Tourism Board Games A New Tool for Creating Destination Images
Main Article Content
Abstract
Board games have gained increasing popularity as marketing tools and creative communication instruments, particularly within the tourism industry, which seeks to establish distinctive destination images and enhance tourist experiences. This research article presents the role of tourism-themed board games in destination image formation through design processes, player engagement, and the promotion of positive destination perceptions. Through qualitative research methodology employing in-depth interviews.
The study findings reveal that board games can serve as potent instruments for communicating cultural values, fostering destination understanding, and stimulating interest among potential tourists. Furthermore, they represent an innovative approach to promoting sustainable tourism in the digital era.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
ลิขสิทธิ์
References
สํานักงานคณะกรรมการการศึกษาขั้นพื้นฐาน. (2019). แนวทางการนิเทศ เพื่อพัฒนาและส่งเสริม การจัดการเรียนรู้เชิงรุก. สืบค้นจาก https://www.academic.obec.go.th/web/document/view/143
เอกภูมิ ภูมิพันธุ์. (2024). Thai board game community mini survey 2023. Retrieved from https://infogram.com/thaiboardgame-community-survey-2023-1h0n25oywe7ll4p?fbclid=IwY2xjawJE2PVleHRuA2FlbQIxMAABHZOKlbOJk24GVI2uEp7fXpGoSnQ63xcaeY5A2cocdkX8RbdcuEQ-sbfoCw_aem_bf_L1scq5mBUe8-knokD5g
Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. Human Factors in Computing Systems, 1297–1300. Retrieved from https://doi.org/10.1145/985921.986048
Gretzel, U., Fuchs, M., Baggio, R., Hoepken, W., Law, R., Neidhardt, J., … Xiang, Z. (2020). e-Tourism beyond COVID-19: a call for transformative research. Information Technology & Tourism, 22(2), 187-203. Retrieved from https://doi.org/10.1007/s40558-020-00181-3
Huotari, K. & Hamari, J. (2017) A Definition for Gamification: Anchoring Gamification in the Service Marketing Literature. Electron Markets, 27, 21-31. https://doi.org/10.1007/s12525-015-0212-z
Kim, Y., Lee, Y., Suh, Y. & Kim, D. (2021). The Effects of Gamification on Tourist Psychological Outcomes: An Application of Letterboxing and External Rewards to Maze Park. Journal of Travel & Tourism Marketing, 38, 341-55. https://doi.org/10.1080/10548408.2021.1921095.
Klouvidaki, M., Antonopoulos, N. & Tsafarakis, S. (2023). The effect of gamification in the field of tourism and social media Gamification, tourism and social media. Envisioning the Future of Communication, 2(1), 85-99.
Kolb, D. A. (1984). Experiential Learning: Experience As The Source Of Learning And Development. Englewood Cliffs, NJ: Prentice Hall.
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic Inquiry. Beverly Hills, CA: Sage
Mariani, M., & Baggio, R. (2020). The relevance of mixed methods for network analysis in tourism and hospitality research. International Journal of Contemporary Hospitality Management, 32(4), 1643-1673. https://doi.org/10.1108/IJCHM-04-2019-0378
Nurrahmania, A., & Grahita, B. (2022). Analysis of Tourism Game Effectiveness as
Promotional Strategy. Retrieved from https://doi.org/10.2991/assehr.k.211228.038
Pine II, B. J., & Gilmore, J. H. (2019). The Experience Economy: Competing for Customer Time, Attention, and Money. Retrieved from https://www.researchgate.net/publication/338281979_The_Experience_Economy_Competing_for_Customer_Time_Attention_and_Money
Richards, G. (2018). Cultural tourism: A review of recent research and trends. Journal of Hospitality and Tourism Management, 36, 12-21. Retrieved from https://doi.org/https://doi.org/10.1016/j.jhtm.2018.03.005
Tasci, A. D. A., & Gartner, W. C. (2007). Destination Image and Its Functional Relationships. Journal of Travel Research, 45(4), 413-425. Retrieved from https://doi.org/10.1177/0047287507299569
Shen, C. C., Tsai, C. H., & Tseng, T. A. (2025). The Influence of Flow Experience and Serious Leisure on Attachment in Board Game. Leisure Sciences, 47(1), 66–90. https://doi.org/10.1080/01490400.2022.2061654
Xu, F., Weber-Sabil, J., & Buhalis, D. (2013). Gamification in Tourism. In (pp. 525-537). Retrieved from https://doi.org/10.1007/978-3-319-03973-2_38