TPC 100 DigiTourism Flashcards

1
Q

 Takes travelers to a different kind of tourist experience.
 It is a digital support provided to travelers before, during and after the travel activity.
 Provides a tech-driven way to research and plan as well as experience their holiday travels

A

Digital Tourism

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2
Q

 A.K.A hospitality automation and tourism technology.
 Application of information and communications technology (ICT) or information technology (IT) to provide information and support for the hospitality, tourism and travel industry.

A

Travel Technology

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3
Q
  • ecosystem represents the interconnected digital environment where various stakeholders interact to create, deliver, and experience tourism services.
A

Digital Tourism

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4
Q
  • It encompasses digital platforms, technologies, and the flow of information between consumers, service providers, and other entities.
A

Digital Tourism

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5
Q

2 types of DIGITAL TOURISM ECOSYSTEM

A

“Ecosystem functions” (ITER)
“Ecosystem health” (PRD)

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6
Q

under Ecosystem functions” (ITER)

A
  • Inspiration
  • Transaction
  • Experience
  • Reflection
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7
Q

under “Ecosystem health” (PRD)

A
  • Productivity
  • Resilience
  • Diversity
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8
Q

(Digital ecosystem delivers information in a variety of forms such as textual content, picture and video that inform and inspire people.)

A

INSPIRATION

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9
Q
  • This is the initial phase where potential tourists seek ideas and information about destinations or experiences.
A

INSPIRATION

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10
Q
  • Digital platforms like social media, travel blogs, and review sites play a significant role here.
  • Example: Instagram influencers showcasing unique travel destinations, inspiring followers to visit.
A

INSPIRATION

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11
Q

Travel intermediaries and other support travel____\ when travelers make the purchase)

A

TRANSACTION

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12
Q
  • In this phase, tourists book and pay for their chosen travel experiences, accommodations, or services.
A

TRANSACTION

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13
Q
  • E-commerce platforms and booking engines are critical components
  • Example: Online travel agencies (OTAs) like Expedia or Booking.com, where customers can book flights, hotels, and activities.
A

TRANSACTION

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14
Q

(Various entities use technologies to support and enhance the tourism experience during the trip. Ex, INSTAGRAM)

A

EXPERIENCE

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15
Q
  • This stage involves the actual travel_______ , where tourists engage with the services they have booked, often supported by digital tools like mobile apps, navigation, and local information guides.
  • Example: A hotel providing a mobile app that allows guests to check-in, unlock their rooms, and order services.
A

EXPERIENCE

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16
Q
  • Post-experience, tourists reflect on and share their experiences, often through digital platforms.)
A

REFLECTION

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17
Q
  • This sharing influences the inspiration phase for others, completing the cycle.
  • Example: Travelers writing reviews on TripAdvisor, influencing future travelers’ decisions.
  • Example: Posting travel vlogs on YouTube, documenting the entire travel experience for future reference by others.
A

REFLECTION

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18
Q

(Ability to provide innovations that improve the efficiency of ecosystem functions.)

A

PRODUCTIVITY

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19
Q
  • The ecosystem’s ability to generate economic value and maintain active participation from its entities.
  • Example: A tourism platform consistently attracting bookings and generating revenue, indicating high productivity.
A

PRODUCTIVITY

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20
Q

(ROBUSINESS - Ability to withstand external shocks.
DIVERSITY – Capacity to create new entitles or niches)

A

RESILIENCE

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21
Q

Ability to withstand external shocks.

A

ROBUSTNESS

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22
Q

Capacity to create new entitles or niches)

A

DIVERSITY

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23
Q
  • The ecosystem’s ability to adapt and recover from disruptions (e.g., technological changes, crises).
  • Example: A hotel chain quickly adopting contactless check-in systems during the COVID-19 pandemic.
  • Example: A destination marketing organization (DMO) leveraging virtual tours during travel restrictions.
A

RESILIENCE

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24
Q
  • The variety of services, platforms, and participants within the ecosystem, fostering innovation and comprehensive offerings.
  • Example: A tourism destination offering a wide range of activities, from adventure tourism to cultural experiences, supported by various digital platforms.
A

DIVERSITY

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25
Q

types of DIGITAL TOURISM ECOSYSTEM

A

“Roles of entities and communities” (CDMN) and “Digital technological environment” (DCCT)

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26
Q

under Roles of entities and communities” (CDMN)

A
  • Catalyzers
  • Dictators
  • Milkers
  • Niche players
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27
Q

under “ Digital technological environment” (DCCT)

A
  • Devices
  • Connections
  • Content
  • Touch points
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28
Q

(Increase the survival chances of entities by supporting the evolution of a living, functioning ecosystem. Ex Aviation.)

