Chapter 10
Chapter 10
Chapter 10
CHAPTER 10
Chapter 10
Technology-enabled
Visitor Experiences
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Key Concepts
Android, animatronics, mechatronics
Augmented and virtual reality
Electronic ticketing system
Experience economy
Gamification
Interpretation and orientation
Virtual guide
Virtual queuing system
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Understanding Attractions
Natural Cultural
flora and fauna theme parks
terrestrial/marine parks & reserves art galleries & museums
Permanent
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Attracting Visitors
Visitor Information Centers
Mobile apps
Mediawalls
Twitter feeds
Information kiosks
Tablets
Sales and Distribution
Electronic ticketing
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High
Technology-
Empowered
Experiences Interactive, immersive, pervasive technology
LEVEL OF TECHNOLOGY
Technology-
Enhanced
Experiences Interactive Web 2.0 technology
Technology-Assisted
Experiences
Non-interactive Web 1.0 technology
Conventional Experiences
Low technology
Low
Staging Experiences
Role Description
Enabler Providing the inspiration, time and economic means for people to travel
Creator Creation of tourism experiences and settings
Attractor A focal point for travel experiences
Enhancer Supporting comfort, orientation, interpretation and translation
Protector Protect travelers and the resources that attract them
Educator Reveal meanings and understandings of objects, artifacts, landscapes and
sites
Substitute Substitute experiences when resources are threatened, congested or not
accessible
Facilitator A tool for the tourism industry
Reminder Recording, reflection and sharing of experiences
Destroyer Negatively impacting the social, environmental and economic well-being of
travelers or employees
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Technology as an Enabler
Technology…
stimulates the broader socio-economic conditions for
travel
increases productivity and relieves workers from
mundane tasks
enables the movement of travelers
is used extensively in the production and delivery of
goods and services
has provided easy access to travel information
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Technology as a Creator
Engineers, architects and other professionals use CAD
software to design tourism facilities
Technological infrastructures and machines create new
opportunities for tourist experiences
Examples:
jet boating
jet skiing
Segway tours
simulators,
roller coasters
ski runs
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Technology as an Attractor
Technology may be the focus of the experience that
attracts visitors
Examples:
science and technology museums (e.g. EPCOT)
industrial sites (e.g. Guinness Brewery)
working farms (e.g. Dole Pineapple Plantation)
technology expos and motor shows
theme park rides
audio-visual effects
augmented and virtual reality
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Technology as an Enhancer
Visitor orientation
Translation
Communication and translation
Planning and scheduling
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Technology as a Protector
Protection of travelers
Electronic locking systems
Surveillance systems
Security scanning
Warnings sent to mobile devices
Water treatment and food safety
Protection of resources
Climate control systems
Documenting historical and natural artifacts
Monitoring and managing wildlife
Energy and waste management
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Technology as an Educator
Interpretation and Edutainment
Virtual guides, audio guides & podcasts
Mobile technologies (QR codes, geofencing, wearable
technologies)
Special effects
Virtual and augmented reality
Holographic projection
3D printing
Robotics and mechatronics
Interactive surfaces
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Technology as a Substitute
Technology can re-enact or recreate environments,
activities or events to provide substitute experiences for:
fragile or dangerous places
experiences that are too costly
attractions and objects that no longer exist
visitors with disabilities or mobility constraints
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Technology as a Facilitator
Applications Technology Examples
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Technology as a Reminder
Visitors use IT to document, capture and share
experiences
Examples
Image and video sharing
Geotagged images
Social media
Product reviews
Blogs
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Technology as a Destroyer
Technology can also bite back, resulting in negative
experiences, inconvenience or more serious
consequences
Technology failure
Noise and visual pollution
Resource depletion
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Managing Visitors
Admission Smart cards, wristbands, barcoded tickets, biometrics, seat
allocation
Orientation LCD maps and directories, mobile apps
Ancillary Purchases Cashless payment systems for parking, accommodation, food
and beverages, photos and merchandize; geofencing and
mobile notifications
Crowding & Queue Visitor tracking, controlled access, forecasting demand, virtual
Management queuing systems, wait time displays, queue entertainment
Business Intelligence Strategic listening, monitoring visitor behavior
& CRM
Safety & Security CCTV, secure access, electronic lockers, safety systems
Casinos & Gaming Slot machine maintenance and accounting, table games, player
tracking and marketing, cage management, and staff systems
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Discussion Questions
1. What technologies do you use when you are traveling? How
can technology be used in the co-creation of visitor
experiences?
2. Some commentators have predicted that virtual reality will
eventually eliminate the need to travel. Do you think this is a
valid prediction? Discuss your reasoning.
3. Think about places you have visited on your travels. Have you
experienced any examples of technology in interpretive
experiences? Were these technologies effective in supporting
your learning or were they just a gimmick?
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Discussion Questions
4. In this chapter we explored some of the challenges and
opportunities of using IT for interpretation. What are some of
the operational advantages and disadvantages of using
technology in the creation of experiences?
5. Does the use of technology in attractions erode or enhance
opportunities for high touch experiences? Discuss your
reasoning and compare your points with other students.
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