4. Déterminants pathogéniques du parasite
4.2. Les effecteurs du parasite
Atualmente a pesquisa académica em gamification ainda é limitada, no geral, e principalmente como uma subárea no turismo, especificamente.
Pesquisas futuras poderão incluir: (1) a implicação da gamification em diferentes setores do turismo; (2) implicação da gamification para dentro (formação de trabalhadores) e para fora (o envolvimento do cliente) e (3) estudos empíricos sobre a
eficácia de como a gamification contribui para experiências turísticas e fidelização de clientes (Xu et al., 2013).
De acordo com a Gartner Inc (2013) op. cit. Urh et al. (2015) cerca de 80% de todas as aplicações de gamification falham satisfazer os seus objetivos devido à má conceção, pelo que será vantajoso estudos que validem as diferenças nos resultados em função das características dos cursos gamificados. A implementação de sistemas de pontuação na vida real, pode levar a uma fadiga de coletar emblemas, pontos e troféus. Futuros estudos podem focar-se nos riscos do excesso de gamification na vida.
Considerando o interesse deste projeto para a promoção das competências dos trabalhadores hoteleiros, e a missão da ESHTE nesse âmbito, solicitou-se a colaboração e cooperação do Centro de Investigação, Desenvolvimento e Inovação (CIDI) da Escola para os desenvolvimentos futuros deste projeto, quer na componente de investigação e conceção de conteúdos, quer na elaboração de uma candidatura que viabilize a execução do projeto. (cf anexo 31). Atualmente estão a ser estudadas diferentes possibilidades de financiamento.
Futuramente poderá ser possível a construção e/ou adaptação de uma plataforma formativa com conteúdos para a área Hoteleira com recurso a estratégias de gamification. Esta ferramenta poderá vir a estar disponível para as unidades hoteleiras de pequena/média dimensão, apoiando-as na formação dos trabalhadores, e promovendo a aquisição de competências técnicas e pessoais/sociais de uma forma lúdica e interativa.
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