Jessika Weber-Sabil

Jessika Weber-Sabil
Breda University of Applied Sciences · Games & Tourism

Senior Researcher and Lecturer in Games and Tourism

About

21
Publications
42,993
Reads
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731
Citations
Introduction
Jessika is a senior researcher at the Academy of Digital Entertainment of Breda University of Applied Sciences under the professorship of Applied Games, Innovation and Society (www.buas.nl), where she conducts research on games with the focus on leisure, tourism and hospitality. A current project is SCITHOS (www.scithos.eu), a EU-funded project on smart tourism hospitality, which aims to develop a game for tourism policy makers in order to enable sustainable behaviour in urban environments. Jessika holds a PhD from Bournemouth University, where she explored game experiences of tourists with location-based augmented reality games in urban environments. Her research interests range from (mobile) game experience research to the application of games in travel and tourism.
Additional affiliations
August 2016 - present
Breda University of Applied Sciences
Position
  • Researcher
Description
  • Researcher for Applied and Serious Games
August 2016 - present
Breda University of Applied Sciences
Position
  • Researcher
August 2015 - December 2016
Breda University of Applied Sciences
Position
  • Lecturer
Description
  • Lecturer in Imagineering, Researcher, Representative International Academics Mobility
Education
September 2012 - December 2016
Bournemouth University
Field of study
  • Designing Engaging Experiences with Location-based Augmented Reality Games for Tourism Urban Environments
September 2010 - September 2012
Fachhochschule Salzburg
Field of study
  • Innovation and Management in Tourism
September 2004 - June 2009
University of Applied Sciences Schmalkalden
Field of study
  • Business Administration

Publications

Publications (21)
Conference Paper
Full-text available
Marketing tourism via games is a new phenomenon. This research uses a qualitative method to explore the motivation of tourist players. Through content analysis of the focus group results, it identifies five reasons to play a tourism game on holiday, namely, curiosity; exploration; socialization; fun and fantasy experience; and challenge and achieve...
Article
Gamification has become a focus of attention in an increasing number of fields including business, education, and health care. Through a wide range of applications and support functions, its potential for the tourism industry is significant. Gamification of tourism can contribute to a more rewarding interactions and higher level of satisfaction, as...
Article
Full-text available
Serious gaming is an interdisciplinary and co-creative research methodology, which allows participants to proactively engage in role-playing and co-creating strategies. During the gameplay session, various game mechanisms trigger individual, social, and collective learning outcomes of the players, which in the end can lead to a change in the indivi...
Conference Paper
Full-text available
Tourism contributes to the economic development of many European cities (Bock, 2015). Although this economic development is attractive for cities, it is questionable whether this development is sustainable (e.g. Jurowski, Uysal, & Williams, 1997, McKercher & Prideaux, 2014, Newsome, Moore, & Dowling, 2012), from an economic, social and ecological p...
Article
Full-text available
This paper proposes a new framework for the production and development of immersive and playful technologies in cultural heritage in which different stakeholders such as users and local communities are involved early on in the product development chain. We believe that an early stage of co-creation in the design process produces a clear understandi...
Chapter
Full-text available
Tourism is an important economic sector that has a significant impact on sustainability indicators, such as GHG emissions and cohesion. Local policy makers are increasingly challenged to manage the urban tourism system at large. As part of a EU funded project, the authors have conceptualized sustainable urban tourism as the ‘management of competing...
Article
Full-text available
This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism...
Chapter
Full-text available
Business games are used for organizational performance interventions as well as for educational purposes. To what extent can games be designed for intervention and used for educational purposes (and vice versa)? The authors study the learning efficacy of a game originally designed to support the implementation of the growth strategy for a client or...
Conference Paper
Full-text available
Tourism is an important economic sector that has a significant impact on sustainability indicators, such as GHG emissions and cohesion. Local policy makers are increasingly challenged to manage the urban tourism system at large. As part of a EU funded project, the authors have conceptualized sustainable urban tourism as the 'management of competing...
Chapter
Full-text available
Cultural tourism has been identified as an important economic and social contributor worldwide. Main drivers have been linked to an increasing desire for cultural awareness, meaning-creation and learning. An increasing body of research explores the application of VR and AR in this context. While previous studies outline VR and AR as promising techn...
Article
Full-text available
Creating an augmented reality (AR) urban tourism application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of multimedia mobile applications dedicated to urban tourism storytelling with special focus on AR techniques. Following the less...
Conference Paper
Full-text available
The authors investigate the potential of Mixed Reality (MR) games for team building and assessment. The AMELIO game was designed for a highly immersive MR lab. The game is a multi-player team challenge based on the concept of an escape room, staged in a space colony emergency situation. An explorative empirical pre-post measurement study was carrie...
Article
Full-text available
Gaming as a cutting-edge concept has recently been used by some innovative tourism sectors as a marketing tool and as a method of deeper engagement with visitors. This research aims to explore the gamification trend and its potential for experience development and tourism marketing. Using a focus group, this paper discusses gaming and tourism, and...
Chapter
Full-text available
Gamification, as a new topic, is a future trend which can be applied in tourism in many ways to elicit motivation and behaviour change. This paper is a conceptual work on gamification in tourism discussing the concept on how game design elements and game thinking can be applied in a tourism context. Based on that, it defines tourism gamification an...
Chapter
Full-text available
Wandern und Fahrradfahren gehören seit Jahren zu den beliebtesten Freizeit- und Urlaubsaktivitäten. Auch in diesem Bereich greifen die Kunden zunehmend auf neue Informations- und Kommunikationstechnologien (IKT) in Form von mobilen Diensten und Guides zurück, um sich während einer Tour zu informieren und zu orientieren. Insgesamt scheint die Akzept...

