how sales are distributed in the online world but
hinted that, although the power principle still applies, it will be less concentrated on a few products
(Brynjolfsson, Hu and Simester, 2007). This is due to the digital distribution model and the effects of the
social filters generating a centripetal effect (greater dispersion), which, without breaking the power law,
In turn, he established the three rules for the new economy of entertainment products (Anderson, 2004):
• Make everything available: create abundance. Never mind that it does not correspond to the
traditional canons, all products must be put in the same channel and they will find a buyer. There is no
time to spend on grand market research programmes and marketing; in the new economy, it costs more
• Lower the price by half, adapting to the costs of digital not traditional physical distribution.
Marketing and distribution costs must be avoided. This is one of the issues that will enable people to buy
more and the market to grow with the entry of the long tail. The long tail must have lower costs than the
big Hits, since it does not have the costs related to the offline world that raise the price of the product.
Consumers must be made to enter the long tail because of the low prices.
• Help find the products by developing recommendation systems that generate traffic in the long
tail. Customers may enter in search of the Hits, which will help revitalise the “long tail” thanks to
recommendations.
While those first two points are important, they are not sufficient. The third is the key to the development of
the model. Currently, the recommendation systems can be broken down into (William, 2007):
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• Those based on generic algorithms: search engine type.
• Those based on collective intelligence, where it is everyone’s opinions that generate the
Although the objective of the model is to achieve the abundance that permits the development of niche
markets instead of the shortage of the offline distribution model that targets only a mass market,
mismanagement of that abundance and the ensuing recommendation systems can lead to two limitations
of the model:
• The paradox of choice (Schwartz, 2005): the more options there are available, the less enjoyable
the act of consumption is. This might even lead to a situation of paralysis due to there being so many
options available that saturation and withdrawal from consumption occurs (Iyengar and Lepper, 2000;
Schwartz, 2005). This means that achieving the abundance in the first two of Anderson’s (2004) rules is
not only insufficient; it may also be counterproductive to accomplishing the real objective. The correct
choice of recommendation systems that screen that abundance are going to be necessary for the “long
tail”.
• The return to shortage: the use of tools with generic solutions, whether based on algorithms,
collective intelligence or prescription, leads to shortage. Similarly, the development of lists and rankings
with one-size-fits-all solutions does no more than centrifugally force choice into the choice of a few,
leading once again to concentration of choice: the return to shortage (De Ugarte, 2007)
Therefore, the focus must be on recommendation systems that permit the development of the “long tail”
and avoid the limitations that abundance may entail. Thus, the optimum recommenders for the
To develop a model of sustainable tourism, it is also necessary to give opportunities to the “long tail”. In
that respect, we can talk of a “long tail” in the tourism sector (Lew, 2006; William, 2007; Offutt, 2007; Davis
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and May, 2007). Thus, each tourist will be able to access each service merely because it is what he/she
wishes and not because of outside issues that misrepresent the competitive capability of firms.
By adapting Anderson’s rules to the reality of tourism, this article proposes the need to pass two
• Abundance of tourism thanks to the full access by firms, especially SMEs, to the Internet and the
functional strategic online tools. Everything must be on Internet and accessible to be chosen by tourists
or intermediaries.
product quality above market size or force. These could be (William, 2007):
o A system based on the collective intelligence in the network, which permits personalisation of
results.
As will be seen later in the article, this prescriptive and revitalising function of the “long tail” will be what
2. A knowledge-based ecosystem
To better understand model 2.0 as an adaptor to the Knowledge Economy, it is interesting to discern the
previous situations of the industry and extrapolate them to analogue concepts like 0.0 and 1.0.
The model prior to Internet, typical of the industrial society is known as mass tourism (Poon, 1993, Fayos-
Solá, 1996; Buhalis, 2003, Sheldon, 2005). In the model proposed in this article, this condition is called 0.0
or disconnected tourism.
The development of the Information Society led to the development of a different, more flexible and
customer-focused model of tourism (Poon, 1993; 2003; Fayos-Solá, Werthner and Klein, 1999; Gretzel,
Yuan and Fesenmaier, 2000; Buhalis, 2003). This principal phase of tourism in the Information Society,
which is also related to the Internet age - Web 1.0.- can be called tourism 1.0. Thus, tourism 1.0 is framed
within the start and development of e-tourism, of which Buhalis (2003) conducted a detailed analysis of
how the tourism system restructures and functions with the advance of the Information Society.