A

CATALYZERS

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29
Q
  • Entities or communities that drive innovation and change within the ecosystem.
  • Example: Airbnb revolutionizing the accommodation sector by enabling peer-to-peer rentals.
A

CATALYZERS

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30
Q

(Aim to own or control a large portion of ecosystem. Ex. Google – Information search)

A

DICTATORS

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31
Q
  • Dominant players that set the rules and standards within the ecosystem.
  • Example: Google dictating online visibility through its search algorithms, impacting how tourism businesses are found.
A

DICTATORS

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32
Q

(Extract more values form the ecosystem than they contribute. Ex Online Travel Agents “OTAs”)
- Example: Companies that heavily rely on user-generated content for marketing without offering meaningful contributions to the community.

A

MILKERS

33
Q

(Offer specialized service and niches skills distinguishing them from others in the ecosystem. Ex. TripAdvisor)
- Smaller entities that focus on specialized markets within the ecosystem.
- Example: A boutique travel agency specializing in eco-friendly tours and experiences.

A

NICHE PLAYERS

34
Q
  • Tools like smartphones, tablets, and wearables that allow users to access and interact with digital content.
  • Example: Smartwatches offering travel-related notifications and health tracking during a trip.
A

DEVICES

35
Q
  • The infrastructure that enables communication and data exchange, including the internet, Wi-Fi, and mobile networks.
  • Example: High-speed internet enabling seamless video calls between hotel guests and concierge services.
A

CONNECTIONS

36
Q
  • Digital material such as images, videos, articles, and reviews that inform and engage tourists.
  • Example: HD videos and live streams showcasing a destination’s attractions on social media platforms.
A

CONTENT

37
Q
  • The platforms or interfaces where interactions occur, such as websites, apps, and kiosks.
  • Example: Interactive kiosks in airports providing flight information and navigation assistance.
A

TOUCHPOINTS

38
Q

is a theory developed by Everett Rogers (1962) that describes how new ideas and technologies spread through cultures.

A

Diffusion of Innovation

39
Q

a theory developed by _______________ that describes how new ideas and technologies spread through cultures.

A

Everett Rogers (1962)

40
Q

These are the first individuals to adopt an innovation. They are adventurous and willing to take risks.

A

Innovators (2.5%):

41
Q

They are quick to embrace new ideas and help influence the wider population.

A

Early Adopters:

42
Q

These individuals adopt innovations once they become more mainstream.

A

Early Majority:

43
Q

Late Majority: They are more cautious and adopt innovations after they have become well-established.

A

Late Majority:

44
Q

These are the last to adopt an innovation, often due to resistance or skepticism.

A

Laggards:

45
Q

a graphical representation that illustrates the typical progression of new technologies and innovations through five key phases.

A

Gartner Hype Cycle

46
Q

It helps in understanding the adoption, maturity, and social application of emerging technologies.

A

Gartner Hype Cycle

47
Q

A breakthrough or new technology generates significant interest and media attention.

Example: Virtual Reality (VR) in Tourism - The introduction of VR for virtual tours and experiences initially garners significant excitement. Destinations start creating immersive virtual experiences to attract potential tourists.

A
  • Innovation Trigger:
48
Q

High expectations are built around the technology, often with early successes and failures.

Example: AI-based Chatbots - AI chatbots for customer service in tourism, such as hotel reservations or travel inquiries, receive widespread attention, with many predicting that these bots will revolutionize customer interactions.

A
  • Peak of Inflated Expectations:
49
Q

As the technology fails to meet initial high expectations, interest wanes, and failures are publicized.
Example: Travel Wearables - Devices like smartwatches or other wearables designed to assist tourists face limitations in battery life, connectivity, or usability, resulting in reduced adoption and growing skepticism.

A
  • Trough of Disillusionment:
50
Q
  • Slope of Enlightenment: Gradual understanding and practical applications begin to emerge, with more conservative investment.

Example: Sustainable Travel Platforms - After the initial hype and subsequent disappointment, sustainable travel platforms start gaining traction as travelers recognize the value of eco-friendly travel options supported by reliable technology.

A
  • Slope of Enlightenment:
51
Q

The Net-based Business Innovation Cycle by…

A

by Wheeler (2002)

51
Q

The technology becomes more stable, widely understood, and begins delivering real value as adoption grows.

Example: Mobile Travel Applications - Mobile apps for trip planning, booking, and navigating destinations (such as Google Maps or Klook) become indispensable tools for tourists, with wide acceptance and integration into everyday travel behaviors.

A
  • Plateau of Productivity:
52
Q

outlines a systematic approach to integrating technology into business processes to drive innovation and create value.