Network

Cited By

Projects

Projects (8)
Project
SmartCulTour (Smart Cultural Tourism as a Driver of Sustainable Development of European Regions) is a four-year project, funded by the European Union in the frame of Horizon 2020, grant agreement number 870708. The goal of SmartCulTour is to support regional development in all European regions with important tangible and intangible cultural assets, including those located in rural peripheries and the urban fringe, through sustainable cultural tourism
Project
Digitourism Many business intelligence surveys demonstrate that Digital Realities (Virtual reality and Augmented Reality) are becoming a huge market trend in many sectors, and North America is taking the lead in this emerging domain. Tourism is no exception and the sector in Europe must innovate to get ahead of the curve of this technological revolution, but this innovation needs public support. In order to provide labs, startups and SMEs willing to take this unique opportunity with the most appropriate support policies, 9 partner organizations from 8 countries (FR, IT, HU, UK, NO, ES, PL, NL) decided to work together: regional and local authorities, development agencies, private non-profit association and universities. Thanks to their complementary experiences and know-how, they intend to improve policies of the partner regions (structural funds and regional policies), in order to foster a tourist channeled innovation in the Digital Realities sector. All partners will work together on policy analysis tasks before exchanging their best initiatives and transferring them from one country to another. This strong cooperation will allow them to build the best conditions to foster innovation thanks to more effective structural funds policies and regional policies. Main activities & outputs: 8 policy instruments are addressed, among which 7 relate to structural funds programmes. Basis for exchange of experience: Reciprocal improvement analysis and 8 study trips with peer-review of each partner’s practices. Video reportages for an effective dissemination towards other territories in Europe.
Project
Recovry Excerpt: Creating and testing a Virtual Reality Therapy Application to reduce alcohol addiction. Develop and test a Virtual Reality application to be used in therapy, within Novadic Kentron, that helps people deal with alcohol addiction. By recreating real contexts in VR that either stimulate craving or elicit positive feelings, the VR application should increase, for example, self-confidence to deal with these situations and reduce relapse risks. In addition, together with students from BUas and other universities, we study the effects of different forms of realism and resemblance within virtual reality worlds. We are testing, among other things, differences between CGI-created and 360-recorded worlds that differ in level of personalisation. Partners: Novadic-Kentron Link: https://www.myrecovry.com/