In any case, the fact that society and the economy have advanced in tourism models does not mean that
all destinations and enterprises have done so. On the one hand, there are the destinations and tourism
models that appear with the Information Society, incorporate its characteristics and are precisely 1.0. On
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the other hand, there are some destinations and firms that appeared with the traditional model and must
reconvert and reorient themselves; however, most of them currently remain in model 0.0.
Therefore, it can be said that two types of tourism coexist at present, namely, 0.0 and 1.0, with limitations
that prevent destinations and enterprises from progressing in their adaptation to the Knowledge Economy:
• The tourism model 1.0 guarantees neither access by SMEs nor equality of conditions to maintain
the same level of competitiveness. Significant market shortcomings that are typical of tourism 0.0, such
• The tourism 1.0 model solves neither the problems of access to and transparency of information
• The tourism 1.0 model does not incorporate knowledge transfer as a factor determining the
The response to those limitations will be the development of model 2.0 with the objective of all SMEs and
In relation to the above, this article proposes to define a tourism model based on the paradigm of 2.0 as
typical of the Knowledge Economy: in other words, tourism 2.0 as the tourism system that permits the
sector to adapt according to the knowledge of the agents involved in the system. Hence, following the
definition outlined by O’Reilly for Web 2.0, the following definition of Tourism 2.0 is proposed:
“Tourism 2.0 is the business revolution in the tourism and leisure industry caused by the move to the
tourist ecosystem as platform, and an attempt to understand the rules for success on that new platform.
Chief among those rules is this: Build business and destinations that harness network effects to get more
productive the more people and business participate in them. Thus, “harnessing collective intelligence.”
As previously mentioned, model 2.0 must display three characteristics, which, in the case of Tourism 2.0,
are as follows:
• It must refer to the tourism sector as a whole; therefore, all the elements of its chain of value must
be taken into consideration. The objective is the knowledge-driven improvement of the productivity of
• Those elements must influence productivity either directly or indirectly; they must move to a
common platform (Web), where they can interrelate around a system of networks.
• Knowledge and its transfer must be the motor of the network, which self-organises and self-
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The entire tourism sector comprises many elements that have some influence on this, which means that its
interrelations require even more effort, if that is possible. Although this work does not aim to analyse the
exact composition of tourism systems, we should mention the need to move from linear and determinant
analyses based on cause-effect to more qualitative, non-linear models based on networks. Both social and
natural systems are considered complex and real entities that are closely integrated and function together
In that respect, the behaviour of the tourism system is beginning to be explained on the basis of the
complexity theories (Faulkner and Russell, 1997; McKercher 1999; Faulkner and Vikulov, 2001; Scott and
Laws, 2005), in which the systems behave as dynamic, complex, interrelated, unpredictable and uncertain
entities. (Waldrop 1992; Gunderson, Holling and Light 1995;; Prigogine 1997; Levin 1998). One of the
most notable characteristics of these systems is their capacity for self-organisation (Kauffman 1995;
Thus, we are dealing with an interrelated ecosystem comprising directly productive elements of the tourism
activity as well as external and indirect elements, such as natural, social, cultural, human and political, etc.
The tourism system behaves like many local ecosystems that are interrelated and depend on and
influence one another (Farell and Runyan, 1991; Farell and Twining-Ward, 2004). This means that the
dynamics of the interrelations are not linear and a change in one destination can disrupt or influence
The application of the notion of dynamic ecosystems to tourism is accompanied by the idea of typical
flexibility and an “adaptive management” at all times (Rollins, Trotter and Taylor, 1998; Gunderson and
Holling, 2002; Farell and Twining-Ward, 2004). This means that the model entails a change in business
management and in tourism planning. “Adaptive management” requires constant monitoring and social
learning (Walters 1986; Clark 2002) that leads to a progressive accumulation of knowledge that enables
businesses and stakeholders to adapt to the changing scenarios (Berkes and Folke, 1998). That social
learning involves knowledge transfer between all the stakeholders of the ecosystem (Parsons and Clark,
1995). Some authors have already begun to analyse this model of adaptive management for the
development of sustainability in tourism as typical of the complex and dynamic environment in which
tourism develops (Hein 1997; Laws, Faulkner and Moscardo 1998; Reed 1999; Russell and Faulkner
1999; Walker, Greiner, McDonald and Lyne 1999; Abel 2000; Jennings 2001; Wight 2002)
Thus, social learning and the transfer of knowledge become the necessary motor that drives the dynamics
of the ecosystem. With regard to the objective of businesses and destinations, the knowledge transferred
in the network must be the variable that promotes the structure affecting that productivity.