A

The Net-based Business Innovation Cycle by Wheeler (2002)

53
Q
  • Value Potential: This stage focuses on identifying and selecting new technologies that have the potential to enhance business operations or create new services. The goal is to assess technologies that could offer a competitive advantage or meet emerging market demands.
  • Example: A travel agency might explore the use of artificial intelligence (AI) for personalized travel recommendations, anticipating that AI can provide tailored experiences to customers based on their preferences and past behaviors.
A

Choosing Enabling/Emerging Technologies (ET)

54
Q
  • Value Potential: In this stage, businesses evaluate how the selected technologies can be aligned with economic opportunities, such as market trends, consumer demands, or cost-saving initiatives. The focus is on identifying areas where the technology can be most effectively deployed.
  • Example: The hotel chain sees an opportunity in the rising trend of eco-friendly travel. They match IoT smart rooms with this trend by promoting energy-efficient stays, appealing to environmentally conscious travelers.
A

Matching with Economic Opportunities (EO)

55
Q
  • Value Realization: This phase involves the implementation of the chosen technologies in a way that drives business growth. It includes integrating the technology into operations, launching new products or services, and scaling the innovation across the organization.
  • Example: The travel agency launches a new AI-powered travel app that provides personalized vacation recommendations, dynamically adjusts itineraries, and offers real-time customer support, leading to an increase in customer engagement and sales.
A

Executing Business Innovation for Growth (BI)

56
Q
  • Value Realization: After implementation, businesses must assess the impact of the innovation on both external customers and internal stakeholders. This involves gathering feedback, measuring customer satisfaction, evaluating financial performance, and making adjustments as needed.
  • Example: The hotel chain monitors guest feedback on the smart room experience and tracks energy savings to assess the value created. They use this data to optimize the technology and enhance the guest experience further.
A

Assessing External Customer and Internal Client Value (CV)

57
Q

under Decision-making

A
  • information search
  • trip planning
  • purchase
57
Q

UNDERSTANDING THE DIGITAL TOURIST
Aspects of IT and behavior:

A
  • Technology use and acceptance
  • Decision-making
  • Information sharing
  • Co-creation of experiences
58
Q

under Technology use and acceptance

A
  • demographics
  • trip characteristics
  • psychographics
  • UTAUT
59
Q

Different age groups, income levels, and education backgrounds influence how tourists use and accept technology.

A
  • Demographics-
60
Q

The purpose and length of the trip affect technology usage.

A
  • Trip characteristics
61
Q

Personality traits, lifestyle, and attitudes toward technology also impact how tourists interact with digital tools.

A
  • Psychographics -
62
Q

Digital tourists use various online platforms to gather information about destinations, accommodations, and activities.

A
  • Information search
62
Q

This model explains how performance expectancy, effort expectancy, social influence, and facilitating conditions impact a tourist’s decision to adopt and use technology.

A
  • Unified Theory of Acceptance and Use of Technology UTAUT
63
Q

The final decision involves purchasing flights, accommodations, and experiences.

A
  • Purchase
63
Q

Planning involves selecting destinations, booking accommodations, and arranging activities.

A
  • Trip planning
64
Q
  • Digital tourists often share their experiences on social media platforms, influencing others’ travel decisions.
A

Information sharing

65
Q
  • Tourists today are not just passive consumers but active participants in creating their travel experiences.
A

Co-creation of experience

66
Q

High tech and high touch travelers

A

(spillovers, opportunity seekers, compensators, luddities)

67
Q
  • These travelers seamlessly integrate technology from their everyday lives into their travel experiences.
A

Spillovers

67
Q
  • These travelers are selective in their use of technology, employing it only when it enhances personal experiences.
A

Opportunity Seekers:

68
Q
  • They rely on apps, gadgets, and online platforms to enhance their journey, often expecting the same level of technological convenience they experience at home.
  • Example
    Smart Hotels: Spillover travelers might choose accommodations that offer digital check-in, smart room controls (like temperature and lighting adjustments via a smartphone), and AI-powered concierge services. They expect seamless digital experiences akin to what they use daily.
A

Spillovers

69
Q
  • They might use digital tools to discover unique opportunities but prioritize authentic, hands-on experiences over digital convenience.
  • Example
    Cultural Immersion Tours: Opportunity seekers might use an app to find a local guide for an off-the-beaten-path cultural experience but will focus on the personal interaction and immersion in the local culture rather than the technology itself.
A

Opportunity Seekers:

70
Q

However, when they travel, they might shift towards a more high-touch approach, preferring human interaction and traditional experiences over technological solutions.
* Example:
Customized Itineraries with Local Guides: A compensator may use technology extensively to research and plan their trip, however, once at their destination, they prefer to engage with a local guide, they value the insights, stories, and personal touch that a local expert can provide

A

Compensators

71
Q
  • are typically comfortable with and reliant on technology in their everyday lives, using it to enhance productivity, convenience, and efficiency.
A

Compensators

72
Q
  • They value face-to-face interactions, paper maps, and guidebooks, seeking experiences that are free from digital interference.
  • Example:
    Traditional Travel Planning: Luddites may prefer booking their trips through travel agencies, using printed brochures and catalogs to plan their travels, avoiding online platforms and digital booking systems
A

Luddites

73
Q

are resistant to using technology, preferring traditional methods in both everyday life and travel.

A

Luddites

74
Q
A