Authors :
Farid Adi Prasetya; Sidiq Permono Nugroho; Noviadry Nur Tamtama
Volume/Issue :
Volume 8 - 2023, Issue 1 - January
Google Scholar :
https://bit.ly/3IIfn9N
Scribd :
https://bit.ly/3YmyCyj
DOI :
https://doi.org/10.5281/zenodo.7627386
Abstract :
This research aims to formulate a competitive
strategy for a mobile tourism guide application. The case
study examines the “Solo Destination” app, a tourism
promotion tool developed by the Surakarta City
Government. Simultaneously, the data collection started
by interviewing 100 active users of the “Solo Destination”
app to obtain qualitative data. Qualitative data goes
through the stages of data selection and coding. The data
selection and coding stages break down the attributes that
represent the strengths, weaknesses, opportunities, and
threats of the “Solo Destination” application. Pairwise
comparisons with AHP are an advanced stage involving
key respondents, including the Head of the Tourism Office,
the Head of the Communication and Information Service,
the Manager of the Central Bureau of Statistics, and the
creator of the “Solo Destination” application. Based on
prioritization measurements using the Analytical
Hierarchy Process (AHP), this research found that adding
the location-enabled gamification feature is a relevant
strategy for improving and developing the “Solo
Destination” app. The results of this study offer the issue
of location-enabled gamification in a tour guide
application as a novelty. However, involving more than one
tour guide application as the object of research presents
limitations to this research. It requires further research to
analyze more examples of cases or a broader scope to take
a closer look at how strategically a location-enabled
gamification feature is embedded in a tour guide mobile
app.
Keywords :
Mobile App, Tourism, Gamification, Promotion
This research aims to formulate a competitive
strategy for a mobile tourism guide application. The case
study examines the “Solo Destination” app, a tourism
promotion tool developed by the Surakarta City
Government. Simultaneously, the data collection started
by interviewing 100 active users of the “Solo Destination”
app to obtain qualitative data. Qualitative data goes
through the stages of data selection and coding. The data
selection and coding stages break down the attributes that
represent the strengths, weaknesses, opportunities, and
threats of the “Solo Destination” application. Pairwise
comparisons with AHP are an advanced stage involving
key respondents, including the Head of the Tourism Office,
the Head of the Communication and Information Service,
the Manager of the Central Bureau of Statistics, and the
creator of the “Solo Destination” application. Based on
prioritization measurements using the Analytical
Hierarchy Process (AHP), this research found that adding
the location-enabled gamification feature is a relevant
strategy for improving and developing the “Solo
Destination” app. The results of this study offer the issue
of location-enabled gamification in a tour guide
application as a novelty. However, involving more than one
tour guide application as the object of research presents
limitations to this research. It requires further research to
analyze more examples of cases or a broader scope to take
a closer look at how strategically a location-enabled
gamification feature is embedded in a tour guide mobile
app.
Keywords :
Mobile App, Tourism, Gamification, Promotion