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In relation to the proposed definition of Tourism 2.0, and taking the ecosystem to a common platform –the
social Web- by adapting the tourism system model of Buhalis (2003) and incorporating the chaotic model
of de McKercher (1999), a tourism model adapted to 2.0 has been designed. In that model, networks are
developed between people and enterprises and their collective intelligence and its transfer in the form of
knowledge influences the organisation, development and productivity of those networks. In other words, it
is tourism 2.0.
While Figure 2.1 is not intended to represent the entire ecosystem, it does convey a significant idea of its
composition and functioning. In turn, it is a local level static image of a single ecosystem but, as previously
Two types of agent can be distinguished within the model: 2.0 agents and the traditional agents. The term
2.0 has not been used indifferently in the figure. For this model, the 2.0 tag describes those agents forming
an active part of the network by transferring knowledge, which, in turn influences the productivity of the
enterprises. It should be stressed that, although each agent can act internally according to model 2.0, this
work only addresses the relationship between the agents and the rest of the ecosystem.
These form the framework of the ecosystem. The DICIRMSs - Destination integrated computerized
information reservation management systems -, model designed by Buhalis (1993,1997) may be the
optimum starting point for the conceptualisation of networks of enterprises with electronic commerce
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since they not only focus on the functional and operational accomplishment of the objectives of
destination management organisations (DMOs), but also constitute a strategic tool to improve the
competitiveness and sustainability of SMEs and tourism destinations (Buhalis, 1997, 2003; Braun,
2002).
They are Web based social networks that constantly self-develop and self-organise thanks to the
transfer of knowledge among the three actors that interact actively and dynamically:
o SMEs 2.0
o Residents 2.0
o Tourists 2.0
Although the tools of these networks may differ, and this article will later analyse a particular case, four
concepts that must be common to all for the development of the ecosystem are proposed:
o The knowledge of the actors in the network (nodes) must be rewarded according to its
influence on the productivity of the firms. Therefore, it is important that the network
permits electronic commerce insofar as the development of the network and its
o The networks must be oriented to sustainability (Halme, 2001); therefore, the negative
externalities of the actors in the network must be internalised in order to offset the costs
o The knowledge generated must be available for constant monitoring by the rest of the
agents.
distributed fashion (Werthner and Ricci, 2004), whether those networks are local,
• Driving forces of the network : DMO 2.0, transport 2.0 and enterprise 2.0
These can adopt different forms in the relationships with the network but there will be a common
denominator; they must be driving forces of the network. In other words, they are nodes with high
connectivity and great capacity to provide knowledge for the development and propagation of the
networks.
These form part of the productive structure but, as the figure shows, there is no reason to label them
2.0 since they are agents that may act on the fringes of the transfer of knowledge of the network.
However, and despite the fact that the ecosystem moves thanks to the network of firms with electronic
commerce, the intermediaries and travel agencies must play a key role in the development of the
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ecosystem in that they act as recommenders of the “long tail” and so can make businesses more
productive by bringing them closer to their niche markets. This is a line of research that should be
It is not enough that the productive part of the sector develops in a network, its is also essential for the
other sectors that affect the tourism industry to adapt to model 2.0 so that knowledge can flow
correctly and be used where it is needed for the adaptive management of the industry.
This is an indispensable tool for the correct management of any complex system. Thus, since it is a
digitalised ecosystem, the level of knowledge must be very high and knowledge management must be
very efficient, with the use of suitable business tools such as Business Intelligence systems that are
Without wishing to be precise or exclusive, since that is not the aim of this work, we propose a generic
comparative table that displays the strategic differences between tourism 2.0 and the preceding models.
