หน้าแรก / วารสารวิชาการ / Evaluating Mobile Gamification Against Tourists’ C...
Evaluating Mobile Gamification Against Tourists’ Cultural Perception and Culinary Wisdom: A Case Study of Phuket’s Local Food.
นางสาวมณฑิตา พราหมณโชติ  |  -  
จำนวนผู้เข้าชม
52
Evaluating Mobile Gamification Against Tourists’ Cultural Perception and Culinary Wisdom: A Case Study of Phuket’s Local Food.
เปิดลิงก์เอกสาร
DOI Link
Collection RMUTK Research Repository (RMUTK IR)
วารสารวิชาการ — e-Journal Articles
ID RMUTK Digital RMUTK000160
Title Evaluating Mobile Gamification Against Tourists’ Cultural Perception and Culinary Wisdom: A Case Study of Phuket’s Local Food.
Alternative title Evaluating Mobile Gamification Against Tourists’ Cultural Perception and Culinary Wisdom: A Case Study of Phuket’s Local Food.
Authors ดร.เสน่ห์ สำเภาเงิน
นางสาวมณฑิตา พราหมณโชติ (สถาบันเทคโนโลยีพระจอมเกล้าเจ้าคุณทหารลาดกระบัง) ผู้แต่งหลัก
รศ.ดร.จตุรงค์ เลาหะเพ็ญแสง (สถาบันเทคโนโลยีพระจอมเกล้าเจ้าคุณทหารลาดกระบัง) Corresponding
รศ.ดร.ทรงวุฒิ เอกวุฒิวงศา (สถาบันเทคโนโลยีพระจอมเกล้าเจ้าคุณทหารลาดกระบัง)
ผศ.ดร.ธเนศ ภิรมย์การ (สถาบันเทคโนโลยีพระจอมเกล้าเจ้าคุณทหารลาดกระบัง)
Faculty คณะวิทยาศาสตร์และเทคโนโลยี
Journal Title Tourism and Hospitality
ISSN 2673-5768
Volume / Issue / Pages Vol.7 | No.10 | pp.1-19 (Article 350)
Published 2026-10-20
Year 2569
Level ระดับนานาชาติ (SCOPUS)
Quartile Q2
DOI https://doi.org/10.3390/tourhosp7100350
Funding Source ส่วนตัว
Abstract -
Abstract (EN) Applying mobile gamification in the gastronomy tourism industry is an intriguing challenge. Phuket is a city with a culinary heritage. This study examined Thai domestic tourists’ perceptions of WISKET42, a mobile web-based gamification application designed to support the communication of Phuket’s local culinary culture and wisdom. The mobile web-based gamification application “WISKET42” was tested. Data collection was carried out using a questionnaire after the gamification application was tried out to study data that were collected from Thai tourists with and without tourism experience in Phuket (n = 428). This study indicated significant differences among travel-experience groups across all four dimensions: convenience, usefulness, safety and reliability, and uniqueness. However, the relatively small effect sizes (η2 = 0.019–0.041) indicated that prior travel experience was associated with only a modest proportion of the observed variation in participants’ perceptions. Comparisons further showed that the pairwise differences were selective rather than uniform across travel-experience groups. Multiple regression analysis showed that convenience, safety and reliability, and uniqueness were positively and significantly associated with usefulness, jointly accounting for 59.9% of its variance (R² = 0.599). Uniqueness exhibited the largest standardized coefficient (β = 0.305), followed closely by safety and reliability (β = 0.279) and convenience (β = 0.277). These findings suggest that WISKET42 has potential as an interactive digital approach to communicating Phuket’s culinary heritage, while prior destination experience appears to represent a modest contextual factor in users’ perceptions. The study focuses only on Thai participants, possibly misrepresenting the behavior and technology acceptance of foreign tourists and limiting the generalizability of the results to universal contexts. Future research should include international tourists for more inclusiveness in comparing the differences in perception, technology acceptance, and culinary heritage learning behavior across cultural contexts.
Keywords (TH) -
Keywords (EN) GamificationCulinary Heritage CommunicationGastronomy TourismCultural Perception
Access Level Open Access (เปิดสาธารณะ)
ลิงก์แหล่งเผยแพร่
เอกสารฉบับเต็ม (ลิงก์ภายนอก)
https://doi.org/10.3390/tourhosp7100350
เปิดลิงก์