Abstract
Today the imaginary, as the social life, is so influenced by digital (social networks, video games etc.) too. Although many tourism experts, since the mid-nineties, argued that the advent of the Online Reality would be a problem to the travel industry, it seemed to open new horizons in the use of technology for tourism. Both, however, agree that its importance would have increased. In fact, a few decades later and with the unstoppable technological progression, rather than being an obstacle, the Online Reality, especially one of its most playful branches, the Video Game, is an excellent example in how could be possible “induce” a user to visit those specific locations where challenges, raids and adventures take place. In the making of locations, of the real world within the net and especially in gaming, it could be easily realized the significant impact of this action on tourism movement. The aim of this study is to investigate some aspects of Tourism 4.0 and expecially Video Game induced tourism, Augmented Reality and the new frontier of Tourism 4.0: Under-skin implants (i.e. Identity documents, tickets).
Details
Presentation Type
Paper Presentation in a Themed Session
Theme
Tourism and Leisure Industries
KEYWORDS
Tourism, Culture, Imaginary