Figure 2.2. Strategic differences between tourism 0.0 - 1.0 and 2.0
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• Type of organisation/society/offer. These three concepts are totally related and correspond to
those already mentioned. Tourism 0.0 is the model from the Industrial Society, where the organisational
system of firms was hierarchical and vertical integration favoured scales of economy that led firms to
offer standardised products with no possibility of modification to vast numbers of people at the same
time (Poon, 1993, 2003). Tourism 1.0 is typical of the Information Society and, as such, maintains a type
of network organisation, bases its offer on more flexible and personalised products and seeks segments
• Connectivity (or presence on Internet). In tourism 0.0, the connectivity of firms was zero or, in
some cases, simply token. Tourism 1.0 achieved a higher presence of enterprises and destinations on
Internet, but that presence was not general in the case of SMEs mainly for issues of resources and
knowledge.
• Orientation to the customer. The level of customer orientation in tourism 0.0 is practically nil since
the function is limited to maintaining adequate infrastructures and receiving the customers coming from
the channel. Tourism 1.0 advanced considerably in that respect but its orientation remains semi-rigid
and limited to a unidirectional flow of conversation and mainly one-off contacts. Although the enterprise
attempts to adapt to the customer in this model, its function remains on the passive side.
• Orientation to the destination. Similarly, tourism 0.0 displays very low orientation to the destination
with firms remaining outside any form of collaboration. In tourism 1.0, the firms are more aware of the
importance of a united and cooperative destination although the inherent difficulties of establishing
collaboration mechanisms mean that any actions in that direction are temporary and isolated.
2.4. Analysis of a network system for the ecosystem: the DESTINUM system
This article analyses the DESTINUM system as a Web tool for the development of social networks among
firms with electronic commerce, which helps drive the construction of the ecosystem. The work aims to
analyse not the technological design, and much less the functioning and composition of its tool, but how
and in which way the use of some social tools influences the strategic development of the ecosystem. In
that respect, ten characteristics of the DESTINUM system are listed and interpreted with a strategic
meaning and proposed as an example (Figure 2.3) for the construction of tourism 2.0:
Figure 2.3. Ten strategic characteristics of the networks to develop tourism 2.0
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tourists
Web as a platform Web and system for SMEs Digitalises all the SMEs without
the need for investment
Web as a platform ASP Maintains constant innovation
without investment
Social network Cross-sales Mechanism for immediate
cooperation among SMEs that
provides added value to each
UGC (user-generated content) Viral, tags, reviews Transparency of information
UGC (user-generated content) CAC Model The content generated provides
added value to the system
Knowledge as a motor Social loyalty creation Rewards the provision of
knowledge
Sustainability as a user Social reward Internalises costs in a single
production process
Web as a platform RSS/XML/Mashups Constant innovation
• They are networks that permit enterprises to sell directly. This characteristic is necessary to be
able to reward and measure each member’s contribution of knowledge to the productivity of the
enterprises.
• They are social networks with the traditional tools of such networks, such as sharing a network of
friends, multimedia, etc., but with three types of members and users that interact and interrelate
with one another: residents, tourists and enterprises, with the last of those being able to offer their
services or to act as simple knowledge transmission agents, like DMOs, for example.
• The enterprises that use the network to sell their services can use the same system for
themselves with their own Web. This digitalises them in their sales side while involving them in
• It is a Web system that functions like an ASP –application service provider-, in other words, the
software acts as a service and not as a product. This characteristic provides two strategic
advantages:
o It permits any SME or agent, such as DMOs, to access them without investment and
o It provides simple interaction and cooperation between the networks that are created.
• All firms can in turn select others to complement them in the network, which permits SMEs to be
oriented to very specific activities and provide added value to their products or services by means
of cross-sales. This involves a very high level of cooperation that eliminates the costs of
maintaining and coordinating the relationship since the system already performs that function.
