A Collaborative Tourist System Using Serious Games

  • Rui Pedro Araújo Fernandes
  • João Emilio Almeida
  • Rosaldo J. F. Rosseti
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 206)


Smartphones are trending and most tourists already own one. Many applications exist for smartphones, in order to help tourists in their journeys. Applications available share the same problem, though: content may not be complete or updated and, they lack user feedback. The best information about a city is usually held by locals, or by recent visitors. An application fed and maintained by its users, seems a good solution to improve the information contained in mobile applications for tourists. Motivating travelers to share their knowledge, in a long-term basis, poses a problem. We propose to tackle that problem through the use of Serious Games, to achieve user’s collaboration in the building and maintenance of a tourism database. A prototype for Android platform was developed and deployed. A group of 20 individuals tested the application in the terrain. Data was collected from their experience. A survey to the users showed their feelings towards this new experience. Results showed that Serious Games are a viable approach to achieve several objectives. Users from the test group showed to be interested in the gaming environment, enabling them to share their knowledge, possibly in a long term basis.


Serious Games Tourism Android 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Abt, C.: Serious Games. Viking Press (1970)Google Scholar
  2. 2.
    Prensky, M.: The digital game-based learning revolution. Digital Game-based Learning (2001)Google Scholar
  3. 3.
    Kirriemuir, J., McFarlane, A.: Literature review in games and learning: a report for NESTA Futurelab. NESTA Futurelab Series Report 8, 5 (2004)Google Scholar
  4. 4.
    Boyd, D., Ellison, N.: Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication 13, 210–230 (2007)Google Scholar
  5. 5.
    Kramer, R., Modsching, M., ten Hagen, K., Gretzel, U.: Behavioural impacts of mobile tour guides. In: Information and Communication Technologies in Tourism, pp. 109–118 (2007)Google Scholar
  6. 6.
    Maruyama, A., Shibata, N., Murata, Y., Yasumoto, K., Ito, M.: A personal tourism navigation system to support traveling multiple destinations with time restrictions. Advanced Information Networking and Applications 2, 18–21 (2004)Google Scholar
  7. 7.
    Zenker, B., Ludwig, B.: Rose assisting pedestrians to find preferred events and comfortable public transport connections. In: ACM Mobility Conference (2009)Google Scholar
  8. 8.
    Garcia, A., Arbelaitz, O., Linaza, M.T., Vansteenwegen, P., Souffriau, W.: Personalized Tourist Route Generation. In: Daniel, F., Facca, F.M. (eds.) ICWE 2010. LNCS, vol. 6385, pp. 486–497. Springer, Heidelberg (2010)CrossRefGoogle Scholar
  9. 9.
    Google Developers. Google distance matrix api,
  10. 10.
    Boy Scout Trail. Hot and cold game,

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Rui Pedro Araújo Fernandes
    • 1
  • João Emilio Almeida
    • 1
    • 2
  • Rosaldo J. F. Rosseti
    • 1
    • 2
  1. 1.FEUP – Faculdade de Engenharia da Universidade do PortoPortoPortugal
  2. 2.LIACC – Laboratório de Inteligência Artificial e Ciência de ComputadoresPortoPortugal

Personalised recommendations