ArticlePloS one2025
Do the interpersonal effects of gamified online destination websites better stimulate tourists' travel intentions?
Article in PloS one, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
With the growing prevalence of user-generated content in disseminating travel information, the current design of online destination websites should emphasize interactive engagement and fulfill users' increasing social needs, thereby aligning with the behavioral characteristics and development trends of the digital age. This study conducts two empirical studies to examine the feasibility of integrating gamification into destination platforms and its influence on interpersonal value within users' decision-making processes. Through scenario-based simulations comparing feedback from 931 participants on gamified versus non-gamified websites, the study applies structural equation modeling to test path coefficients and confirm the effectiveness and advantages of gamification, as well as the role of interpersonal value in shaping decision-making pathways. This study found that: (1) Gamification effectively brings personal hedonic and utilitarian value, is suitable for destination websites, and positively influences user decisions. (2) There is no significant difference between gamified and non-gamified experiences in terms of utilitarian and hedonic value experiences, nor in the influence of utilitarian value on decision-making. (3) The personal value experience brought by gamification will positively influence users' interpersonal value. (4) Interpersonal value-experience sharing, identity recognition, and social support-under gamified experiences will positively influence user decisions. These findings reveal that gamified design can not only effectively enhance the practical attributes of online destination websites but also significantly strengthen individuals' information dissemination about the destination and activate the website's interpersonal effects. This makes gamification a new model for optimizing the information display of existing online destination websites, and it highlights the crucial role of interpersonal value in studying consumer decision-making paths.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.