• The content of the network are user-generated, which permits much greater transparency of that
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o Invitations from members to others to form part of the network, which permits a viral
expansion of the network in terms of number of members due to their knowledge and
folksonomy (Smith, 2004). By means of tags, each user can categorise the services they
comment on. This categorisation gives feedback directly to the searcher, which permits
consumed relationship. These assessments are made by users who have consumed
some service and are divided into different items. These items provide feedback directly
to the search engine, which makes it possible to make more specific searches based on
different assessments. This is the default search engine, which forces enterprises to be
o Opinions by the users who have consumed a service are added to the file on the
• The reviews –assessments, opinions and tags- provided by users about other users, especially
reviews by customers about firms or services, are governed by specific characteristics that,
without abandoning open philosophy, permit the reviews to really add value to the system and its
users. They are based on three parameters that can be called CAC:
o Customer: there must be some indication of whether the user who gives an opinion has
been a customer or not so that whoever reads it has that information since it is relevant.
o Abundance: the aim is not to form generic averages with the opinions but to personalise
the content as much as possible. Opinions are also governed by the “long tail” and
everyone must be accommodated since every user will feel more identified with a type of
user. Thus, by forming part of the network, users may not only know the profile of those
who give opinions but also personalise their “authorities” and tag them on the basis of
join in the conversation: only then can a series of opinions that provide value to other
users be developed.
• Knowledge is rewarded by means of a loyalty creation model. In line with traditional points-based
loyalty programmes, users are rewarded not only for their productivity but also for the knowledge
they contribute either in the form of reviews or by bringing new, productive members to the
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network. Customers are loyal not only by their repetition of consumption but also on the basis of
• The internalisation of the costs that the activity itself entails to the detriment of sustainability
(tangibles and intangibles) can be undertaken in two manners, both of which involve a method of
offsetting:
o One is voluntary for the consumers and enables them to donate an amount during the
purchase process.
o The other is compulsory for the enterprises and is included in the cost of the system.
• It is developed in absolute interaction with the other Internet applications, permitting the entry and
exit of all data (RSS) and fragments of applications (Mashups). Moreover, the use of standard
XML permits the enterprises to offer their services simultaneously in travel agencies, which
eliminates the opportunity cost that has been normal in SMEs to date. This really converts the
ecosystem into a set of distributed networks and permits the innovative development of other
3. Conclusions
Web 2.0 is the model that has been followed by the software industry to adapt to the Knowledge Economy
and is understood to be a good model to apply in other sectors, specifically tourism. Thus, this article
proposes a new model of knowledge-based ecosystem: tourism 2.0. In our approach is the business
revolution in the tourism and leisure industry caused by the move to the tourist ecosystem as platform, and
an attempt to understand the rules for success on that new platform. Chief among those rules is this: Build
business and destinations that harness network effects to get more productive the more people and
• It refers to the tourism sector as a whole and consequently must consider all the elements of its chain
of value, the objective being a knowledge-driven increase in the productivity of the enterprises and
destinations.
• Those elements, whether they affect productivity directly or indirectly, must move to a common
• Knowledge and its transfer must be the motor of the network, which will self-organise and self-develop
To define the model and its convergence to 2.0, the tourism system proposed by Buhalis (2003) has been
adapted and the complexity theories used for the definition of the tourism sector (Faulkner & Russell 1997;
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McKercher 1999; Faulkner & Vikulov, 2001; Scott & Laws, 2005) have been applied. Thus, the article
proposes an ecosystem of interlinked networks that self-organise and self-develop and where social
learning and knowledge transfer become the motor necessary to drive the dynamics of the sector.
Within the ecosystem, two types of agents are distinguished: the traditional and the 2.0 agents. For this
model, the 2.0 label describes those agents that form an active part of the network by transferring
The framework of the model consists of a system of social networks among firms that permit electronic
commerce. That system comprises SMEs 2.0, residents 2.0 and tourists 2.0.
Although those networks may possess different tools, there are four essential parameters that must be
• The knowledge of the actors in the network (nodes) must be rewarded according to its influence
on the productivity of the firms. Therefore, it is important that the networks permit electronic
commerce insofar as the development of the network and its knowledge is linked to productivity.
• The networks must be oriented to sustainability (Halme, 2001); therefore, the negative
externalities of the actors in the network must be internalised in order to offset the costs within the
• The generated knowledge must be available for monitoring by the rest of the agents.
• It must permit interrelation and interoperability between the different networks in a distributed
fashion ((Werthner & Ricci, 2004), whether those networks are local, regional, or national
The final part of the work analyses a system, namely, DESTINUM, and ten of its social characteristics to
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